// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "Common.h" #include #include "Core.h" #include "../../Plugin_VideoOGL/Src/GLUtil.h" #include "RasterFont.h" #include "SWRenderer.h" #include "SWStatistics.h" #include "SWCommandProcessor.h" #include "OnScreenDisplay.h" static GLuint s_RenderTarget = 0; static GLint attr_pos = -1, attr_tex = -1; static GLint uni_tex = -1; static GLuint program; static u8 s_xfbColorTexture[2][EFB_WIDTH*EFB_HEIGHT*4]; static int s_currentColorTexture = 0; // Rasterfont isn't compatible with GLES // degasus: I think it does, but I can't test it #ifndef USE_GLES RasterFont* s_pfont = NULL; #endif void SWRenderer::Init() { GLInterface->SetBackBufferDimensions(EFB_WIDTH, EFB_HEIGHT); } void SWRenderer::Shutdown() { glDeleteProgram(program); glDeleteTextures(1, &s_RenderTarget); #ifndef USE_GLES delete s_pfont; s_pfont = 0; #endif } void CreateShaders() { static const char *fragShaderText = "varying " PREC " vec2 TexCoordOut;\n" "uniform sampler2D Texture;\n" "void main() {\n" " " PREC " vec4 tmpcolor;\n" " tmpcolor = texture2D(Texture, TexCoordOut);\n" " gl_FragColor = tmpcolor;\n" "}\n"; static const char *vertShaderText = "attribute vec4 pos;\n" "attribute vec2 TexCoordIn;\n " "varying vec2 TexCoordOut;\n " "void main() {\n" " gl_Position = pos;\n" " TexCoordOut = TexCoordIn;\n" "}\n"; program = OpenGL_CompileProgram(vertShaderText, fragShaderText); glUseProgram(program); uni_tex = glGetUniformLocation(program, "Texture"); attr_pos = glGetAttribLocation(program, "pos"); attr_tex = glGetAttribLocation(program, "TexCoordIn"); } void SWRenderer::Prepare() { memset(s_xfbColorTexture, 0, sizeof(s_xfbColorTexture)); s_currentColorTexture = 0; glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment glGenTextures(1, &s_RenderTarget); CreateShaders(); // TODO: Enable for GLES once RasterFont supports GLES #ifndef USE_GLES s_pfont = new RasterFont(); glEnable(GL_TEXTURE_2D); #endif GL_REPORT_ERRORD(); } void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color) { #ifndef USE_GLES int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth(); int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight(); glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f, ((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f); s_pfont->printMultilineText(pstr, left * 2.0f / (float)nBackbufferWidth - 1, 1 - top * 2.0f / (float)nBackbufferHeight, 0, nBackbufferWidth, nBackbufferHeight); #endif } void SWRenderer::DrawDebugText() { char debugtext_buffer[8192]; char *p = debugtext_buffer; p[0] = 0; if (g_SWVideoConfig.bShowStats) { p+=sprintf(p,"Objects: %i\n",swstats.thisFrame.numDrawnObjects); p+=sprintf(p,"Primitives: %i\n",swstats.thisFrame.numPrimatives); p+=sprintf(p,"Vertices Loaded: %i\n",swstats.thisFrame.numVerticesLoaded); p+=sprintf(p,"Triangles Input: %i\n",swstats.thisFrame.numTrianglesIn); p+=sprintf(p,"Triangles Rejected: %i\n",swstats.thisFrame.numTrianglesRejected); p+=sprintf(p,"Triangles Culled: %i\n",swstats.thisFrame.numTrianglesCulled); p+=sprintf(p,"Triangles Clipped: %i\n",swstats.thisFrame.numTrianglesClipped); p+=sprintf(p,"Triangles Drawn: %i\n",swstats.thisFrame.numTrianglesDrawn); p+=sprintf(p,"Rasterized Pix: %i\n",swstats.thisFrame.rasterizedPixels); p+=sprintf(p,"TEV Pix In: %i\n",swstats.thisFrame.tevPixelsIn); p+=sprintf(p,"TEV Pix Out: %i\n",swstats.thisFrame.tevPixelsOut); } // Render a shadow, and then the text. SWRenderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000); SWRenderer::RenderText(debugtext_buffer, 20, 20, 0xFFFFFF00); } #ifdef ANDROID // XXX: This /really/ shouldn't be here // But for now, we don't have a generic way for all backends to draw the buttons on screen. // Once that is implemented, we can remove this void DrawButton(GLuint tex, float *coords) { //Texture rectangle uses pixel coordinates #ifndef USE_GLES GLfloat u_max = (GLfloat)width; GLfloat v_max = (GLfloat)height; static const GLfloat texverts[4][2] = { {0, v_max}, {0, 0}, {u_max, 0}, {u_max, v_max} }; #else static const GLfloat texverts[4][2] = { {0, 1}, {0, 0}, {1, 0}, {1, 1} }; #endif glBindTexture(TEX2D, tex); glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, coords); glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts); glEnableVertexAttribArray(attr_pos); glEnableVertexAttribArray(attr_tex); glActiveTexture(GL_TEXTURE0); glUniform1i(uni_tex, 0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(attr_pos); glDisableVertexAttribArray(attr_tex); glBindTexture(TEX2D, 0); } #endif u8* SWRenderer::getColorTexture() { return s_xfbColorTexture[!s_currentColorTexture]; } void SWRenderer::swapColorTexture() { s_currentColorTexture = !s_currentColorTexture; } void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight) { u32 offset = 0; u8 *TexturePointer = getColorTexture(); for (u16 y = 0; y < fbHeight; y++) { for (u16 x = 0; x < fbWidth; x+=2) { // We do this one color sample (aka 2 RGB pixles) at a time int Y1 = xfb[x].Y - 16; int Y2 = xfb[x+1].Y - 16; int U = int(xfb[x].UV) - 128; int V = int(xfb[x+1].UV) - 128; // We do the inverse BT.601 conversion for YCbCr to RGB // http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y1 + 1.596f * V)); TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y1 - 0.392f * U - 0.813f * V)); TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y1 + 2.017f * U )); TexturePointer[offset++] = 255; TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y2 + 1.596f * V)); TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y2 - 0.392f * U - 0.813f * V)); TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y2 + 2.017f * U )); TexturePointer[offset++] = 255; } xfb += fbWidth; } swapColorTexture(); } // Called on the GPU thread void SWRenderer::Swap(u32 fbWidth, u32 fbHeight) { GLInterface->Update(); // just updates the render window position and the backbuffer size if (!g_SWVideoConfig.bHwRasterizer) SWRenderer::DrawTexture(s_xfbColorTexture[s_currentColorTexture], fbWidth, fbHeight); swstats.frameCount++; SWRenderer::SwapBuffer(); Core::Callback_VideoCopiedToXFB(true); // FIXME: should this function be called FrameRendered? } void SWRenderer::DrawTexture(u8 *texture, int width, int height) { // FIXME: This should add black bars when the game has set the VI to render less than the full xfb. GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth(); GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight(); // Update GLViewPort glViewport(0, 0, glWidth, glHeight); glScissor(0, 0, glWidth, glHeight); glBindTexture(GL_TEXTURE_2D, s_RenderTarget); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glUseProgram(program); static const GLfloat verts[4][2] = { { -1, -1}, // Left top { -1, 1}, // left bottom { 1, 1}, // right bottom { 1, -1} // right top }; static const GLfloat texverts[4][2] = { {0, 1}, {0, 0}, {1, 0}, {1, 1} }; glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts); glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts); glEnableVertexAttribArray(attr_pos); glEnableVertexAttribArray(attr_tex); glUniform1i(uni_tex, 0); glActiveTexture(GL_TEXTURE0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(attr_pos); glDisableVertexAttribArray(attr_tex); glBindTexture(GL_TEXTURE_2D, 0); GL_REPORT_ERRORD(); } void SWRenderer::SwapBuffer() { // Do our OSD callbacks OSD::DoCallbacks(OSD::OSD_ONFRAME); DrawDebugText(); glFlush(); GLInterface->Swap(); swstats.ResetFrame(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GL_REPORT_ERRORD(); }