// Copyright (C) 2003-2008 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ // Preliminary non-working code. #include "Globals.h" #include "GLInit.h" #include "Render.h" #include "TextureMngr.h" #include "VertexShaderManager.h" #include "XFBConvert.h" enum { XFB_WIDTH = 640, XFB_HEIGHT = 480, }; static GLuint xfb_texture; static u8 *xfb_buffer = 0; static u8 *efb_buffer = 0; static GLuint s_xfbFrameBuffer = 0; static GLuint s_xfbRenderBuffer = 0; void XFB_Init() { // used to render XFB xfb_buffer = new u8[XFB_WIDTH * XFB_HEIGHT * 4]; memset(xfb_buffer, 0, XFB_WIDTH * XFB_HEIGHT * 4); glGenTextures(1, &xfb_texture); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer); // used to render EFB glGenFramebuffersEXT( 1, &s_xfbFrameBuffer); glGenRenderbuffersEXT(1, &s_xfbRenderBuffer); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, nBackbufferWidth, nBackbufferHeight); efb_buffer = new u8[nBackbufferWidth * nBackbufferHeight * 4]; } void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt, float yScale) { Renderer::SetRenderMode(Renderer::RM_Normal); Renderer::ResetGLState(); // switch to XFB frame buffer Renderer::SetFramebuffer(s_xfbFrameBuffer); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_xfbRenderBuffer); GL_REPORT_ERRORD(); glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Renderer::GetRenderTarget()); TextureMngr::EnableTexRECT(0); for (int i = 1; i < 8; ++i) TextureMngr::DisableStage(i); GL_REPORT_ERRORD(); float scaledTextureY = nBackbufferHeight - (nBackbufferHeight / yScale); glBegin(GL_QUADS); glTexCoord2f(nBackbufferWidth, nBackbufferHeight); glVertex2f(-1,-1); glTexCoord2f(nBackbufferWidth, scaledTextureY); glVertex2f(-1,1); glTexCoord2f(0, scaledTextureY); glVertex2f(1,1); glTexCoord2f(0, nBackbufferHeight); glVertex2f(1,-1); glEnd(); GL_REPORT_ERRORD(); int width = sourceRc.right - sourceRc.left; int height = sourceRc.bottom - sourceRc.top; glReadPixels(sourceRc.left, sourceRc.top, width, height, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer); GL_REPORT_ERRORD(); Renderer::SetFramebuffer(0); Renderer::RestoreGLState(); VertexShaderMngr::SetViewportChanged(); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); TextureMngr::DisableStage(0); Renderer::RestoreGLState(); GL_REPORT_ERRORD(); // TODO - verify that XFB pixel order. probably reverse of GL pixel order // TODO - use shader for conversion ConvertToXFB((u32 *)xfb_in_ram, efb_buffer, dstWd, dstHt); // old way /*glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Renderer::GetRenderTarget()); TextureMngr::EnableTexRECT(0); glGetTexImage(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer); static u8 *efbEndAddress = efb_buffer + ((nBackbufferWidth * nBackbufferHeight) - 1) * 4; ConvertToXFBReverse((u32 *)xfb_in_ram, efbEndAddress, dstWd, dstHt);*/ } void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset) { if(width == 0 || height == 0) return; OpenGL_Update(); // just updates the render window position and the backbuffer size Renderer::SetRenderMode(Renderer::RM_Normal); // render to the real buffer now glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch to the backbuffer glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight); Renderer::ResetGLState(); // TODO - use shader for conversion ConvertFromXFB((u32 *)xfb_buffer, xfb_in_ram, width, height); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer); TextureMngr::EnableTexRECT(0); for (int i = 1; i < 8; ++i) TextureMngr::DisableStage(i); GL_REPORT_ERRORD(); glBegin(GL_QUADS); glTexCoord2f(width, height + yOffset); glVertex2f(1,-1); glTexCoord2f(width, 0 + yOffset); glVertex2f(1,1); glTexCoord2f(0, 0 + yOffset); glVertex2f(-1,1); glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1); glEnd(); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); TextureMngr::DisableStage(0); Renderer::SwapBuffers(); Renderer::RestoreGLState(); GL_REPORT_ERRORD(); } void XFB_Shutdown() { glDeleteFramebuffersEXT(1, &s_xfbFrameBuffer); glDeleteTextures(1, &xfb_texture); xfb_texture = 0; delete [] xfb_buffer; xfb_buffer = 0; }