// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "Common/CommonTypes.h" #include "Common/MemoryUtil.h" #include "VideoBackends/OGL/GLInterfaceBase.h" #include "VideoBackends/Software/BPMemLoader.h" #include "VideoBackends/Software/DebugUtil.h" #include "VideoBackends/Software/HwRasterizer.h" #include "VideoBackends/Software/NativeVertexFormat.h" #include "VideoCommon/VideoCommon.h" #define TEMP_SIZE (1024*1024*4) namespace HwRasterizer { static float efbHalfWidth; static float efbHalfHeight; static bool hasTexture; static u8 *temp; // Programs static GLuint colProg, texProg, clearProg; // Texture type static GLenum texType; // Color static GLint col_apos = -1, col_atex = -1; // Tex static GLint tex_apos = -1, tex_atex = -1, tex_utex = -1; // Clear shader static GLint clear_apos = -1, clear_ucol = -1; static void CreateShaders() { // Color Vertices static const char *fragcolText = "#ifdef GL_ES\n" "precision highp float;\n" "#endif\n" "varying vec4 TexCoordOut;\n" "void main() {\n" " gl_FragColor = TexCoordOut;\n" "}\n"; // Texture Vertices static const char *fragtexText = "#ifdef GL_ES\n" "precision highp float;\n" "#define texture2DRect texture2D\n" "#define sampler2DRect sampler2D\n" "#endif\n" "varying vec4 TexCoordOut;\n" "uniform sampler2DRect Texture;\n" "void main() {\n" " gl_FragColor = texture2DRect(Texture, TexCoordOut.xy);\n" "}\n"; // Clear shader static const char *fragclearText = "#ifdef GL_ES\n" "precision highp float;\n" "#endif\n" "uniform vec4 Color;\n" "void main() {\n" " gl_FragColor = Color;\n" "}\n"; // Generic passthrough vertice shaders static const char *vertShaderText = "attribute vec4 pos;\n" "attribute vec4 TexCoordIn;\n " "varying vec4 TexCoordOut;\n " "void main() {\n" " gl_Position = pos;\n" " TexCoordOut = TexCoordIn;\n" "}\n"; static const char *vertclearText = "attribute vec4 pos;\n" "void main() {\n" " gl_Position = pos;\n" "}\n"; // Color Program colProg = OpenGL_CompileProgram(vertShaderText, fragcolText); // Texture Program texProg = OpenGL_CompileProgram(vertShaderText, fragtexText); // Clear Program clearProg = OpenGL_CompileProgram(vertclearText, fragclearText); // Color attributes col_apos = glGetAttribLocation(colProg, "pos"); col_atex = glGetAttribLocation(colProg, "TexCoordIn"); // Texture attributes tex_apos = glGetAttribLocation(texProg, "pos"); tex_atex = glGetAttribLocation(texProg, "TexCoordIn"); tex_utex = glGetUniformLocation(texProg, "Texture"); // Clear attributes clear_apos = glGetAttribLocation(clearProg, "pos"); clear_ucol = glGetUniformLocation(clearProg, "Color"); } void Init() { efbHalfWidth = EFB_WIDTH / 2.0f; efbHalfHeight = 480 / 2.0f; temp = (u8*)AllocateMemoryPages(TEMP_SIZE); } void Shutdown() { glDeleteProgram(colProg); glDeleteProgram(texProg); glDeleteProgram(clearProg); } void Prepare() { //legacy multitexturing: select texture channel only. glActiveTexture(GL_TEXTURE0); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL) { glShadeModel(GL_SMOOTH); glDisable(GL_BLEND); glClearDepth(1.0f); glEnable(GL_SCISSOR_TEST); glDisable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClientActiveTexture(GL_TEXTURE0); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_TEXTURE_RECTANGLE_ARB); glStencilFunc(GL_ALWAYS, 0, 0); glDisable(GL_STENCIL_TEST); } // used by hw rasterizer if it enables blending and depth test glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthFunc(GL_LEQUAL); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); CreateShaders(); if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL) texType = GL_TEXTURE_RECTANGLE; else texType = GL_TEXTURE_2D; } static float width, height; static void LoadTexture() { FourTexUnits &texUnit = bpmem.tex[0]; u32 imageAddr = texUnit.texImage3[0].image_base; // Texture Rectangle uses pixel coordinates // While GLES uses texture coordinates if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL) { width = (float)texUnit.texImage0[0].width; height = (float)texUnit.texImage0[0].height; } else { width = 1; height = 1; } TexCacheEntry &cacheEntry = textures[imageAddr]; cacheEntry.Update(); glBindTexture(texType, cacheEntry.texture); glTexParameteri(texType, GL_TEXTURE_MAG_FILTER, texUnit.texMode0[0].mag_filter ? GL_LINEAR : GL_NEAREST); glTexParameteri(texType, GL_TEXTURE_MIN_FILTER, (texUnit.texMode0[0].min_filter >= 4) ? GL_LINEAR : GL_NEAREST); } void BeginTriangles() { // disabling depth test sometimes allows more things to be visible glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); hasTexture = bpmem.tevorders[0].enable0; if (hasTexture) LoadTexture(); } void EndTriangles() { glBindTexture(texType, 0); glDisable(GL_DEPTH_TEST); glDisable(GL_BLEND); } static void DrawColorVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2) { float x0 = (v0->screenPosition.x / efbHalfWidth) - 1.0f; float y0 = 1.0f - (v0->screenPosition.y / efbHalfHeight); float z0 = v0->screenPosition.z / (float)0x00ffffff; float x1 = (v1->screenPosition.x / efbHalfWidth) - 1.0f; float y1 = 1.0f - (v1->screenPosition.y / efbHalfHeight); float z1 = v1->screenPosition.z / (float)0x00ffffff; float x2 = (v2->screenPosition.x / efbHalfWidth) - 1.0f; float y2 = 1.0f - (v2->screenPosition.y / efbHalfHeight); float z2 = v2->screenPosition.z / (float)0x00ffffff; float r0 = v0->color[0][OutputVertexData::RED_C] / 255.0f; float g0 = v0->color[0][OutputVertexData::GRN_C] / 255.0f; float b0 = v0->color[0][OutputVertexData::BLU_C] / 255.0f; float r1 = v1->color[0][OutputVertexData::RED_C] / 255.0f; float g1 = v1->color[0][OutputVertexData::GRN_C] / 255.0f; float b1 = v1->color[0][OutputVertexData::BLU_C] / 255.0f; float r2 = v2->color[0][OutputVertexData::RED_C] / 255.0f; float g2 = v2->color[0][OutputVertexData::GRN_C] / 255.0f; float b2 = v2->color[0][OutputVertexData::BLU_C] / 255.0f; static const GLfloat verts[3][3] = { { x0, y0, z0 }, { x1, y1, z1 }, { x2, y2, z2 } }; static const GLfloat col[3][4] = { { r0, g0, b0, 1.0f }, { r1, g1, b1, 1.0f }, { r2, g2, b2, 1.0f } }; { glUseProgram(colProg); glEnableVertexAttribArray(col_apos); glEnableVertexAttribArray(col_atex); glVertexAttribPointer(col_apos, 3, GL_FLOAT, GL_FALSE, 0, verts); glVertexAttribPointer(col_atex, 4, GL_FLOAT, GL_FALSE, 0, col); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(col_atex); glDisableVertexAttribArray(col_apos); } } static void DrawTextureVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2) { float x0 = (v0->screenPosition.x / efbHalfWidth) - 1.0f; float y0 = 1.0f - (v0->screenPosition.y / efbHalfHeight); float z0 = v0->screenPosition.z; float x1 = (v1->screenPosition.x / efbHalfWidth) - 1.0f; float y1 = 1.0f - (v1->screenPosition.y / efbHalfHeight); float z1 = v1->screenPosition.z; float x2 = (v2->screenPosition.x / efbHalfWidth) - 1.0f; float y2 = 1.0f - (v2->screenPosition.y / efbHalfHeight); float z2 = v2->screenPosition.z; float s0 = v0->texCoords[0].x / width; float t0 = v0->texCoords[0].y / height; float s1 = v1->texCoords[0].x / width; float t1 = v1->texCoords[0].y / height; float s2 = v2->texCoords[0].x / width; float t2 = v2->texCoords[0].y / height; static const GLfloat verts[3][3] = { { x0, y0, z0 }, { x1, y1, z1 }, { x2, y2, z2 } }; static const GLfloat tex[3][2] = { { s0, t0 }, { s1, t1 }, { s2, t2 } }; { glUseProgram(texProg); glEnableVertexAttribArray(tex_apos); glEnableVertexAttribArray(tex_atex); glVertexAttribPointer(tex_apos, 3, GL_FLOAT, GL_FALSE, 0, verts); glVertexAttribPointer(tex_atex, 2, GL_FLOAT, GL_FALSE, 0, tex); glUniform1i(tex_utex, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(tex_atex); glDisableVertexAttribArray(tex_apos); } } void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2) { if (hasTexture) DrawTextureVertex(v0, v1, v2); else DrawColorVertex(v0, v1, v2); } void Clear() { u8 r = (bpmem.clearcolorAR & 0x00ff); u8 g = (bpmem.clearcolorGB & 0xff00) >> 8; u8 b = (bpmem.clearcolorGB & 0x00ff); u8 a = (bpmem.clearcolorAR & 0xff00) >> 8; GLfloat left = (GLfloat)bpmem.copyTexSrcXY.x / efbHalfWidth - 1.0f; GLfloat top = 1.0f - (GLfloat)bpmem.copyTexSrcXY.y / efbHalfHeight; GLfloat right = (GLfloat)(left + bpmem.copyTexSrcWH.x + 1) / efbHalfWidth - 1.0f; GLfloat bottom = 1.0f - (GLfloat)(top + bpmem.copyTexSrcWH.y + 1) / efbHalfHeight; GLfloat depth = (GLfloat)bpmem.clearZValue / (GLfloat)0x00ffffff; static const GLfloat verts[4][3] = { { left, top, depth }, { right, top, depth }, { right, bottom, depth }, { left, bottom, depth } }; { glUseProgram(clearProg); glVertexAttribPointer(clear_apos, 3, GL_FLOAT, GL_FALSE, 0, verts); glUniform4f(clear_ucol, r, g, b, a); glEnableVertexAttribArray(col_apos); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(col_apos); } } TexCacheEntry::TexCacheEntry() { Create(); } void TexCacheEntry::Create() { FourTexUnits &texUnit = bpmem.tex[0]; texImage0.hex = texUnit.texImage0[0].hex; texImage1.hex = texUnit.texImage1[0].hex; texImage2.hex = texUnit.texImage2[0].hex; texImage3.hex = texUnit.texImage3[0].hex; texTlut.hex = texUnit.texTlut[0].hex; int image_width = texImage0.width; int image_height = texImage0.height; DebugUtil::GetTextureRGBA(temp, 0, 0, image_width, image_height); glGenTextures(1, (GLuint *)&texture); glBindTexture(texType, texture); glTexImage2D(texType, 0, GL_RGBA, (GLsizei)image_width, (GLsizei)image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp); } void TexCacheEntry::Destroy() { if (texture == 0) return; glDeleteTextures(1, &texture); texture = 0; } void TexCacheEntry::Update() { FourTexUnits &texUnit = bpmem.tex[0]; // extra checks cause textures to be reloaded much more if (texUnit.texImage0[0].hex != texImage0.hex || // texUnit.texImage1[0].hex != texImage1.hex || // texUnit.texImage2[0].hex != texImage2.hex || texUnit.texImage3[0].hex != texImage3.hex || texUnit.texTlut[0].hex != texTlut.hex) { Destroy(); Create(); } } }