dolphin/Source/Plugins/Plugin_VideoOGL/Src/XFB.cpp

162 lines
5.2 KiB
C++

// 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 "GLUtil.h"
#include "MemoryUtil.h"
#include "Render.h"
#include "TextureMngr.h"
#include "VertexShaderManager.h"
#include "XFBConvert.h"
enum {
XFB_WIDTH = 640,
XFB_HEIGHT = 480, // 528 is max height.
XFB_BUF_HEIGHT = 538, //480,
// TODO: figure out what to do with PAL
};
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_BUF_HEIGHT * 4];
memset(xfb_buffer, 0, XFB_WIDTH * XFB_BUF_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);
// Ensure efb_buffer is aligned.
efb_buffer = (u8 *)AllocateMemoryPages(nBackbufferWidth * nBackbufferHeight * 4);
}
void XFB_Shutdown()
{
glDeleteFramebuffersEXT(1, &s_xfbFrameBuffer);
glDeleteTextures(1, &xfb_texture);
xfb_texture = 0;
delete [] xfb_buffer;
xfb_buffer = 0;
FreeMemoryPages(efb_buffer, 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(0, nBackbufferHeight); glVertex2f(-1,-1);
glTexCoord2f(0, scaledTextureY); glVertex2f(-1,1);
glTexCoord2f(nBackbufferWidth, scaledTextureY); glVertex2f(1,1);
glTexCoord2f(nBackbufferWidth, 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 - use shader for conversion
ConvertToXFB((u32 *)xfb_in_ram, efb_buffer, dstWd, dstHt);
}
void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
{
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();
}