dolphin/Source/Core/VideoBackends/Software/SWRenderer.cpp

285 lines
8.0 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Common.h"
#include "../OGL/GLUtil.h"
#include "Core.h"
#include "ImageWrite.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];
static int s_currentColorTexture = 0;
static volatile bool s_bScreenshot;
static std::mutex s_criticalScreenshot;
static std::string s_sScreenshotName;
// Rasterfont isn't compatible with GLES
// degasus: I think it does, but I can't test it
RasterFont* s_pfont = NULL;
void SWRenderer::Init()
{
s_bScreenshot = false;
}
void SWRenderer::Shutdown()
{
delete s_xfbColorTexture[0];
delete s_xfbColorTexture[1];
glDeleteProgram(program);
glDeleteTextures(1, &s_RenderTarget);
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
{
delete s_pfont;
s_pfont = 0;
}
}
void CreateShaders()
{
static const char *fragShaderText =
"#if GL_ES\n"
"precision highp float;\n"
"#endif\n"
"varying vec2 TexCoordOut;\n"
"uniform sampler2D Texture;\n"
"void main() {\n"
" gl_FragColor = texture2D(Texture, TexCoordOut);\n"
"}\n";
static const char *vertShaderText =
"#if GL_ES\n"
"precision highp float;\n"
"#endif\n"
"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()
{
s_xfbColorTexture[0] = new u8[640*568*4];
s_xfbColorTexture[1] = new u8[640*568*4];
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
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
{
s_pfont = new RasterFont();
glEnable(GL_TEXTURE_2D);
}
GL_REPORT_ERRORD();
}
void SWRenderer::SetScreenshot(const char *_szFilename)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
s_sScreenshotName = _szFilename;
s_bScreenshot = true;
}
void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
{
if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
return;
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);
}
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);
}
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)
{
if(fbWidth*fbHeight > 640*568) {
ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
return;
}
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.
// Save screenshot
if (s_bScreenshot)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
TextureToPng(texture, width*4, s_sScreenshotName, width, height, false);
// Reset settings
s_sScreenshotName.clear();
s_bScreenshot = false;
}
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();
}