986 lines
24 KiB
C++
986 lines
24 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <vector>
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#include <cmath>
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#include <cstdio>
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#ifdef _WIN32
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#include <mmsystem.h>
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#endif
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#ifdef _WIN32
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//#include "OS/Win32.h"
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//#include "AVIDump.h"
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#include <wx/image.h>
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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#include <wx/image.h>
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#endif
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// Common
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#include "Thread.h"
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#include "Atomic.h"
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#include "FileUtil.h"
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#include "CommonPaths.h"
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#include "Timer.h"
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#include "StringUtil.h"
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// VideoCommon
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#include "VideoConfig.h"
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#include "Profiler.h"
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#include "Statistics.h"
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#include "ImageWrite.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "VertexShaderGen.h"
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#include "DLCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "VertexLoaderManager.h"
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#include "VertexLoader.h"
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#include "OnScreenDisplay.h"
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#include "Fifo.h"
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// OGL
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#include "OGL_GLUtil.h"
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#include "OGL_TextureCache.h"
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#include "OGL_RasterFont.h"
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#include "OGL_PixelShaderCache.h"
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#include "OGL_VertexShaderCache.h"
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#include "OGL_PostProcessing.h"
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#include "OGL_TextureConverter.h"
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#include "OGL_FramebufferManager.h"
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#include "OGL_XFB.h"
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#include "OGL_Render.h"
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#include "../Main.h"
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namespace OGL
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{
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// Declarations and definitions
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// ----------------------------
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#if defined HAVE_CG && HAVE_CG
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CGcontext g_cgcontext;
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CGprofile g_cgvProf;
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CGprofile g_cgfProf;
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#endif
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RasterFont* s_pfont = NULL;
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static bool s_bLastFrameDumped = false;
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#ifdef _WIN32
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static bool s_bAVIDumping = false;
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#else
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static FILE* f_pFrameDump;
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#endif
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// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
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static int s_MSAASamples = 1;
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static int s_MSAACoverageSamples = 0;
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bool s_bHaveFramebufferBlit = false; // export to FramebufferManager.cpp
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static bool s_bHaveCoverageMSAA = false;
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// The custom resolution
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static bool s_skipSwap = false;
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// TODO: EmuWindow has these too, merge them
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int OSDChoice = 0 , OSDTime = 0, OSDInternalW = 0, OSDInternalH = 0;
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#if defined(HAVE_WX) && HAVE_WX
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// Screenshot thread struct
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typedef struct
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{
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int W, H;
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std::string filename;
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wxImage *img;
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} ScrStrct;
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#endif
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static const GLenum glSrcFactors[8] =
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{
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GL_ZERO,
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GL_ONE,
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GL_DST_COLOR,
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GL_ONE_MINUS_DST_COLOR,
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GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA
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};
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static const GLenum glDestFactors[8] = {
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GL_ZERO,
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GL_ONE,
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GL_SRC_COLOR,
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GL_ONE_MINUS_SRC_COLOR,
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GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA
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};
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static const GLenum glCmpFuncs[8] = {
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GL_NEVER,
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GL_LESS,
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GL_EQUAL,
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GL_LEQUAL,
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GL_GREATER,
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GL_NOTEQUAL,
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GL_GEQUAL,
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GL_ALWAYS
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};
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static const GLenum glLogicOpCodes[16] = {
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GL_CLEAR,
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GL_AND,
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GL_AND_REVERSE,
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GL_COPY,
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GL_AND_INVERTED,
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GL_NOOP,
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GL_XOR,
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GL_OR,
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GL_NOR,
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GL_EQUIV,
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GL_INVERT,
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GL_OR_REVERSE,
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GL_COPY_INVERTED,
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GL_OR_INVERTED,
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GL_NAND,
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GL_SET
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};
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#if defined HAVE_CG && HAVE_CG
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void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
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{
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DEBUG_LOG(VIDEO, "Cg error: %s", cgGetErrorString(err));
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const char* listing = cgGetLastListing(g_cgcontext);
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if (listing != NULL)
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DEBUG_LOG(VIDEO, " last listing: %s", listing);
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}
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#endif
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// Init functions
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Renderer::Renderer()
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{
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// hmm
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if (!OpenGL_Create(g_VideoInitialize, 640, 480))
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{
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g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
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return;
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}
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OpenGL_MakeCurrent();
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//if (!Renderer::Init()) {
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// g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
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// PanicAlert("Can't create opengl renderer. You might be missing some required opengl extensions, check the logs for more info");
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// exit(1);
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//}
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bool bSuccess = true;
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s_MSAACoverageSamples = 0;
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GLint numvertexattribs = 0;
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switch (g_ActiveConfig.iMultisampleMode)
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{
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case MULTISAMPLE_OFF:
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s_MSAASamples = 1;
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break;
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case MULTISAMPLE_2X:
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s_MSAASamples = 2;
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break;
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case MULTISAMPLE_4X:
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s_MSAASamples = 4;
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break;
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case MULTISAMPLE_8X:
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s_MSAASamples = 8;
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break;
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case MULTISAMPLE_CSAA_8X:
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s_MSAASamples = 4; s_MSAACoverageSamples = 8;
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break;
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case MULTISAMPLE_CSAA_8XQ:
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s_MSAASamples = 8; s_MSAACoverageSamples = 8;
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break;
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case MULTISAMPLE_CSAA_16X:
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s_MSAASamples = 4; s_MSAACoverageSamples = 16;
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break;
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case MULTISAMPLE_CSAA_16XQ:
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s_MSAASamples = 8; s_MSAACoverageSamples = 16;
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break;
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default:
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s_MSAASamples = 1;
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break;
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}
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#if defined HAVE_CG && HAVE_CG
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g_cgcontext = cgCreateContext();
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cgGetError();
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cgSetErrorHandler(HandleCgError, NULL);
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#endif
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// Look for required extensions.
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const char *const ptoken = (const char*)glGetString(GL_EXTENSIONS);
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if (!ptoken)
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{
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PanicAlert("Your OpenGL Driver seems to be not working.\n"
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"Please make sure your drivers are up-to-date and\n"
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"that your video hardware is OpenGL 2.x compatible.");
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//return false;
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return;
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}
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INFO_LOG(VIDEO, "Supported OpenGL Extensions:");
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INFO_LOG(VIDEO, ptoken); // write to the log file
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INFO_LOG(VIDEO, "");
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OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s",
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glGetString(GL_VENDOR),
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glGetString(GL_RENDERER),
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glGetString(GL_VERSION)).c_str(), 5000);
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
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if (numvertexattribs < 11)
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{
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ERROR_LOG(VIDEO, "GPU: OGL ERROR: Number of attributes %d not enough.\n"
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"GPU: Does your video card support OpenGL 2.x?",
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numvertexattribs);
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bSuccess = false;
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}
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// Init extension support.
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if (glewInit() != GLEW_OK)
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{
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ERROR_LOG(VIDEO, "glewInit() failed! Does your video card support OpenGL 2.x?");
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//return false;
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return;
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}
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if (!GLEW_EXT_framebuffer_object)
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{
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ERROR_LOG(VIDEO, "GPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets.\n"
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"GPU: Does your video card support OpenGL 2.x?");
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bSuccess = false;
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}
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if (!GLEW_EXT_secondary_color)
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{
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ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_EXT_secondary_color.\n"
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"GPU: Does your video card support OpenGL 2.x?");
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bSuccess = false;
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}
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s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
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if (!s_bHaveFramebufferBlit)
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{
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// MSAA ain't gonna work. turn it off if enabled.
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s_MSAASamples = 1;
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}
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s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
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if (!s_bHaveCoverageMSAA)
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{
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s_MSAACoverageSamples = 0;
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}
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if (!bSuccess)
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//return false;
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return;
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// Handle VSync on/off
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#if defined USE_WX && USE_WX
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// TODO: FILL IN
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#elif defined _WIN32
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if (WGLEW_EXT_swap_control)
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wglSwapIntervalEXT(g_ActiveConfig.bVSync ? 1 : 0);
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else
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ERROR_LOG(VIDEO, "No support for SwapInterval (framerate clamped to monitor refresh rate).");
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#elif defined(HAVE_X11) && HAVE_X11
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if (glXSwapIntervalSGI)
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glXSwapIntervalSGI(g_ActiveConfig.bVSync ? 1 : 0);
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else
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ERROR_LOG(VIDEO, "No support for SwapInterval (framerate clamped to monitor refresh rate).");
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#endif
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// check the max texture width and height
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GLint max_texture_size;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&max_texture_size);
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if (max_texture_size < 1024)
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ERROR_LOG(VIDEO, "GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024.",
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max_texture_size);
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if (GL_REPORT_ERROR() != GL_NO_ERROR)
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bSuccess = false;
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if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers)
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glDrawBuffers = glDrawBuffersARB;
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if (!GLEW_ARB_texture_non_power_of_two)
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WARN_LOG(VIDEO, "ARB_texture_non_power_of_two not supported.");
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// Decide frambuffer size
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FramebufferSize((int)OpenGL_GetBackbufferWidth(), (int)OpenGL_GetBackbufferHeight());
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// Because of the fixed framebuffer size we need to disable the resolution
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// options while running
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g_Config.bRunning = true;
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if (GL_REPORT_ERROR() != GL_NO_ERROR)
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bSuccess = false;
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// Initialize the FramebufferManager
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g_framebuffer_manager = new FramebufferManager(s_backbuffer_width,
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s_backbuffer_height, s_MSAASamples, s_MSAACoverageSamples);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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if (GL_REPORT_ERROR() != GL_NO_ERROR)
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bSuccess = false;
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s_pfont = new RasterFont();
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#if defined HAVE_CG && HAVE_CG
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// load the effect, find the best profiles (if any)
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if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE)
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{
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ERROR_LOG(VIDEO, "arbvp1 not supported");
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return false;
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}
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if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE)
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{
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ERROR_LOG(VIDEO, "arbfp1 not supported");
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return false;
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}
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g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX);
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g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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#if CG_VERSION_NUM == 2100
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// A bug was introduced in Cg2.1's handling of very large profile option values
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// so this will not work on ATI. ATI returns MAXINT = 2147483647 (0x7fffffff)
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// which is correct in OpenGL but Cg fails to handle it properly. As a result
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// -1 is used by Cg resulting (signedness incorrect) and compilation fails.
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if (strstr((const char*)glGetString(GL_VENDOR), "ATI") == NULL)
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#endif
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{
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cgGLSetOptimalOptions(g_cgvProf);
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cgGLSetOptimalOptions(g_cgfProf);
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}
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#endif // HAVE_CG
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int nenvvertparams, nenvfragparams, naddrregisters[2];
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB,
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GL_MAX_PROGRAM_ENV_PARAMETERS_ARB,
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(GLint *)&nenvvertparams);
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB,
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GL_MAX_PROGRAM_ENV_PARAMETERS_ARB,
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(GLint *)&nenvfragparams);
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB,
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GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB,
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(GLint *)&naddrregisters[0]);
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB,
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GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB,
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(GLint *)&naddrregisters[1]);
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DEBUG_LOG(VIDEO, "Max program env parameters: vert=%d, frag=%d",
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nenvvertparams, nenvfragparams);
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DEBUG_LOG(VIDEO, "Max program address register parameters: vert=%d, frag=%d",
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naddrregisters[0], naddrregisters[1]);
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if (nenvvertparams < 238)
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ERROR_LOG(VIDEO, "Not enough vertex shader environment constants!!");
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#if defined HAVE_CG && HAVE_CG
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INFO_LOG(VIDEO, "Max buffer sizes: %d %d",
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cgGetProgramBufferMaxSize(g_cgvProf),
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cgGetProgramBufferMaxSize(g_cgfProf));
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#ifndef _DEBUG
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cgGLSetDebugMode(GL_FALSE);
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#endif
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#endif
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glStencilFunc(GL_ALWAYS, 0, 0);
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glBlendFunc(GL_ONE, GL_ONE);
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glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glShadeModel(GL_SMOOTH);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDepthFunc(GL_LEQUAL);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_SCISSOR_TEST);
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glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
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glBlendColorEXT(0, 0, 0, 0.5f);
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glClearDepth(1.0f);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// legacy multitexturing: select texture channel only.
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glActiveTexture(GL_TEXTURE0);
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glClientActiveTexture(GL_TEXTURE0);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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UpdateActiveConfig();
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//return GL_REPORT_ERROR() == GL_NO_ERROR && bSuccess;
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return;
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}
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Renderer::~Renderer()
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{
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g_Config.bRunning = false;
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UpdateActiveConfig();
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delete s_pfont;
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s_pfont = 0;
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#if defined HAVE_CG && HAVE_CG
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if (g_cgcontext)
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{
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cgDestroyContext(g_cgcontext);
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g_cgcontext = 0;
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}
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#endif
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delete g_framebuffer_manager;
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//#ifdef _WIN32
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// if(s_bAVIDumping)
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// AVIDump::Stop();
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//#else
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// if(f_pFrameDump != NULL)
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// fclose(f_pFrameDump);
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//#endif
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OpenGL_Shutdown();
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}
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// For the OSD menu's live resolution change
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bool Renderer::Allow2x()
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{
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if (GetFrameBufferWidth() >= 1280 && GetFrameBufferHeight() >= 960)
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return true;
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else
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return false;
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}
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bool Renderer::AllowCustom()
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{
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//if (GetCustomWidth() <= GetFrameBufferWidth() && GetCustomHeight() <= GetFrameBufferHeight())
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// return true;
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//else
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// return false;
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return false;
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}
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void Renderer::ResetAPIState()
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{
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// Gets us to a reasonably sane state where it's possible to do things like
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// image copies with textured quads, etc.
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VertexShaderCache::DisableShader();
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PixelShaderCache::DisableShader();
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDepthMask(GL_FALSE);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
}
|
|
|
|
void UpdateViewport();
|
|
|
|
void Renderer::RestoreAPIState()
|
|
{
|
|
// Gets us back into a more game-like state.
|
|
|
|
UpdateViewport();
|
|
|
|
if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
|
|
if (bpmem.zmode.testenable) glEnable(GL_DEPTH_TEST);
|
|
if (bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
SetScissorRect();
|
|
SetColorMask();
|
|
SetBlendMode(true);
|
|
|
|
VertexShaderCache::SetCurrentShader(0);
|
|
PixelShaderCache::SetCurrentShader(0);
|
|
}
|
|
|
|
void Renderer::SetColorMask()
|
|
{
|
|
GLenum ColorMask = (bpmem.blendmode.colorupdate) ? GL_TRUE : GL_FALSE;
|
|
GLenum AlphaMask = (bpmem.blendmode.alphaupdate) ? GL_TRUE : GL_FALSE;
|
|
glColorMask(ColorMask, ColorMask, ColorMask, AlphaMask);
|
|
}
|
|
|
|
void Renderer::SetBlendMode(bool forceUpdate)
|
|
{
|
|
// blend mode bit mask
|
|
// 0 - blend enable
|
|
// 2 - reverse subtract enable (else add)
|
|
// 3-5 - srcRGB function
|
|
// 6-8 - dstRGB function
|
|
|
|
u32 newval = bpmem.blendmode.subtract << 2;
|
|
|
|
if (bpmem.blendmode.subtract)
|
|
newval |= 0x0049; // enable blending src 1 dst 1
|
|
else if (bpmem.blendmode.blendenable)
|
|
{
|
|
newval |= 1; // enable blending
|
|
newval |= bpmem.blendmode.srcfactor << 3;
|
|
newval |= bpmem.blendmode.dstfactor << 6;
|
|
}
|
|
|
|
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
|
|
|
|
if (changes & 1)
|
|
// blend enable change
|
|
(newval & 1) ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
|
|
|
if (changes & 4)
|
|
// subtract enable change
|
|
glBlendEquation(newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD);
|
|
|
|
if (changes & 0x1F8)
|
|
// blend RGB change
|
|
glBlendFunc(glSrcFactors[(newval >> 3) & 7], glDestFactors[(newval >> 6) & 7]);
|
|
|
|
s_blendMode = newval;
|
|
}
|
|
|
|
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
|
|
{
|
|
if(!g_ActiveConfig.bEFBAccessEnable)
|
|
return 0;
|
|
|
|
// Get the rectangular target region covered by the EFB pixel.
|
|
EFBRectangle efbPixelRc;
|
|
efbPixelRc.left = x;
|
|
efbPixelRc.top = y;
|
|
efbPixelRc.right = x + 1;
|
|
efbPixelRc.bottom = y + 1;
|
|
|
|
TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc);
|
|
|
|
// TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel
|
|
switch (type)
|
|
{
|
|
|
|
case PEEK_Z:
|
|
{
|
|
if (s_MSAASamples > 1)
|
|
{
|
|
// Resolve our rectangle.
|
|
FramebufferManager::GetEFBDepthTexture(efbPixelRc);
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetResolvedFramebuffer());
|
|
}
|
|
|
|
// Sample from the center of the target region.
|
|
int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
|
|
int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
|
|
|
|
u32 z = 0;
|
|
glReadPixels(srcX, srcY, 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &z);
|
|
GL_REPORT_ERRORD();
|
|
|
|
// Scale the 32-bit value returned by glReadPixels to a 24-bit
|
|
// value (GC uses a 24-bit Z-buffer).
|
|
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
|
|
return z >> 8;
|
|
}
|
|
|
|
case POKE_Z:
|
|
// TODO: Implement
|
|
break;
|
|
|
|
case PEEK_COLOR: // GXPeekARGB
|
|
{
|
|
// Although it may sound strange, this really is A8R8G8B8 and not RGBA or 24-bit...
|
|
|
|
// Tested in Killer 7, the first 8bits represent the alpha value which is used to
|
|
// determine if we're aiming at an enemy (0x80 / 0x88) or not (0x70)
|
|
// Wind Waker is also using it for the pictograph to determine the color of each pixel
|
|
|
|
if (s_MSAASamples > 1)
|
|
{
|
|
// Resolve our rectangle.
|
|
FramebufferManager::GetEFBColorTexture(efbPixelRc);
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, FramebufferManager::GetResolvedFramebuffer());
|
|
}
|
|
|
|
// Sample from the center of the target region.
|
|
int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
|
|
int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
|
|
|
|
// Read back pixel in BGRA format, then byteswap to get GameCube's ARGB Format.
|
|
u32 color = 0;
|
|
glReadPixels(srcX, srcY, 1, 1, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &color);
|
|
GL_REPORT_ERRORD();
|
|
|
|
return color;
|
|
}
|
|
|
|
case POKE_COLOR:
|
|
// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
|
|
// the exact location. Note: EFB pokes are susceptible to Z-buffering
|
|
// and perhaps blending.
|
|
//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
|
|
break;
|
|
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Function: This function handles the OpenGL glScissor() function
|
|
// ----------------------------
|
|
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
|
|
// case 0x52 > SetScissorRect()
|
|
// ----------------------------
|
|
// bpmem.scissorTL.x, y = 342x342
|
|
// bpmem.scissorBR.x, y = 981x821
|
|
// GetTargetHeight() = the fixed ini file setting
|
|
// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
|
|
// therefore the width and height are (scissorBR + 1) - scissorTL
|
|
bool Renderer::SetScissorRect()
|
|
{
|
|
EFBRectangle rc;
|
|
if (g_renderer->SetScissorRect(rc))
|
|
{
|
|
glScissor(
|
|
(int)(rc.left * EFBxScale), // x = 0 for example
|
|
(int)((EFB_HEIGHT - rc.bottom) * EFByScale), // y = 0 for example
|
|
(int)((rc.right - rc.left) * EFBxScale), // width = 640 for example
|
|
(int)((rc.bottom - rc.top) * EFByScale) // height = 480 for example
|
|
);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable,
|
|
bool alphaEnable, bool zEnable, u32 color, u32 z)
|
|
{
|
|
// Update the view port for clearing the picture
|
|
TargetRectangle targetRc = ConvertEFBRectangle(rc);
|
|
glViewport(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
|
|
glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
|
|
|
|
// Always set the scissor in case it was set by the game and has not been reset
|
|
|
|
VertexShaderManager::SetViewportChanged();
|
|
|
|
GLbitfield bits = 0;
|
|
if (colorEnable)
|
|
{
|
|
bits |= GL_COLOR_BUFFER_BIT;
|
|
glClearColor(
|
|
((color >> 16) & 0xFF) / 255.0f,
|
|
((color >> 8) & 0xFF) / 255.0f,
|
|
(color & 0xFF) / 255.0f,
|
|
((color >> 24) & 0xFF) / 255.0f
|
|
);
|
|
}
|
|
if (zEnable)
|
|
{
|
|
bits |= GL_DEPTH_BUFFER_BIT;
|
|
glClearDepth((z & 0xFFFFFF) / float(0xFFFFFF));
|
|
}
|
|
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
glClear(bits);
|
|
SetScissorRect();
|
|
}
|
|
|
|
void Renderer::PrepareXFBCopy(const TargetRectangle &dst_rect)
|
|
{
|
|
// Update GLViewPort
|
|
glViewport(dst_rect.left, dst_rect.bottom, dst_rect.GetWidth(), dst_rect.GetHeight());
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
// Copy the framebuffer to screen.
|
|
|
|
// Texture map s_xfbTexture onto the main buffer
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
|
// Use linear filtering.
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
|
|
void Renderer::Draw(const XFBSourceBase* xfbSource, const TargetRectangle& sourceRc,
|
|
const MathUtil::Rectangle<float>& drawRc, const EFBRectangle& rc)
|
|
{
|
|
// testing
|
|
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
if (xfbSource)
|
|
{
|
|
// Texture map xfbSource->texture onto the main buffer
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, ((XFBSource*)xfbSource)->texture);
|
|
}
|
|
else
|
|
{
|
|
// Render to the real buffer now.
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, FramebufferManager::ResolveAndGetRenderTarget(rc));
|
|
}
|
|
|
|
// We must call ApplyShader here even if no post proc is selected - it takes
|
|
// care of disabling it in that case. It returns false in case of no post processing.
|
|
bool applyShader = PostProcessing::ApplyShader();
|
|
if (applyShader)
|
|
{
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(sourceRc.left, sourceRc.bottom);
|
|
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
|
|
glVertex2f(drawRc.left, drawRc.bottom);
|
|
|
|
glTexCoord2f(sourceRc.left, sourceRc.top);
|
|
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
|
|
glVertex2f(drawRc.left, drawRc.top);
|
|
|
|
glTexCoord2f(sourceRc.right, sourceRc.top);
|
|
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
|
|
glVertex2f(drawRc.right, drawRc.top);
|
|
|
|
glTexCoord2f(sourceRc.right, sourceRc.bottom);
|
|
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
|
|
glVertex2f(drawRc.right, drawRc.bottom);
|
|
glEnd();
|
|
PixelShaderCache::DisableShader();
|
|
}
|
|
else
|
|
{
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(sourceRc.left, sourceRc.bottom);
|
|
glVertex2f(drawRc.left, drawRc.bottom);
|
|
|
|
glTexCoord2f(sourceRc.left, sourceRc.top);
|
|
glVertex2f(drawRc.left, drawRc.top);
|
|
|
|
glTexCoord2f(sourceRc.right, sourceRc.top);
|
|
glVertex2f(drawRc.right, drawRc.top);
|
|
|
|
glTexCoord2f(sourceRc.right, sourceRc.bottom);
|
|
glVertex2f(drawRc.right, drawRc.bottom);
|
|
glEnd();
|
|
}
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
TextureCache::DisableStage(0);
|
|
|
|
// TODO: silly place for this
|
|
// Wireframe
|
|
if (g_ActiveConfig.bWireFrame)
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
}
|
|
|
|
void Renderer::EndFrame()
|
|
{
|
|
// Copy the rendered frame to the real window
|
|
OpenGL_SwapBuffers();
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
// Clear framebuffer
|
|
glClearColor(0, 0, 0, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
|
|
void Renderer::Present()
|
|
{
|
|
// Render to the framebuffer.
|
|
FramebufferManager::SetFramebuffer(0);
|
|
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
|
|
bool Renderer::CheckForResize()
|
|
{
|
|
// TODO: temp
|
|
|
|
OpenGL_Update(); // just updates the render window position and the backbuffer size
|
|
return true;
|
|
}
|
|
|
|
void Renderer::GetBackBufferSize(int* w, int* h)
|
|
{
|
|
*w = (int)OpenGL_GetBackbufferWidth();
|
|
*h = (int)OpenGL_GetBackbufferHeight();
|
|
}
|
|
|
|
void Renderer::RecreateFramebufferManger()
|
|
{
|
|
delete g_framebuffer_manager;
|
|
g_framebuffer_manager = new FramebufferManager(s_backbuffer_width,
|
|
s_backbuffer_height, s_MSAASamples, s_MSAACoverageSamples);
|
|
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
}
|
|
|
|
void Renderer::BeginFrame()
|
|
{
|
|
// TODO: silly place for this
|
|
g_Config.iSaveTargetId = 0;
|
|
|
|
bool last_copy_efb_to_Texture = g_ActiveConfig.bCopyEFBToTexture;
|
|
UpdateActiveConfig();
|
|
if (last_copy_efb_to_Texture != g_ActiveConfig.bCopyEFBToTexture)
|
|
TextureCache::ClearRenderTargets();
|
|
}
|
|
|
|
// Called from VertexShaderManager
|
|
void Renderer::UpdateViewport()
|
|
{
|
|
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
|
|
// [0] = width/2
|
|
// [1] = height/2
|
|
// [2] = 16777215 * (farz - nearz)
|
|
// [3] = xorig + width/2 + 342
|
|
// [4] = yorig + height/2 + 342
|
|
// [5] = 16777215 * farz
|
|
float scissorXOff = float(bpmem.scissorOffset.x) * 2.0f; // 342
|
|
float scissorYOff = float(bpmem.scissorOffset.y) * 2.0f; // 342
|
|
|
|
// Stretch picture with increased internal resolution
|
|
int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - scissorXOff) *
|
|
EFBxScale);
|
|
int GLy = (int)ceil(
|
|
(float(EFB_HEIGHT) - xfregs.rawViewport[4] + xfregs.rawViewport[1] + scissorYOff) *
|
|
EFByScale);
|
|
int GLWidth = (int)ceil(2.0f * xfregs.rawViewport[0] * EFBxScale);
|
|
int GLHeight = (int)ceil(-2.0f * xfregs.rawViewport[1] * EFByScale);
|
|
double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
|
|
double GLFar = xfregs.rawViewport[5] / 16777216.0f;
|
|
if(GLWidth < 0)
|
|
{
|
|
GLx += GLWidth;
|
|
GLWidth*=-1;
|
|
}
|
|
if(GLHeight < 0)
|
|
{
|
|
GLy += GLHeight;
|
|
GLHeight *= -1;
|
|
}
|
|
// Update the view port
|
|
glViewport(GLx, GLy, GLWidth, GLHeight);
|
|
glDepthRange(GLNear, GLFar);
|
|
}
|
|
|
|
void Renderer::SetGenerationMode()
|
|
{
|
|
// none, ccw, cw, ccw
|
|
if (bpmem.genMode.cullmode > 0)
|
|
{
|
|
glEnable(GL_CULL_FACE);
|
|
glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
|
|
}
|
|
else
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
void Renderer::SetDepthMode()
|
|
{
|
|
if (bpmem.zmode.testenable)
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE);
|
|
glDepthFunc(glCmpFuncs[bpmem.zmode.func]);
|
|
}
|
|
else
|
|
{
|
|
// if the test is disabled write is disabled too
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
}
|
|
}
|
|
|
|
void Renderer::SetLogicOpMode()
|
|
{
|
|
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
|
|
{
|
|
glEnable(GL_COLOR_LOGIC_OP);
|
|
glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
|
|
}
|
|
else
|
|
glDisable(GL_COLOR_LOGIC_OP);
|
|
}
|
|
|
|
void Renderer::SetDitherMode()
|
|
{
|
|
if (bpmem.blendmode.dither)
|
|
glEnable(GL_DITHER);
|
|
else
|
|
glDisable(GL_DITHER);
|
|
}
|
|
|
|
void Renderer::SetLineWidth()
|
|
{
|
|
float fratio = xfregs.rawViewport[0] != 0 ?
|
|
((float)GetTargetWidth() / EFB_WIDTH) : 1.0f;
|
|
if (bpmem.lineptwidth.linesize > 0)
|
|
// scale by ratio of widths
|
|
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f);
|
|
if (bpmem.lineptwidth.pointsize > 0)
|
|
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
|
|
}
|
|
|
|
}
|