1584 lines
42 KiB
C++
1584 lines
42 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 "Globals.h"
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#include "Thread.h"
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#include "Atomic.h"
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#include <vector>
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#include <cmath>
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#include <cstdio>
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#include "GLUtil.h"
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#include "FileUtil.h"
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#ifdef _WIN32
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#include <mmsystem.h>
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#endif
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#include "CommonPaths.h"
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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 "PixelEngine.h"
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#include "Render.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "TextureCache.h"
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#include "RasterFont.h"
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#include "VertexShaderGen.h"
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#include "DLCache.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.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 "PostProcessing.h"
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#include "TextureConverter.h"
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#include "OnScreenDisplay.h"
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#include "Timer.h"
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#include "StringUtil.h"
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#include "FramebufferManager.h"
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#include "Fifo.h"
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#include "main.h" // Local
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#ifdef _WIN32
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#include "OS/Win32.h"
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#endif
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#if defined _WIN32 || defined HAVE_AVCODEC
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#include "AVIDump.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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// Declarations and definitions
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// ----------------------------
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int s_fps=0;
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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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#if defined _WIN32 || defined HAVE_AVCODEC
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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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static u32 s_blendMode;
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#if defined(HAVE_WX) && HAVE_WX
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static Common::Thread *scrshotThread = 0;
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#endif
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int OSDChoice = 0 , OSDTime = 0, OSDInternalW = 0, OSDInternalH = 0;
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namespace
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{
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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, // NOTE: If dual-source blending is enabled, use SRC1_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, // NOTE: If dual-source blending is enabled, use SRC1_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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} // namespace
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void VideoConfig::UpdateProjectionHack()
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{
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::UpdateProjectionHack(g_Config.iPhackvalue);
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}
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namespace OGL
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{
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// Init functions
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Renderer::Renderer()
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{
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bool bSuccess = true;
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s_blendMode = 0;
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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;
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s_MSAACoverageSamples = 8;
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break;
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case MULTISAMPLE_CSAA_8XQ:
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s_MSAASamples = 8;
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s_MSAACoverageSamples = 8;
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break;
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case MULTISAMPLE_CSAA_16X:
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s_MSAASamples = 4;
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s_MSAACoverageSamples = 16;
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break;
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case MULTISAMPLE_CSAA_16XQ:
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s_MSAASamples = 8;
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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 *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; // TODO: fail
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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; // TODO: fail
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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; // TODO: fail
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// Decide frambuffer size
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s_backbuffer_width = (int)OpenGL_GetBackbufferWidth();
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s_backbuffer_height = (int)OpenGL_GetBackbufferHeight();
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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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s_XFB_width = MAX_XFB_WIDTH;
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s_XFB_height = MAX_XFB_HEIGHT;
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TargetRectangle dst_rect;
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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if(g_ActiveConfig.bUseRealXFB)
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{
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xScale = 1.0f;
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yScale = 1.0f;
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}
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else
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{
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xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
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yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
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}
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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CalculateTargetSize();
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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_target_width, s_target_height,
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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; // TODO: fail
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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; // TODO: fail
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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 (strstr((const char*)glGetString(GL_VENDOR), "Humper") == NULL)
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{
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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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}
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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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#if defined(HAVE_WX) && HAVE_WX
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if (scrshotThread)
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delete scrshotThread;
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#endif
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delete g_framebuffer_manager;
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#if defined _WIN32 || defined HAVE_AVCODEC
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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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}
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// Create On-Screen-Messages
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void Renderer::DrawDebugInfo()
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{
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// Reset viewport for drawing text
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glViewport(0, 0, OpenGL_GetBackbufferWidth(), OpenGL_GetBackbufferHeight());
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// Draw various messages on the screen, like FPS, statistics, etc.
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char debugtext_buffer[8192];
|
|
char *p = debugtext_buffer;
|
|
p[0] = 0;
|
|
|
|
if (g_ActiveConfig.bShowFPS)
|
|
p+=sprintf(p, "FPS: %d\n", s_fps);
|
|
|
|
if (g_ActiveConfig.bShowEFBCopyRegions)
|
|
{
|
|
// Store Line Size
|
|
GLfloat lSize;
|
|
glGetFloatv(GL_LINE_WIDTH, &lSize);
|
|
|
|
// Set Line Size
|
|
glLineWidth(3.0f);
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
// Draw EFB copy regions rectangles
|
|
for (std::vector<EFBRectangle>::const_iterator it = stats.efb_regions.begin();
|
|
it != stats.efb_regions.end(); ++it)
|
|
{
|
|
GLfloat halfWidth = EFB_WIDTH / 2.0f;
|
|
GLfloat halfHeight = EFB_HEIGHT / 2.0f;
|
|
GLfloat x = (GLfloat) -1.0f + ((GLfloat)it->left / halfWidth);
|
|
GLfloat y = (GLfloat) 1.0f - ((GLfloat)it->top / halfHeight);
|
|
GLfloat x2 = (GLfloat) -1.0f + ((GLfloat)it->right / halfWidth);
|
|
GLfloat y2 = (GLfloat) 1.0f - ((GLfloat)it->bottom / halfHeight);
|
|
|
|
// Draw shadow of rect
|
|
glColor3f(0.0f, 0.0f, 0.0f);
|
|
glVertex2f(x, y - 0.01); glVertex2f(x2, y - 0.01);
|
|
glVertex2f(x, y2 - 0.01); glVertex2f(x2, y2 - 0.01);
|
|
glVertex2f(x + 0.005, y); glVertex2f(x + 0.005, y2);
|
|
glVertex2f(x2 + 0.005, y); glVertex2f(x2 + 0.005, y2);
|
|
|
|
// Draw rect
|
|
glColor3f(0.0f, 1.0f, 1.0f);
|
|
glVertex2f(x, y); glVertex2f(x2, y);
|
|
glVertex2f(x, y2); glVertex2f(x2, y2);
|
|
glVertex2f(x, y); glVertex2f(x, y2);
|
|
glVertex2f(x2, y); glVertex2f(x2, y2);
|
|
}
|
|
|
|
glEnd();
|
|
|
|
// Restore Line Size
|
|
glLineWidth(lSize);
|
|
|
|
// Clear stored regions
|
|
stats.efb_regions.clear();
|
|
}
|
|
|
|
if (g_ActiveConfig.bOverlayStats)
|
|
p = Statistics::ToString(p);
|
|
|
|
if (g_ActiveConfig.bOverlayProjStats)
|
|
p = Statistics::ToStringProj(p);
|
|
|
|
// Render a shadow, and then the text.
|
|
if (p != debugtext_buffer)
|
|
{
|
|
Renderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000);
|
|
Renderer::RenderText(debugtext_buffer, 20, 20, 0xFF00FFFF);
|
|
}
|
|
}
|
|
|
|
void Renderer::RenderText(const char *text, int left, int top, u32 color)
|
|
{
|
|
const int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
|
|
const int nBackbufferHeight = (int)OpenGL_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(text,
|
|
left * 2.0f / (float)nBackbufferWidth - 1,
|
|
1 - top * 2.0f / (float)nBackbufferHeight,
|
|
0, nBackbufferWidth, nBackbufferHeight);
|
|
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
|
|
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
|
|
{
|
|
TargetRectangle result;
|
|
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
result.left = (int)(rc.left * EFBxScale) + Xstride;
|
|
result.top = (int)((EFB_HEIGHT - rc.top) * EFByScale) + Ystride;
|
|
result.right = (int)(rc.right * EFBxScale) - (Xstride * 2);
|
|
result.bottom = (int)((EFB_HEIGHT - rc.bottom) * EFByScale) - (Ystride * 2);
|
|
return result;
|
|
}
|
|
|
|
// 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
|
|
// Renderer::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()
|
|
{
|
|
MathUtil::Rectangle<float> rc;
|
|
GetScissorRect(rc);
|
|
|
|
if (rc.left < 0) rc.left = 0;
|
|
|
|
if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
|
|
|
|
if (rc.top < 0) rc.top = 0;
|
|
|
|
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
|
|
|
|
if (rc.left > rc.right)
|
|
{
|
|
int temp = rc.right;
|
|
rc.right = rc.left;
|
|
rc.left = temp;
|
|
}
|
|
if (rc.top > rc.bottom)
|
|
{
|
|
int temp = rc.bottom;
|
|
rc.bottom = rc.top;
|
|
rc.top = temp;
|
|
}
|
|
|
|
// Check that the coordinates are good
|
|
if (rc.right != rc.left && rc.bottom != rc.top)
|
|
{
|
|
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,
|
|
Renderer::GetTargetWidth(),
|
|
Renderer::GetTargetHeight()
|
|
);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
// This function allows the CPU to directly access the EFB.
|
|
// There are EFB peeks (which will read the color or depth of a pixel)
|
|
// and EFB pokes (which will change the color or depth of a pixel).
|
|
//
|
|
// The behavior of EFB peeks can only be modified by:
|
|
// - GX_PokeAlphaRead
|
|
// The behavior of EFB pokes can be modified by:
|
|
// - GX_PokeAlphaMode (TODO)
|
|
// - GX_PokeAlphaUpdate (TODO)
|
|
// - GX_PokeBlendMode (TODO)
|
|
// - GX_PokeColorUpdate (TODO)
|
|
// - GX_PokeDither (TODO)
|
|
// - GX_PokeDstAlpha (TODO)
|
|
// - GX_PokeZMode (TODO)
|
|
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
|
{
|
|
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();
|
|
|
|
// check what to do with the alpha channel (GX_PokeAlphaRead)
|
|
PixelEngine::UPEAlphaReadReg alpha_read_mode;
|
|
PixelEngine::Read16((u16&)alpha_read_mode, PE_DSTALPHACONF);
|
|
if(alpha_read_mode.ReadMode == 2) return color; // GX_READ_NONE
|
|
else if(alpha_read_mode.ReadMode == 1) return (color | 0xFF000000); // GX_READ_FF
|
|
else /*if(alpha_read_mode.ReadMode == 0)*/ return (color & 0x00FFFFFF); // GX_READ_00
|
|
}
|
|
|
|
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;
|
|
|
|
// TODO: Implement POKE_Z and POKE_COLOR
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// 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
|
|
|
|
int scissorXOff = bpmem.scissorOffset.x * 2;
|
|
int scissorYOff = bpmem.scissorOffset.y * 2;
|
|
|
|
// int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
// int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
|
|
// Stretch picture with increased internal resolution
|
|
int X = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - float(scissorXOff)) * Renderer::GetTargetScaleX());
|
|
int Y = (int)ceil((float(EFB_HEIGHT) - xfregs.rawViewport[4] + xfregs.rawViewport[1] + float(scissorYOff)) * Renderer::GetTargetScaleY());
|
|
int Width = (int)ceil(2.0f * xfregs.rawViewport[0] * Renderer::GetTargetScaleX());
|
|
int Height = (int)ceil(-2.0f * xfregs.rawViewport[1] * Renderer::GetTargetScaleY());
|
|
double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
|
|
double GLFar = xfregs.rawViewport[5] / 16777216.0f;
|
|
if (Width < 0)
|
|
{
|
|
X += Width;
|
|
Width*=-1;
|
|
}
|
|
if (Height < 0)
|
|
{
|
|
Y += Height;
|
|
Height *= -1;
|
|
}
|
|
// Update the view port
|
|
glViewport(X, Y, Width, Height);
|
|
glDepthRange(GLNear, GLFar);
|
|
}
|
|
|
|
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());
|
|
|
|
|
|
// Always set the scissor in case it was set by the game and has not been reset
|
|
glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
|
|
|
|
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::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;
|
|
|
|
#ifdef USE_DUAL_SOURCE_BLEND
|
|
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
|
|
&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
|
|
bool useDualSource = useDstAlpha && GLEW_ARB_blend_func_extended;
|
|
#endif
|
|
|
|
if (changes & 1)
|
|
// blend enable change
|
|
(newval & 1) ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
|
|
|
if (changes & 4)
|
|
{
|
|
#ifdef USE_DUAL_SOURCE_BLEND
|
|
// subtract enable change
|
|
GLenum equation = newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
|
|
GLenum equationAlpha = useDualSource ? GL_FUNC_ADD : equation;
|
|
glBlendEquationSeparate(equation, equationAlpha);
|
|
#else
|
|
glBlendEquation(newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD);
|
|
#endif
|
|
}
|
|
|
|
if (changes & 0x1F8)
|
|
{
|
|
#ifdef USE_DUAL_SOURCE_BLEND
|
|
GLenum srcFactor = glSrcFactors[(newval >> 3) & 7];
|
|
GLenum srcFactorAlpha = srcFactor;
|
|
GLenum dstFactor = glDestFactors[(newval >> 6) & 7];
|
|
GLenum dstFactorAlpha = dstFactor;
|
|
if (useDualSource)
|
|
{
|
|
srcFactorAlpha = GL_ONE;
|
|
dstFactorAlpha = GL_ZERO;
|
|
|
|
if (srcFactor == GL_SRC_ALPHA)
|
|
srcFactor = GL_SRC1_ALPHA;
|
|
else if (srcFactor == GL_ONE_MINUS_SRC_ALPHA)
|
|
srcFactor = GL_ONE_MINUS_SRC1_ALPHA;
|
|
|
|
if (dstFactor == GL_SRC_ALPHA)
|
|
dstFactor = GL_SRC1_ALPHA;
|
|
else if (dstFactor == GL_ONE_MINUS_SRC_ALPHA)
|
|
dstFactor = GL_ONE_MINUS_SRC1_ALPHA;
|
|
}
|
|
|
|
// blend RGB change
|
|
glBlendFuncSeparate(srcFactor, dstFactor, srcFactorAlpha, dstFactorAlpha);
|
|
#else
|
|
glBlendFunc(glSrcFactors[(newval >> 3) & 7], glDestFactors[(newval >> 6) & 7]);
|
|
#endif
|
|
}
|
|
|
|
s_blendMode = newval;
|
|
}
|
|
|
|
// This function has the final picture. We adjust the aspect ratio here.
|
|
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc)
|
|
{
|
|
if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.bUseRealXFB) || !fbWidth || !fbHeight)
|
|
{
|
|
g_VideoInitialize.pCopiedToXFB(false);
|
|
return;
|
|
}
|
|
// this function is called after the XFB field is changed, not after
|
|
// EFB is copied to XFB. In this way, flickering is reduced in games
|
|
// and seems to also give more FPS in ZTP
|
|
|
|
if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
|
|
u32 xfbCount = 0;
|
|
const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
|
|
if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
g_VideoInitialize.pCopiedToXFB(false);
|
|
return;
|
|
}
|
|
|
|
ResetAPIState();
|
|
|
|
DVSTARTPROFILE();
|
|
TargetRectangle dst_rect;
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, true, &dst_rect);
|
|
|
|
// Make sure that the wireframe setting doesn't screw up the screen copy.
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
// Textured triangles are necessary because of post-processing shaders
|
|
|
|
// Disable all other stages
|
|
for (int i = 1; i < 8; ++i)
|
|
OGL::TextureCache::DisableStage(i);
|
|
|
|
// 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);
|
|
|
|
// 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();
|
|
|
|
const XFBSourceBase* xfbSource = NULL;
|
|
|
|
if(g_ActiveConfig.bUseXFB)
|
|
{
|
|
// draw each xfb source
|
|
// Render to the real buffer now.
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
|
|
|
|
for (u32 i = 0; i < xfbCount; ++i)
|
|
{
|
|
xfbSource = xfbSourceList[i];
|
|
|
|
MathUtil::Rectangle<float> drawRc;
|
|
|
|
if (!g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
// use virtual xfb with offset
|
|
int xfbHeight = xfbSource->srcHeight;
|
|
int xfbWidth = xfbSource->srcWidth;
|
|
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
|
|
|
|
drawRc.top = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
|
|
drawRc.bottom = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight);
|
|
drawRc.left = -(xfbWidth / (float)fbWidth);
|
|
drawRc.right = (xfbWidth / (float)fbWidth);
|
|
|
|
// The following code disables auto stretch. Kept for reference.
|
|
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
|
//float vScale = (float)fbHeight / (float)dst_rect.GetHeight();
|
|
//float hScale = (float)fbWidth / (float)dst_rect.GetWidth();
|
|
//drawRc.top *= vScale;
|
|
//drawRc.bottom *= vScale;
|
|
//drawRc.left *= hScale;
|
|
//drawRc.right *= hScale;
|
|
}
|
|
else
|
|
{
|
|
drawRc.top = 1;
|
|
drawRc.bottom = -1;
|
|
drawRc.left = -1;
|
|
drawRc.right = 1;
|
|
}
|
|
|
|
// Tell the OSD Menu about the current internal resolution
|
|
OSDInternalW = xfbSource->sourceRc.GetWidth(); OSDInternalH = xfbSource->sourceRc.GetHeight();
|
|
|
|
MathUtil::Rectangle<float> sourceRc;
|
|
sourceRc.left = xfbSource->sourceRc.left;
|
|
sourceRc.right = xfbSource->sourceRc.right;
|
|
sourceRc.top = xfbSource->sourceRc.top;
|
|
sourceRc.bottom = xfbSource->sourceRc.bottom;
|
|
|
|
xfbSource->Draw(sourceRc, drawRc, 0, 0);
|
|
|
|
// 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.
|
|
if (applyShader)
|
|
PixelShaderCache::DisableShader();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TargetRectangle targetRc = ConvertEFBRectangle(rc);
|
|
GLuint read_texture = FramebufferManager::ResolveAndGetRenderTarget(rc);
|
|
// Render to the real buffer now.
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
|
|
if (applyShader)
|
|
{
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(targetRc.left, targetRc.bottom);
|
|
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
|
|
glVertex2f(-1, -1);
|
|
|
|
glTexCoord2f(targetRc.left, targetRc.top);
|
|
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
|
|
glVertex2f(-1, 1);
|
|
|
|
glTexCoord2f(targetRc.right, targetRc.top);
|
|
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
|
|
glVertex2f( 1, 1);
|
|
|
|
glTexCoord2f(targetRc.right, targetRc.bottom);
|
|
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
|
|
glVertex2f( 1, -1);
|
|
glEnd();
|
|
PixelShaderCache::DisableShader();
|
|
}
|
|
else
|
|
{
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(targetRc.left, targetRc.bottom);
|
|
glVertex2f(-1, -1);
|
|
|
|
glTexCoord2f(targetRc.left, targetRc.top);
|
|
glVertex2f(-1, 1);
|
|
|
|
glTexCoord2f(targetRc.right, targetRc.top);
|
|
glVertex2f( 1, 1);
|
|
|
|
glTexCoord2f(targetRc.right, targetRc.bottom);
|
|
glVertex2f( 1, -1);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
OGL::TextureCache::DisableStage(0);
|
|
|
|
// Wireframe
|
|
if (g_ActiveConfig.bWireFrame)
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
// Save screenshot
|
|
if (s_bScreenshot)
|
|
{
|
|
s_criticalScreenshot.Enter();
|
|
SaveScreenshot(s_sScreenshotName, dst_rect);
|
|
// Reset settings
|
|
s_sScreenshotName.clear();
|
|
s_bScreenshot = false;
|
|
s_criticalScreenshot.Leave();
|
|
}
|
|
|
|
// Frame dumps are handled a little differently in Windows
|
|
#if defined _WIN32 || defined HAVE_AVCODEC
|
|
if (g_ActiveConfig.bDumpFrames)
|
|
{
|
|
s_criticalScreenshot.Enter();
|
|
int w = dst_rect.GetWidth();
|
|
int h = dst_rect.GetHeight();
|
|
u8 *data = new u8[3 * w * h];
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
glReadPixels(dst_rect.left, dst_rect.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, data);
|
|
if (GL_REPORT_ERROR() == GL_NO_ERROR && w > 0 && h > 0)
|
|
{
|
|
if (!s_bLastFrameDumped)
|
|
{
|
|
#ifdef _WIN32
|
|
s_bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), w, h);
|
|
#else
|
|
s_bAVIDumping = AVIDump::Start(w, h);
|
|
#endif
|
|
if (!s_bAVIDumping)
|
|
OSD::AddMessage("AVIDump Start failed", 2000);
|
|
else
|
|
{
|
|
OSD::AddMessage(StringFromFormat(
|
|
#ifdef _WIN32
|
|
"Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)",
|
|
#else
|
|
"Dumping Frames to \"%sframedump.mpg\" (%dx%d RGB24)",
|
|
#endif
|
|
File::GetUserPath(D_DUMPFRAMES_IDX), w, h).c_str(), 2000);
|
|
}
|
|
}
|
|
if (s_bAVIDumping)
|
|
{
|
|
#ifdef _WIN32
|
|
AVIDump::AddFrame((char *) data);
|
|
#else
|
|
FlipImageData(data, w, h);
|
|
AVIDump::AddFrame(data);
|
|
#endif
|
|
}
|
|
|
|
s_bLastFrameDumped = true;
|
|
}
|
|
else
|
|
NOTICE_LOG(VIDEO, "Error reading framebuffer");
|
|
|
|
delete[] data;
|
|
s_criticalScreenshot.Leave();
|
|
}
|
|
else
|
|
{
|
|
if (s_bLastFrameDumped && s_bAVIDumping)
|
|
{
|
|
AVIDump::Stop();
|
|
s_bAVIDumping = false;
|
|
OSD::AddMessage("Stop dumping frames", 2000);
|
|
}
|
|
s_bLastFrameDumped = false;
|
|
}
|
|
#else
|
|
if (g_ActiveConfig.bDumpFrames)
|
|
{
|
|
s_criticalScreenshot.Enter();
|
|
char movie_file_name[255];
|
|
int w = dst_rect.GetWidth();
|
|
int h = dst_rect.GetHeight();
|
|
u8 *data = new u8[3 * w * h];
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
glReadPixels(dst_rect.left, dst_rect.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, data);
|
|
if (GL_REPORT_ERROR() == GL_NO_ERROR)
|
|
{
|
|
if (!s_bLastFrameDumped)
|
|
{
|
|
sprintf(movie_file_name, "%sframedump.raw", File::GetUserPath(D_DUMPFRAMES_IDX));
|
|
f_pFrameDump = fopen(movie_file_name, "wb");
|
|
if (f_pFrameDump == NULL)
|
|
OSD::AddMessage("Error opening framedump.raw for writing.", 2000);
|
|
else
|
|
{
|
|
char msg [255];
|
|
sprintf(msg, "Dumping Frames to \"%s\" (%dx%d RGB24)", movie_file_name, w, h);
|
|
OSD::AddMessage(msg, 2000);
|
|
}
|
|
}
|
|
if (f_pFrameDump != NULL)
|
|
{
|
|
FlipImageData(data, w, h);
|
|
fwrite(data, w * 3, h, f_pFrameDump);
|
|
fflush(f_pFrameDump);
|
|
}
|
|
s_bLastFrameDumped = true;
|
|
}
|
|
|
|
delete[] data;
|
|
s_criticalScreenshot.Leave();
|
|
}
|
|
else
|
|
{
|
|
if (s_bLastFrameDumped && f_pFrameDump != NULL)
|
|
{
|
|
fclose(f_pFrameDump);
|
|
f_pFrameDump = NULL;
|
|
}
|
|
s_bLastFrameDumped = false;
|
|
}
|
|
#endif
|
|
|
|
// Finish up the current frame, print some stats
|
|
OpenGL_Update(); // just updates the render window position and the backbuffer size
|
|
bool xfbchanged = false;
|
|
|
|
if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
|
|
{
|
|
xfbchanged = true;
|
|
s_XFB_width = fbWidth;
|
|
s_XFB_height = fbHeight;
|
|
if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
|
|
if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
|
|
if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
|
|
if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
|
|
}
|
|
|
|
bool WindowResized = false;
|
|
int W = (int)OpenGL_GetBackbufferWidth();
|
|
int H = (int)OpenGL_GetBackbufferHeight();
|
|
if (W != s_backbuffer_width || H != s_backbuffer_height || s_LastEFBScale != g_ActiveConfig.iEFBScale)
|
|
{
|
|
WindowResized = true;
|
|
s_backbuffer_width = W;
|
|
s_backbuffer_height = H;
|
|
s_LastEFBScale = g_ActiveConfig.iEFBScale;
|
|
}
|
|
|
|
if (xfbchanged || WindowResized)
|
|
{
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
|
|
if(g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
xScale = 1.0f;
|
|
yScale = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
|
|
yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
|
|
}
|
|
|
|
if (CalculateTargetSize())
|
|
{
|
|
delete g_framebuffer_manager;
|
|
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
|
|
s_MSAASamples, s_MSAACoverageSamples);
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
}
|
|
}
|
|
|
|
// Place messages on the picture, then copy it to the screen
|
|
// ---------------------------------------------------------------------
|
|
// Count FPS.
|
|
// -------------
|
|
static int fpscount = 0;
|
|
static unsigned long lasttime = 0;
|
|
if (Common::Timer::GetTimeMs() - lasttime >= 1000)
|
|
{
|
|
lasttime = Common::Timer::GetTimeMs();
|
|
s_fps = fpscount;
|
|
fpscount = 0;
|
|
}
|
|
if (XFBWrited)
|
|
++fpscount;
|
|
// ---------------------------------------------------------------------
|
|
GL_REPORT_ERRORD();
|
|
|
|
DrawDebugText();
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
// Get the status of the Blend mode
|
|
GLboolean blend_enabled = glIsEnabled(GL_BLEND);
|
|
glDisable(GL_BLEND);
|
|
OSD::DrawMessages();
|
|
if (blend_enabled)
|
|
glEnable(GL_BLEND);
|
|
GL_REPORT_ERRORD();
|
|
|
|
#if defined(DVPROFILE)
|
|
if (g_bWriteProfile)
|
|
{
|
|
//g_bWriteProfile = 0;
|
|
static int framenum = 0;
|
|
const int UPDATE_FRAMES = 8;
|
|
if (++framenum >= UPDATE_FRAMES)
|
|
{
|
|
DVProfWrite("prof.txt", UPDATE_FRAMES);
|
|
DVProfClear();
|
|
framenum = 0;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Copy the rendered frame to the real window
|
|
OpenGL_SwapBuffers();
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
// Clear framebuffer
|
|
if(!g_ActiveConfig.bAnaglyphStereo)
|
|
{
|
|
glClearColor(0, 0, 0, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
// Clean out old stuff from caches. It's not worth it to clean out the shader caches.
|
|
DLCache::ProgressiveCleanup();
|
|
TextureCache::Cleanup();
|
|
|
|
frameCount++;
|
|
|
|
// Begin new frame
|
|
// Set default viewport and scissor, for the clear to work correctly
|
|
// New frame
|
|
stats.ResetFrame();
|
|
|
|
// Render to the framebuffer.
|
|
FramebufferManager::SetFramebuffer(0);
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
RestoreAPIState();
|
|
|
|
GL_REPORT_ERRORD();
|
|
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();
|
|
|
|
// For testing zbuffer targets.
|
|
// Renderer::SetZBufferRender();
|
|
// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget,
|
|
// GetTargetWidth(), GetTargetHeight());
|
|
g_VideoInitialize.pCopiedToXFB(XFBWrited || g_ActiveConfig.bUseRealXFB);
|
|
XFBWrited = false;
|
|
}
|
|
|
|
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
|
|
void Renderer::ResetAPIState()
|
|
{
|
|
// Gets us to a reasonably sane state where it's possible to do things like
|
|
// image copies with textured quads, etc.
|
|
VertexShaderCache::DisableShader();
|
|
PixelShaderCache::DisableShader();
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_BLEND);
|
|
glDepthMask(GL_FALSE);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
}
|
|
|
|
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(1);
|
|
PixelShaderCache::SetCurrentShader(0);
|
|
}
|
|
|
|
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)Renderer::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);
|
|
}
|
|
|
|
void Renderer::SetSamplerState(int stage, int texindex)
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
void Renderer::SetInterlacingMode()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
void Renderer::FlipImageData(u8 *data, int w, int h)
|
|
{
|
|
// Flip image upside down. Damn OpenGL.
|
|
for (int y = 0; y < h / 2; y++)
|
|
{
|
|
for(int x = 0; x < w; x++)
|
|
{
|
|
std::swap(data[(y * w + x) * 3], data[((h - 1 - y) * w + x) * 3]);
|
|
std::swap(data[(y * w + x) * 3 + 1], data[((h - 1 - y) * w + x) * 3 + 1]);
|
|
std::swap(data[(y * w + x) * 3 + 2], data[((h - 1 - y) * w + x) * 3 + 2]);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
#if defined(HAVE_WX) && HAVE_WX
|
|
THREAD_RETURN TakeScreenshot(void *pArgs)
|
|
{
|
|
ScrStrct *threadStruct = (ScrStrct *)pArgs;
|
|
|
|
// These will contain the final image size
|
|
float FloatW = (float)threadStruct->W;
|
|
float FloatH = (float)threadStruct->H;
|
|
|
|
// Handle aspect ratio for the final ScrStrct to look exactly like what's on screen.
|
|
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
|
|
{
|
|
bool use16_9 = g_VideoInitialize.bAutoAspectIs16_9;
|
|
|
|
// Check for force-settings and override.
|
|
if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
|
|
use16_9 = true;
|
|
else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
|
|
use16_9 = false;
|
|
|
|
float Ratio = (FloatW / FloatH) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f));
|
|
|
|
// If ratio > 1 the picture is too wide and we have to limit the width.
|
|
if (Ratio > 1)
|
|
FloatW /= Ratio;
|
|
// ratio == 1 or the image is too high, we have to limit the height.
|
|
else
|
|
FloatH *= Ratio;
|
|
|
|
// This is a bit expensive on high resolutions
|
|
threadStruct->img->Rescale((int)FloatW, (int)FloatH, wxIMAGE_QUALITY_HIGH);
|
|
}
|
|
|
|
// Save the screenshot and finally kill the wxImage object
|
|
// This is really expensive when saving to PNG, but not at all when using BMP
|
|
threadStruct->img->SaveFile(wxString::FromAscii(threadStruct->filename.c_str()),
|
|
wxBITMAP_TYPE_PNG);
|
|
threadStruct->img->Destroy();
|
|
|
|
// Show success messages
|
|
OSD::AddMessage(StringFromFormat("Saved %i x %i %s", (int)FloatW, (int)FloatH,
|
|
threadStruct->filename.c_str()).c_str(), 2000);
|
|
delete threadStruct;
|
|
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
namespace OGL
|
|
{
|
|
|
|
bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &back_rc)
|
|
{
|
|
u32 W = back_rc.GetWidth();
|
|
u32 H = back_rc.GetHeight();
|
|
u8 *data = new u8[3 * W * H];
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
glReadPixels(back_rc.left, back_rc.bottom, W, H, GL_RGB, GL_UNSIGNED_BYTE, data);
|
|
|
|
// Show failure message
|
|
if (GL_REPORT_ERROR() != GL_NO_ERROR)
|
|
{
|
|
OSD::AddMessage("Error capturing or saving screenshot.", 2000);
|
|
return false;
|
|
}
|
|
|
|
// Turn image upside down
|
|
FlipImageData(data, W, H);
|
|
|
|
#if defined(HAVE_WX) && HAVE_WX
|
|
// Create wxImage
|
|
wxImage *a = new wxImage(W, H, data);
|
|
|
|
if (scrshotThread)
|
|
{
|
|
delete scrshotThread;
|
|
scrshotThread = NULL;
|
|
}
|
|
|
|
ScrStrct *threadStruct = new ScrStrct;
|
|
threadStruct->filename = filename;
|
|
threadStruct->img = a;
|
|
threadStruct->H = H; threadStruct->W = W;
|
|
|
|
scrshotThread = new Common::Thread(TakeScreenshot, threadStruct);
|
|
#ifdef _WIN32
|
|
scrshotThread->SetPriority(THREAD_PRIORITY_BELOW_NORMAL);
|
|
#endif
|
|
bool result = true;
|
|
|
|
OSD::AddMessage("Saving Screenshot... ", 2000);
|
|
|
|
#else
|
|
bool result = SaveTGA(filename.c_str(), W, H, data);
|
|
delete[] data;
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
}
|