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

1638 lines
45 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Globals.h"
#include "Thread.h"
#include "Atomic.h"
#include <vector>
#include <cmath>
#include <cstdio>
#include "GLUtil.h"
#include <Cg/cg.h>
#include <Cg/cgGL.h>
#include "FileUtil.h"
#ifdef _WIN32
#include <mmsystem.h>
#endif
#include "CommonPaths.h"
#include "VideoConfig.h"
#include "Profiler.h"
#include "Statistics.h"
#include "ImageWrite.h"
#include "Render.h"
#include "OpcodeDecoding.h"
#include "BPStructs.h"
#include "TextureMngr.h"
#include "RasterFont.h"
#include "VertexShaderGen.h"
#include "DLCache.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderCache.h"
#include "VertexShaderManager.h"
#include "VertexLoaderManager.h"
#include "VertexLoader.h"
#include "PostProcessing.h"
#include "TextureConverter.h"
#include "XFB.h"
#include "OnScreenDisplay.h"
#include "Timer.h"
#include "StringUtil.h"
#include "FramebufferManager.h"
#include "Fifo.h"
#include "main.h" // Local
#ifdef _WIN32
#include "OS/Win32.h"
#include "AVIDump.h"
#endif
#if defined(HAVE_WX) && HAVE_WX
#include <wx/image.h>
#endif
// Declarations and definitions
// ----------------------------
int s_fps=0;
CGcontext g_cgcontext;
CGprofile g_cgvProf;
CGprofile g_cgfProf;
RasterFont* s_pfont = NULL;
static bool s_bLastFrameDumped = false;
#ifdef _WIN32
static bool s_bAVIDumping = false;
#else
static FILE* f_pFrameDump;
#endif
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1;
static int s_MSAACoverageSamples = 0;
bool s_bHaveFramebufferBlit = false; // export to FramebufferManager.cpp
static bool s_bHaveCoverageMSAA = false;
static u32 s_blendMode;
static volatile bool s_bScreenshot = false;
#if defined(HAVE_WX) && HAVE_WX
static Common::Thread *scrshotThread = 0;
#endif
static Common::CriticalSection s_criticalScreenshot;
static std::string s_sScreenshotName;
int frameCount;
// The custom resolution
// TODO: Add functionality to reinit all the render targets when the window is resized.
static int m_CustomWidth;
static int m_CustomHeight;
// The framebuffer size
static int m_FrameBufferWidth;
static int m_FrameBufferHeight;
static GLuint s_tempScreenshotFramebuffer = 0;
static unsigned int s_XFB_width;
static unsigned int s_XFB_height;
static float xScale;
static float yScale;
static int EFBxScale;
static int EFByScale;
static bool s_skipSwap = false;
#ifndef _WIN32
int OSDChoice = 0 , OSDTime = 0, OSDInternalW = 0, OSDInternalH = 0;
#endif
namespace {
#if defined(HAVE_WX) && HAVE_WX
// Screenshot thread struct
typedef struct
{
int W, H;
std::string filename;
wxImage *img;
} ScrStrct;
#endif
static const GLenum glSrcFactors[8] =
{
GL_ZERO,
GL_ONE,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA
};
static const GLenum glDestFactors[8] = {
GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA
};
static const GLenum glCmpFuncs[8] = {
GL_NEVER,
GL_LESS,
GL_EQUAL,
GL_LEQUAL,
GL_GREATER,
GL_NOTEQUAL,
GL_GEQUAL,
GL_ALWAYS
};
static const GLenum glLogicOpCodes[16] = {
GL_CLEAR,
GL_AND,
GL_AND_REVERSE,
GL_COPY,
GL_AND_INVERTED,
GL_NOOP,
GL_XOR,
GL_OR,
GL_NOR,
GL_EQUIV,
GL_INVERT,
GL_OR_REVERSE,
GL_COPY_INVERTED,
GL_OR_INVERTED,
GL_NAND,
GL_SET
};
void SetDefaultRectTexParams()
{
// Set some standard texture filter modes.
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
}
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
{
DEBUG_LOG(VIDEO, "Cg error: %s", cgGetErrorString(err));
const char* listing = cgGetLastListing(g_cgcontext);
if (listing != NULL) {
DEBUG_LOG(VIDEO, " last listing: %s", listing);
}
}
} // namespace
void VideoConfig::UpdateProjectionHack()
{
::UpdateProjectionHack(g_Config.iPhackvalue);
}
// Init functions
bool Renderer::Init()
{
UpdateActiveConfig();
bool bSuccess = true;
s_blendMode = 0;
s_MSAACoverageSamples = 0;
switch (g_ActiveConfig.iMultisampleMode)
{
case MULTISAMPLE_OFF: s_MSAASamples = 1; break;
case MULTISAMPLE_2X: s_MSAASamples = 2; break;
case MULTISAMPLE_4X: s_MSAASamples = 4; break;
case MULTISAMPLE_8X: s_MSAASamples = 8; break;
case MULTISAMPLE_CSAA_8X: s_MSAASamples = 4; s_MSAACoverageSamples = 8; break;
case MULTISAMPLE_CSAA_8XQ: s_MSAASamples = 8; s_MSAACoverageSamples = 8; break;
case MULTISAMPLE_CSAA_16X: s_MSAASamples = 4; s_MSAACoverageSamples = 16; break;
case MULTISAMPLE_CSAA_16XQ: s_MSAASamples = 8; s_MSAACoverageSamples = 16; break;
default:
s_MSAASamples = 1;
}
GLint numvertexattribs = 0;
g_cgcontext = cgCreateContext();
cgGetError();
cgSetErrorHandler(HandleCgError, NULL);
// Look for required extensions.
const char *ptoken = (const char*)glGetString(GL_EXTENSIONS);
if (!ptoken)
{
PanicAlert("Your OpenGL Driver seems to be not working.\n"
"Please make sure your drivers are up-to-date and\n"
"that your video hardware is OpenGL 2.x compatible "
);
return false;
}
INFO_LOG(VIDEO, "Supported OpenGL Extensions:");
INFO_LOG(VIDEO, ptoken); // write to the log file
INFO_LOG(VIDEO, "");
OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s", (const char*)glGetString(GL_VENDOR),
(const char*)glGetString(GL_RENDERER),
(const char*)glGetString(GL_VERSION)).c_str(), 5000);
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
if (numvertexattribs < 11) {
ERROR_LOG(VIDEO, "*********\nGPU: OGL ERROR: Number of attributes %d not enough\nGPU: *********Does your video card support OpenGL 2.x?", numvertexattribs);
bSuccess = false;
}
// Init extension support.
if (glewInit() != GLEW_OK) {
ERROR_LOG(VIDEO, "glewInit() failed!Does your video card support OpenGL 2.x?");
return false;
}
if (!GLEW_EXT_framebuffer_object) {
ERROR_LOG(VIDEO, "*********\nGPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nGPU: *********Does your video card support OpenGL 2.x?");
bSuccess = false;
}
if (!GLEW_EXT_secondary_color) {
ERROR_LOG(VIDEO, "*********\nGPU: OGL ERROR: Need GL_EXT_secondary_color\nGPU: *********Does your video card support OpenGL 2.x?");
bSuccess = false;
}
s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
if (!s_bHaveFramebufferBlit)
{
// MSAA ain't gonna work. turn it off if enabled.
s_MSAASamples = 1;
}
s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
if (!s_bHaveCoverageMSAA)
{
s_MSAACoverageSamples = 0;
}
if (!bSuccess)
return false;
// Handle VSync on/off
#if defined USE_WX && USE_WX
// TODO: FILL IN
#elif defined _WIN32
if (WGLEW_EXT_swap_control)
wglSwapIntervalEXT(g_ActiveConfig.bVSync ? 1 : 0);
else
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)Does your video card support OpenGL 2.x?");
#elif defined(HAVE_X11) && HAVE_X11
if (glXSwapIntervalSGI)
glXSwapIntervalSGI(g_ActiveConfig.bVSync ? 1 : 0);
else
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)");
#endif
// check the max texture width and height
GLint max_texture_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&max_texture_size);
if (max_texture_size < 1024) {
ERROR_LOG(VIDEO, "GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024", max_texture_size);
}
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers)
glDrawBuffers = glDrawBuffersARB;
if (!GLEW_ARB_texture_non_power_of_two) {
WARN_LOG(VIDEO, "ARB_texture_non_power_of_two not supported.");
}
// Decide frambuffer size
int W = (int)OpenGL_GetBackbufferWidth(), H = (int)OpenGL_GetBackbufferHeight();
s_XFB_width = MAX_XFB_WIDTH;
s_XFB_height = MAX_XFB_HEIGHT;
TargetRectangle dst_rect;
ComputeDrawRectangle(W, H, false, &dst_rect);
xScale = 1.0f;
yScale = 1.0f;
if(!g_ActiveConfig.bNativeResolution)
{
if (g_ActiveConfig.b2xResolution)
{
xScale = 2.0f;
yScale = 2.0f;
}
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;
}
}
EFBxScale = ceilf(xScale);
EFByScale = ceilf(yScale);
m_FrameBufferWidth = EFB_WIDTH * EFBxScale;
m_FrameBufferHeight = EFB_HEIGHT * EFByScale;
// Save the custom resolution
m_CustomWidth = W;
m_CustomHeight = H;
// Because of the fixed framebuffer size we need to disable the resolution options while running
g_Config.bRunning = true;
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
// Initialize the FramebufferManager
g_framebufferManager.Init(m_FrameBufferWidth, m_FrameBufferHeight, s_MSAASamples, s_MSAACoverageSamples);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
s_pfont = new RasterFont();
// load the effect, find the best profiles (if any)
if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) {
ERROR_LOG(VIDEO, "arbvp1 not supported");
return false;
}
if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) {
ERROR_LOG(VIDEO, "arbfp1 not supported");
return false;
}
g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX);
g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cgGLSetOptimalOptions(g_cgvProf);
cgGLSetOptimalOptions(g_cgfProf);
INFO_LOG(VIDEO, "Max buffer sizes: %d %d", cgGetProgramBufferMaxSize(g_cgvProf), cgGetProgramBufferMaxSize(g_cgfProf));
int nenvvertparams, nenvfragparams, naddrregisters[2];
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvvertparams);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvfragparams);
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[0]);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[1]);
DEBUG_LOG(VIDEO, "Max program env parameters: vert=%d, frag=%d", nenvvertparams, nenvfragparams);
DEBUG_LOG(VIDEO, "Max program address register parameters: vert=%d, frag=%d", naddrregisters[0], naddrregisters[1]);
if (nenvvertparams < 238)
ERROR_LOG(VIDEO, "Not enough vertex shader environment constants!!");
#ifndef _DEBUG
cgGLSetDebugMode(GL_FALSE);
#endif
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDepthFunc(GL_LEQUAL);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
glBlendColorEXT(0, 0, 0, 0.5f);
glClearDepth(1.0f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// legacy multitexturing: select texture channel only.
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
UpdateActiveConfig();
return glGetError() == GL_NO_ERROR && bSuccess;
}
void Renderer::Shutdown(void)
{
g_Config.bRunning = false;
UpdateActiveConfig();
delete s_pfont;
s_pfont = 0;
if (g_cgcontext) {
cgDestroyContext(g_cgcontext);
g_cgcontext = 0;
}
if(s_tempScreenshotFramebuffer)
glDeleteFramebuffersEXT(1, &s_tempScreenshotFramebuffer);
s_tempScreenshotFramebuffer = 0;
g_framebufferManager.Shutdown();
#ifdef _WIN32
if(s_bAVIDumping) {
AVIDump::Stop();
}
#else
if(f_pFrameDump != NULL) {
fclose(f_pFrameDump);
}
#endif
}
// For the OSD menu's live resolution change
bool Renderer::Allow2x()
{
if (GetFrameBufferWidth() >= 1280 && GetFrameBufferHeight() >= 960)
return true;
else
return false;
}
bool Renderer::AllowCustom()
{
if (GetCustomWidth() <= GetFrameBufferWidth() && GetCustomHeight() <= GetFrameBufferHeight())
return true;
else
return false;
}
// Return the framebuffer size
int Renderer::GetFrameBufferWidth()
{
return m_FrameBufferWidth;
}
int Renderer::GetFrameBufferHeight()
{
return m_FrameBufferHeight;
}
// Return the custom resolution
int Renderer::GetCustomWidth()
{
return m_CustomWidth;
}
int Renderer::GetCustomHeight()
{
return m_CustomHeight;
}
// Return the rendering target width and height
int Renderer::GetTargetWidth()
{
return m_FrameBufferWidth;
}
int Renderer::GetTargetHeight()
{
return m_FrameBufferHeight;
}
float Renderer::GetTargetScaleX()
{
return EFBxScale;
}
float Renderer::GetTargetScaleY()
{
return EFByScale;
}
float Renderer::GetXFBScaleX() { return xScale; }
float Renderer::GetXFBScaleY() { return yScale; }
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
return g_framebufferManager.ConvertEFBRectangle(rc);
}
void Renderer::ResetAPIState()
{
// Gets us to a reasonably sane state where it's possible to do things like
// image copies with textured quads, etc.
glDisable(GL_VERTEX_PROGRAM_ARB);// needed by nvidia cards to avoid texture problems
glDisable(GL_FRAGMENT_PROGRAM_ARB);// needed by nvidia cards to avoid texture problems
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 UpdateViewport();
void Renderer::ReinitView()
{
}
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);
glEnable(GL_VERTEX_PROGRAM_ARB);// needed by nvidia cards o avoid texture problems
glEnable(GL_FRAGMENT_PROGRAM_ARB);// needed by nvidia cards o avoid texture problems
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 = Renderer::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.
g_framebufferManager.GetEFBDepthTexture(efbPixelRc);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_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.
g_framebufferManager.GetEFBColorTexture(efbPixelRc);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_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
// 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()
{
int xoff = bpmem.scissorOffset.x * 2 - 342;
int yoff = bpmem.scissorOffset.y * 2 - 342;
float rc_left = (float)bpmem.scissorTL.x - xoff - 342; // left = 0
if (rc_left < 0) rc_left = 0;
float rc_top = (float)bpmem.scissorTL.y - yoff - 342; // right = 0
if (rc_top < 0) rc_top = 0;
float rc_right = (float)bpmem.scissorBR.x - xoff - 341; // right = 640
if (rc_right > EFB_WIDTH) rc_right = EFB_WIDTH;
float rc_bottom = (float)bpmem.scissorBR.y - yoff - 341; // bottom = 480
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::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
// Update the view port for clearing the picture
glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
// 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,
(alphaEnable ? ((color >> 24) & 0xFF) / 255.0f : 1.0f)
);
}
if (zEnable)
{
bits |= GL_DEPTH_BUFFER_BIT;
glClearDepth((z & 0xFFFFFF) / float(0xFFFFFF));
}
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClear(bits);
SetScissorRect();
}
static bool XFBWrited = false;
void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
if(!fbWidth || !fbHeight)
return;
s_skipSwap = g_bSkipCurrentFrame;
VideoFifo_CheckEFBAccess();
VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);
g_framebufferManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
XFBWrited = true;
// XXX: Without the VI, how would we know what kind of field this is? So
// just use progressive.
if (!g_ActiveConfig.bUseXFB)
{
Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight);
Common::AtomicStoreRelease(s_swapRequested, FALSE);
}
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
{
if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.bUseRealXFB) || !fbWidth || !fbHeight)
{
g_VideoInitialize.pCopiedToXFB(false);
return;
}
if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
u32 xfbCount = 0;
const XFBSource** xfbSourceList = g_framebufferManager.GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
if (!xfbSourceList)
{
g_VideoInitialize.pCopiedToXFB(false);
WARN_LOG(VIDEO, "Failed to get video for this frame");
return;
}
DVSTARTPROFILE();
ResetAPIState();
TargetRectangle back_rc;
ComputeDrawRectangle(m_CustomWidth, m_CustomHeight, true, &back_rc);
// 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)
TextureMngr::DisableStage(i);
// Update GLViewPort
glViewport(back_rc.left, back_rc.bottom, back_rc.GetWidth(), back_rc.GetHeight());
GL_REPORT_ERRORD();
// Copy the framebuffer to screen.
// Render to the real buffer now.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
// 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 XFBSource* xfbSource = NULL;
// draw each xfb source
for (u32 i = 0; i < xfbCount; ++i)
{
xfbSource = xfbSourceList[i];
TargetRectangle sourceRc;
if (g_ActiveConfig.bAutoScale || g_ActiveConfig.bUseXFB)
{
sourceRc = xfbSource->sourceRc;
}
else
{
sourceRc.left = 0;
sourceRc.top = xfbSource->texHeight;
sourceRc.right = xfbSource->texWidth;
sourceRc.bottom = 0;
}
MathUtil::Rectangle<float> drawRc;
if (g_ActiveConfig.bUseXFB && !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);
if (!g_ActiveConfig.bAutoScale)
{
// scale draw area for a 1 to 1 pixel mapping with the draw target
float vScale = (float)fbHeight / (float)back_rc.GetHeight();
float hScale = (float)fbWidth / (float)back_rc.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();
// Texture map xfbSource->texture onto the main buffer
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbSource->texture);
// 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)
{
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);
TextureMngr::DisableStage(0);
// Wireframe
if (g_ActiveConfig.bWireFrame)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Save screenshot
if (s_bScreenshot)
{
if (!s_tempScreenshotFramebuffer)
glGenFramebuffersEXT(1, &s_tempScreenshotFramebuffer);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_tempScreenshotFramebuffer);
glFramebufferTexture2DEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, xfbSource->texture, 0);
s_criticalScreenshot.Enter();
// Save screenshot
SaveRenderTarget(s_sScreenshotName.c_str(), xfbSource->sourceRc.GetWidth(), xfbSource->sourceRc.GetHeight());
// Reset settings
s_sScreenshotName = "";
s_bScreenshot = false;
s_criticalScreenshot.Leave();
glFramebufferTexture2DEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_framebufferManager.GetEFBFramebuffer());
}
// Frame dumps are handled a little differently in Windows
#ifdef _WIN32
if (g_ActiveConfig.bDumpFrames)
{
if (!s_tempScreenshotFramebuffer)
glGenFramebuffersEXT(1, &s_tempScreenshotFramebuffer);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_tempScreenshotFramebuffer);
glFramebufferTexture2DEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, xfbSource->texture, 0);
s_criticalScreenshot.Enter();
int w = xfbSource->sourceRc.GetWidth();
int h = xfbSource->sourceRc.GetHeight();
u8 *data = (u8 *) malloc(3 * w * h);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, Renderer::GetTargetHeight() - h, w, h, GL_BGR, GL_UNSIGNED_BYTE, data);
if (glGetError() == GL_NO_ERROR && w > 0 && h > 0)
{
if (!s_bLastFrameDumped)
{
s_bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), w, h);
if (!s_bAVIDumping)
OSD::AddMessage("AVIDump Start failed", 2000);
else
{
OSD::AddMessage(StringFromFormat(
"Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)", File::GetUserPath(D_DUMPFRAMES_IDX), w, h).c_str(), 2000);
}
}
if (s_bAVIDumping)
AVIDump::AddFrame((char *) data);
s_bLastFrameDumped = true;
}
else
{
NOTICE_LOG(VIDEO, "Error reading framebuffer");
}
free(data);
s_criticalScreenshot.Leave();
glFramebufferTexture2DEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_framebufferManager.GetEFBFramebuffer());
}
else
{
if(s_bLastFrameDumped && s_bAVIDumping)
{
AVIDump::Stop();
s_bAVIDumping = false;
OSD::AddMessage("Stop dumping frames to AVI", 2000);
}
s_bLastFrameDumped = false;
}
#else
if (g_ActiveConfig.bDumpFrames) {
s_criticalScreenshot.Enter();
char movie_file_name[255];
int w = OpenGL_GetBackbufferWidth();
int h = OpenGL_GetBackbufferHeight();
u8 *data = (u8 *) malloc(3 * w * h);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, Renderer::GetTargetHeight() - h, w, h, GL_RGB, GL_UNSIGNED_BYTE, data);
if (glGetError() == 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) {
PanicAlert("Error opening framedump.raw for writing.");
} 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;
}
free(data);
s_criticalScreenshot.Leave();
} else {
if (s_bLastFrameDumped && f_pFrameDump != NULL) {
fclose(f_pFrameDump);
f_pFrameDump = NULL;
}
s_bLastFrameDumped = false;
}
#endif
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(), H = (int)OpenGL_GetBackbufferHeight();
if (W != m_CustomWidth || H != m_CustomHeight)
{
WindowResized = true;
m_CustomWidth = W;
m_CustomHeight = H;
}
if( xfbchanged || WindowResized)
{
TargetRectangle dst_rect;
ComputeDrawRectangle(m_CustomWidth, m_CustomHeight, false, &dst_rect);
xScale = 1.0f;
yScale = 1.0f;
if(!g_ActiveConfig.bNativeResolution)
{
if (g_ActiveConfig.b2xResolution)
{
xScale = 2.0f;
yScale = 2.0f;
}
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;
}
}
EFBxScale = ceilf(xScale);
EFByScale = ceilf(yScale);
int m_newFrameBufferWidth = EFB_WIDTH * EFBxScale;
int m_newFrameBufferHeight = EFB_HEIGHT * EFByScale;
if(m_newFrameBufferWidth != m_FrameBufferWidth || m_newFrameBufferHeight != m_FrameBufferHeight )
{
m_FrameBufferWidth = m_newFrameBufferWidth;
m_FrameBufferHeight = m_newFrameBufferHeight;
g_framebufferManager.Shutdown();
g_framebufferManager.Init(m_FrameBufferWidth, m_FrameBufferHeight, 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;
++fpscount;
if (Common::Timer::GetTimeMs() - lasttime > 1000)
{
lasttime = Common::Timer::GetTimeMs();
s_fps = fpscount - 1;
fpscount = 0;
}
// ---------------------------------------------------------------------
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
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();
TextureMngr::ProgressiveCleanup();
frameCount++;
// New frame
stats.ResetFrame();
// Render to the framebuffer.
g_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)
TextureMngr::ClearRenderTargets();
// For testing zbuffer targets.
// Renderer::SetZBufferRender();
// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, GetTargetWidth(), GetTargetHeight());
XFBWrited = false;
g_VideoInitialize.pCopiedToXFB(true);
}
// Create On-Screen-Messages
void Renderer::DrawDebugText()
{
// Reset viewport for drawing text
glViewport(0, 0, OpenGL_GetBackbufferWidth(), OpenGL_GetBackbufferHeight());
// Draw various messages on the screen, like FPS, statistics, etc.
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);
}
// OSD Menu messages
if (g_ActiveConfig.bOSDHotKey)
{
if (OSDChoice > 0)
{
OSDTime = Common::Timer::GetTimeMs() + 3000;
OSDChoice = -OSDChoice;
}
if ((u32)OSDTime > Common::Timer::GetTimeMs())
{
std::string T1 = "", T2 = "";
std::vector<std::string> T0;
int W, H;
W = OpenGL_GetBackbufferWidth();
H = OpenGL_GetBackbufferHeight();
std::string OSDM1 =
g_ActiveConfig.bNativeResolution || g_ActiveConfig.b2xResolution ?
(g_ActiveConfig.bNativeResolution ?
StringFromFormat("%i x %i (native)", OSDInternalW, OSDInternalH)
: StringFromFormat("%i x %i (2x)", OSDInternalW, OSDInternalH))
: StringFromFormat("%i x %i (custom)", W, H);
std::string OSDM21;
switch(g_ActiveConfig.iAspectRatio)
{
case ASPECT_AUTO:
OSDM21 = "Auto";
break;
case ASPECT_FORCE_16_9:
OSDM21 = "16:9";
break;
case ASPECT_FORCE_4_3:
OSDM21 = "4:3";
break;
case ASPECT_STRETCH:
OSDM21 = "Stretch";
break;
}
std::string OSDM22 =
g_ActiveConfig.bCrop ? " (crop)" : "";
std::string OSDM3 = g_ActiveConfig.bEFBCopyDisable ? "Disabled" :
g_ActiveConfig.bCopyEFBToTexture ? "To Texture" : "To RAM";
// If there is more text than this we will have a collission
if (g_ActiveConfig.bShowFPS)
{ T1 += "\n\n"; T2 += "\n\n"; }
// The rows
T0.push_back(StringFromFormat("3: Internal Resolution: %s\n", OSDM1.c_str()));
T0.push_back(StringFromFormat("4: Aspect Ratio: %s%s\n", OSDM21.c_str(), OSDM22.c_str()));
T0.push_back(StringFromFormat("5: Copy EFB: %s\n", OSDM3.c_str()));
T0.push_back(StringFromFormat("6: Fog: %s\n", g_ActiveConfig.bDisableFog ? "Disabled" : "Enabled"));
T0.push_back(StringFromFormat("7: Material Lighting: %s\n", g_ActiveConfig.bDisableLighting ? "Disabled" : "Enabled"));
// The latest changed setting in yellow
T1 += (OSDChoice == -1) ? T0.at(0) : "\n";
T1 += (OSDChoice == -2) ? T0.at(1) : "\n";
T1 += (OSDChoice == -3) ? T0.at(2) : "\n";
T1 += (OSDChoice == -4) ? T0.at(3) : "\n";
T1 += (OSDChoice == -5) ? T0.at(4) : "\n";
// The other settings in cyan
T2 += (OSDChoice != -1) ? T0.at(0) : "\n";
T2 += (OSDChoice != -2) ? T0.at(1) : "\n";
T2 += (OSDChoice != -3) ? T0.at(2) : "\n";
T2 += (OSDChoice != -4) ? T0.at(3) : "\n";
T2 += (OSDChoice != -5) ? T0.at(4) : "\n";
// Render a shadow, and then the text
Renderer::RenderText(T1.c_str(), 21, 21, 0xDD000000);
Renderer::RenderText(T1.c_str(), 20, 20, 0xFFffff00);
Renderer::RenderText(T2.c_str(), 21, 21, 0xDD000000);
Renderer::RenderText(T2.c_str(), 20, 20, 0xFF00FFFF);
}
}
}
void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
{
int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
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(pstr,
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight);
GL_REPORT_ERRORD();
}
// Save screenshot
void Renderer::SetScreenshot(const char *filename)
{
s_criticalScreenshot.Enter();
s_sScreenshotName = filename;
s_bScreenshot = true;
s_criticalScreenshot.Leave();
}
#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
bool Renderer::SaveRenderTarget(const char *filename, int W, int H, int YOffset)
{
u8 *data = (u8 *)malloc(3 * W * H);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, Renderer::GetTargetHeight() - H + YOffset, W, H, GL_RGB, GL_UNSIGNED_BYTE, data);
// Show failure message
if (glGetError() != 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 = std::string(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, W, H, data);
free(data);
#endif
return result;
}
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]);
}
}
}
// Called from VertexShaderManager
void 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; // 342
int scissorYOff = bpmem.scissorOffset.y * 2; // 342
// Stretch picture with increased internal resolution
int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - scissorXOff) * EFBxScale);
int GLy = (int)ceil((float)((int)(EFB_HEIGHT - xfregs.rawViewport[4] + xfregs.rawViewport[1] + scissorYOff)) * EFByScale);
int GLWidth = (int)ceil((float)(2 * xfregs.rawViewport[0]) * EFBxScale);
int GLHeight = (int)ceil((float)(-2 * 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)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
if (bpmem.lineptwidth.linesize > 0)
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
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
}