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

1123 lines
35 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Globals.h"
#include <list>
#include <vector>
#include <cmath>
#include "GLUtil.h"
#include <Cg/cg.h>
#include <Cg/cgGL.h>
#ifdef _WIN32
#include <mmsystem.h>
#endif
#include "Config.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 "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexLoaderManager.h"
#include "VertexLoader.h"
#include "XFB.h"
#include "Timer.h"
#include "Logging/Logging.h" // for Logging()
#if defined(HAVE_WX) && HAVE_WX
#include "Debugger/Debugger.h" // for the CDebugger class
#endif
#ifdef _WIN32
#include "OS/Win32.h"
#else
#endif
struct MESSAGE
{
MESSAGE() {}
MESSAGE(const char* p, u32 dw) { strcpy(str, p); dwTimeStamp = dw; }
char str[255];
u32 dwTimeStamp;
};
CGcontext g_cgcontext;
CGprofile g_cgvProf;
CGprofile g_cgfProf;
#if defined(HAVE_WX) && HAVE_WX
extern CDebugger* m_frame; // the debugging class
#endif
static RasterFont* s_pfont = NULL;
static std::list<MESSAGE> s_listMsgs;
static bool s_bFullscreen = false;
static bool s_bOutputCgErrors = true;
static int nZBufferRender = 0; // if > 0, then use zbuffer render, and count down.
// A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures.
static GLuint s_uFramebuffer = 0;
// The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn'.t
static GLuint s_RenderTarget = 0;
static GLuint s_DepthTarget = 0;
static GLuint s_ZBufferTarget = 0;
static bool s_bATIDrawBuffers = false;
static bool s_bHaveStencilBuffer = false;
static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
bool g_bBlendLogicOp = false;
int frameCount;
void HandleCgError(CGcontext ctx, CGerror err, void *appdata);
bool Renderer::Init()
{
bool bSuccess = true;
GLenum err = GL_NO_ERROR;
g_cgcontext = cgCreateContext();
cgGetError();
cgSetErrorHandler(HandleCgError, NULL);
// fill the opengl extension map
const char* ptoken = (const char*)glGetString(GL_EXTENSIONS);
if (ptoken == NULL) return false;
__Log("Supported OpenGL Extensions:\n");
__Log(ptoken); // write to the log file
__Log("\n");
if (strstr(ptoken, "GL_EXT_blend_logic_op") != NULL)
g_bBlendLogicOp = true;
if (strstr(ptoken, "ATI_draw_buffers") != NULL && strstr(ptoken, "ARB_draw_buffers") == NULL)
//Checks if it ONLY has the ATI_draw_buffers extension, some have both
s_bATIDrawBuffers = true;
s_bFullscreen = g_Config.bFullscreen;
if (glewInit() != GLEW_OK) {
ERROR_LOG("glewInit() failed!\n");
return false;
}
if (!GLEW_EXT_framebuffer_object) {
ERROR_LOG("*********\nGPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nGPU: *********\n");
bSuccess = false;
}
if (!GLEW_EXT_secondary_color) {
ERROR_LOG("*********\nGPU: OGL ERROR: Need GL_EXT_secondary_color\nGPU: *********\n");
bSuccess = false;
}
int numvertexattribs=0;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, (GLint *)&numvertexattribs);
if (numvertexattribs < 11) {
ERROR_LOG("*********\nGPU: OGL ERROR: Number of attributes %d not enough\nGPU: *********\n", numvertexattribs);
bSuccess = false;
}
if (!bSuccess)
return false;
#ifdef _WIN32
if (WGLEW_EXT_swap_control)
wglSwapIntervalEXT(0);
else
ERROR_LOG("no support for SwapInterval (framerate clamped to monitor refresh rate)\n");
#elif defined(HAVE_X11) && HAVE_X11
if (glXSwapIntervalSGI)
glXSwapIntervalSGI(0);
else
ERROR_LOG("no support for SwapInterval (framerate clamped to monitor refresh rate)\n");
#else
//TODO
#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("GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024", max_texture_size);
}
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers)
glDrawBuffers = glDrawBuffersARB;
glGenFramebuffersEXT(1, (GLuint *)&s_uFramebuffer);
if (s_uFramebuffer == 0) {
ERROR_LOG("failed to create the renderbuffer\n");
}
_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
// The size of the framebuffer targets should really NOT be the size of the OpenGL viewport.
// The EFB is larger than 640x480 - in fact, it's 640x528, give or take a couple of lines.
// So the below is wrong.
int nBackbufferWidth = (int)OpenGL_GetWidth();
int nBackbufferHeight = (int)OpenGL_GetHeight();
// Create the framebuffer target
glGenTextures(1, (GLuint *)&s_RenderTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
// initialize to default
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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_ERROR();
}
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GL_REPORT_ERROR();
int nMaxMRT = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, (GLint *)&nMaxMRT);
if (nMaxMRT > 1) {
// create zbuffer target
glGenTextures(1, (GLuint *)&s_ZBufferTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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_ERROR();
}
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
// create the depth buffer
glGenRenderbuffersEXT(1, (GLuint *)&s_DepthTarget);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, nBackbufferWidth, nBackbufferHeight);
if (glGetError() != GL_NO_ERROR) {
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, nBackbufferWidth, nBackbufferHeight);
s_bHaveStencilBuffer = false;
} else {
s_bHaveStencilBuffer = true;
}
GL_REPORT_ERROR();
// set as render targets
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
GL_REPORT_ERROR();
if (s_ZBufferTarget != 0) {
// test to make sure it works
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
if (bFailed) {
glDeleteTextures(1, (GLuint *)&s_ZBufferTarget);
s_ZBufferTarget = 0;
}
}
if (s_ZBufferTarget == 0)
ERROR_LOG("disabling ztarget mrt feature (max mrt=%d)\n", nMaxMRT);
//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
nZBufferRender = 0;
GL_REPORT_ERROR();
if (err != 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("arbvp1 not supported\n");
return false;
}
if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) {
ERROR_LOG("arbfp1 not supported\n");
return false;
}
g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX);
g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cgGLSetOptimalOptions(g_cgvProf);
cgGLSetOptimalOptions(g_cgfProf);
//ERROR_LOG("max buffer sizes: %d %d\n", 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]);
__Log("max program env parameters: vert=%d, frag=%d\n", nenvvertparams, nenvfragparams);
__Log("max program address register parameters: vert=%d, frag=%d\n", naddrregisters[0], naddrregisters[1]);
if (nenvvertparams < 238)
ERROR_LOG("not enough vertex shader environment constants!!\n");
#ifndef _DEBUG
cgGLSetDebugMode(GL_FALSE);
#endif
if (cgGetError() != CG_NO_ERROR) {
ERROR_LOG("cg error\n");
return false;
}
s_RenderMode = Renderer::RM_Normal;
if (!InitializeGL())
return false;
XFB_Init();
return glGetError() == GL_NO_ERROR && bSuccess;
}
void Renderer::Shutdown(void)
{
delete s_pfont;
s_pfont = 0;
XFB_Shutdown();
if (g_cgcontext) {
cgDestroyContext(g_cgcontext);
g_cgcontext = 0;
}
if (s_RenderTarget) {
glDeleteTextures(1, &s_RenderTarget);
s_RenderTarget = 0;
}
if (s_DepthTarget) {
glDeleteRenderbuffersEXT(1, &s_DepthTarget);
s_DepthTarget = 0;
}
if (s_uFramebuffer) {
glDeleteFramebuffersEXT(1, &s_uFramebuffer);
s_uFramebuffer = 0;
}
}
bool Renderer::InitializeGL()
{
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
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // perspective correct interpolation of colors and tex coords
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, (int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
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);
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
return err == GL_NO_ERROR;
}
void Renderer::AddMessage(const char* pstr, u32 ms)
{
s_listMsgs.push_back(MESSAGE(pstr, timeGetTime() + ms));
}
void Renderer::ProcessMessages()
{
GLboolean wasEnabled = glIsEnabled(GL_BLEND);
if (!wasEnabled) glEnable(GL_BLEND);
if (s_listMsgs.size() > 0) {
int left = 25, top = 15;
std::list<MESSAGE>::iterator it = s_listMsgs.begin();
while (it != s_listMsgs.end())
{
int time_left = (int)(it->dwTimeStamp - timeGetTime());
int alpha = 255;
if (time_left < 1024)
{
alpha = time_left >> 2;
if (time_left < 0) alpha = 0;
}
alpha <<= 24;
RenderText(it->str, left+1, top+1, 0x000000|alpha);
RenderText(it->str, left, top, 0xffff30|alpha);
top += 15;
if (time_left <= 0)
it = s_listMsgs.erase(it);
else ++it;
}
}
if (!wasEnabled) glDisable(GL_BLEND);
}
void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
{
int nBackbufferWidth = (int)OpenGL_GetWidth();
int nBackbufferHeight = (int)OpenGL_GetHeight();
glColor4f(
((color>>16) & 0xff)/255.0f,
((color>> 8) & 0xff)/255.0f,
((color>> 0) & 0xff)/255.0f,
((color>>24) & 0xFF)/255.0f
);
s_pfont->printMultilineText(pstr, left * 2.0f / (float)nBackbufferWidth - 1, 1 - top * 2.0f / (float)nBackbufferHeight,0,nBackbufferWidth,nBackbufferHeight);
}
void Renderer::ReinitView(int nNewWidth, int nNewHeight)
{
int oldscreen = s_bFullscreen;
OpenGL_Shutdown();
int oldwidth = (int)OpenGL_GetWidth(),
oldheight = (int)OpenGL_GetHeight();
if (!OpenGL_Create(g_VideoInitialize, nNewWidth, nNewHeight)) {//nNewWidth&~7, nNewHeight&~7)) {
ERROR_LOG("Failed to recreate, reverting to old settings\n");
if (!OpenGL_Create(g_VideoInitialize, oldwidth, oldheight)) {
g_VideoInitialize.pSysMessage("Failed to revert, exiting...\n");
// TODO - don't takedown the entire emu
exit(0);
}
}
OpenGL_MakeCurrent();
if (oldscreen && !g_Config.bFullscreen) { // if transitioning from full screen
#ifdef _WIN32
RECT rc;
rc.left = 0; rc.top = 0;
rc.right = nNewWidth; rc.bottom = nNewHeight;
AdjustWindowRect(&rc, EmuWindow::g_winstyle, FALSE);
RECT rcdesktop;
GetWindowRect(GetDesktopWindow(), &rcdesktop);
SetWindowLong(EmuWindow::GetWnd(), GWL_STYLE, EmuWindow::g_winstyle);
SetWindowPos(EmuWindow::GetWnd(), HWND_TOP, ((rcdesktop.right-rcdesktop.left)-(rc.right-rc.left))/2,
((rcdesktop.bottom-rcdesktop.top)-(rc.bottom-rc.top))/2,
rc.right-rc.left, rc.bottom-rc.top, SWP_SHOWWINDOW);
UpdateWindow(EmuWindow::GetWnd());
#else // linux
#endif
}
OpenGL_SetSize(nNewWidth > 16 ? nNewWidth : 16,
nNewHeight > 16 ? nNewHeight : 16);
}
int Renderer::GetTargetWidth()
{
return (g_Config.bStretchToFit ? 640 : (int)OpenGL_GetWidth());
}
int Renderer::GetTargetHeight()
{
return (g_Config.bStretchToFit ? 480 : (int)OpenGL_GetHeight());
}
bool Renderer::CanBlendLogicOp()
{
return g_bBlendLogicOp;
}
void Renderer::SetRenderTarget(GLuint targ)
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB,
targ != 0 ? targ : s_RenderTarget, 0);
}
void Renderer::SetDepthTarget(GLuint targ)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
targ != 0 ? targ : s_DepthTarget);
}
void Renderer::SetFramebuffer(GLuint fb)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,
fb != 0 ? fb : s_uFramebuffer);
}
GLuint Renderer::GetRenderTarget()
{
return s_RenderTarget;
}
GLuint Renderer::GetZBufferTarget()
{
return nZBufferRender > 0 ? s_ZBufferTarget : 0;
}
void Renderer::ResetGLState()
{
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);
glDisable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
void Renderer::RestoreGLState()
{
glEnable(GL_SCISSOR_TEST);
if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
if (bpmem.zmode.testenable) glEnable(GL_DEPTH_TEST);
if (bpmem.blendmode.blendenable) glEnable(GL_BLEND);
if (bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
SetColorMask();
}
void Renderer::SetColorMask()
{
if (bpmem.blendmode.alphaupdate && bpmem.blendmode.colorupdate)
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
else if (bpmem.blendmode.alphaupdate)
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_TRUE);
else if (bpmem.blendmode.colorupdate)
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE);
}
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
// case 0x52 > SetScissorRect()
// ---------------
// This function handles the OpenGL glScissor() function
// ---------------
// bpmem.scissorTL.x, y = 342x342
// bpmem.scissorBR.x, y = 981x821
// Renderer::GetTargetHeight() = the fixed ini file setting
bool Renderer::SetScissorRect()
{
int xoff = bpmem.scissorOffset.x * 2 - 342;
int yoff = bpmem.scissorOffset.y * 2 - 342;
float MValueX = OpenGL_GetXmax();
float MValueY = OpenGL_GetYmax();
float rc_left = bpmem.scissorTL.x - xoff - 342; // left = 0
rc_left *= MValueX;
if (rc_left < 0) rc_left = 0;
float rc_top = bpmem.scissorTL.y - yoff - 342; // right = 0
rc_top *= MValueY;
if (rc_top < 0) rc_top = 0;
float rc_right = bpmem.scissorBR.x - xoff - 342; // right = 640
rc_right *= MValueX;
if (rc_right > 640 * MValueX) rc_right = 640 * MValueX;
float rc_bottom = bpmem.scissorBR.y - yoff - 342; // bottom = 480
rc_bottom *= MValueY;
if (rc_bottom > 480 * MValueY) rc_bottom = 480 * MValueY;
/*__Log("Scissor: lt=(%d,%d), rb=(%d,%d,%i), off=(%d,%d)\n",
rc_left, rc_top,
rc_right, rc_bottom, Renderer::GetTargetHeight(),
xoff, yoff
);*/
if (rc_right >= rc_left && rc_bottom >= rc_top)
{
glScissor(
(int)rc_left, // x = 0
Renderer::GetTargetHeight() - (int)(rc_bottom), // y = 0
(int)(rc_right-rc_left), // y = 0
(int)(rc_bottom-rc_top) // y = 0
);
return true;
}
return false;
}
bool Renderer::IsUsingATIDrawBuffers()
{
return s_bATIDrawBuffers;
}
bool Renderer::HaveStencilBuffer()
{
return s_bHaveStencilBuffer;
}
void Renderer::SetZBufferRender()
{
nZBufferRender = 10; // give it 10 frames
GLenum s_drawbuffers[2] = {
GL_COLOR_ATTACHMENT0_EXT,
GL_COLOR_ATTACHMENT1_EXT
};
glDrawBuffers(2, s_drawbuffers);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
}
void Renderer::FlushZBufferAlphaToTarget()
{
ResetGLState();
SetRenderTarget(0);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glViewport(0, 0, GetTargetWidth(), GetTargetHeight());
// texture map s_RenderTargets[s_curtarget] onto the main buffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
TextureMngr::EnableTexRECT(0);
// disable all other stages
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
GL_REPORT_ERRORD();
// setup the stencil to only accept pixels that have been written
glStencilFunc(GL_EQUAL, 1, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// TODO: This code should not have to bother with stretchtofit checking -
// all necessary scale initialization should be done elsewhere.
// TODO: Investigate BlitFramebufferEXT.
if (g_Config.bStretchToFit)
{
//TODO: Do Correctly in a bit
float FactorW = 640.f / (float)OpenGL_GetWidth();
float FactorH = 480.f / (float)OpenGL_GetHeight();
float Max = (FactorW < FactorH) ? FactorH : FactorW;
float Temp = 1.0f / Max;
FactorW *= Temp;
FactorH *= Temp;
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(-FactorW,-FactorH);
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-FactorW,FactorH);
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(FactorW,FactorH);
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(FactorW,-FactorH);
glEnd();
}
else
{
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(-1,-1);
glTexCoord2f(0, (float)(GetTargetHeight())); glVertex2f(-1,1);
glTexCoord2f((float)(GetTargetWidth()), (float)(GetTargetHeight())); glVertex2f(1,1);
glTexCoord2f((float)(GetTargetWidth()), 0); glVertex2f(1,-1);
glEnd();
}
GL_REPORT_ERRORD();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
RestoreGLState();
}
void Renderer::SetRenderMode(RenderMode mode)
{
if (!s_bHaveStencilBuffer && mode == RM_ZBufferAlpha)
mode = RM_ZBufferOnly;
if (s_RenderMode == mode)
return;
if (mode == RM_Normal) {
// flush buffers
if (s_RenderMode == RM_ZBufferAlpha) {
FlushZBufferAlphaToTarget();
glDisable(GL_STENCIL_TEST);
}
SetColorMask();
SetRenderTarget(0);
SetZBufferRender();
GL_REPORT_ERRORD();
}
else if (s_RenderMode == RM_Normal) {
// setup buffers
_assert_(GetZBufferTarget() && bpmem.zmode.updateenable);
if (mode == RM_ZBufferAlpha) {
glEnable(GL_STENCIL_TEST);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GL_REPORT_ERRORD();
}
else {
_assert_(GetZBufferTarget());
_assert_(s_bHaveStencilBuffer);
if (mode == RM_ZBufferOnly) {
// flush and remove stencil
_assert_(s_RenderMode==RM_ZBufferAlpha);
FlushZBufferAlphaToTarget();
glDisable(GL_STENCIL_TEST);
SetRenderTarget(s_ZBufferTarget);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
GL_REPORT_ERRORD();
}
else {
_assert_(mode == RM_ZBufferAlpha && s_RenderMode == RM_ZBufferOnly);
// setup stencil
glEnable(GL_STENCIL_TEST);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
}
s_RenderMode = mode;
}
Renderer::RenderMode Renderer::GetRenderMode()
{
return s_RenderMode;
}
void Renderer::Swap(const TRectangle& rc)
{
OpenGL_Update(); // just updates the render window position and the backbuffer size
DVSTARTPROFILE();
Renderer::SetRenderMode(Renderer::RM_Normal);
#if 0
// Not working?
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
glBlitFramebufferEXT(0, 0, 640, 480, 0, 0, OpenGL_GetWidth(), OpenGL_GetHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
#else
// render to the real buffer now
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
glViewport(OpenGL_GetXoff(), OpenGL_GetYoff(), (int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
ResetGLState();
// texture map s_RenderTargets[s_curtarget] onto the main buffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
TextureMngr::EnableTexRECT(0);
// disable all other stages
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
GL_REPORT_ERRORD();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(-1,-1);
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-1,1);
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(1,1);
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(1,-1);
glEnd();
if (g_Config.bWireFrame)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
SwapBuffers();
RestoreGLState();
#endif
GL_REPORT_ERRORD();
g_Config.iSaveTargetId = 0;
// for testing zbuffer targets
//Renderer::SetZBufferRender();
//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, GetTargetWidth(), GetTargetHeight());
}
void Renderer::SwapBuffers()
{
static int fpscount;
static int s_fps;
static unsigned long lasttime;
++fpscount;
if (timeGetTime() - lasttime > 1000)
{
lasttime = timeGetTime();
s_fps = fpscount;
fpscount = 0;
}
// Write logging data to debugger
#if defined(HAVE_WX) && HAVE_WX
if (m_frame)
Logging(0);
#endif
if (g_Config.bOverlayStats) {
char st[2048];
char *p = st;
if (g_Config.bShowFPS)
p+=sprintf(p, "FPS: %d\n", s_fps); // So it shows up before the stats and doesn't make anyting ugly
p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated);
p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive);
p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated);
p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive);
p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated);
p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive);
p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled);
p+=sprintf(p,"dlists called(f): %i\n",stats.thisFrame.numDListsCalled);
// not used.
//p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated);
//p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive);
//p+=sprintf(p,"strip joins: %i\n",stats.numJoins);
p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims);
p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
p+=sprintf(p,"buffer splits: %i\n",stats.thisFrame.numBufferSplits);
p+=sprintf(p,"draw calls: %i\n",stats.thisFrame.numDrawCalls);
p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims);
p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads);
p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads);
p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads);
p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
p+=sprintf(p,"vertex loaders: %i\n",stats.numVertexLoaders);
std::string text = st;
VertexLoaderManager::AppendListToString(&text);
Renderer::RenderText(text.c_str(), 20, 20, 0xFF00FFFF);
}
else
{
if (g_Config.bShowFPS)
{
char strfps[25];
sprintf(strfps, "%d\n", s_fps);
Renderer::RenderText(strfps, 20, 20, 0xFF00FFFF);
}
}
Renderer::ProcessMessages();
#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 from to the real window
OpenGL_SwapBuffers();
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
GL_REPORT_ERRORD();
//clean out old stuff from caches
PixelShaderCache::Cleanup();
TextureMngr::Cleanup();
frameCount++;
// New frame
stats.ResetFrame();
// Render to the framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
if (nZBufferRender > 0) {
if (--nZBufferRender == 0) {
// turn off
nZBufferRender = 0;
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
}
}
}
bool Renderer::SaveRenderTarget(const char* filename, int jpeg)
{
bool bflip = true;
int nBackbufferHeight = (int)OpenGL_GetHeight();
int nBackbufferWidth = (int)OpenGL_GetWidth();
std::vector<u32> data(nBackbufferWidth * nBackbufferHeight);
glReadPixels(0, 0, nBackbufferWidth, nBackbufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
if (glGetError() != GL_NO_ERROR)
return false;
if (bflip) {
// swap scanlines
std::vector<u32> scanline(nBackbufferWidth);
for (int i = 0; i < nBackbufferHeight/2; ++i) {
memcpy(&scanline[0], &data[i*nBackbufferWidth], nBackbufferWidth*4);
memcpy(&data[i*nBackbufferWidth], &data[(nBackbufferHeight-i-1)*nBackbufferWidth], nBackbufferWidth*4);
memcpy(&data[(nBackbufferHeight-i-1)*nBackbufferWidth], &scanline[0], nBackbufferWidth*4);
}
}
return SaveTGA(filename, nBackbufferWidth, nBackbufferHeight, &data[0]);
}
void Renderer::SetCgErrorOutput(bool bOutput)
{
s_bOutputCgErrors = bOutput;
}
void HandleGLError()
{
const GLubyte* pstr = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
if (pstr != NULL && pstr[0] != 0)
{
GLint loc = 0;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &loc);
ERROR_LOG("program error at %d: ", loc);
ERROR_LOG((char*)pstr);
ERROR_LOG("\n");
}
// check the error status of this framebuffer */
GLenum error = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
// if error != GL_FRAMEBUFFER_COMPLETE_EXT, there's an error of some sort
if (!error)
return;
// int w, h;
// GLint fmt;
// glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_INTERNAL_FORMAT_EXT, &fmt);
// glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_WIDTH_EXT, (GLint *)&w);
// glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_HEIGHT_EXT, (GLint *)&h);
switch(error)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
ERROR_LOG("Error! missing a required image/buffer attachment!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
ERROR_LOG("Error! has no images/buffers attached!\n");
break;
// case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
// ERROR_LOG("Error! has an image/buffer attached in multiple locations!\n");
// break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
ERROR_LOG("Error! has mismatched image/buffer dimensions!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
ERROR_LOG("Error! colorbuffer attachments have different types!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
ERROR_LOG("Error! trying to draw to non-attached color buffer!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
ERROR_LOG("Error! trying to read from a non-attached color buffer!\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
ERROR_LOG("Error! format is not supported by current graphics card/driver!\n");
break;
default:
ERROR_LOG("*UNKNOWN ERROR* reported from glCheckFramebufferStatusEXT()!\n");
break;
}
}
void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
{
if (s_bOutputCgErrors)
{
ERROR_LOG("Cg error: %s\n", cgGetErrorString(err));
const char* listing = cgGetLastListing(g_cgcontext);
if (listing != NULL) {
ERROR_LOG(" last listing: %s\n", listing);
}
// glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &loc);
// printf("pos: %d\n", loc);
}
}
// 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
/*INFO_LOG("view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)\n",
rawViewport[3]-rawViewport[0]-342, rawViewport[4]+rawViewport[1]-342,
2 * rawViewport[0], 2 * rawViewport[1],
(rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/
// Keep aspect ratio at 4:3
// rawViewport[0] = 320, rawViewport[1] = -240
int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
float fourThree = 4.0f / 3.0f;
float wAdj, hAdj;
float actualRatiow, actualRatioh;
int overfl;
int xoffs = 0, yoffs = 0;
int wid, hei, actualWid, actualHei;
int winw = OpenGL_GetWidth();
int winh = OpenGL_GetHeight();
float ratio = (float)winw / (float)winh / fourThree;
if (g_Config.bKeepAR)
{
// Check if height or width is the limiting factor
if (ratio > 1) // then we are to wide and have to limit the width
{
wAdj = ratio;
hAdj = 1;
wid = ceil(fabs(2 * xfregs.rawViewport[0]) / wAdj);
hei = ceil(fabs(2 * xfregs.rawViewport[1]) / hAdj);
actualWid = ceil((float)winw / ratio);
actualRatiow = (float)actualWid / (float)wid; // the picture versus the screen
overfl = (winw - actualWid) / actualRatiow;
xoffs = overfl / 2;
}
else // the window is to high, we have to limit the height
{
ratio = 1 / ratio;
wAdj = 1;
hAdj = ratio;
wid = ceil(fabs(2 * xfregs.rawViewport[0]) / wAdj);
hei = ceil(fabs(2 * xfregs.rawViewport[1]) / hAdj);
actualHei = ceil((float)winh / ratio);
actualRatioh = (float)actualHei / (float)hei; // the picture versus the screen
overfl = (winh - actualHei) / actualRatioh;
yoffs = overfl / 2;
}
}
else
{
wid = ceil(fabs(2 * xfregs.rawViewport[0]));
hei = ceil(fabs(2 * xfregs.rawViewport[1]));
}
if (g_Config.bStretchToFit)
{
glViewport(
(int)(xfregs.rawViewport[3]-xfregs.rawViewport[0]-342-scissorXOff) + xoffs,
Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4]-xfregs.rawViewport[1]-342-scissorYOff)) + yoffs,
wid, // width
hei // height
);
}
else
{
float MValueX = OpenGL_GetXmax();
float MValueY = OpenGL_GetYmax();
glViewport((int)(xfregs.rawViewport[3]-xfregs.rawViewport[0]-342-scissorXOff) * MValueX,
Renderer::GetTargetHeight()-((int)(xfregs.rawViewport[4]-xfregs.rawViewport[1]-342-scissorYOff)) * MValueY,
abs((int)(2 * xfregs.rawViewport[0])) * MValueX, abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
}
glDepthRange((xfregs.rawViewport[5]- xfregs.rawViewport[2])/16777215.0f, xfregs.rawViewport[5]/16777215.0f);
}