1137 lines
36 KiB
C++
1137 lines
36 KiB
C++
// Copyright (C) 2003-2008 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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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// -------------
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#include "Globals.h"
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#include <list>
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#include <vector>
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#include <cmath>
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#include "GLUtil.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#ifdef _WIN32
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#include <mmsystem.h>
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#endif
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#include "Config.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 "Render.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "TextureMngr.h"
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#include "rasterfont.h"
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#include "VertexShaderGen.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexLoaderManager.h"
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#include "VertexLoader.h"
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#include "XFB.h"
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#include "Timer.h"
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#include "Debugger/Logging.h" // for Logging()
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#if defined(HAVE_WX) && HAVE_WX
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#include "Debugger/Debugger.h" // for the CDebugger class
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#endif
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#ifdef _WIN32
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#include "OS/Win32.h"
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#else
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#endif
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/////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Declarations and definitions
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// -------------
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struct MESSAGE
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{
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MESSAGE() {}
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MESSAGE(const char* p, u32 dw) { strcpy(str, p); dwTimeStamp = dw; }
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char str[255];
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u32 dwTimeStamp;
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};
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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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#if defined(HAVE_WX) && HAVE_WX
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extern CDebugger* m_frame; // the debugging class
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#endif
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static RasterFont* s_pfont = NULL;
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static std::list<MESSAGE> s_listMsgs;
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static bool s_bFullscreen = false;
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static bool s_bOutputCgErrors = true;
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static int nZBufferRender = 0; // if > 0, then use zbuffer render, and count down.
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// A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures.
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static GLuint s_uFramebuffer = 0;
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// The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn'.t
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static GLuint s_RenderTarget = 0;
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static GLuint s_DepthTarget = 0;
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static GLuint s_ZBufferTarget = 0;
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static bool s_bATIDrawBuffers = false;
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static bool s_bHaveStencilBuffer = false;
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static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
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bool g_bBlendLogicOp = false;
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int frameCount;
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void HandleCgError(CGcontext ctx, CGerror err, void *appdata);
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/////////////////////////////
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bool Renderer::Init()
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{
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bool bSuccess = true;
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GLenum err = GL_NO_ERROR;
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g_cgcontext = cgCreateContext();
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cgGetError();
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cgSetErrorHandler(HandleCgError, NULL);
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// fill the opengl extension map
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const char* ptoken = (const char*)glGetString(GL_EXTENSIONS);
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if (ptoken == NULL) return false;
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__Log("Supported OpenGL Extensions:\n");
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__Log(ptoken); // write to the log file
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__Log("\n");
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if (strstr(ptoken, "GL_EXT_blend_logic_op") != NULL)
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g_bBlendLogicOp = true;
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if (strstr(ptoken, "ATI_draw_buffers") != NULL && strstr(ptoken, "ARB_draw_buffers") == NULL)
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//Checks if it ONLY has the ATI_draw_buffers extension, some have both
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s_bATIDrawBuffers = true;
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s_bFullscreen = g_Config.bFullscreen;
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if (glewInit() != GLEW_OK) {
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ERROR_LOG("glewInit() failed!\n");
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return false;
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}
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if (!GLEW_EXT_framebuffer_object) {
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ERROR_LOG("*********\nGPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nGPU: *********\n");
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bSuccess = false;
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}
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if (!GLEW_EXT_secondary_color) {
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ERROR_LOG("*********\nGPU: OGL ERROR: Need GL_EXT_secondary_color\nGPU: *********\n");
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bSuccess = false;
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}
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int numvertexattribs=0;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, (GLint *)&numvertexattribs);
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if (numvertexattribs < 11) {
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ERROR_LOG("*********\nGPU: OGL ERROR: Number of attributes %d not enough\nGPU: *********\n", numvertexattribs);
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bSuccess = false;
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}
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if (!bSuccess)
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return false;
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#ifdef _WIN32
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if (WGLEW_EXT_swap_control)
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wglSwapIntervalEXT(0);
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else
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ERROR_LOG("no support for SwapInterval (framerate clamped to monitor refresh rate)\n");
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#elif defined(HAVE_X11) && HAVE_X11
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if (glXSwapIntervalSGI)
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glXSwapIntervalSGI(0);
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else
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ERROR_LOG("no support for SwapInterval (framerate clamped to monitor refresh rate)\n");
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#else
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//TODO
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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("GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024", max_texture_size);
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}
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GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) bSuccess = false;
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if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers)
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glDrawBuffers = glDrawBuffersARB;
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glGenFramebuffersEXT(1, (GLuint *)&s_uFramebuffer);
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if (s_uFramebuffer == 0) {
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ERROR_LOG("failed to create the renderbuffer\n");
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}
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_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
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// The size of the framebuffer targets should really NOT be the size of the OpenGL viewport.
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// The EFB is larger than 640x480 - in fact, it's 640x528, give or take a couple of lines.
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// So the below is wrong.
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int nBackbufferWidth = (int)OpenGL_GetWidth();
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int nBackbufferHeight = (int)OpenGL_GetHeight();
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// Create the framebuffer target
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glGenTextures(1, (GLuint *)&s_RenderTarget);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
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// initialize to default
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (glGetError() != GL_NO_ERROR) {
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
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GL_REPORT_ERROR();
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}
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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GL_REPORT_ERROR();
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int nMaxMRT = 0;
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glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, (GLint *)&nMaxMRT);
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if (nMaxMRT > 1) {
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// create zbuffer target
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glGenTextures(1, (GLuint *)&s_ZBufferTarget);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (glGetError() != GL_NO_ERROR) {
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
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GL_REPORT_ERROR();
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}
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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// create the depth buffer
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glGenRenderbuffersEXT(1, (GLuint *)&s_DepthTarget);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, nBackbufferWidth, nBackbufferHeight);
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if (glGetError() != GL_NO_ERROR) {
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, nBackbufferWidth, nBackbufferHeight);
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s_bHaveStencilBuffer = false;
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} else {
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s_bHaveStencilBuffer = true;
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}
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GL_REPORT_ERROR();
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// set as render targets
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget, 0);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
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GL_REPORT_ERROR();
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if (s_ZBufferTarget != 0) {
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// test to make sure it works
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
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bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
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if (bFailed) {
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glDeleteTextures(1, (GLuint *)&s_ZBufferTarget);
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s_ZBufferTarget = 0;
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}
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}
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if (s_ZBufferTarget == 0)
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ERROR_LOG("disabling ztarget mrt feature (max mrt=%d)\n", nMaxMRT);
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//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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nZBufferRender = 0;
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GL_REPORT_ERROR();
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if (err != GL_NO_ERROR)
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bSuccess = false;
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s_pfont = new RasterFont();
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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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ERROR_LOG("arbvp1 not supported\n");
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return false;
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}
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if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) {
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ERROR_LOG("arbfp1 not supported\n");
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return false;
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}
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g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX);
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g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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cgGLSetOptimalOptions(g_cgvProf);
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cgGLSetOptimalOptions(g_cgfProf);
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//ERROR_LOG("max buffer sizes: %d %d\n", cgGetProgramBufferMaxSize(g_cgvProf), cgGetProgramBufferMaxSize(g_cgfProf));
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int nenvvertparams, nenvfragparams, naddrregisters[2];
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvvertparams);
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvfragparams);
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[0]);
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[1]);
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__Log("max program env parameters: vert=%d, frag=%d\n", nenvvertparams, nenvfragparams);
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__Log("max program address register parameters: vert=%d, frag=%d\n", naddrregisters[0], naddrregisters[1]);
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if (nenvvertparams < 238)
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ERROR_LOG("not enough vertex shader environment constants!!\n");
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#ifndef _DEBUG
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cgGLSetDebugMode(GL_FALSE);
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#endif
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if (cgGetError() != CG_NO_ERROR) {
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ERROR_LOG("cg error\n");
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return false;
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}
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s_RenderMode = Renderer::RM_Normal;
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if (!InitializeGL())
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return false;
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XFB_Init();
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return glGetError() == GL_NO_ERROR && bSuccess;
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}
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void Renderer::Shutdown(void)
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{
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delete s_pfont;
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s_pfont = 0;
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XFB_Shutdown();
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if (g_cgcontext) {
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cgDestroyContext(g_cgcontext);
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g_cgcontext = 0;
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}
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if (s_RenderTarget) {
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glDeleteTextures(1, &s_RenderTarget);
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s_RenderTarget = 0;
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}
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if (s_DepthTarget) {
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glDeleteRenderbuffersEXT(1, &s_DepthTarget);
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s_DepthTarget = 0;
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}
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if (s_uFramebuffer) {
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glDeleteFramebuffersEXT(1, &s_uFramebuffer);
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s_uFramebuffer = 0;
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}
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}
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bool Renderer::InitializeGL()
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{
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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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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // perspective correct interpolation of colors and tex coords
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_SCISSOR_TEST);
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glScissor(0, 0, (int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
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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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GLenum err = GL_NO_ERROR;
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GL_REPORT_ERROR();
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return err == GL_NO_ERROR;
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}
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void Renderer::AddMessage(const char* pstr, u32 ms)
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{
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s_listMsgs.push_back(MESSAGE(pstr, timeGetTime() + ms));
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}
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void Renderer::ProcessMessages()
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{
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GLboolean wasEnabled = glIsEnabled(GL_BLEND);
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if (!wasEnabled) glEnable(GL_BLEND);
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if (s_listMsgs.size() > 0) {
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int left = 25, top = 15;
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std::list<MESSAGE>::iterator it = s_listMsgs.begin();
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while (it != s_listMsgs.end())
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{
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int time_left = (int)(it->dwTimeStamp - timeGetTime());
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int alpha = 255;
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if (time_left < 1024)
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{
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alpha = time_left >> 2;
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if (time_left < 0) alpha = 0;
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}
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alpha <<= 24;
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RenderText(it->str, left+1, top+1, 0x000000|alpha);
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RenderText(it->str, left, top, 0xffff30|alpha);
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top += 15;
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if (time_left <= 0)
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it = s_listMsgs.erase(it);
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else ++it;
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}
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}
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if (!wasEnabled) glDisable(GL_BLEND);
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}
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void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
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{
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int nBackbufferWidth = (int)OpenGL_GetWidth();
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int nBackbufferHeight = (int)OpenGL_GetHeight();
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glColor4f(
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((color>>16) & 0xff)/255.0f,
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((color>> 8) & 0xff)/255.0f,
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((color>> 0) & 0xff)/255.0f,
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((color>>24) & 0xFF)/255.0f
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);
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s_pfont->printMultilineText(pstr, left * 2.0f / (float)nBackbufferWidth - 1, 1 - top * 2.0f / (float)nBackbufferHeight,0,nBackbufferWidth,nBackbufferHeight);
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}
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void Renderer::ReinitView(int nNewWidth, int nNewHeight)
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{
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int oldscreen = s_bFullscreen;
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OpenGL_Shutdown();
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int oldwidth = (int)OpenGL_GetWidth(),
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oldheight = (int)OpenGL_GetHeight();
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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
|
|
// 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 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 - 341; // right = 640
|
|
rc_right *= MValueX;
|
|
if (rc_right > 640 * MValueX) rc_right = 640 * MValueX;
|
|
|
|
float rc_bottom = bpmem.scissorBR.y - yoff - 341; // 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);
|
|
}
|