prevent race condition around framebuffers
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b5e601bb88
commit
40aae154cf
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@ -563,7 +563,7 @@ void SetRenderSettings(RenderSettings& settings);
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void Stop();
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void RenderFrame();
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void BindOutputTexture();
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void BindOutputTexture(int buf);
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}
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#endif
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@ -49,8 +49,8 @@ struct CompVertex
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CompVertex CompVertices[2 * 3*2];
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GLuint CompScreenInputTex;
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GLuint CompScreenOutputTex;
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GLuint CompScreenOutputFB;
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GLuint CompScreenOutputTex[2];
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GLuint CompScreenOutputFB[2];
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bool Init()
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@ -118,7 +118,7 @@ bool Init()
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glEnableVertexAttribArray(1); // texcoord
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CompVertex), (void*)(offsetof(CompVertex, Texcoord)));
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glGenFramebuffers(1, &CompScreenOutputFB);
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glGenFramebuffers(2, CompScreenOutputFB);
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glGenTextures(1, &CompScreenInputTex);
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glActiveTexture(GL_TEXTURE0);
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@ -129,12 +129,15 @@ bool Init()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
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glGenTextures(1, &CompScreenOutputTex);
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glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glGenTextures(2, CompScreenOutputTex);
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for (int i = 0; i < 2; i++)
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{
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glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -143,9 +146,9 @@ bool Init()
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void DeInit()
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{
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glDeleteFramebuffers(1, &CompScreenOutputFB);
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glDeleteFramebuffers(2, CompScreenOutputFB);
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glDeleteTextures(1, &CompScreenInputTex);
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glDeleteTextures(1, &CompScreenOutputTex);
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glDeleteTextures(2, CompScreenOutputTex);
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glDeleteVertexArrays(1, &CompVertexArrayID);
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glDeleteBuffers(1, &CompVertexBufferID);
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@ -167,30 +170,41 @@ void SetRenderSettings(RenderSettings& settings)
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ScreenW = 256 * scale;
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ScreenH = (384+2) * scale;
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glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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// fill the padding
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u8 zeroPixels[ScreenW*2*scale*4];
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memset(zeroPixels, 0, sizeof(zeroPixels));
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192*scale, ScreenW, 2*scale, GL_RGBA, GL_UNSIGNED_BYTE, zeroPixels);
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for (int i = 0; i < 2; i++)
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{
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glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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// fill the padding
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u8 zeroPixels[ScreenW*2*scale*4];
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memset(zeroPixels, 0, sizeof(zeroPixels));
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192*scale, ScreenW, 2*scale, GL_RGBA, GL_UNSIGNED_BYTE, zeroPixels);
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GLenum fbassign[] = {GL_COLOR_ATTACHMENT0};
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glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CompScreenOutputTex, 0);
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glDrawBuffers(1, fbassign);
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GLenum fbassign[] = {GL_COLOR_ATTACHMENT0};
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glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB[i]);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CompScreenOutputTex[i], 0);
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glDrawBuffers(1, fbassign);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Stop()
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{
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RenderFrame();
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for (int i = 0; i < 2; i++)
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{
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int frontbuf = GPU::FrontBuffer;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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void RenderFrame()
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{
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int frontbuf = GPU::FrontBuffer;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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@ -208,7 +222,6 @@ void RenderFrame()
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// TODO: support setting this midframe, if ever needed
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glUniform1i(Comp3DXPosLoc[0], ((int)GPU3D::RenderXPos << 23) >> 23);
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int frontbuf = GPU::FrontBuffer;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
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@ -228,9 +241,9 @@ void RenderFrame()
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glDrawArrays(GL_TRIANGLES, 0, 4*3);
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}
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void BindOutputTexture()
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void BindOutputTexture(int buf)
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{
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glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex);
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glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex[buf]);
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}
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}
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@ -490,13 +490,18 @@ void EmuThread::run()
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// emulate
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u32 nlines = NDS::RunFrame();
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FrontBufferLock.lock();
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#ifdef OGLRENDERER_ENABLED
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// this is hacky but this is the easiest way to call
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// this function without dealling with a ton of
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// macro mess
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if (videoRenderer == 1)
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epoxy_glFlush();
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{
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// this is hacky but this is the easiest way to call
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// this function without dealling with a ton of
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// macro mess
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epoxy_glFinish();
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}
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#endif
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FrontBuffer = GPU::FrontBuffer;
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FrontBufferLock.unlock();
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#ifdef MELONCAP
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MelonCap::Update();
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@ -824,11 +829,17 @@ void ScreenPanelNative::paintEvent(QPaintEvent* event)
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// fill background
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painter.fillRect(event->rect(), QColor::fromRgb(0, 0, 0));
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int frontbuf = GPU::FrontBuffer;
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if (!GPU::Framebuffer[frontbuf][0] || !GPU::Framebuffer[frontbuf][1]) return;
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emuThread->FrontBufferLock.lock();
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int frontbuf = emuThread->FrontBuffer;
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if (!GPU::Framebuffer[frontbuf][0] || !GPU::Framebuffer[frontbuf][1])
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{
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emuThread->FrontBufferLock.unlock();
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return;
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}
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memcpy(screen[0].scanLine(0), GPU::Framebuffer[frontbuf][0], 256*192*4);
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memcpy(screen[1].scanLine(0), GPU::Framebuffer[frontbuf][1], 256*192*4);
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emuThread->FrontBufferLock.unlock();
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painter.setRenderHint(QPainter::SmoothPixmapTransform, Config::ScreenFilter!=0);
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@ -988,53 +999,63 @@ void ScreenPanelGL::paintGL()
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glViewport(0, 0, w*factor, h*factor);
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screenShader->bind();
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screenShader->setUniformValue("uScreenSize", (float)w*factor, (float)h*factor);
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int frontbuf = GPU::FrontBuffer;
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glActiveTexture(GL_TEXTURE0);
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#ifdef OGLRENDERER_ENABLED
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if (GPU::Renderer != 0)
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if (emuThread)
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{
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// hardware-accelerated render
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GPU::GLCompositor::BindOutputTexture();
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}
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else
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#endif
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{
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// regular render
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glBindTexture(GL_TEXTURE_2D, screenTexture);
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screenShader->bind();
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if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
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screenShader->setUniformValue("uScreenSize", (float)w*factor, (float)h*factor);
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emuThread->FrontBufferLock.lock();
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int frontbuf = emuThread->FrontBuffer;
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glActiveTexture(GL_TEXTURE0);
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#ifdef OGLRENDERER_ENABLED
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if (GPU::Renderer != 0)
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{
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192+2, 256, 192, GL_RGBA,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
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// hardware-accelerated render
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GPU::GLCompositor::BindOutputTexture(frontbuf);
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}
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else
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#endif
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{
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// regular render
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glBindTexture(GL_TEXTURE_2D, screenTexture);
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if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
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{
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192+2, 256, 192, GL_RGBA,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
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}
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}
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GLint filter = Config::ScreenFilter ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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glBindBuffer(GL_ARRAY_BUFFER, screenVertexBuffer);
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glBindVertexArray(screenVertexArray);
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GLint transloc = screenShader->uniformLocation("uTransform");
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for (int i = 0; i < numScreens; i++)
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{
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glUniformMatrix2x3fv(transloc, 1, GL_TRUE, screenMatrix[i]);
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glDrawArrays(GL_TRIANGLES, screenKind[i] == 0 ? 0 : 2*3, 2*3);
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}
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screenShader->release();
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}
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GLint filter = Config::ScreenFilter ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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glBindBuffer(GL_ARRAY_BUFFER, screenVertexBuffer);
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glBindVertexArray(screenVertexArray);
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GLint transloc = screenShader->uniformLocation("uTransform");
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for (int i = 0; i < numScreens; i++)
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{
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glUniformMatrix2x3fv(transloc, 1, GL_TRUE, screenMatrix[i]);
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glDrawArrays(GL_TRIANGLES, screenKind[i] == 0 ? 0 : 2*3, 2*3);
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}
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screenShader->release();
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OSD::Update(this);
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OSD::DrawGL(this, w*factor, h*factor);
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if (emuThread)
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{
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glFinish();
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emuThread->FrontBufferLock.unlock();
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}
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}
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void ScreenPanelGL::resizeEvent(QResizeEvent* event)
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@ -26,6 +26,7 @@
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#include <QImage>
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#include <QActionGroup>
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#include <QTimer>
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#include <QMutex>
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#include <QOffscreenSurface>
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#include <QOpenGLWidget>
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@ -59,6 +60,9 @@ public:
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bool emuIsRunning();
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int FrontBuffer = 0;
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QMutex FrontBufferLock;
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signals:
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void windowUpdate();
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void windowTitleChange(QString title);
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