pcsx2/plugins/zzogl-pg/opengl/ZZoglCRTC.cpp

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/* ZZ Open GL graphics plugin
* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
*
* 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; either version 2 of the License, or
* (at your option) any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
// Realisation of RenderCRTC function ONLY.
// It draw picture direct on screen, so here we have interlacing and frame skipping.
//------------------ Includes
#include "Util.h"
#include "ZZoglCRTC.h"
#include "GLWin.h"
#include "ZZoglShaders.h"
#include "ZZoglShoots.h"
#include "ZZoglDrawing.h"
#include "rasterfont.h" // simple font
#include <math.h>
#include "ZZoglVB.h"
//------------------ Defines
#if !defined(ZEROGS_DEVBUILD)
#define g_bSaveFrame 0
#define g_bSaveFinalFrame 0
#else
bool g_bSaveFrame = 0; // saves the current psurfTarget
bool g_bSaveFinalFrame = 0; // saves the input to the CRTC
#endif // !defined(ZEROGS_DEVBUILD)
extern int maxmin;
extern bool g_bCRTCBilinear;
bool g_bDisplayFPS = false;
int g_nFrameRender = 10, g_nFramesSkipped = 0, s_nResolved = 0; // s_nResolved == number of targets resolved this frame
// Helper for skip frames.
int TimeLastSkip = 0;
vector<u32> s_vecTempTextures; // temporary textures, released at the end of every frame
// Snapshot variables.
extern bool g_bMakeSnapshot;
extern string strSnapshot;
extern void ExtWrite();
extern void ZZDestroy();
extern void ChangeDeviceSize(int nNewWidth, int nNewHeight);
extern GLuint vboRect;
// I'm making this variable global for the moment in the course of fiddling with the interlace code
// to try and make it more straightforward.
int interlace_mode = 0; // 0 - not interlacing, 1 - interlacing.
bool bUsingStencil = false;
bool INTERLACE_COUNT()
{
return (interlace_mode && (gs.interlace == conf.interlace));
}
// Adjusts vertex shader BitBltPos vector v to preserve aspect ratio. It used to emulate 4:3 or 16:9.
void AdjustTransToAspect(float4& v)
{
double temp;
float f;
const float mult = 1 / 32767.0f;
if (conf.width * GLWin.backbuffer.h > conf.height * GLWin.backbuffer.w) // limited by width
{
// change in ratio
f = ((float)GLWin.backbuffer.w / (float)conf.width) / ((float)GLWin.backbuffer.h / (float)conf.height);
v.y *= f;
v.w *= f;
// scanlines mess up when not aligned right
v.y += (1 - (float)modf(v.y * (float)GLWin.backbuffer.h * 0.5f + 0.05f, &temp)) * 2.0f / (float)GLWin.backbuffer.h;
v.w += (1 - (float)modf(v.w * (float)GLWin.backbuffer.h * 0.5f + 0.05f, &temp)) * 2.0f / (float)GLWin.backbuffer.h;
}
else // limited by height
{
f = ((float)GLWin.backbuffer.h / (float)conf.height) / ((float)GLWin.backbuffer.w / (float)conf.width);
f -= (float)modf(f * GLWin.backbuffer.w, &temp) / (float)GLWin.backbuffer.w;
v.x *= f;
v.z *= f;
}
v *= mult;
}
inline bool FrameSkippingHelper()
{
bool ShouldSkip = false;
if (g_nFrameRender > 0)
{
if (g_nFrameRender < 8)
{
g_nFrameRender++;
if (g_nFrameRender <= 3)
{
g_nFramesSkipped++;
ShouldSkip = true;
}
}
}
else
{
if (g_nFrameRender < -1)
{
g_nFramesSkipped++;
ShouldSkip = true;
}
g_nFrameRender--;
}
#if defined _DEBUG
if (timeGetTime() - TimeLastSkip > 15000 && ShouldSkip)
{
ZZLog::Debug_Log("ZZogl Skipped frames.");
TimeLastSkip = timeGetTime();
}
#endif
return ShouldSkip;
}
// helper function for save frame in picture.
inline void FrameSavingHelper()
{
if (g_bSaveFrame)
{
if (vb[0].prndr != NULL)
{
SaveTexture("frame1.tga", GL_TEXTURE_RECTANGLE_NV, vb[0].prndr->ptex, RW(vb[0].prndr->fbw), RH(vb[0].prndr->fbh));
}
if (vb[1].prndr != NULL && vb[0].prndr != vb[1].prndr)
{
SaveTexture("frame2.tga", GL_TEXTURE_RECTANGLE_NV, vb[1].prndr->ptex, RW(vb[1].prndr->fbw), RH(vb[1].prndr->fbh));
}
#ifdef _WIN32
else
{
DeleteFile(L"frame2.tga");
}
#endif
}
}
// Function populated tex0Info[2] array
inline void FrameObtainDispinfo(tex0Info* dispinfo)
{
for (int i = 0; i < 2; ++i)
{
if (!Circuit_Enabled(i))
{
dispinfo[i].tw = 0;
dispinfo[i].th = 0;
continue;
}
GSRegDISPFB* pfb = Dispfb_Reg(i);
GSRegDISPLAY* pd = Display_Reg(i);
int magh = pd->MAGH + 1;
int magv = pd->MAGV + 1;
dispinfo[i].tbp0 = pfb->FBP << 5;
dispinfo[i].tbw = pfb->FBW << 6;
dispinfo[i].tw = (pd->DW + 1) / magh;
dispinfo[i].th = (pd->DH + 1) / magv;
dispinfo[i].psm = pfb->PSM;
// hack!!
// 2 * dispinfo[i].tw / dispinfo[i].th <= 1, metal slug 4
// Note: This is what causes the double image if interlace is off on the Final Fantasy X-2 opening.
if (interlace_mode && 2 * dispinfo[i].tw / dispinfo[i].th <= 1 && !(conf.settings().interlace_2x))
{
dispinfo[i].th >>= 1;
}
}
}
extern bool s_bWriteDepth;
// Something should be done before Renderering the picture.
inline void RenderStartHelper()
{
if (conf.mrtdepth && ZZshExistProgram(pvs[8]))
{
conf.mrtdepth = 0;
s_bWriteDepth = false;
ZZLog::Debug_Log("Disabling MRT depth writing\n");
}
FlushBoth();
FrameSavingHelper();
if (s_RangeMngr.ranges.size() > 0) FlushTransferRanges(NULL);
SetShaderCaller("RenderStartHelper");
// reset fba after every frame
vb[0].fba.fba = 0;
vb[1].fba.fba = 0;
FB::Unbind(); // switch to the backbuffer
glViewport(0, 0, GLWin.backbuffer.w, GLWin.backbuffer.h);
// if interlace, only clear every other vsync
if (!interlace_mode)
{
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
ZZshSetVertexShader(pvsBitBlt.prog);
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
SET_STREAM();
GL_REPORT_ERRORD();
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DisableAllgl();
GL_REPORT_ERRORD();
if (interlace_mode) g_PrevBitwiseTexX = -1; // reset since will be using
}
// Settings for interlace texture multiplied vector;
// The idea is: (x, y) -- position on screen, then interlaced texture get F = 1 or 0 depending
// on image y coords. So if we write valpha.z * F + valpha.w + 0.5, it would be switching odd
// and even strings at each frame.
// valpha.x and y are used for image blending.
inline float4 RenderGetForClip(int psm, CRTC_TYPE render_type)
{
SetShaderCaller("RenderGetForClip");
FRAGMENTSHADER* prog = curr_pps(render_type);
float4 valpha;
// first render the current render targets, then from ptexMem
if (psm == PSMCT24)
{
valpha.x = 1;
valpha.y = 0;
}
else
{
valpha.x = 0;
valpha.y = 1;
}
if (interlace_mode)
{
if (gs.interlace == (conf.interlace & 1))
{
// pass if odd
valpha.z = 1.0f;
valpha.w = -0.4999f;
}
else
{
// pass if even
valpha.z = -1.0f;
valpha.w = 0.5001f;
}
}
else
{
// always pass interlace test
valpha.z = 0;
valpha.w = 1;
}
ZZshSetParameter4fv(prog->prog, prog->sOneColor, valpha, "g_fOneColor");
return valpha;
}
// Put interlaced texture in use for shader prog.
// Note: if the frame is interlaced, its th is halved, so we should multiply it by 2.
inline void RenderCreateInterlaceTex(int th, CRTC_TYPE render_type)
{
FRAGMENTSHADER* prog;
int interlacetex;
if (!interlace_mode) return;
prog = curr_pps(render_type);
interlacetex = CreateInterlaceTex(2 * th);
ZZshGLSetTextureParameter(prog->prog, prog->sInterlace, interlacetex, "Interlace");
}
// Do blending setup prior to second pass of half-frame drawing.
inline void RenderSetupBlending()
{
// setup right blending
glEnable(GL_BLEND);
zgsBlendEquationSeparateEXT(GL_FUNC_ADD, GL_FUNC_ADD);
if (PMODE->MMOD)
{
// Use the ALP register for alpha blending.
glBlendColorEXT(PMODE->ALP*(1 / 255.0f), PMODE->ALP*(1 / 255.0f), PMODE->ALP*(1 / 255.0f), 0.5f);
s_srcrgb = GL_CONSTANT_COLOR_EXT;
s_dstrgb = GL_ONE_MINUS_CONSTANT_COLOR_EXT;
}
else
{
// Use the alpha value of circuit 1 for alpha blending.
s_srcrgb = GL_SRC_ALPHA;
s_dstrgb = GL_ONE_MINUS_SRC_ALPHA;
}
if (PMODE->AMOD)
{
s_srcalpha = GL_ZERO;
s_dstalpha = GL_ONE;
}
else
{
s_srcalpha = GL_ONE;
s_dstalpha = GL_ZERO;
}
zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha);
}
// each frame could be drawn in two stages, so blending should be different for them
inline void RenderSetupStencil(int i)
{
s_stencilmask = 1 << i;
glStencilMask(s_stencilmask);
GL_STENCILFUNC_SET();
}
// do stencil check for each found target i -- texturing stage
inline void RenderUpdateStencil(int i)
{
if (!bUsingStencil)
{
glClear(GL_STENCIL_BUFFER_BIT);
bUsingStencil = true;
}
glEnable(GL_STENCIL_TEST);
GL_STENCILFUNC(GL_NOTEQUAL, 3, 1 << i);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(1 << i);
}
// CRTC24 could not be rendered
/*inline void RenderCRTC24helper(int psm)
{
ZZLog::Debug_Log("ZZogl: CRTC24!!! I'm trying to show something.");
SetShaderCaller("RenderCRTC24helper");
// assume that data is already in ptexMem (do Resolve?)
RenderGetForClip(psm, CRTC_RENDER_24);
ZZshSetPixelShader(curr_ppsCRTC24()->prog);
DrawTriangleArray();
}*/
// Maybe I do this function global-defined. Calculate bits per pixel for
// each psm. It's the only place with PSMCT16 which have a different bpp.
// FIXME: check PSMCT16S
inline int RenderGetBpp(int psm)
{
if (psm == PSMCT16S)
{
//ZZLog::Debug_Log("ZZogl: 16S target.");
return 3;
}
if (PSMT_ISHALF(psm)) return 2;
return 4;
}
// We want to draw ptarg on screen, that could be disaligned to viewport.
// So we do aligning it by height.
inline int RenderGetOffsets(int* dby, int* movy, tex0Info& texframe, CRenderTarget* ptarg, int bpp)
{
*dby += (256 / bpp) * (texframe.tbp0 - ptarg->fbp) / texframe.tbw;
if (*dby < 0)
{
*movy = -*dby;
*dby = 0;
}
return min(ptarg->fbh - *dby, texframe.th - *movy);
}
// BltBit shader calculate vertex (4 coord's pixel) position at the viewport.
inline float4 RenderSetTargetBitPos(int dh, int th, int movy)
{
SetShaderCaller("RenderSetTargetBitPos");
float4 v;
// dest rect
v.x = 1;
v.y = dh / (float)th;
v.z = 0;
v.w = 1 - v.y;
if (movy > 0) v.w -= movy / (float)th;
AdjustTransToAspect(v);
if (INTERLACE_COUNT())
{
// move down by 1 pixel
v.w += 1.0f / (float)dh ;
}
ZZshSetParameter4fv(pvsBitBlt.prog, pvsBitBlt.sBitBltPos, v, "g_fBitBltPos");
return v;
}
// Important stuff. We could use these coordinates to change viewport position on the frame.
// For example, use tw / X and tw / X magnify the viewport.
// Interlaced output is little out of VB, it could be seen as an evil blinking line on top
// and bottom, so we try to remove it.
inline float4 RenderSetTargetBitTex(float th, float tw, float dh, float dw)
{
SetShaderCaller("RenderSetTargetBitTex");
float4 v;
v = float4(th, tw, dh, dw);
// Incorrect Aspect ratio on interlaced frames
if (INTERLACE_COUNT())
{
v.y -= 1.0f / conf.height;
v.w += 1.0f / conf.height;
}
ZZshSetParameter4fv(pvsBitBlt.prog, pvsBitBlt.sBitBltTex, v, "g_fBitBltTex");
return v;
}
// Translator for POSITION coordinates (-1.0:+1.0f at x axis, +1.0f:-1.0y at y) into target frame ones.
// We don't need x coordinate, because interlacing is y-axis only.
inline float4 RenderSetTargetBitTrans(int th)
{
SetShaderCaller("RenderSetTargetBitTrans");
float4 v = float4(float(th), -float(th), float(th), float(th));
ZZshSetParameter4fv(pvsBitBlt.prog, pvsBitBlt.fBitBltTrans, v, "g_fBitBltTrans");
return v;
}
// use g_fInvTexDims to store inverse texture dims
// Seems, that Targ shader does not use it
inline float4 RenderSetTargetInvTex(int tw, int th, CRTC_TYPE render_type)
{
SetShaderCaller("RenderSetTargetInvTex");
FRAGMENTSHADER* prog = curr_pps(render_type);
float4 v = float4(0, 0, 0, 0);
if (prog->sInvTexDims)
{
v.x = 1.0f / (float)tw;
v.y = 1.0f / (float)th;
v.z = (float)0.0;
v.w = -0.5f / (float)th;
ZZshSetParameter4fv(prog->prog, prog->sInvTexDims, v, "g_fInvTexDims");
}
return v;
}
// Metal Slug 5 hack (as was written). If target tbp not equal to framed fbp, than we look for a better possibility,
// Note, than after true result iterator it could not be used.
inline bool RenderLookForABetterTarget(int fbp, int tbp, list<CRenderTarget*>& listTargs, list<CRenderTarget*>::iterator& it)
{
if (fbp == tbp) return false;
// look for a better target (metal slug 5)
list<CRenderTarget*>::iterator itbetter;
for (itbetter = listTargs.begin(); itbetter != listTargs.end(); ++itbetter)
{
if ((*itbetter)->fbp == tbp) break;
}
if (itbetter != listTargs.end())
{
it = listTargs.erase(it);
return true;
}
return false;
}
inline void RenderCheckForMemory(tex0Info& texframe, list<CRenderTarget*>& listTargs, int circuit);
// First try to draw frame from targets.
inline void RenderCheckForTargets(tex0Info& texframe, list<CRenderTarget*>& listTargs, int circuit)
{
// get the start and end addresses of the buffer
int bpp = RenderGetBpp(texframe.psm);
GSRegDISPFB* pfb = Dispfb_Reg(circuit);
int start, end;
int tex_th = (interlace_mode) ? texframe.th * 2 : texframe.th;
//ZZLog::WriteLn("Render checking for targets, circuit %d", circuit);
GetRectMemAddressZero(start, end, texframe.psm, texframe.tw, tex_th, texframe.tbp0, texframe.tbw);
// We need share list of targets between functions
s_RTs.GetTargs(start, end, listTargs);
for (list<CRenderTarget*>::iterator it = listTargs.begin(); it != listTargs.end();)
{
CRenderTarget* ptarg = *it;
if (ptarg->fbw == texframe.tbw && !(ptarg->status&CRenderTarget::TS_NeedUpdate) && ((256 / bpp)*(texframe.tbp0 - ptarg->fbp)) % texframe.tbw == 0)
{
FRAGMENTSHADER* pps;
int dby = pfb->DBY;
int movy = 0;
if (RenderLookForABetterTarget(ptarg->fbp, texframe.tbp0, listTargs, it))
{
continue;
}
if (g_bSaveFinalFrame) SaveTexture("frame1.tga", GL_TEXTURE_RECTANGLE_NV, ptarg->ptex, RW(ptarg->fbw), RH(ptarg->fbh));
// determine the rectangle to render
int dh = RenderGetOffsets(&dby, &movy, texframe, ptarg, bpp);
if (dh >= 64)
{
if (ptarg->fbh - dby < tex_th - movy && !bUsingStencil)
{
RenderUpdateStencil(circuit);
}
else if (ptarg->fbh - dby > 2 * ( tex_th - movy )) // I'm not sure this is needed any more.
{
// Sometimes calculated position onscreen is misaligned, ie in FFX-2 intro. In such case some part of image are out of
// border's and we should move it manually.
dby -= ((ptarg->fbh - dby) >> 2) - ((tex_th + movy) >> 1);
}
SetShaderCaller("RenderCheckForTargets");
// Texture
float4 v = RenderSetTargetBitTex((float)RW(texframe.tw), (float)RH(dh), (float)RW(pfb->DBX), (float)RH(dby));
// dest rect
v = RenderSetTargetBitPos(dh, texframe.th, movy);
v = RenderSetTargetBitTrans(ptarg->fbh);
v = RenderSetTargetInvTex(texframe.tbw, ptarg->fbh, CRTC_RENDER_TARG); // FIXME. This is no use
float4 valpha = RenderGetForClip(texframe.psm, CRTC_RENDER_TARG);
pps = curr_ppsCRTCTarg();
// inside vb[0]'s target area, so render that region only
ZZshGLSetTextureParameter(pps->prog, pps->sFinal, ptarg->ptex, "CRTC target");
RenderCreateInterlaceTex(texframe.th, CRTC_RENDER_TARG);
ZZshSetPixelShader(pps->prog);
DrawTriangleArray();
if (abs(dh - (int)texframe.th) <= 1)
{
return;
}
if (abs(dh - (int)ptarg->fbh) <= 1)
{
it = listTargs.erase(it);
continue;
}
}
}
++it;
}
RenderCheckForMemory(texframe, listTargs, circuit);
}
// The same as the previous, but from memory.
// If you ever wondered why a picture from a minute ago suddenly flashes on the screen (say, in Mana Khemia),
// this is the function that does it.
inline void RenderCheckForMemory(tex0Info& texframe, list<CRenderTarget*>& listTargs, int circuit)
{
float4 v;
for (list<CRenderTarget*>::iterator it = listTargs.begin(); it != listTargs.end(); ++it)
{
(*it)->Resolve();
}
// context has to be 0
if (interlace_mode >= 2) ZZLog::Error_Log("CRCR Check for memory shader fault.");
//if (!bUsingStencil) RenderUpdateStencil(i);
SetShaderCaller("RenderCheckForMemory");
float w1, h1, w2, h2;
if (g_bCRTCBilinear)
{
w1 = texframe.tw;
h1 = texframe.th;
w2 = -0.5f;
h2 = -0.5f;
SetTexVariablesInt(0, 2, texframe, false, curr_ppsCRTC(), 1);
}
else
{
w1 = 1;
h1 = 1;
w2 = -0.5f / (float)texframe.tw;
h2 = -0.5f / (float)texframe.th;
SetTexVariablesInt(0, 0, texframe, false, curr_ppsCRTC(), 1);
}
if (g_bSaveFinalFrame) SaveTex(&texframe, g_bSaveFinalFrame - 1 > 0);
// Fixme: Why is this here?
// We should probably call RenderSetTargetBitTex instead.
v = RenderSetTargetBitTex(w1, h1, w2, h2);
// finally render from the memory (note that the stencil buffer will keep previous regions)
v = RenderSetTargetBitPos(1, 1, 0);
v = RenderSetTargetBitTrans(texframe.th);
v = RenderSetTargetInvTex(texframe.tw, texframe.th, CRTC_RENDER);
float4 valpha = RenderGetForClip(texframe.psm, CRTC_RENDER);
ZZshGLSetTextureParameter(curr_ppsCRTC()->prog, curr_ppsCRTC()->sMemory, vb[0].pmemtarg->ptex->tex, "CRTC memory");
RenderCreateInterlaceTex(texframe.th, CRTC_RENDER);
ZZshSetPixelShader(curr_ppsCRTC()->prog);
DrawTriangleArray();
}
extern RasterFont* font_p;
void DrawText(const char* pstr, int left, int top, u32 color)
{
FUNCLOG
ZZshGLDisableProfile();
float4 v;
v.SetColor(color);
glColor3f(v.z, v.y, v.x);
font_p->printString(pstr, left * 2.0f / (float)GLWin.backbuffer.w - 1, 1 - top * 2.0f / (float)GLWin.backbuffer.h, 0);
ZZshGLEnableProfile();
}
// Put FPS counter on screen (not in window title)
inline void DisplayFPS()
{
char str[64];
int left = 10, top = 15;
sprintf(str, "%.1f fps", fFPS);
DrawText(str, left + 1, top + 1, 0xff000000);
DrawText(str, left, top, 0xffc0ffff);
}
// Snapshot helper
inline void MakeSnapshot()
{
if (!g_bMakeSnapshot) return;
char str[64];
int left = 200, top = 15;
sprintf(str, "ZeroGS %d.%d.%d - %.1f fps %s", zgsrevision, zgsbuild, zgsminor, fFPS, s_frameskipping ? " - frameskipping" : "");
DrawText(str, left + 1, top + 1, 0xff000000);
DrawText(str, left, top, 0xffc0ffff);
if (SaveRenderTarget(strSnapshot != "" ? strSnapshot.c_str() : "temp.jpg", GLWin.backbuffer.w, -GLWin.backbuffer.h, 0)) //(conf.options.tga_snap)?0:1) ) {
{
char str[255];
sprintf(str, "saved %s\n", strSnapshot.c_str());
ZZAddMessage(str, 500);
}
g_bMakeSnapshot = false;
}
// call to destroy video resources
void ZZReset()
{
FUNCLOG
s_RTs.ResolveAll();
s_DepthRTs.ResolveAll();
vb[0].nCount = 0;
vb[1].nCount = 0;
memset(s_nResolveCounts, 0, sizeof(s_nResolveCounts));
s_nLastResolveReset = 0;
icurctx = -1;
g_vsprog = g_psprog = sZero;
ZZGSStateReset();
ZZDestroy();
//clear_drawfn();
if (ZZKick != NULL) delete ZZKick;
}
// Put new values on statistic variable
inline void CountStatistics()
{
if (s_nWriteDepthCount > 0)
{
assert(conf.mrtdepth);
if (--s_nWriteDepthCount <= 0)
{
s_bWriteDepth = false;
}
}
if (s_nWriteDestAlphaTest > 0)
{
if (--s_nWriteDestAlphaTest <= 0)
{
s_bDestAlphaTest = false;
}
}
if (g_nDepthUsed > 0) --g_nDepthUsed;
s_ClutResolve = 0;
g_nDepthUpdateCount = 0;
}
// This all could be easily forefeit
inline void AfterRendererUnimportantJob()
{
ProcessMessages();
if (g_bDisplayFPS) DisplayFPS();
// Swapping buffers, so we could use another window
GLWin.SwapGLBuffers();
// clear all targets
if (conf.wireframe()) s_nWireframeCount = 1;
if (g_bMakeSnapshot) MakeSnapshot();
CaptureFrame();
CountStatistics();
if (s_nNewWidth >= 0 && s_nNewHeight >= 0)
{
// If needed reset
ZZReset();
ChangeDeviceSize(s_nNewWidth, s_nNewHeight);
s_nNewWidth = s_nNewHeight = -1;
}
maxmin = 608;
}
// Swich Framebuffers
inline void AfterRendererSwitchBackToTextures()
{
FB::Bind();
g_MemTargs.DestroyCleared();
if (s_vecTempTextures.size() > 0)
glDeleteTextures((GLsizei)s_vecTempTextures.size(), &s_vecTempTextures[0]);
s_vecTempTextures.clear();
if (EXTWRITE->WRITE & 1)
{
ZZLog::Warn_Log("EXTWRITE!");
ExtWrite();
EXTWRITE->WRITE = 0;
}
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glEnable(GL_SCISSOR_TEST);
if (icurctx >= 0)
{
vb[icurctx].bVarsSetTarg = false;
vb[icurctx].bVarsTexSync = false;
vb[0].bVarsTexSync = false;
}
}
// Reset Targets Helper, for hack.
inline void AfterRendererAutoresetTargets()
{
if (conf.settings().auto_reset)
{
s_nResolveCounts[s_nCurResolveIndex] = s_nResolved;
s_nCurResolveIndex = (s_nCurResolveIndex + 1) % ArraySize(s_nResolveCounts);
int total = 0;
for (u32 i = 0; i < ArraySize(s_nResolveCounts); ++i) total += s_nResolveCounts[i];
if (total / ArraySize(s_nResolveCounts) > 3)
{
if (s_nLastResolveReset > (int)(fFPS * 8))
{
// reset
ZZLog::Error_Log("Video memory reset.");
s_nLastResolveReset = 0;
memset(s_nResolveCounts, 0, sizeof(s_nResolveCounts));
s_RTs.ResolveAll();
return;
}
}
s_nLastResolveReset++;
}
if (s_nResolved > 8)
s_nResolved = 2;
else if (s_nResolved > 0)
--s_nResolved;
}
int count = 0;
// The main renderer function
void RenderCRTC()
{
tex0Info dispinfo[2];
if (FrameSkippingHelper()) return;
// If we are in frame mode and interlacing, and we haven't forced interlacing off, interlace_mode is 1.
interlace_mode = SMODE2->INT && SMODE2->FFMD && (conf.interlace < 2);
bUsingStencil = false;
RenderStartHelper();
FrameObtainDispinfo(dispinfo);
// start from the last circuit
for (int i = !PMODE->SLBG; i >= 0; --i)
{
if (!Circuit_Enabled(i)) continue;
tex0Info& texframe = dispinfo[i];
// I don't think this is neccessary, now that we make sure the ciruit we are working with is enabled.
//
// Actually it seems there are still empty frame in some games (persona 4 and tales of abyss). I'm not sure it
// is normal, for the moment keep the check to avoid some undefined behavior. -- Gregory
if (texframe.th <= 1) continue;
if (SMODE2->INT && SMODE2->FFMD)
{
texframe.th >>= 1;
// Final Fantasy X-2 issue here.
/*if (conf.interlace == 2 && texframe.th >= 512)
{
texframe.th >>= 1;
}*/
}
if (i == 0) RenderSetupBlending();
if (bUsingStencil) RenderSetupStencil(i);
/*if (texframe.psm == 0x12) // Probably broken - 0x12 isn't a valid psm. 24 bit is 1.
{
RenderCRTC24helper(texframe.psm);
continue;
}*/
// We shader targets between two functions, so declare it here;
list<CRenderTarget*> listTargs;
// if we could not draw image from target's, do it from memory
RenderCheckForTargets(texframe, listTargs, i);
}
GL_REPORT_ERRORD();
glDisable(GL_BLEND);
AfterRendererUnimportantJob();
AfterRendererSwitchBackToTextures();
AfterRendererAutoresetTargets();
}