/* 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 #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 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& listTargs, list::iterator& it) { if (fbp == tbp) return false; // look for a better target (metal slug 5) list::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& listTargs, int circuit); // First try to draw frame from targets. inline void RenderCheckForTargets(tex0Info& texframe, list& 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::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& listTargs, int circuit) { float4 v; for (list::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 (int 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 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(); }