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

818 lines
23 KiB
C++

/* ZZ Open GL graphics plugin
* Copyright (c)2009 zeydlitz@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2006
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// Realisation of RenderCRTC function ONLY.
// It draw picture direct on screen, so here we have interlacing and frame skipping.
//------------------ Includes
#include <stdlib.h>
#include "zerogs.h"
#include "targets.h"
using namespace ZeroGS;
//------------------ Defines
#ifdef RELEASE_TO_PUBLIC
#define g_bSaveFrame 0
#define g_bSaveFinalFrame 0
#else // NOT RELEASE_TO_PUBLIC
BOOL g_bSaveFrame = 0; // saves the current psurfTarget
BOOL g_bSaveFinalFrame = 0; // saves the input to the CRTC
#endif // RELEASE_TO_PUBLIC
#define INTERLACE_COUNT (bInterlace && interlace == (conf.interlace))
// ----------------- Types
//------------------ Dummies
//------------------ variables
#ifdef _WIN32
extern HDC hDC; // Private GDI Device Context
extern HGLRC hRC; // Permanent Rendering Context
#endif
BOOL g_bCRTCBilinear = TRUE;
extern bool g_bIsLost;
int g_nFrameRender = 10;
int g_nFramesSkipped = 0;
extern int s_frameskipping;
extern float fFPS;
extern unsigned char zgsrevision, zgsbuild, zgsminor;
extern u32 g_SaveFrameNum;
extern int s_nWriteDepthCount;
extern int s_nWireframeCount;
extern int s_nWriteDestAlphaTest;
extern int g_PrevBitwiseTexX, g_PrevBitwiseTexY; // textures stored in SAMP_BITWISEANDX and SAMP_BITWISEANDY
BOOL g_bDisplayFPS = FALSE;
extern bool s_bDestAlphaTest;
extern int s_ClutResolve;
extern int s_nLastResolveReset;
extern int g_nDepthUpdateCount;
extern int s_nResolveCounts[30]; // resolve counts for last 30 frames
static int s_nCurResolveIndex = 0;
int s_nResolved = 0; // number of targets resolved this frame
extern int g_nDepthUsed; // ffx2 pal movies
extern vector<u32> s_vecTempTextures; // temporary textures, released at the end of every frame
//------------------ Namespace
namespace ZeroGS {
extern int s_nNewWidth, s_nNewHeight;
extern CRangeManager s_RangeMngr; // manages overwritten memory
extern void FlushTransferRanges(const tex0Info* ptex);
extern void ProcessMessages();
void AdjustTransToAspect(Vector& v);
// Interlace texture is lazy 1*(height) array of 1 and 0.
// It height (it named s_nInterlaceTexWidth here) hanging we must redone
// the texture.
// FIXME: If this function would spammed to often, we could use
// width < s_nInterlaceTexWidth as correct for old texture
static int s_nInterlaceTexWidth = 0; // width of texture
inline u32 CreateInterlaceTex(int width) {
if (width == s_nInterlaceTexWidth && s_ptexInterlace != 0)
return s_ptexInterlace;
SAFE_RELEASE_TEX(s_ptexInterlace);
s_nInterlaceTexWidth = width;
vector<u32> data(width);
for (int i = 0; i < width; ++i)
data[i] = (i & 1) ? 0xffffffff : 0;
glGenTextures(1, &s_ptexInterlace);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_ptexInterlace);
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, width, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GL_REPORT_ERRORD();
return s_ptexInterlace;
}
}
//------------------ Code
// Adjusts vertex shader BitBltPos vector v to preserve aspect ratio. It used to emulate 4:3 or 16:9.
void ZeroGS::AdjustTransToAspect(Vector& v)
{
double temp;
float f;
if (conf.width * nBackbufferHeight > conf.height * nBackbufferWidth)
{
// limited by width
// change in ratio
f = ((float)nBackbufferWidth / (float)conf.width) / ((float)nBackbufferHeight / (float)conf.height);
v.y *= f;
v.w *= f;
// scanlines mess up when not aligned right
v.y += (1-(float)modf(v.y*(float)nBackbufferHeight*0.5f+0.05f, &temp))*2.0f/(float)nBackbufferHeight;
v.w += (1-(float)modf(v.w*(float)nBackbufferHeight*0.5f+0.05f, &temp))*2.0f/(float)nBackbufferHeight;
}
else
{
// limited by height
f = ((float)nBackbufferHeight / (float)conf.height) / ((float)nBackbufferWidth / (float)conf.width);
f -= (float)modf(f*nBackbufferWidth, &temp)/(float)nBackbufferWidth;
v.x *= f;
v.z *= f;
}
v *= 1/32767.0f;
}
// Helper for skip frames.
int TimeLastSkip=0;
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) {
ERROR_LOG("ZZogl Skipped frames\n");
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("frame2.tga");
#endif
}
g_SaveFrameNum = 0;
g_bSaveFlushedFrame = 1;
}
// Function populated tex0Info[2] array
inline void FrameObtainDispinfo(u32 bInterlace, tex0Info* dispinfo) {
for(int i = 0; i < 2; ++i) {
if( !(*(u32*)(PMODE) & (1<<i)) ) {
dispinfo[i].tw = 0;
dispinfo[i].th = 0;
continue;
}
GSRegDISPFB* pfb = i ? DISPFB2 : DISPFB1;
GSRegDISPLAY* pd = i ? DISPLAY2 : DISPLAY1;
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
if( bInterlace && 2 * dispinfo[i].tw / dispinfo[i].th <= 1 && !(g_GameSettings&GAME_INTERLACE2X) ) {
dispinfo[i].th >>= 1;
}
}
}
// Something should be done before Renderer the picture.
inline void RenderStartHelper(u32 bInterlace){
// Crashes Final Fantasy X at startup if uncommented. --arcum42
//#ifdef RELEASE_TO_PUBLIC
// if(g_nRealFrame < 80 ) {
// RenderCustom( min(1.0f, 2.0f - (float)g_nRealFrame / 40.0f) );
//
// if( g_nRealFrame == 79 )
// SAFE_RELEASE_TEX(ptexLogo);
// return;
// }
//#endif
if( conf.mrtdepth && pvs[8] == NULL ) {
conf.mrtdepth = 0;
s_bWriteDepth = FALSE;
#ifdef DEBUG
ERROR_LOG("Disabling MRT depth writing\n");
#endif
}
Flush(0);
Flush(1);
GL_REPORT_ERRORD();
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;
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch to the backbuffer
glViewport(0, 0, nBackbufferWidth, nBackbufferHeight);
// if interlace, only clear every other vsync
if(!bInterlace )
{
//u32 color = COLOR_ARGB(0, BGCOLOR->R, BGCOLOR->G, BGCOLOR->B);
glClear(GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
}
SETVERTEXSHADER(pvsBitBlt.prog);
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
SET_STREAM();
GL_REPORT_ERRORD();
if( conf.options & GSOPTION_WIREFRAME )
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DisableAllgl() ;
GL_REPORT_ERRORD();
if( bInterlace ) g_PrevBitwiseTexX = -1; // reset since will be using
}
// It is setting for intrelace texture multiplied vector;
// Idea is: (x, y) -- position on screen, than interlaced texture get F = 1 ot 0 depends
// on image y coord. So it we write valpha.z * F + valpha.w + 0.5 it would be swicthig odd
// and even strings at each frame
// valpha.x and y used for image blending.
inline Vector RenderGetForClip(u32 bInterlace, int interlace, int psm, FRAGMENTSHADER* prog){
SetShaderCaller("RenderGetForClip");
Vector valpha;
// first render the current render targets, then from ptexMem
if( psm == 1 ) {
valpha.x = 1;
valpha.y = 0;
}
else {
valpha.x = 0;
valpha.y = 1;
}
if (bInterlace) {
if( 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;
}
ZZcgSetParameter4fv(prog->sOneColor, valpha, "g_fOneColor");
return valpha;
}
// Put interlaced texture in use for shader prog.
// Note: if frame interlaced it's th is halved, so we should x2 it.
inline void RenderCreateInterlaceTex(u32 bInterlace, int th, FRAGMENTSHADER* prog) {
if (!bInterlace)
return;
int interlacetex = CreateInterlaceTex(2*th);
cgGLSetTextureParameter(prog->sInterlace, interlacetex);
cgGLEnableTextureParameter(prog->sInterlace);
}
// Well, 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) {
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 {
s_srcrgb = GL_SRC_ALPHA;
s_dstrgb = GL_ONE_MINUS_SRC_ALPHA;
}
s_srcalpha = PMODE->AMOD ? GL_ZERO : GL_ONE;
s_dstalpha = PMODE->AMOD? GL_ONE : GL_ZERO;
zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha);
}
// each frame could be drawed in two stages, so blending should be different for them
inline void RenderSetupStencil(int i) {
glStencilMask(1<<i);
s_stencilmask = 1<<i;
GL_STENCILFUNC_SET();
}
// do stencil check for each found target i -- texturig stage
inline void RenderUpdateStencil(int i, bool* bUsingStencil) {
if( !(*bUsingStencil) ) {
glClear(GL_STENCIL_BUFFER_BIT);
}
*bUsingStencil = 1;
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(u32 bInterlace, int interlace, int psm) {
ERROR_LOG("ZZogl: CRTC24!!! I trying to show something\n");
SetShaderCaller("RenderCRTC24helper");
// assume that data is already in ptexMem (do Resolve?)
RenderGetForClip(bInterlace, interlace, psm, &ppsCRTC24[bInterlace]);
SETPIXELSHADER(ppsCRTC24[bInterlace].prog);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
// Maybe I do this function global-defined. Calculate bits per pixel for
// each psm. It's obly place with PSMCT16 which have diffetent bpp.
// FIXME: check PSMCT16S
inline int RenderGetBpp(int psm) {
if (psm == PSMCT16S) {
return 3;
#ifdef _DEBUG
ERROR_LOG("ZZogl: 16S target\n");
#endif
}
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 Vector RenderSetTargetBitPos(int dh, int th, int movy, bool isInterlace) {
SetShaderCaller("RenderSetTargetBitPos");
Vector 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 (isInterlace) {
// move down by 1 pixel
v.w += 1.0f / (float)dh ;
}
ZZcgSetParameter4fv(pvsBitBlt.sBitBltPos, v, "g_fBitBltPos");
return v;
}
// Important stuff. We could use this coordinated to change viewport position on frame
// For example use tw / X and tw / X magnify the vieport.
// Interlaced output is little out of VB, it could be see as evil blinking line on top
// and bottom, so we try to remove it
inline Vector RenderSetTargetBitTex(float th, float tw, float dh, float dw, bool isInterlace) {
SetShaderCaller("RenderSetTargetBitTex");
Vector v;
v = Vector(th, tw, dh, dw);
// Incorrect Asect ration on interlaced frames
if (isInterlace) {
v.y -= 1.0f/480 ;
v.w += 1.0f/480 ;
}
ZZcgSetParameter4fv(pvsBitBlt.sBitBltTex, v, "g_fBitBltTex");
return v;
}
// Translator for POSITION coordinats (-1.0:+1.0f at x axis, +1.0f:-1.0y at y) into target frame ones
// We don't need x coordinate, bvecause interlacing is y-axis only.
inline Vector RenderSetTargetBitTrans(int th) {
SetShaderCaller("RenderSetTargetBitTrans");
Vector v = Vector( float(th), -float(th), float(th), float(th));
ZZcgSetParameter4fv(pvsBitBlt.fBitBltTrans, v, "g_fBitBltTrans");
return v;
}
// use g_fInvTexDims to store inverse texture dims
// Seems, that Targ shader does not use it
inline Vector RenderSetTargetInvTex(int bInterlace, int tw, int th, FRAGMENTSHADER* prog) {
SetShaderCaller("RenderSetTargetInvTex");
Vector v = Vector(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;
ZZcgSetParameter4fv(prog->sInvTexDims, v, "g_fInvTexDims");
}
return v;
}
// Metal Slug 5 hack (as was written). If tarhet tbp not equal to framed fbp, than we look for better possibility,
// Note, than after true result iterator it could not be use.
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;
}
// First try to draw frame from targets. It's
inline bool RenderCheckForTargets(tex0Info& texframe, list<CRenderTarget*>& listTargs, int i, bool* bUsingStencil, int interlace, int bInterlace) {
// get the start and end addresses of the buffer
int bpp = RenderGetBpp(texframe.psm);
GSRegDISPFB* pfb = i ? DISPFB2 : DISPFB1;
int start, end;
GetRectMemAddress(start, end, texframe.psm, 0, 0, texframe.tw, texframe.th, texframe.tbp0, texframe.tbw);
// We need share list of targets beetween 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 ) {
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 dby = pfb->DBY;
int movy = 0;
int dh = RenderGetOffsets(&dby, &movy, texframe, ptarg, bpp);
if( dh >= 64 ) {
if( ptarg->fbh - dby < texframe.th - movy && !(*bUsingStencil) )
RenderUpdateStencil(i, bUsingStencil);
SetShaderCaller("RenderCheckForTargets");
// Texture
Vector v = RenderSetTargetBitTex((float)RW(texframe.tw), (float)RH(dh), (float)RW(pfb->DBX), (float)RH(dby), INTERLACE_COUNT );
// dest rect
v = RenderSetTargetBitPos(dh, texframe.th, movy, INTERLACE_COUNT);
v = RenderSetTargetBitTrans(ptarg->fbh);
v = RenderSetTargetInvTex(bInterlace, texframe.tbw, ptarg->fbh, &ppsCRTCTarg[bInterlace]) ; // FIXME. This is no use
Vector valpha = RenderGetForClip(bInterlace, interlace, texframe.psm, &ppsCRTCTarg[bInterlace]);
// inside vb[0]'s target area, so render that region only
cgGLSetTextureParameter(ppsCRTCTarg[bInterlace].sFinal, ptarg->ptex);
cgGLEnableTextureParameter(ppsCRTCTarg[bInterlace].sFinal);
RenderCreateInterlaceTex(bInterlace, texframe.th, &ppsCRTCTarg[bInterlace]);
SETPIXELSHADER(ppsCRTCTarg[bInterlace].prog);
GL_REPORT_ERRORD();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if( abs(dh - (int)texframe.th) <= 1 )
return true;
if( abs(dh - (int)ptarg->fbh) <= 1 ) {
it = listTargs.erase(it);
continue;
}
}
}
++it;
}
return false;
}
// The same of the previous, but from memory
inline void RenderCheckForMemory(tex0Info& texframe, list<CRenderTarget*>& listTargs, int interlace, int bInterlace) {
for(list<CRenderTarget*>::iterator it = listTargs.begin(); it != listTargs.end(); ++it)
(*it)->Resolve();
// context has to be 0
CMemoryTarget* pmemtarg = g_MemTargs.GetMemoryTarget(texframe, 1);
if ((pmemtarg == NULL) || (bInterlace >= 2))
ERROR_LOG("CRCR Check for memory shader fault");
SetShaderCaller("RenderCheckForMemory");
SetTexVariablesInt(0, g_bCRTCBilinear ? 2 : 0, texframe, pmemtarg, &ppsCRTC[bInterlace], 1);
cgGLSetTextureParameter(ppsCRTC[bInterlace].sMemory, pmemtarg->ptex->tex);
cgGLEnableTextureParameter(ppsCRTC[bInterlace].sMemory);
if( g_bSaveFinalFrame )
SaveTex(&texframe, g_bSaveFinalFrame - 1 > 0);
// finally render from the memory (note that the stencil buffer will keep previous regions)
Vector v = RenderSetTargetBitPos(1, 1, 0, INTERLACE_COUNT);
// Fixme: Why this if here?
if( g_bCRTCBilinear )
ZZcgSetParameter4fv(pvsBitBlt.sBitBltTex, Vector(texframe.tw,texframe.th,-0.5f,-0.5f), "g_fBitBltTex");
else
ZZcgSetParameter4fv(pvsBitBlt.sBitBltTex, Vector(1,1,-0.5f/(float)texframe.tw,-0.5f/(float)texframe.th), "g_fBitBltTex");
v = RenderSetTargetBitTrans(texframe.th);
v = RenderSetTargetInvTex(bInterlace, texframe.tw, texframe.th, &ppsCRTC[bInterlace]);
Vector valpha = RenderGetForClip(bInterlace, interlace, texframe.psm, &ppsCRTC[bInterlace]);
RenderCreateInterlaceTex(bInterlace, texframe.th, &ppsCRTC[bInterlace]);
SETPIXELSHADER(ppsCRTC[bInterlace].prog);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
// Put FPS counter on scren (not in window title)
inline void AfterRenderDisplayFPS() {
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);
}
// Swaping buffers, so we could use another windows
inline void AfterRenderSwapBuffers() {
if (glGetError() != GL_NO_ERROR)
DEBUG_LOG("glerror before swap!\n");
GLWin.SwapGLBuffers();
}
// SnapeShoot helper
inline void AfterRenderMadeSnapshoot() {
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", nBackbufferWidth, -nBackbufferHeight, 0)) {//(conf.options&GSOPTION_TGASNAP)?0:1) ) {
char str[255];
sprintf(str, "saved %s\n", strSnapshot.c_str());
AddMessage(str, 500);
}
}
// If needed reset
inline void AfterRendererResizeWindow() {
Reset();
ChangeDeviceSize(s_nNewWidth, s_nNewHeight);
s_nNewWidth = s_nNewHeight = -1;
}
// Put new values on statistic variable
inline void AfterRenderCountStatistics() {
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 )
AfterRenderDisplayFPS();
AfterRenderSwapBuffers();
if( conf.options & GSOPTION_WIREFRAME ) {
// clear all targets
s_nWireframeCount = 1;
}
if( g_bMakeSnapshot ) {
AfterRenderMadeSnapshoot();
g_bMakeSnapshot = 0;
}
if( s_avicapturing )
CaptureFrame();
AfterRenderCountStatistics();
if( s_nNewWidth >= 0 && s_nNewHeight >= 0 && !g_bIsLost )
AfterRendererResizeWindow();
maxmin = 608;
}
// Swich Frabuffers
inline void AfterRendererSwitchBackToTextures() {
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer );
g_MemTargs.DestroyCleared();
if( s_vecTempTextures.size() > 0 )
glDeleteTextures((GLsizei)s_vecTempTextures.size(), &s_vecTempTextures[0]);
s_vecTempTextures.clear();
if( EXTWRITE->WRITE&1 ) {
WARN_LOG("EXTWRITE\n");
ExtWrite();
EXTWRITE->WRITE = 0;
}
if( conf.options & GSOPTION_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( g_GameSettings & GAME_AUTORESET ) {
s_nResolveCounts[s_nCurResolveIndex] = s_nResolved;
s_nCurResolveIndex = (s_nCurResolveIndex+1)%ARRAY_SIZE(s_nResolveCounts);
int total = 0;
for(int i = 0; i < ARRAY_SIZE(s_nResolveCounts); ++i) total += s_nResolveCounts[i];
if( total / ARRAY_SIZE(s_nResolveCounts) > 3 ) {
if( s_nLastResolveReset > (int)(fFPS * 8) ) {
// reset
ERROR_LOG("video mem reset\n");
s_nLastResolveReset = 0;
memset(s_nResolveCounts, 0, sizeof(s_nResolveCounts));
s_RTs.ResolveAll();
return;
s_RTs.Destroy();
s_DepthRTs.ResolveAll();
s_DepthRTs.Destroy();
vb[0].prndr = NULL; vb[0].pdepth = NULL; vb[0].bNeedFrameCheck = 1; vb[0].bNeedZCheck = 1;
vb[1].prndr = NULL; vb[1].pdepth = NULL; vb[1].bNeedFrameCheck = 1; vb[1].bNeedZCheck = 1;
}
}
s_nLastResolveReset++;
}
if( s_nResolved > 8 ) s_nResolved = 2;
else if( s_nResolved > 0 ) --s_nResolved;
}
int count = 0;
// The main renderer function
void ZeroGS::RenderCRTC(int interlace)
{
if( g_bIsLost ) return;
if (FrameSkippingHelper()) return;
u32 bInterlace = SMODE2->INT && SMODE2->FFMD && (conf.interlace < 2);
RenderStartHelper(bInterlace);
bool bUsingStencil = 0;
tex0Info dispinfo[2];
FrameObtainDispinfo(bInterlace, dispinfo);
// start from the last circuit
for(int i = !PMODE->SLBG; i >= 0; --i) {
tex0Info& texframe = dispinfo[i];
if( texframe.th <= 1 )
continue;
if (SMODE2->INT && SMODE2->FFMD)
texframe.th >>= 1;
if( i == 0 )
RenderSetupBlending();
if( bUsingStencil )
RenderSetupStencil(i);
if( texframe.psm == 0x12 ) {
RenderCRTC24helper(bInterlace, interlace, 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
if ( !RenderCheckForTargets(texframe, listTargs, i, &bUsingStencil, interlace, bInterlace) )
RenderCheckForMemory(texframe, listTargs, interlace, bInterlace);
}
GL_REPORT_ERRORD();
glDisable(GL_BLEND);
AfterRendererUnimportantJob();
AfterRendererSwitchBackToTextures();
AfterRendererAutoresetTargets();
}