project64/Source/Project64-video/Renderer/OGLESglitchmain.cpp

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2021-03-02 02:13:17 +00:00
// Project64 - A Nintendo 64 emulator
// https://www.pj64-emu.com/
2021-03-02 02:13:17 +00:00
// Copyright(C) 2001-2021 Project64
// Copyright(C) 2003-2009 Sergey 'Gonetz' Lipski
// Copyright(C) 2002 Dave2001
// GNU/GPLv2 licensed: https://gnu.org/licenses/gpl-2.0.html
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#include <Project64-video/Renderer/Renderer.h>
#define SAVE_CBUFFER
#ifdef _WIN32
#include <windows.h>
#else
#include <stdint.h>
#include <stdarg.h>
#include <string.h>
#endif // _WIN32
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <fstream>
#include <math.h>
#include "glitchmain.h"
#include <Project64-video/trace.h>
#include <Project64-video/Settings.h>
#define OPENGL_CHECK_ERRORS { const GLenum errcode = glGetError(); if (errcode != GL_NO_ERROR) LOG("OpenGL Error code %i in '%s' line %i\n", errcode, __FILE__, __LINE__-1); }
extern void(*renderCallback)(int);
int screen_width, screen_height;
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void Android_JNI_SwapWindow(void);
/*
static inline void opt_glCopyTexImage2D( GLenum target,
GLint level,
GLenum internalFormat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border )
{
int w, h, fmt;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
//printf("copyteximage %dx%d fmt %x oldfmt %x\n", width, height, internalFormat, fmt);
if (w == (int) width && h == (int) height && fmt == (int) internalFormat) {
if (x+width >= screen_width) {
width = screen_width - x;
//printf("resizing w --> %d\n", width);
}
if (y+height >= screen_height+g_viewport_offset) {
height = screen_height+g_viewport_offset - y;
//printf("resizing h --> %d\n", height);
}
glCopyTexSubImage2D(target, level, 0, 0, x, y, width, height);
} else {
//printf("copyteximage %dx%d fmt %x old %dx%d oldfmt %x\n", width, height, internalFormat, w, h, fmt);
// glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, internalFormat, GL_UNSIGNED_BYTE, 0);
// glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
// printf("--> %dx%d newfmt %x\n", width, height, fmt);
glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border);
}
}
#define glCopyTexImage2D opt_glCopyTexImage2D
*/
#ifdef _WIN32
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB;
PFNGLFOGCOORDFPROC glFogCoordfEXT;
PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB;
PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
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PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT = nullptr;
PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT = nullptr;
PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT = nullptr;
PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT = nullptr;
PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT = nullptr;
PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
PFNGLUNIFORM1IARBPROC glUniform1iARB;
PFNGLUNIFORM4IARBPROC glUniform4iARB;
PFNGLUNIFORM4FARBPROC glUniform4fARB;
PFNGLUNIFORM1FARBPROC glUniform1fARB;
PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
PFNGLSECONDARYCOLOR3FPROC glSecondaryColor3f;
// FXT1,DXT1,DXT5 support - Hiroshi Morii
// NOTE: Glide64 + GlideHQ use the following formats
// GL_COMPRESSED_RGB_S3TC_DXT1_EXT
// GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
// GL_COMPRESSED_RGB_FXT1_3DFX
// GL_COMPRESSED_RGBA_FXT1_3DFX
PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2DARB;
#endif // _WIN32
typedef struct
{
unsigned int address;
int width;
int height;
unsigned int fbid;
unsigned int zbid;
unsigned int texid;
int buff_clear;
} fb;
int nbAuxBuffers, current_buffer;
int g_width, widtho, heighto, g_height;
int saved_width, saved_height;
int blend_func_separate_support;
int npot_support;
int fog_coord_support;
int render_to_texture = 0;
int texture_unit;
int use_fbo;
int buffer_cleared;
// Comment by Ziggy
// To allocate a new static texture name, take the value (free_texture++)
int free_texture;
int default_texture; // The infamous "32*1024*1024" is now configurable
int current_texture;
int depth_texture, color_texture;
int glsl_support = 1;
int viewport_width, viewport_height, g_viewport_offset = 0, nvidia_viewport_hack = 0;
int save_w, save_h;
int lfb_color_fmt;
float invtex[2];
#ifdef _WIN32
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static HDC hDC = nullptr;
static HGLRC hGLRC = nullptr;
static HWND hToolBar = nullptr;
#endif // _WIN32
static unsigned long fullscreen;
static int savedWidtho, savedHeighto;
static int savedWidth, savedHeight;
unsigned int pBufferAddress;
static int pBufferFmt;
static int pBufferWidth, pBufferHeight;
static fb fbs[100];
static int nb_fb = 0;
static unsigned int curBufferAddr = 0;
struct TMU_USAGE { int min, max; } tmu_usage[2] = { { 0xfffffff, 0 }, { 0xfffffff, 0 } };
struct texbuf_t {
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uint32_t start, end;
int fmt;
};
#define NB_TEXBUFS 128 // Must be a power of two
static texbuf_t texbufs[NB_TEXBUFS];
static int texbuf_i;
unsigned short frameBuffer[2048 * 2048 * 2]; // Support 2048x2048 screen resolution at 32-bits (RGBA) per pixel
unsigned short depthBuffer[2048 * 2048]; // Support 2048x2048 screen resolution at 16-bits (depth) per pixel
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void display_warning(const char *text, ...)
{
static int first_message = 100;
if (first_message)
{
char buf[4096];
va_list ap;
va_start(ap, text);
vsprintf(buf, text, ap);
va_end(ap);
first_message--;
//LOGINFO(buf);
}
}
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void gfxClipWindow(uint32_t minx, uint32_t miny, uint32_t maxx, uint32_t maxy)
{
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WriteTrace(TraceGlitch, TraceDebug, "minx = %d, miny: %d maxx: %d maxy: %d", minx, miny, maxx, maxy);
if (use_fbo && render_to_texture)
{
if (int(minx) < 0) minx = 0;
if (int(miny) < 0) miny = 0;
if (maxx < minx) maxx = minx;
if (maxy < miny) maxy = miny;
glScissor(minx, miny, maxx - minx, maxy - miny);
glEnable(GL_SCISSOR_TEST);
return;
}
if (!use_fbo) {
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int th = g_height;
if (th > screen_height)
th = screen_height;
maxy = th - maxy;
miny = th - miny;
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uint32_t tmp = maxy; maxy = miny; miny = tmp;
if (maxx > (uint32_t)g_width) maxx = g_width;
if (maxy > (uint32_t)g_height) maxy = g_height;
if (int(minx) < 0) minx = 0;
if (int(miny) < 0) miny = 0;
if (maxx < minx) maxx = minx;
if (maxy < miny) maxy = miny;
glScissor(minx, miny + g_viewport_offset, maxx - minx, maxy - miny);
//printf("OpenGL scissor %d %d %d %d\n", minx, miny, maxx, maxy);
}
else {
glScissor(minx, (g_viewport_offset)+g_height - maxy, maxx - minx, maxy - miny);
}
glEnable(GL_SCISSOR_TEST);
}
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void gfxColorMask(bool rgb, bool a)
{
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WriteTrace(TraceGlitch, TraceDebug, "rgb = %d, a: %d", rgb, a);
glColorMask(rgb, rgb, rgb, a);
}
int isExtensionSupported(const char *extension)
{
return 0;
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const GLubyte *extensions = nullptr;
const GLubyte *start;
GLubyte *where, *terminator;
where = (GLubyte *)strchr(extension, ' ');
if (where || *extension == '\0')
return 0;
extensions = glGetString(GL_EXTENSIONS);
start = extensions;
for (;;)
{
where = (GLubyte *)strstr((const char *)start, extension);
if (!where)
break;
terminator = where + strlen(extension);
if (where == start || *(where - 1) == ' ')
if (*terminator == ' ' || *terminator == '\0')
return 1;
start = terminator;
}
return 0;
}
#ifdef _WIN32
int isWglExtensionSupported(const char *extension)
{
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const GLubyte *extensions = nullptr;
const GLubyte *start;
GLubyte *where, *terminator;
where = (GLubyte *)strchr(extension, ' ');
if (where || *extension == '\0')
return 0;
extensions = (GLubyte*)wglGetExtensionsStringARB(wglGetCurrentDC());
start = extensions;
for (;;)
{
where = (GLubyte *)strstr((const char *)start, extension);
if (!where)
break;
terminator = where + strlen(extension);
if (where == start || *(where - 1) == ' ')
if (*terminator == ' ' || *terminator == '\0')
return 1;
start = terminator;
}
return 0;
}
#endif // _WIN32
#define GrPixelFormat_t int
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#ifdef _WIN32
# include <fcntl.h>
# ifndef ATTACH_PARENT_PROCESS
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# define ATTACH_PARENT_PROCESS ((uint32_t)-1)
# endif
#endif
bool gfxSstWinOpen(gfxColorFormat_t color_format, gfxOriginLocation_t origin_location, int nColBuffers, int nAuxBuffers)
{
static int show_warning = 1;
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GLCache::ResetCache();
// Ziggy
// Allocate static texture names
// The initial value should be big enough to support the maximal resolution
free_texture = 32 * 2048 * 2048;
default_texture = free_texture++;
color_texture = free_texture++;
depth_texture = free_texture++;
WriteTrace(TraceGlitch, TraceDebug, "color_format: %d, origin_location: %d, nColBuffers: %d, nAuxBuffers: %d", color_format, origin_location, nColBuffers, nAuxBuffers);
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WriteTrace(TraceGlitch, TraceDebug, "g_width: %d, g_height: %d fullscreen: %d", g_width, g_height, fullscreen);
//g_viewport_offset = ((screen_resolution>>2) > 20) ? screen_resolution >> 2 : 20;
// ZIGGY g_viewport_offset is WIN32 specific, with SDL just set it to zero
g_viewport_offset = 0; //-10 //-20;
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printf("(II) Setting video mode %dx%d...\n", g_width, g_height);
glViewport(0, g_viewport_offset, g_width, g_height);
lfb_color_fmt = color_format;
if (origin_location != GFX_ORIGIN_UPPER_LEFT) WriteTrace(TraceGlitch, TraceWarning, "Origin must be in upper left corner");
if (nColBuffers != 2) WriteTrace(TraceGlitch, TraceWarning, "Number of color buffer is not 2");
if (nAuxBuffers != 1) WriteTrace(TraceGlitch, TraceWarning, "Number of auxiliary buffer is not 1");
if (isExtensionSupported("GL_ARB_texture_env_combine") == 0 &&
isExtensionSupported("GL_EXT_texture_env_combine") == 0 &&
show_warning)
WriteTrace(TraceGlitch, TraceWarning, "Your video card doesn't support GL_ARB_texture_env_combine extension");
if (isExtensionSupported("GL_ARB_multitexture") == 0 && show_warning)
WriteTrace(TraceGlitch, TraceWarning, "Your video card doesn't support GL_ARB_multitexture extension");
if (isExtensionSupported("GL_ARB_texture_mirrored_repeat") == 0 && show_warning)
WriteTrace(TraceGlitch, TraceWarning, "Your video card doesn't support GL_ARB_texture_mirrored_repeat extension");
show_warning = 0;
#ifdef _WIN32
glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress("glActiveTextureARB");
glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC)wglGetProcAddress("glMultiTexCoord2fARB");
#endif // _WIN32
nbTextureUnits = 4;
nbAuxBuffers = 4;
//glGetIntegerv(GL_AUX_BUFFERS, &nbAuxBuffers);
if (nbAuxBuffers > 0)
printf("Congratulations, you have %d auxiliary buffers, we'll use them wisely!\n", nbAuxBuffers);
blend_func_separate_support = 1;
packed_pixels_support = 0;
if (isExtensionSupported("GL_ARB_texture_non_power_of_two") == 0)
npot_support = 0;
else {
printf("NPOT extension used\n");
npot_support = 1;
}
#ifdef _WIN32
glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC)wglGetProcAddress("glBlendFuncSeparateEXT");
#endif // _WIN32
if (isExtensionSupported("GL_EXT_fog_coord") == 0)
fog_coord_support = 0;
else
fog_coord_support = 1;
#ifdef _WIN32
glFogCoordfEXT = (PFNGLFOGCOORDFPROC)wglGetProcAddress("glFogCoordfEXT");
#endif // _WIN32
#ifdef _WIN32
wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB");
#endif // _WIN32
#ifdef _WIN32
glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)wglGetProcAddress("glBindFramebufferEXT");
glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)wglGetProcAddress("glFramebufferTexture2DEXT");
glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)wglGetProcAddress("glGenFramebuffersEXT");
glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)wglGetProcAddress("glCheckFramebufferStatusEXT");
glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)wglGetProcAddress("glDeleteFramebuffersEXT");
glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)wglGetProcAddress("glBindRenderbufferEXT");
glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)wglGetProcAddress("glDeleteRenderbuffersEXT");
glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)wglGetProcAddress("glGenRenderbuffersEXT");
glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)wglGetProcAddress("glRenderbufferStorageEXT");
glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)wglGetProcAddress("glFramebufferRenderbufferEXT");
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use_fbo = g_settings->wrpFBO() && (glFramebufferRenderbufferEXT != nullptr);
#else
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use_fbo = g_settings->wrpFBO();
#endif // _WIN32
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//LOGINFO("use_fbo %d\n", use_fbo);
if (isExtensionSupported("GL_ARB_shading_language_100") &&
isExtensionSupported("GL_ARB_shader_objects") &&
isExtensionSupported("GL_ARB_fragment_shader") &&
isExtensionSupported("GL_ARB_vertex_shader"))
{
#ifdef _WIN32
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)wglGetProcAddress("glCreateShaderObjectARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)wglGetProcAddress("glShaderSourceARB");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)wglGetProcAddress("glCompileShaderARB");
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)wglGetProcAddress("glCreateProgramObjectARB");
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)wglGetProcAddress("glAttachObjectARB");
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)wglGetProcAddress("glLinkProgramARB");
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)wglGetProcAddress("glUseProgramObjectARB");
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)wglGetProcAddress("glGetUniformLocationARB");
glUniform1iARB = (PFNGLUNIFORM1IARBPROC)wglGetProcAddress("glUniform1iARB");
glUniform4iARB = (PFNGLUNIFORM4IARBPROC)wglGetProcAddress("glUniform4iARB");
glUniform4fARB = (PFNGLUNIFORM4FARBPROC)wglGetProcAddress("glUniform4fARB");
glUniform1fARB = (PFNGLUNIFORM1FARBPROC)wglGetProcAddress("glUniform1fARB");
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)wglGetProcAddress("glDeleteObjectARB");
glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)wglGetProcAddress("glGetInfoLogARB");
glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)wglGetProcAddress("glGetObjectParameterivARB");
glSecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC)wglGetProcAddress("glSecondaryColor3f");
#endif // _WIN32
}
if (isExtensionSupported("GL_EXT_texture_compression_s3tc") == 0 && show_warning)
WriteTrace(TraceGlitch, TraceWarning, "Your video card doesn't support GL_EXT_texture_compression_s3tc extension");
if (isExtensionSupported("GL_3DFX_texture_compression_FXT1") == 0 && show_warning)
WriteTrace(TraceGlitch, TraceWarning, "Your video card doesn't support GL_3DFX_texture_compression_FXT1 extension");
#ifdef _WIN32
glCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)wglGetProcAddress("glCompressedTexImage2DARB");
#endif
#ifdef _WIN32
glViewport(0, g_viewport_offset, width, height);
viewport_width = width;
viewport_height = height;
nvidia_viewport_hack = 1;
#else
glViewport(0, g_viewport_offset, g_width, g_height);
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viewport_width = g_width;
viewport_height = g_height;
#endif // _WIN32
// void do_benchmarks();
// do_benchmarks();
// VP try to resolve z precision issues
// glMatrixMode(GL_MODELVIEW);
// glLoadIdentity();
// glTranslatef(0, 0, 1-zscale);
// glScalef(1, 1, zscale);
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widtho = g_width / 2;
heighto = g_height / 2;
pBufferWidth = pBufferHeight = -1;
current_buffer = GL_BACK;
texture_unit = GL_TEXTURE0;
{
int i;
for (i = 0; i < NB_TEXBUFS; i++)
texbufs[i].start = texbufs[i].end = 0xffffffff;
}
if (!use_fbo && nbAuxBuffers == 0) {
// Create the framebuffer saving texture
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int w = g_width, h = g_height;
glBindTexture(GL_TEXTURE_2D, color_texture);
if (!npot_support) {
w = h = 1;
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while (w < g_width) w *= 2;
while (h < g_height) h *= 2;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
save_w = save_h = 0;
}
//void FindBestDepthBias();
//FindBestDepthBias();
init_geometry();
init_textures();
init_combiner();
return 1;
}
bool gfxSstWinClose()
{
WriteTrace(TraceGlitch, TraceDebug, "-");
int i, clear_texbuff = use_fbo;
for (i = 0; i < 2; i++) {
tmu_usage[i].min = 0xfffffff;
tmu_usage[i].max = 0;
invtex[i] = 0;
}
free_combiners();
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#ifndef _WIN32
try // I don't know why, but OpenGL can be killed before this function call when emulator is closed (Gonetz).
// Comment by Ziggy: I found the problem: It's a function pointer, when the extension isn't supported, it is then zero, so just need to check the pointer prior to do the call.
{
if (use_fbo)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
catch (...)
{
clear_texbuff = 0;
}
if (clear_texbuff)
{
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for (i = 0; i < nb_fb; i++)
{
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glDeleteTextures(1, &(fbs[i].texid));
glDeleteFramebuffers(1, &(fbs[i].fbid));
glDeleteRenderbuffers(1, &(fbs[i].zbid));
}
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}
#endif
nb_fb = 0;
free_textures();
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#ifndef _WIN32
// Ziggy for some reasons, Project64 doesn't like remove_tex on exit
remove_tex(0, 0xfffffff);
#endif
#ifdef _WIN32
if (hGLRC)
{
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wglMakeCurrent(hDC, nullptr);
wglDeleteContext(hGLRC);
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hGLRC = nullptr;
}
ExitFullScreen();
#endif
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return true;
}
void gfxTextureBufferExt(gfxChipID_t tmu, uint32_t startAddress, gfxLOD_t lodmin, gfxLOD_t lodmax, gfxAspectRatio_t aspect, gfxTextureFormat_t fmt, uint32_t evenOdd)
{
int i;
static int fbs_init = 0;
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WriteTrace(TraceGlitch, TraceDebug, "tmu: %d startAddress: %d lodmin: %d lodmax: %d aspect: %d fmt: %d evenOdd: %d", tmu, startAddress, lodmin, lodmax, aspect, fmt, evenOdd);
if (lodmin != lodmax) WriteTrace(TraceGlitch, TraceWarning, "gfxTextureBufferExt: Loading more than one LOD");
if (!use_fbo) {
if (!render_to_texture) { // Initialization
return;
}
render_to_texture = 2;
if (aspect < 0)
{
pBufferHeight = 1 << lodmin;
pBufferWidth = pBufferHeight >> -aspect;
}
else
{
pBufferWidth = 1 << lodmin;
pBufferHeight = pBufferWidth >> aspect;
}
if (curBufferAddr && startAddress + 1 != curBufferAddr)
updateTexture();
#ifdef SAVE_CBUFFER
//printf("saving %dx%d\n", pBufferWidth, pBufferHeight);
// Save color buffer
if (nbAuxBuffers > 0) {
//glDrawBuffer(GL_AUX0);
//current_buffer = GL_AUX0;
}
else {
int tw, th;
if (pBufferWidth < screen_width)
tw = pBufferWidth;
else
tw = screen_width;
if (pBufferHeight < screen_height)
th = pBufferHeight;
else
th = screen_height;
//glReadBuffer(GL_BACK);
glActiveTexture(texture_unit);
glBindTexture(GL_TEXTURE_2D, color_texture);
// Save incrementally the framebuffer
if (save_w) {
if (tw > save_w && th > save_h) {
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, save_h,
0, g_viewport_offset + save_h, tw, th - save_h);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, save_w, 0,
save_w, g_viewport_offset, tw - save_w, save_h);
save_w = tw;
save_h = th;
}
else if (tw > save_w) {
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, save_w, 0,
save_w, g_viewport_offset, tw - save_w, save_h);
save_w = tw;
}
else if (th > save_h) {
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, save_h,
0, g_viewport_offset + save_h, save_w, th - save_h);
save_h = th;
}
}
else {
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
0, g_viewport_offset, tw, th);
save_w = tw;
save_h = th;
}
glBindTexture(GL_TEXTURE_2D, default_texture);
}
#endif
if (startAddress + 1 != curBufferAddr ||
(curBufferAddr == 0L && nbAuxBuffers == 0))
buffer_cleared = 0;
curBufferAddr = pBufferAddress = startAddress + 1;
pBufferFmt = fmt;
int rtmu = startAddress < gfxTexMinAddress(GFX_TMU1) ? 0 : 1;
int size = pBufferWidth*pBufferHeight * 2; //grTexFormatSize(fmt);
if ((unsigned int)tmu_usage[rtmu].min > pBufferAddress)
tmu_usage[rtmu].min = pBufferAddress;
if ((unsigned int)tmu_usage[rtmu].max < pBufferAddress + size)
tmu_usage[rtmu].max = pBufferAddress + size;
// printf("tmu %d usage now %gMb - %gMb\n",
// rtmu, tmu_usage[rtmu].min/1024.0f, tmu_usage[rtmu].max/1024.0f);
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g_width = pBufferWidth;
g_height = pBufferHeight;
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widtho = g_width / 2;
heighto = g_height / 2;
// This could be improved, but might be enough as long as the set of
// texture buffer addresses stay small
for (i = (texbuf_i - 1)&(NB_TEXBUFS - 1); i != texbuf_i; i = (i - 1)&(NB_TEXBUFS - 1))
if (texbufs[i].start == pBufferAddress)
break;
texbufs[i].start = pBufferAddress;
texbufs[i].end = pBufferAddress + size;
texbufs[i].fmt = fmt;
if (i == texbuf_i)
texbuf_i = (texbuf_i + 1)&(NB_TEXBUFS - 1);
//printf("texbuf %x fmt %x\n", pBufferAddress, fmt);
// (Comment by Ziggy) It speeds things up to not delete the buffers
// a better thing would be to delete them *sometimes*
// remove_tex(pBufferAddress+1, pBufferAddress + size);
add_tex(pBufferAddress);
//printf("viewport %dx%d\n", width, height);
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if (g_height > screen_height) {
glViewport(0, g_viewport_offset + screen_height - g_height, g_width, g_height);
}
else
glViewport(0, g_viewport_offset, g_width, g_height);
glScissor(0, g_viewport_offset, g_width, g_height);
}
else {
if (!render_to_texture) // Initialization
{
if (!fbs_init)
{
for (i = 0; i < 100; i++) fbs[i].address = 0;
fbs_init = 1;
nb_fb = 0;
}
return; // No need to allocate FBO if render buffer is not texture buffer
}
render_to_texture = 2;
if (aspect < 0)
{
pBufferHeight = 1 << lodmin;
pBufferWidth = pBufferHeight >> -aspect;
}
else
{
pBufferWidth = 1 << lodmin;
pBufferHeight = pBufferWidth >> aspect;
}
pBufferAddress = startAddress + 1;
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g_width = pBufferWidth;
g_height = pBufferHeight;
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widtho = g_width / 2;
heighto = g_height / 2;
for (i = 0; i < nb_fb; i++)
{
if (fbs[i].address == pBufferAddress)
{
if (fbs[i].width == g_width && fbs[i].height == g_height) // Select already allocated FBO
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbs[i].fbid);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbs[i].texid, 0);
glBindRenderbuffer(GL_RENDERBUFFER, fbs[i].zbid);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbs[i].zbid);
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glViewport(0, 0, g_width, g_height);
glScissor(0, 0, g_width, g_height);
if (fbs[i].buff_clear)
{
glDepthMask(1);
glClear(GL_DEPTH_BUFFER_BIT); // Clear z-buffer only. we may need content, stored in the frame buffer
fbs[i].buff_clear = 0;
}
CHECK_FRAMEBUFFER_STATUS();
curBufferAddr = pBufferAddress;
return;
}
else // Create new FBO at the same address, delete old one
{
glDeleteFramebuffers(1, &(fbs[i].fbid));
glDeleteRenderbuffers(1, &(fbs[i].zbid));
if (nb_fb > 1)
memmove(&(fbs[i]), &(fbs[i + 1]), sizeof(fb)*(nb_fb - i));
nb_fb--;
break;
}
}
}
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remove_tex(pBufferAddress, pBufferAddress + g_width*g_height * 2/*grTexFormatSize(fmt)*/);
// Create new FBO
glGenFramebuffers(1, &(fbs[nb_fb].fbid));
glGenRenderbuffers(1, &(fbs[nb_fb].zbid));
glBindRenderbuffer(GL_RENDERBUFFER, fbs[nb_fb].zbid);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, g_width, g_height);
fbs[nb_fb].address = pBufferAddress;
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fbs[nb_fb].width = g_width;
fbs[nb_fb].height = g_height;
fbs[nb_fb].texid = pBufferAddress;
fbs[nb_fb].buff_clear = 0;
add_tex(fbs[nb_fb].texid);
glBindTexture(GL_TEXTURE_2D, fbs[nb_fb].texid);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_width, g_height, 0,
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GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, fbs[nb_fb].fbid);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbs[nb_fb].texid, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbs[nb_fb].zbid);
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glViewport(0, 0, g_width, g_height);
glScissor(0, 0, g_width, g_height);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glDepthMask(1);
glClear(GL_DEPTH_BUFFER_BIT);
CHECK_FRAMEBUFFER_STATUS();
curBufferAddr = pBufferAddress;
nb_fb++;
}
}
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int CheckTextureBufferFormat(gfxChipID_t tmu, uint32_t startAddress, gfxTexInfo *info)
{
int found, i;
if (!use_fbo) {
for (found = i = 0; i < 2; i++)
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if ((uint32_t)tmu_usage[i].min <= startAddress && (uint32_t)tmu_usage[i].max > startAddress) {
//printf("tmu %d == framebuffer %x\n", tmu, startAddress);
found = 1;
break;
}
}
else {
found = i = 0;
while (i < nb_fb)
{
unsigned int end = fbs[i].address + fbs[i].width*fbs[i].height * 2;
if (startAddress >= fbs[i].address && startAddress < end)
{
found = 1;
break;
}
i++;
}
}
if (!use_fbo && found) {
int tw, th, rh, cw, ch;
if (info->aspectRatioLog2 < 0)
{
th = 1 << info->largeLodLog2;
tw = th >> -info->aspectRatioLog2;
}
else
{
tw = 1 << info->largeLodLog2;
th = tw >> info->aspectRatioLog2;
}
if (info->aspectRatioLog2 < 0)
{
ch = 256;
cw = ch >> -info->aspectRatioLog2;
}
else
{
cw = 256;
ch = cw >> info->aspectRatioLog2;
}
if (use_fbo || th < screen_height)
rh = th;
else
rh = screen_height;
//printf("th %d rh %d ch %d\n", th, rh, ch);
invtex[tmu] = 1.0f - (th - rh) / (float)th;
}
else
invtex[tmu] = 0;
if (info->format == GFX_TEXFMT_ALPHA_INTENSITY_88) {
if (!found) {
return 0;
}
if (tmu == 0)
{
if (blackandwhite1 != found)
{
blackandwhite1 = found;
need_to_compile = 1;
}
}
else
{
if (blackandwhite0 != found)
{
blackandwhite0 = found;
need_to_compile = 1;
}
}
return 1;
}
return 0;
}
static void render_rectangle(int texture_number,
int dst_x, int dst_y,
int src_width, int src_height,
int tex_width, int tex_height, int invert)
{
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//LOGINFO("render_rectangle(%d,%d,%d,%d,%d,%d,%d,%d)",texture_number,dst_x,dst_y,src_width,src_height,tex_width,tex_height,invert);
static float data[] = {
(float)((int)dst_x), //X 0
(float)(invert*-((int)dst_y)), //Y 0
0.0f, //U 0
0.0f, //V 0
(float)((int)dst_x), //X 1
(float)(invert*-((int)dst_y + (int)src_height)), //Y 1
0.0f, //U 1
(float)src_height / (float)tex_height, //V 1
(float)((int)dst_x + (int)src_width),
(float)(invert*-((int)dst_y + (int)src_height)),
(float)src_width / (float)tex_width,
(float)src_height / (float)tex_height,
(float)((int)dst_x),
(float)(invert*-((int)dst_y)),
0.0f,
0.0f
};
vbo_disable();
glDisableVertexAttribArray(COLOUR_ATTR);
glDisableVertexAttribArray(TEXCOORD_1_ATTR);
glDisableVertexAttribArray(FOG_ATTR);
glVertexAttribPointer(POSITION_ATTR, 2, GL_FLOAT, false, 2, data); // Position
glVertexAttribPointer(TEXCOORD_0_ATTR, 2, GL_FLOAT, false, 2, &data[2]); // Tex
glEnableVertexAttribArray(COLOUR_ATTR);
glEnableVertexAttribArray(TEXCOORD_1_ATTR);
glEnableVertexAttribArray(FOG_ATTR);
disable_textureSizes();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
vbo_enable();
/*
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBegin(GL_QUADS);
glMultiTexCoord2fARB(texture_number, 0.0f, 0.0f);
glVertex2f(((int)dst_x - widtho) / (float)(width/2),
invert*-((int)dst_y - heighto) / (float)(height/2));
glMultiTexCoord2fARB(texture_number, 0.0f, (float)src_height / (float)tex_height);
glVertex2f(((int)dst_x - widtho) / (float)(width/2),
invert*-((int)dst_y + (int)src_height - heighto) / (float)(height/2));
glMultiTexCoord2fARB(texture_number, (float)src_width / (float)tex_width, (float)src_height / (float)tex_height);
glVertex2f(((int)dst_x + (int)src_width - widtho) / (float)(width/2),
invert*-((int)dst_y + (int)src_height - heighto) / (float)(height/2));
glMultiTexCoord2fARB(texture_number, (float)src_width / (float)tex_width, 0.0f);
glVertex2f(((int)dst_x + (int)src_width - widtho) / (float)(width/2),
invert*-((int)dst_y - heighto) / (float)(height/2));
glMultiTexCoord2fARB(texture_number, 0.0f, 0.0f);
glVertex2f(((int)dst_x - widtho) / (float)(width/2),
invert*-((int)dst_y - heighto) / (float)(height/2));
glEnd();
*/
compile_shader();
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
}
void reloadTexture()
{
if (use_fbo || !render_to_texture || buffer_cleared)
return;
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WriteTrace(TraceGlitch, TraceDebug, "width: %d height: %d", g_width, g_height);
//printf("reload texture %dx%d\n", width, height);
buffer_cleared = 1;
//glPushAttrib(GL_ALL_ATTRIB_BITS);
glActiveTexture(texture_unit);
glBindTexture(GL_TEXTURE_2D, pBufferAddress);
//glDisable(GL_ALPHA_TEST);
//glDrawBuffer(current_buffer);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
set_copy_shader();
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
int w = 0, h = 0;
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if (g_height > screen_height) h = screen_height - g_height;
render_rectangle(texture_unit,
-w, -h,
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g_width, g_height,
g_width, g_height, -1);
glBindTexture(GL_TEXTURE_2D, default_texture);
//glPopAttrib();
}
void updateTexture()
{
if (!use_fbo && render_to_texture == 2) {
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WriteTrace(TraceGlitch, TraceDebug, "pBufferAddress: %x", pBufferAddress);
//printf("update texture %x\n", pBufferAddress);
// Nothing changed, don't update the texture
if (!buffer_cleared) {
WriteTrace(TraceGlitch, TraceDebug, "Update cancelled");
return;
}
//glPushAttrib(GL_ALL_ATTRIB_BITS);
// Save result of render to texture into actual texture
//glReadBuffer(current_buffer);
glActiveTexture(texture_unit);
// Ziggy
// Deleting the texture before resampling it increases speed on certain old
// Nvidia cards (GeForce 2 for example), unfortunately it slows down a lot
// on newer cards.
//glDeleteTextures( 1, &pBufferAddress );
glBindTexture(GL_TEXTURE_2D, pBufferAddress);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
0, g_viewport_offset, g_width, g_height, 0);
glBindTexture(GL_TEXTURE_2D, default_texture);
//glPopAttrib();
}
}
void gfxRenderBuffer(gfxBuffer_t buffer)
{
#ifdef _WIN32
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static HANDLE region = nullptr;
int realWidth = pBufferWidth, realHeight = pBufferHeight;
#endif // _WIN32
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WriteTrace(TraceGlitch, TraceDebug, "buffer: %d", buffer);
//printf("gfxRenderBuffer(%d)\n", buffer);
switch (buffer)
{
case GFX_BUFFER_BACKBUFFER:
if (render_to_texture)
{
updateTexture();
// VP Z fix
//glMatrixMode(GL_MODELVIEW);
//glLoadIdentity();
//glTranslatef(0, 0, 1-zscale);
//glScalef(1, 1, zscale);
inverted_culling = 0;
gfxCullMode(culling_mode);
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g_width = savedWidth;
g_height = savedHeight;
widtho = savedWidtho;
heighto = savedHeighto;
if (use_fbo) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
curBufferAddr = 0;
glViewport(0, g_viewport_offset, g_width, viewport_height);
glScissor(0, g_viewport_offset, g_width, g_height);
#ifdef SAVE_CBUFFER
if (!use_fbo && render_to_texture == 2) {
// Restore color buffer
if (nbAuxBuffers > 0) {
//glDrawBuffer(GL_BACK);
current_buffer = GL_BACK;
}
else if (save_w) {
int tw = 1, th = 1;
//printf("restore %dx%d\n", save_w, save_h);
if (npot_support) {
tw = screen_width;
th = screen_height;
}
else {
while (tw < screen_width) tw <<= 1;
while (th < screen_height) th <<= 1;
}
//glPushAttrib(GL_ALL_ATTRIB_BITS);
//glDisable(GL_ALPHA_TEST);
//glDrawBuffer(GL_BACK);
glActiveTexture(texture_unit);
glBindTexture(GL_TEXTURE_2D, color_texture);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
set_copy_shader();
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
render_rectangle(texture_unit,
0, 0,
save_w, save_h,
tw, th, -1);
glBindTexture(GL_TEXTURE_2D, default_texture);
//glPopAttrib();
save_w = save_h = 0;
}
}
#endif
render_to_texture = 0;
}
//glDrawBuffer(GL_BACK);
break;
case 6: // Render to texture
if (!render_to_texture)
{
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savedWidth = g_width;
savedHeight = g_height;
savedWidtho = widtho;
savedHeighto = heighto;
}
2017-04-18 11:32:43 +00:00
{
if (!use_fbo) {
//glMatrixMode(GL_MODELVIEW);
//glLoadIdentity();
//glTranslatef(0, 0, 1-zscale);
//glScalef(1, 1, zscale);
inverted_culling = 0;
}
else {
/*
float m[4*4] = {1.0f, 0.0f, 0.0f, 0.0f,
0.0f,-1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f};
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(m);
// VP z fix
glTranslatef(0, 0, 1-zscale);
glScalef(1, 1*1, zscale);
*/
inverted_culling = 1;
gfxCullMode(culling_mode);
2017-04-18 11:32:43 +00:00
}
}
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render_to_texture = 1;
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "gfxRenderBuffer: Unknown buffer : %x", buffer);
}
}
void gfxAuxBufferExt(gfxBuffer_t buffer)
{
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WriteTrace(TraceGlitch, TraceDebug, "buffer: %d", buffer);
//WriteTrace(TraceGlitch, TraceWarning, "gfxAuxBufferExt");
if (buffer == GFX_BUFFER_AUXBUFFER) {
invtex[0] = 0;
invtex[1] = 0;
need_to_compile = 0;
set_depth_shader();
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDisable(GL_CULL_FACE);
//glDisable(GL_ALPHA_TEST);
glDepthMask(GL_TRUE);
gfxTexFilterMode(GFX_TMU1, GFX_TEXTUREFILTER_POINT_SAMPLED, GFX_TEXTUREFILTER_POINT_SAMPLED);
}
else {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
need_to_compile = 1;
}
}
2016-03-10 18:29:41 +00:00
2017-07-25 22:25:29 +00:00
void gfxBufferClear(gfxColor_t color, gfxAlpha_t alpha, uint32_t depth)
{
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WriteTrace(TraceGlitch, TraceDebug, "color: %d alpha: %d depth: %d", color, alpha, depth);
vbo_draw();
switch (lfb_color_fmt)
{
case GFX_COLORFORMAT_ARGB:
glClearColor(((color >> 16) & 0xFF) / 255.0f,
((color >> 8) & 0xFF) / 255.0f,
(color & 0xFF) / 255.0f,
alpha / 255.0f);
break;
case GFX_COLORFORMAT_RGBA:
glClearColor(((color >> 24) & 0xFF) / 255.0f,
((color >> 16) & 0xFF) / 255.0f,
(color & 0xFF) / 255.0f,
alpha / 255.0f);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "gfxBufferClear: Unknown color format : %x", lfb_color_fmt);
}
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glClear(GL_COLOR_BUFFER_BIT);
if (w_buffer_mode)
glClearDepthf(1.0f - ((1.0f + (depth >> 4) / 4096.0f) * (1 << (depth & 0xF))) / 65528.0);
else
glClearDepthf(depth / 65535.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// (Comment by Ziggy) TODO: Check that color mask is on
buffer_cleared = 1;
}
2017-07-22 22:42:02 +00:00
void gfxBufferSwap(uint32_t swap_interval)
{
// GLuint program;
vbo_draw();
// glFinish();
// printf("rendercallback is %p\n", renderCallback);
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//if (renderCallback) {
// glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*) &program);
// glUseProgramObjectARB(0);
//(*renderCallback)(1);
// if (program)
// glUseProgramObjectARB(program);
//}
int i;
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WriteTrace(TraceGlitch, TraceDebug, "swap_interval: %d", swap_interval);
//printf("swap\n");
if (render_to_texture) {
WriteTrace(TraceGlitch, TraceWarning, "swap while render_to_texture\n");
return;
}
#ifdef ANDROID
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Android_JNI_SwapWindow();
#else
SwapBuffers();
#endif
for (i = 0; i < nb_fb; i++)
fbs[i].buff_clear = 1;
}
// Frame buffer
bool gfxLfbLock(gfxLock_t type, gfxBuffer_t buffer, gfxLfbWriteMode_t writeMode, gfxOriginLocation_t origin, bool pixelPipeline, gfxLfbInfo_t *info)
{
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WriteTrace(TraceGlitch, TraceDebug, "type: %d buffer: %d writeMode: %d origin: %d pixelPipeline: %d", type, buffer, writeMode, origin, pixelPipeline);
2017-08-04 23:01:05 +00:00
if (type == GFX_LFB_WRITE_ONLY)
{
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WriteTrace(TraceGlitch, TraceWarning, "gfxLfbLock : write only");
}
else
{
unsigned char *buf;
int i, j;
switch (buffer)
{
case GFX_BUFFER_FRONTBUFFER:
//glReadBuffer(GL_FRONT);
break;
case GFX_BUFFER_BACKBUFFER:
//glReadBuffer(GL_BACK);
break;
default:
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WriteTrace(TraceGlitch, TraceWarning, "gfxLfbLock : unknown buffer : %x", buffer);
}
if (buffer != GFX_BUFFER_AUXBUFFER)
{
if (writeMode == GFX_LFBWRITEMODE_888) {
//printf("LfbLock GFX_LFBWRITEMODE_888\n");
info->lfbPtr = frameBuffer;
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info->strideInBytes = g_width * 4;
info->writeMode = GFX_LFBWRITEMODE_888;
info->origin = origin;
glReadPixels(0, g_viewport_offset, g_width, g_height, GL_RGBA, GL_UNSIGNED_BYTE, frameBuffer);
}
else {
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buf = (unsigned char*)malloc(g_width*g_height * 4);
info->lfbPtr = frameBuffer;
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info->strideInBytes = g_width * 2;
info->writeMode = GFX_LFBWRITEMODE_565;
info->origin = origin;
glReadPixels(0, g_viewport_offset, g_width, g_height, GL_RGBA, GL_UNSIGNED_BYTE, buf);
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for (j = 0; j < g_height; j++)
{
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for (i = 0; i < g_width; i++)
{
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frameBuffer[(g_height - j - 1)*g_width + i] =
((buf[j*g_width * 4 + i * 4 + 0] >> 3) << 11) |
((buf[j*g_width * 4 + i * 4 + 1] >> 2) << 5) |
(buf[j*g_width * 4 + i * 4 + 2] >> 3);
}
}
free(buf);
}
}
else
{
info->lfbPtr = depthBuffer;
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info->strideInBytes = g_width * 2;
info->writeMode = GFX_LFBWRITEMODE_ZA16;
info->origin = origin;
glReadPixels(0, g_viewport_offset, g_width, g_height, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, depthBuffer);
}
}
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return true;
}
bool gfxLfbUnlock(gfxLock_t type, gfxBuffer_t buffer)
{
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WriteTrace(TraceGlitch, TraceDebug, "type: %d, buffer: %d", type, buffer);
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if (type == GFX_LFB_WRITE_ONLY)
{
WriteTrace(TraceGlitch, TraceWarning, "gfxLfbUnlock : write only");
}
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return true;
}
bool gfxLfbReadRegion(gfxBuffer_t src_buffer, uint32_t src_x, uint32_t src_y, uint32_t src_width, uint32_t src_height, uint32_t dst_stride, void *dst_data)
{
unsigned char *buf;
unsigned int i, j;
unsigned short *frameBuffer = (unsigned short*)dst_data;
unsigned short *depthBuffer = (unsigned short*)dst_data;
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WriteTrace(TraceGlitch, TraceDebug, "src_buffer: %d src_x: %d src_y: %d src_width: %d src_height: %d dst_stride: %d", src_buffer, src_x, src_y, src_width, src_height, dst_stride);
switch (src_buffer)
{
case GFX_BUFFER_FRONTBUFFER:
//glReadBuffer(GL_FRONT);
break;
case GFX_BUFFER_BACKBUFFER:
//glReadBuffer(GL_BACK);
break;
/*case GFX_BUFFER_AUXBUFFER:
glReadBuffer(current_buffer);
break;*/
default:
WriteTrace(TraceGlitch, TraceWarning, "grReadRegion : unknown buffer : %x", src_buffer);
}
if (src_buffer != GFX_BUFFER_AUXBUFFER)
{
buf = (unsigned char*)malloc(src_width*src_height * 4);
glReadPixels(src_x, (g_viewport_offset)+g_height - src_y - src_height, src_width, src_height, GL_RGBA, GL_UNSIGNED_BYTE, buf);
for (j = 0; j < src_height; j++)
{
for (i = 0; i < src_width; i++)
{
frameBuffer[j*(dst_stride / 2) + i] =
((buf[(src_height - j - 1)*src_width * 4 + i * 4 + 0] >> 3) << 11) |
((buf[(src_height - j - 1)*src_width * 4 + i * 4 + 1] >> 2) << 5) |
(buf[(src_height - j - 1)*src_width * 4 + i * 4 + 2] >> 3);
}
}
free(buf);
}
else
{
buf = (unsigned char*)malloc(src_width*src_height * 2);
glReadPixels(src_x, (g_viewport_offset)+g_height - src_y - src_height, src_width, src_height, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, depthBuffer);
for (j = 0; j < src_height; j++)
{
for (i = 0; i < src_width; i++)
{
depthBuffer[j*(dst_stride / 2) + i] =
((unsigned short*)buf)[(src_height - j - 1)*src_width * 4 + i * 4];
}
}
free(buf);
}
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return true;
}
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bool gfxLfbWriteRegion(gfxBuffer_t dst_buffer, uint32_t dst_x, uint32_t dst_y, gfxLfbSrcFmt_t src_format, uint32_t src_width, uint32_t src_height, bool pixelPipeline, int32_t src_stride, void *src_data)
{
unsigned char *buf;
unsigned int i, j;
unsigned short *frameBuffer = (unsigned short*)src_data;
int texture_number;
unsigned int tex_width = 1, tex_height = 1;
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WriteTrace(TraceGlitch, TraceDebug, "dst_buffer: %d dst_x: %d dst_y: %d src_format: %d src_width: %d src_height: %d pixelPipeline: %d src_stride: %d", dst_buffer, dst_x, dst_y, src_format, src_width, src_height, pixelPipeline, src_stride);
//glPushAttrib(GL_ALL_ATTRIB_BITS);
while (tex_width < src_width) tex_width <<= 1;
while (tex_height < src_height) tex_height <<= 1;
switch (dst_buffer)
{
case GFX_BUFFER_BACKBUFFER:
//glDrawBuffer(GL_BACK);
break;
case GFX_BUFFER_AUXBUFFER:
//glDrawBuffer(current_buffer);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "gfxLfbWriteRegion: Unknown buffer : %x", dst_buffer);
}
if (dst_buffer != GFX_BUFFER_AUXBUFFER)
{
buf = (unsigned char*)malloc(tex_width*tex_height * 4);
texture_number = GL_TEXTURE0;
glActiveTexture(texture_number);
const unsigned int half_stride = src_stride / 2;
switch (src_format)
{
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case GFX_LFB_SRC_FMT_1555:
for (j = 0; j < src_height; j++)
{
for (i = 0; i < src_width; i++)
{
const unsigned int col = frameBuffer[j*half_stride + i];
buf[j*tex_width * 4 + i * 4 + 0] = ((col >> 10) & 0x1F) << 3;
buf[j*tex_width * 4 + i * 4 + 1] = ((col >> 5) & 0x1F) << 3;
buf[j*tex_width * 4 + i * 4 + 2] = ((col >> 0) & 0x1F) << 3;
buf[j*tex_width * 4 + i * 4 + 3] = (col >> 15) ? 0xFF : 0;
}
}
break;
case GFX_LFBWRITEMODE_555:
for (j = 0; j < src_height; j++)
{
for (i = 0; i < src_width; i++)
{
const unsigned int col = frameBuffer[j*half_stride + i];
buf[j*tex_width * 4 + i * 4 + 0] = ((col >> 10) & 0x1F) << 3;
buf[j*tex_width * 4 + i * 4 + 1] = ((col >> 5) & 0x1F) << 3;
buf[j*tex_width * 4 + i * 4 + 2] = ((col >> 0) & 0x1F) << 3;
buf[j*tex_width * 4 + i * 4 + 3] = 0xFF;
}
}
break;
case GFX_LFBWRITEMODE_565:
for (j = 0; j < src_height; j++)
{
for (i = 0; i < src_width; i++)
{
const unsigned int col = frameBuffer[j*half_stride + i];
buf[j*tex_width * 4 + i * 4 + 0] = ((col >> 11) & 0x1F) << 3;
buf[j*tex_width * 4 + i * 4 + 1] = ((col >> 5) & 0x3F) << 2;
buf[j*tex_width * 4 + i * 4 + 2] = ((col >> 0) & 0x1F) << 3;
buf[j*tex_width * 4 + i * 4 + 3] = 0xFF;
}
}
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "gfxLfbWriteRegion: Unknown format : %d", src_format);
}
glBindTexture(GL_TEXTURE_2D, default_texture);
glTexImage2D(GL_TEXTURE_2D, 0, 4, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
free(buf);
set_copy_shader();
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
render_rectangle(texture_number,
dst_x, dst_y,
src_width, src_height,
tex_width, tex_height, +1);
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}
else
{
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float *buf = (float*)malloc(src_width*(src_height + (g_viewport_offset)) * sizeof(float));
if (src_format != GFX_LFBWRITEMODE_ZA16)
WriteTrace(TraceGlitch, TraceWarning, "Unknown depth buffer write format:%x", src_format);
if (dst_x || dst_y)
WriteTrace(TraceGlitch, TraceWarning, "dst_x:%d, dst_y:%d\n", dst_x, dst_y);
for (j = 0; j < src_height; j++)
{
for (i = 0; i < src_width; i++)
{
buf[(j + (g_viewport_offset))*src_width + i] =
(frameBuffer[(src_height - j - 1)*(src_stride / 2) + i] / (65536.0f*(2.0f / zscale))) + 1 - zscale / 2.0f;
}
}
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
//glDrawBuffer(GL_BACK);
glClear(GL_DEPTH_BUFFER_BIT);
glDepthMask(1);
//glDrawPixels(src_width, src_height+(g_viewport_offset), GL_DEPTH_COMPONENT, GL_FLOAT, buf);
free(buf);
}
//glDrawBuffer(current_buffer);
//glPopAttrib();
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return true;
}
// Wrapper-specific Glide extensions
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void gfxLoadGammaTable(uint32_t nentries, uint32_t *red, uint32_t *green, uint32_t *blue)
{
}
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void gfxGetGammaTableExt(uint32_t nentries, uint32_t *red, uint32_t *green, uint32_t *blue)
{
return;
}
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void gfxGammaCorrectionRGB(float gammaR, float gammaG, float gammaB)
{
}
void CHECK_FRAMEBUFFER_STATUS(void)
{
GLenum status;
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
WriteTrace(TraceGlitch, TraceDebug, "status: %X", status);
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switch (status) {
case GL_FRAMEBUFFER_COMPLETE:
//WriteTrace(TraceGlitch, TraceWarning, "Frame buffer complete!\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
WriteTrace(TraceGlitch, TraceWarning, "framebuffer GL_FRAMEBUFFER_UNSUPPORTED_EXT\n");
// You have to choose different formats
//assert(0);
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
WriteTrace(TraceGlitch, TraceWarning, "framebuffer INCOMPLETE_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
WriteTrace(TraceGlitch, TraceWarning, "framebuffer FRAMEBUFFER_MISSING_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
WriteTrace(TraceGlitch, TraceWarning, "framebuffer FRAMEBUFFER_DIMENSIONS\n");
break;
default:
break;
// Programming error; will fail on all hardware
//assert(0);
}
}