[Glide64] Rename globals width and height to g_width and g_height

This commit is contained in:
zilmar 2016-03-11 04:21:56 +11:00
parent d0f8bfe763
commit 00150137b3
3 changed files with 178 additions and 200 deletions

View File

@ -258,14 +258,14 @@ void FindBestDepthBias()
for (x = 0, f = 1.0f; f <= 65536.0f; x += 4, f *= 2.0f) {
float z;
vertices[0][0] = float(x + 4 - widtho) / (width / 2);
vertices[0][1] = float(0 + 0 - heighto) / (height / 2);
vertices[1][0] = float(x + 0 - widtho) / (width / 2);
vertices[1][1] = float(0 + 0 - heighto) / (height / 2);
vertices[2][0] = float(x + 4 - widtho) / (width / 2);
vertices[2][1] = float(0 + 4 - heighto) / (height / 2);
vertices[3][0] = float(x + 0 - widtho) / (width / 2);
vertices[3][1] = float(0 + 4 - heighto) / (height / 2);
vertices[0][0] = float(x + 4 - widtho) / (g_width / 2);
vertices[0][1] = float(0 + 0 - heighto) / (g_height / 2);
vertices[1][0] = float(x + 0 - widtho) / (g_width / 2);
vertices[1][1] = float(0 + 0 - heighto) / (g_height / 2);
vertices[2][0] = float(x + 4 - widtho) / (g_width / 2);
vertices[2][1] = float(0 + 4 - heighto) / (g_height / 2);
vertices[3][0] = float(x + 0 - widtho) / (g_width / 2);
vertices[3][1] = float(0 + 4 - heighto) / (g_height / 2);
glPolygonOffset(0, f);
glBegin(GL_TRIANGLE_STRIP);
@ -387,8 +387,8 @@ grDrawTriangle(const void *a, const void *b, const void *c)
else
glSecondaryColor3f((1.0f / *a_fog) / 255.0f, 0.0f, 0.0f);
}
glVertex4f((*a_x - (float)widtho) / (float)(width / 2) / *a_q,
-(*a_y - (float)heighto) / (float)(height / 2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q);
glVertex4f((*a_x - (float)widtho) / (float)(g_width / 2) / *a_q,
-(*a_y - (float)heighto) / (float)(g_height / 2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q);
if (nbTextureUnits > 2)
{
@ -415,8 +415,8 @@ grDrawTriangle(const void *a, const void *b, const void *c)
glSecondaryColor3f((1.0f / *b_fog) / 255.0f, 0.0f, 0.0f);
}
glVertex4f((*b_x - (float)widtho) / (float)(width / 2) / *b_q,
-(*b_y - (float)heighto) / (float)(height / 2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q);
glVertex4f((*b_x - (float)widtho) / (float)(g_width / 2) / *b_q,
-(*b_y - (float)heighto) / (float)(g_height / 2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q);
if (nbTextureUnits > 2)
{
@ -442,8 +442,8 @@ grDrawTriangle(const void *a, const void *b, const void *c)
else
glSecondaryColor3f((1.0f / *c_fog) / 255.0f, 0.0f, 0.0f);
}
glVertex4f((*c_x - (float)widtho) / (float)(width / 2) / *c_q,
-(*c_y - (float)heighto) / (float)(height / 2) / *c_q, ZCALC(*c_z, *c_q), 1.0f / *c_q);
glVertex4f((*c_x - (float)widtho) / (float)(g_width / 2) / *c_q,
-(*c_y - (float)heighto) / (float)(g_height / 2) / *c_q, ZCALC(*c_z, *c_q), 1.0f / *c_q);
glEnd();
grDisplayGLError("grDrawTriangle");
@ -500,8 +500,8 @@ grDrawPoint(const void *pt)
else
glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f);
}
glVertex4f((*x - (float)widtho) / (float)(width / 2) / *q,
-(*y - (float)heighto) / (float)(height / 2) / *q, ZCALC(*z, *q), 1.0f / *q);
glVertex4f((*x - (float)widtho) / (float)(g_width / 2) / *q,
-(*y - (float)heighto) / (float)(g_height / 2) / *q, ZCALC(*z, *q), 1.0f / *q);
glEnd();
grDisplayGLError("grDrawPoint");
@ -566,8 +566,8 @@ grDrawLine(const void *a, const void *b)
else
glSecondaryColor3f((1.0f / *a_fog) / 255.0f, 0.0f, 0.0f);
}
glVertex4f((*a_x - (float)widtho) / (float)(width / 2) / *a_q,
-(*a_y - (float)heighto) / (float)(height / 2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q);
glVertex4f((*a_x - (float)widtho) / (float)(g_width / 2) / *a_q,
-(*a_y - (float)heighto) / (float)(g_height / 2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q);
if (nbTextureUnits > 2)
{
@ -593,8 +593,8 @@ grDrawLine(const void *a, const void *b)
else
glSecondaryColor3f((1.0f / *b_fog) / 255.0f, 0.0f, 0.0f);
}
glVertex4f((*b_x - (float)widtho) / (float)(width / 2) / *b_q,
-(*b_y - (float)heighto) / (float)(height / 2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q);
glVertex4f((*b_x - (float)widtho) / (float)(g_width / 2) / *b_q,
-(*b_y - (float)heighto) / (float)(g_height / 2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q);
glEnd();
grDisplayGLError("grDrawLine");
@ -665,8 +665,8 @@ grDrawVertexArray(FxU32 mode, FxU32 Count, void *pointers2)
else
glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f);
}
glVertex4f((*x - (float)widtho) / (float)(width / 2) / *q,
-(*y - (float)heighto) / (float)(height / 2) / *q, ZCALC(*z, *q), 1.0f / *q);
glVertex4f((*x - (float)widtho) / (float)(g_width / 2) / *q,
-(*y - (float)heighto) / (float)(g_height / 2) / *q, ZCALC(*z, *q), 1.0f / *q);
}
glEnd();
@ -743,8 +743,8 @@ grDrawVertexArrayContiguous(FxU32 mode, FxU32 Count, void *pointers, FxU32 strid
glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f);
}
glVertex4f((*x - (float)widtho) / (float)(width / 2) / *q,
-(*y - (float)heighto) / (float)(height / 2) / *q, ZCALC(*z, *q), 1.0f / *q);
glVertex4f((*x - (float)widtho) / (float)(g_width / 2) / *q,
-(*y - (float)heighto) / (float)(g_height / 2) / *q, ZCALC(*z, *q), 1.0f / *q);
}
glEnd();

View File

@ -7,7 +7,6 @@
#include <stdint.h>
#include <stdarg.h>
#include <string.h>
#include <SDL.h>
#endif // _WIN32
#include <stdlib.h>
#include <stdio.h>
@ -18,6 +17,7 @@
#include "g3ext.h"
#include "glitchmain.h"
#include <Glide64/trace.h>
#include <Common\Util.h>
#ifdef VPDEBUG
#include <IL/il.h>
@ -449,7 +449,7 @@ typedef struct
int nbTextureUnits;
int nbAuxBuffers, current_buffer;
int width, widtho, heighto, height;
int g_width, widtho, heighto, g_height;
int saved_width, saved_height;
int blend_func_separate_support;
int npot_support;
@ -553,14 +553,14 @@ grClipWindow(FxU32 minx, FxU32 miny, FxU32 maxx, FxU32 maxy)
}
if (!use_fbo) {
int th = height;
int th = g_height;
if (th > screen_height)
th = screen_height;
maxy = th - maxy;
miny = th - miny;
FxU32 tmp = maxy; maxy = miny; miny = tmp;
if ((FxI32)maxx > width) maxx = width;
if ((FxI32)maxy > height) maxy = height;
if ((FxI32)maxx > g_width) maxx = g_width;
if ((FxI32)maxy > g_height) maxy = g_height;
if (int(minx) < 0) minx = 0;
if (int(miny) < 0) miny = 0;
if (maxx < minx) maxx = minx;
@ -569,7 +569,7 @@ grClipWindow(FxU32 minx, FxU32 miny, FxU32 maxx, FxU32 maxy)
//printf("gl scissor %d %d %d %d\n", minx, miny, maxx, maxy);
}
else {
glScissor(minx, (viewport_offset)+height - maxy, maxx - minx, maxy - miny);
glScissor(minx, (viewport_offset)+g_height - maxy, maxx - minx, maxy - miny);
}
glEnable(GL_SCISSOR_TEST);
grDisplayGLError("grClipWindow");
@ -723,106 +723,106 @@ int nAuxBuffers)
if ((HWND)hWnd == NULL) hWnd = GetActiveWindow();
hwnd_win = (HWND)hWnd;
#endif // _WIN32
width = height = 0;
g_width = g_height = 0;
if (screen_resolution & 0x80000000)
{
switch (screen_resolution & ~0x80000000)
{
case GR_RESOLUTION_320x200:
width = 320;
height = 200;
g_width = 320;
g_height = 200;
break;
case GR_RESOLUTION_320x240:
width = 320;
height = 240;
g_width = 320;
g_height = 240;
break;
case GR_RESOLUTION_400x256:
width = 400;
height = 256;
g_width = 400;
g_height = 256;
break;
case GR_RESOLUTION_512x384:
width = 512;
height = 384;
g_width = 512;
g_height = 384;
break;
case GR_RESOLUTION_640x200:
width = 640;
height = 200;
g_width = 640;
g_height = 200;
break;
case GR_RESOLUTION_640x350:
width = 640;
height = 350;
g_width = 640;
g_height = 350;
break;
case GR_RESOLUTION_640x400:
width = 640;
height = 400;
g_width = 640;
g_height = 400;
break;
case GR_RESOLUTION_640x480:
width = 640;
height = 480;
g_width = 640;
g_height = 480;
break;
case GR_RESOLUTION_800x600:
width = 800;
height = 600;
g_width = 800;
g_height = 600;
break;
case GR_RESOLUTION_960x720:
width = 960;
height = 720;
g_width = 960;
g_height = 720;
break;
case GR_RESOLUTION_856x480:
width = 856;
height = 480;
g_width = 856;
g_height = 480;
break;
case GR_RESOLUTION_512x256:
width = 512;
height = 256;
g_width = 512;
g_height = 256;
break;
case GR_RESOLUTION_1024x768:
width = 1024;
height = 768;
g_width = 1024;
g_height = 768;
break;
case GR_RESOLUTION_1280x1024:
width = 1280;
height = 1024;
g_width = 1280;
g_height = 1024;
break;
case GR_RESOLUTION_1600x1200:
width = 1600;
height = 1200;
g_width = 1600;
g_height = 1200;
break;
case GR_RESOLUTION_400x300:
width = 400;
height = 300;
g_width = 400;
g_height = 300;
break;
case GR_RESOLUTION_1152x864:
width = 1152;
height = 864;
g_width = 1152;
g_height = 864;
break;
case GR_RESOLUTION_1280x960:
width = 1280;
height = 960;
g_width = 1280;
g_height = 960;
break;
case GR_RESOLUTION_1600x1024:
width = 1600;
height = 1024;
g_width = 1600;
g_height = 1024;
break;
case GR_RESOLUTION_1792x1344:
width = 1792;
height = 1344;
g_width = 1792;
g_height = 1344;
break;
case GR_RESOLUTION_1856x1392:
width = 1856;
height = 1392;
g_width = 1856;
g_height = 1392;
break;
case GR_RESOLUTION_1920x1440:
width = 1920;
height = 1440;
g_width = 1920;
g_height = 1440;
break;
case GR_RESOLUTION_2048x1536:
width = 2048;
height = 1536;
g_width = 2048;
g_height = 1536;
break;
case GR_RESOLUTION_2048x2048:
width = 2048;
height = 2048;
g_width = 2048;
g_height = 2048;
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknown SstWinOpen resolution : %x", screen_resolution);
@ -845,12 +845,12 @@ int nAuxBuffers)
viewport_offset = statusbarRect.bottom - statusbarRect.top;
GetWindowRect(hwnd_win, &windowedRect);
GetClientRect(hwnd_win, &clientRect);
windowedRect.right += (width - (clientRect.right - clientRect.left));
windowedRect.bottom += (height + (toolbarRect.bottom - toolbarRect.top) + (statusbarRect.bottom - statusbarRect.top) - (clientRect.bottom - clientRect.top));
windowedRect.right += (g_width - (clientRect.right - clientRect.left));
windowedRect.bottom += (g_height + (toolbarRect.bottom - toolbarRect.top) + (statusbarRect.bottom - statusbarRect.top) - (clientRect.bottom - clientRect.top));
SetWindowPos(hwnd_win, NULL, 0, 0, windowedRect.right - windowedRect.left,
windowedRect.bottom - windowedRect.top, SWP_NOACTIVATE | SWP_NOZORDER | SWP_NOMOVE);
TMU_SIZE = (config.vram_size - width * height * 4 * 3) / 2; // XXX - what about windows desktop usage?
TMU_SIZE = (config.vram_size - g_width * g_height * 4 * 3) / 2; // XXX - what about windows desktop usage?
fullscreen = 0;
}
@ -859,8 +859,8 @@ int nAuxBuffers)
{
FxU32 _width, _height;
g_FullScreenResolutions.getResolution(screen_resolution, &_width, &_height);
width = _width;
height = _height;
g_width = _width;
g_height = _height;
}
ZeroMemory(&windowedRect, sizeof(RECT));
GetWindowRect(hwnd_win, &windowedRect);
@ -882,17 +882,17 @@ int nAuxBuffers)
SetWindowLong(hwnd_win, GWL_STYLE, 0);
SetWindowLong(hwnd_win, GWL_EXSTYLE, WS_EX_APPWINDOW | WS_EX_TOPMOST);
SetWindowPos(hwnd_win, NULL, 0, 0, width, height, SWP_NOACTIVATE | SWP_NOZORDER | SWP_SHOWWINDOW);
SetWindowPos(hwnd_win, NULL, 0, 0, g_width, g_height, SWP_NOACTIVATE | SWP_NOZORDER | SWP_SHOWWINDOW);
viewport_offset = 0;
fullscreen = 1;
}
TMU_SIZE = (config.vram_size - width * height * 4 * 3) / 2;
TMU_SIZE = (config.vram_size - g_width * g_height * 4 * 3) / 2;
// save screen resolution for hwfbe, after resolution enumeration
screen_width = width;
screen_height = height;
screen_width = g_width;
screen_height = g_height;
if ((hDC = GetDC(hwnd_win)) == NULL)
{
@ -1127,9 +1127,9 @@ int nAuxBuffers)
#endif
#ifdef _WIN32
glViewport(0, viewport_offset, width, height);
viewport_width = width;
viewport_height = height;
glViewport(0, viewport_offset, g_width, g_height);
viewport_width = g_width;
viewport_height = g_height;
nvidia_viewport_hack = 1;
#else
glViewport(0, viewport_offset, width, height);
@ -1146,8 +1146,8 @@ int nAuxBuffers)
glTranslatef(0, 0, 1 - zscale);
glScalef(1, 1, zscale);
widtho = width / 2;
heighto = height / 2;
widtho = g_width / 2;
heighto = g_height / 2;
pBufferWidth = pBufferHeight = -1;
@ -1163,12 +1163,12 @@ int nAuxBuffers)
if (!use_fbo && nbAuxBuffers == 0) {
// create the framebuffer saving texture
int w = width, h = height;
int w = g_width, h = g_height;
glBindTexture(GL_TEXTURE_2D, color_texture);
if (!npot_support) {
w = h = 1;
while (w < width) w *= 2;
while (h < height) h *= 2;
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);
@ -1231,7 +1231,7 @@ grSstWinClose(GrContext_t context)
// ZIGGY : I found the problem : it is 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 && glBindFramebufferEXT)
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
catch (...)
{
@ -1242,7 +1242,7 @@ grSstWinClose(GrContext_t context)
{
for (i = 0; i < nb_fb; i++)
{
glDeleteTextures( 1, &(fbs[i].texid) );
glDeleteTextures(1, &(fbs[i].texid));
glDeleteFramebuffersEXT(1, &(fbs[i].fbid));
glDeleteRenderbuffersEXT(1, &(fbs[i].zbid));
}
@ -1384,11 +1384,11 @@ FX_ENTRY void FX_CALL grTextureBufferExt(GrChipID_t tmu,
// printf("tmu %d usage now %gMb - %gMb\n",
// rtmu, tmu_usage[rtmu].min/1024.0f, tmu_usage[rtmu].max/1024.0f);
width = pBufferWidth;
height = pBufferHeight;
g_width = pBufferWidth;
g_height = pBufferHeight;
widtho = width / 2;
heighto = height / 2;
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
@ -1408,13 +1408,13 @@ FX_ENTRY void FX_CALL grTextureBufferExt(GrChipID_t tmu,
add_tex(pBufferAddress);
//printf("viewport %dx%d\n", width, height);
if (height > screen_height) {
glViewport(0, viewport_offset + screen_height - height, width, height);
if (g_height > screen_height) {
glViewport(0, viewport_offset + screen_height - g_height, g_width, g_height);
}
else
glViewport(0, viewport_offset, width, height);
glViewport(0, viewport_offset, g_width, g_height);
glScissor(0, viewport_offset, width, height);
glScissor(0, viewport_offset, g_width, g_height);
grDisplayGLError("grTextureBufferExt :: A");
}
@ -1444,25 +1444,25 @@ FX_ENTRY void FX_CALL grTextureBufferExt(GrChipID_t tmu,
}
pBufferAddress = startAddress + 1;
width = pBufferWidth;
height = pBufferHeight;
g_width = pBufferWidth;
g_height = pBufferHeight;
widtho = width / 2;
heighto = height / 2;
widtho = g_width / 2;
heighto = g_height / 2;
for (i = 0; i < nb_fb; i++)
{
if (fbs[i].address == pBufferAddress)
{
if (fbs[i].width == width && fbs[i].height == height) //select already allocated FBO
if (fbs[i].width == g_width && fbs[i].height == g_height) //select already allocated FBO
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbs[i].fbid);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbs[i].texid, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbs[i].zbid);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbs[i].zbid);
glViewport(0, 0, width, height);
glScissor(0, 0, width, height);
glViewport(0, 0, g_width, g_height);
glScissor(0, 0, g_width, g_height);
if (fbs[i].buff_clear)
{
glDepthMask(1);
@ -1486,20 +1486,20 @@ FX_ENTRY void FX_CALL grTextureBufferExt(GrChipID_t tmu,
}
}
remove_tex(pBufferAddress, pBufferAddress + width*height * 2/*grTexFormatSize(fmt)*/);
remove_tex(pBufferAddress, pBufferAddress + g_width*g_height * 2/*grTexFormatSize(fmt)*/);
//create new FBO
glGenFramebuffersEXT(1, &(fbs[nb_fb].fbid));
glGenRenderbuffersEXT(1, &(fbs[nb_fb].zbid));
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbs[nb_fb].zbid);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, g_width, g_height);
fbs[nb_fb].address = pBufferAddress;
fbs[nb_fb].width = width;
fbs[nb_fb].height = height;
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_width, g_height, 0,
GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -1508,8 +1508,8 @@ FX_ENTRY void FX_CALL grTextureBufferExt(GrChipID_t tmu,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbs[nb_fb].texid, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbs[nb_fb].zbid);
glViewport(0, 0, width, height);
glScissor(0, 0, width, height);
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);
@ -1838,16 +1838,16 @@ static void render_rectangle(int texture_number,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
planar_vertices[0][0] = ((int)dst_x - widtho) / (float)(width / 2);
planar_vertices[0][1] = -((int)dst_y - heighto) / (float)(height / 2) * invert;
planar_vertices[1][0] = ((int)dst_x - widtho) / (float)(width / 2);
planar_vertices[1][1] = -((int)dst_y + (int)src_height - heighto) / (float)(height / 2) * invert;
planar_vertices[2][0] = ((int)dst_x + (int)src_width - widtho) / (float)(width / 2);
planar_vertices[2][1] = -((int)dst_y + (int)src_height - heighto) / (float)(height / 2) * invert;
planar_vertices[3][0] = ((int)dst_x + (int)src_width - widtho) / (float)(width / 2);
planar_vertices[3][1] = -((int)dst_y - heighto) / (float)(height / 2) * invert;
planar_vertices[4][0] = ((int)dst_x - widtho) / (float)(width / 2);
planar_vertices[4][1] = -((int)dst_y - heighto) / (float)(height / 2) * invert;
planar_vertices[0][0] = ((int)dst_x - widtho) / (float)(g_width / 2);
planar_vertices[0][1] = -((int)dst_y - heighto) / (float)(g_height / 2) * invert;
planar_vertices[1][0] = ((int)dst_x - widtho) / (float)(g_width / 2);
planar_vertices[1][1] = -((int)dst_y + (int)src_height - heighto) / (float)(g_height / 2) * invert;
planar_vertices[2][0] = ((int)dst_x + (int)src_width - widtho) / (float)(g_width / 2);
planar_vertices[2][1] = -((int)dst_y + (int)src_height - heighto) / (float)(g_height / 2) * invert;
planar_vertices[3][0] = ((int)dst_x + (int)src_width - widtho) / (float)(g_width / 2);
planar_vertices[3][1] = -((int)dst_y - heighto) / (float)(g_height / 2) * invert;
planar_vertices[4][0] = ((int)dst_x - widtho) / (float)(g_width / 2);
planar_vertices[4][1] = -((int)dst_y - heighto) / (float)(g_height / 2) * invert;
glBegin(GL_QUADS);
@ -1880,7 +1880,7 @@ void reloadTexture()
if (use_fbo || !render_to_texture || buffer_cleared)
return;
WriteTrace(TraceGlitch, TraceDebug, "width: %d height: %d", width, height);
WriteTrace(TraceGlitch, TraceDebug, "width: %d height: %d", g_width, g_height);
buffer_cleared = 1;
@ -1894,11 +1894,11 @@ void reloadTexture()
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
int w = 0, h = 0;
if (height > screen_height) h = screen_height - height;
if (g_height > screen_height) h = screen_height - g_height;
render_rectangle(texture_unit,
-w, -h,
width, height,
width, height, -1);
g_width, g_height,
g_width, g_height, -1);
glBindTexture(GL_TEXTURE_2D, default_texture);
glPopAttrib();
grDisplayGLError("reloadTexture");
@ -1928,7 +1928,7 @@ void updateTexture()
//glDeleteTextures( 1, &pBufferAddress );
glBindTexture(GL_TEXTURE_2D, pBufferAddress);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
0, viewport_offset, width, height, 0);
0, viewport_offset, g_width, g_height, 0);
glBindTexture(GL_TEXTURE_2D, default_texture);
glPopAttrib();
@ -1942,11 +1942,11 @@ FX_ENTRY void FX_CALL grFramebufferCopyExt(int /*x*/, int /*y*/, int /*w*/, int
if (mode == GR_FBCOPY_MODE_DEPTH) {
int tw = 1, th = 1;
if (npot_support) {
tw = width; th = height;
tw = g_width; th = g_height;
}
else {
while (tw < width) tw <<= 1;
while (th < height) th <<= 1;
while (tw < g_width) tw <<= 1;
while (th < g_height) th <<= 1;
}
if (from == GR_FBCOPY_BUFFER_BACK && to == GR_FBCOPY_BUFFER_FRONT) {
@ -1974,7 +1974,7 @@ FX_ENTRY void FX_CALL grFramebufferCopyExt(int /*x*/, int /*y*/, int /*w*/, int
glDisable(GL_CULL_FACE);
render_rectangle(texture_unit,
0, 0,
width, height,
g_width, g_height,
tw, th, -1);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBindTexture(GL_TEXTURE_2D, default_texture);
@ -2010,8 +2010,8 @@ grRenderBuffer(GrBuffer_t buffer)
inverted_culling = 0;
grCullMode(culling_mode);
width = savedWidth;
height = savedHeight;
g_width = savedWidth;
g_height = savedHeight;
widtho = savedWidtho;
heighto = savedHeighto;
if (use_fbo) {
@ -2020,8 +2020,8 @@ grRenderBuffer(GrBuffer_t buffer)
}
curBufferAddr = 0;
glViewport(0, viewport_offset, width, viewport_height);
glScissor(0, viewport_offset, width, height);
glViewport(0, viewport_offset, g_width, viewport_height);
glScissor(0, viewport_offset, g_width, g_height);
#ifdef SAVE_CBUFFER
if (!use_fbo && render_to_texture == 2) {
@ -2069,8 +2069,8 @@ grRenderBuffer(GrBuffer_t buffer)
case 6: // RENDER TO TEXTURE
if (!render_to_texture)
{
savedWidth = width;
savedHeight = height;
savedWidth = g_width;
savedHeight = g_height;
savedWidtho = widtho;
savedHeighto = heighto;
}
@ -2133,7 +2133,7 @@ grAuxBufferExt(GrBuffer_t buffer)
FX_ENTRY void FX_CALL
grBufferClear(GrColor_t color, GrAlpha_t alpha, FxU32 depth)
{
WriteTrace(TraceGlitch, TraceDebug, "color: %d alpha: %d depth: %d", color, alpha, depth);
WriteTrace(TraceGlitch, TraceDebug, "color: %X alpha: %X depth: %X", color, alpha, depth);
switch (lfb_color_fmt)
{
case GR_COLORFORMAT_ARGB:
@ -2179,7 +2179,6 @@ grBufferSwap(FxU32 swap_interval)
#ifdef _WIN32
SwapBuffers(wglGetCurrentDC());
#else // _WIN32
SDL_GL_SwapBuffers();
#endif // _WIN32
for (i = 0; i < nb_fb; i++)
fbs[i].buff_clear = 1;
@ -2189,28 +2188,6 @@ grBufferSwap(FxU32 swap_interval)
#endif
// VP debugging
#ifdef VPDEBUG
dump_stop();
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case 'd':
printf("Dumping !\n");
dump_start();
break;
case 'w': {
static int wireframe;
wireframe = !wireframe;
glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL);
break;
}
}
break;
}
}
#endif
}
// frame buffer
@ -2247,28 +2224,28 @@ GrLfbInfo_t *info)
if (writeMode == GR_LFBWRITEMODE_888) {
//printf("LfbLock GR_LFBWRITEMODE_888\n");
info->lfbPtr = frameBuffer;
info->strideInBytes = width * 4;
info->strideInBytes = g_width * 4;
info->writeMode = GR_LFBWRITEMODE_888;
info->origin = origin;
glReadPixels(0, viewport_offset, width, height, GL_BGRA, GL_UNSIGNED_BYTE, frameBuffer);
glReadPixels(0, viewport_offset, g_width, g_height, GL_BGRA, GL_UNSIGNED_BYTE, frameBuffer);
}
else {
buf = (unsigned char*)malloc(width*height * 4);
buf = (unsigned char*)malloc(g_width*g_height * 4);
info->lfbPtr = frameBuffer;
info->strideInBytes = width * 2;
info->strideInBytes = g_width * 2;
info->writeMode = GR_LFBWRITEMODE_565;
info->origin = origin;
glReadPixels(0, viewport_offset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buf);
glReadPixels(0, viewport_offset, g_width, g_height, GL_RGBA, GL_UNSIGNED_BYTE, buf);
for (j = 0; j < height; j++)
for (j = 0; j < g_height; j++)
{
for (i = 0; i < width; i++)
for (i = 0; i < g_width; i++)
{
frameBuffer[(height - j - 1)*width + i] =
((buf[j*width * 4 + i * 4 + 0] >> 3) << 11) |
((buf[j*width * 4 + i * 4 + 1] >> 2) << 5) |
(buf[j*width * 4 + i * 4 + 2] >> 3);
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);
@ -2277,10 +2254,10 @@ GrLfbInfo_t *info)
else
{
info->lfbPtr = depthBuffer;
info->strideInBytes = width * 2;
info->strideInBytes = g_width * 2;
info->writeMode = GR_LFBWRITEMODE_ZA16;
info->origin = origin;
glReadPixels(0, viewport_offset, width, height, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, depthBuffer);
glReadPixels(0, viewport_offset, g_width, g_height, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, depthBuffer);
}
}
@ -2330,7 +2307,7 @@ FxU32 dst_stride, void *dst_data)
{
buf = (unsigned char*)malloc(src_width*src_height * 4);
glReadPixels(src_x, (viewport_offset)+height - src_y - src_height, src_width, src_height, GL_RGBA, GL_UNSIGNED_BYTE, buf);
glReadPixels(src_x, (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++)
{
@ -2348,7 +2325,7 @@ FxU32 dst_stride, void *dst_data)
{
buf = (unsigned char*)malloc(src_width*src_height * 2);
glReadPixels(src_x, (viewport_offset)+height - src_y - src_height, src_width, src_height, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, depthBuffer);
glReadPixels(src_x, (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++)
{
@ -2867,7 +2844,7 @@ grLoadGammaTable(FxU32 /*nentries*/, FxU32 *red, FxU32 *green, FxU32 *blue)
aGammaRamp[2][i] = (FxU16)((blue[i] << 8) & 0xFFFF);
}
CorrectGamma(aGammaRamp);
MySleep(1000); //workaround for Mupen64
pjutil::Sleep(1000);
}
FX_ENTRY void FX_CALL
@ -3016,7 +2993,7 @@ void dump_stop()
if (!dumping) return;
int i, j;
for (i=0; i<nb_fb; i++) {
for (i = 0; i < nb_fb; i++) {
dump_tex(fbs[i].texid);
}
dump_tex(default_texture);
@ -3032,38 +3009,39 @@ void dump_stop()
// FILE * fp = fopen("glide_depth1.bin", "rb");
// fread(depthBuffer, 2, width*height, fp);
// fclose(fp);
for (j=0; j<height; j++) {
for (i=0; i<width; i++) {
for (j = 0; j < height; j++) {
for (i = 0; i < width; i++) {
//uint16_t d = ( (uint16_t *)depthBuffer )[i+(height-1-j)*width]/2 + 0x8000;
uint16_t d = ( (uint16_t *)depthBuffer )[i+j*width];
uint32_t c = ( (uint32_t *)frameBuffer )[i+j*width];
( (unsigned char *)frameBuffer )[(i+j*width)*3] = d&0xff;
( (unsigned char *)frameBuffer )[(i+j*width)*3+1] = d>>8;
( (unsigned char *)frameBuffer )[(i+j*width)*3+2] = c&0xff;
uint16_t d = ((uint16_t *)depthBuffer)[i + j*width];
uint32_t c = ((uint32_t *)frameBuffer)[i + j*width];
((unsigned char *)frameBuffer)[(i + j*width) * 3] = d & 0xff;
((unsigned char *)frameBuffer)[(i + j*width) * 3 + 1] = d >> 8;
((unsigned char *)frameBuffer)[(i + j*width) * 3 + 2] = c & 0xff;
}
}
ilTexImage(width, height, 1, 3, IL_RGB, IL_UNSIGNED_BYTE, frameBuffer);
ilSaveImage("dump/framedepth.png");
for (i=0; i<tl_i; i++) {
for (i = 0; i < tl_i; i++) {
glBindTexture(GL_TEXTURE_2D, tl[i]);
GLint 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);
fprintf(stderr, "Texture %d %dx%d fmt %x\n", tl[i], (int)w, (int)h, (int) fmt);
fprintf(stderr, "Texture %d %dx%d fmt %x\n", tl[i], (int)w, (int)h, (int)fmt);
uint32_t * pixels = (uint32_t *) malloc(w*h*4);
uint32_t * pixels = (uint32_t *)malloc(w*h * 4);
// 0x1902 is another constant meaning GL_DEPTH_COMPONENT
// (but isn't defined in gl's headers !!)
if (fmt != GL_DEPTH_COMPONENT && fmt != 0x1902) {
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
ilTexImage(w, h, 1, 4, IL_RGBA, IL_UNSIGNED_BYTE, pixels);
} else {
}
else {
glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, pixels);
int i;
for (i=0; i<w*h; i++)
((unsigned char *)frameBuffer)[i] = ((unsigned short *)pixels)[i]/256;
for (i = 0; i < w*h; i++)
((unsigned char *)frameBuffer)[i] = ((unsigned short *)pixels)[i] / 256;
ilTexImage(w, h, 1, 1, IL_LUMINANCE, IL_UNSIGNED_BYTE, frameBuffer);
}
char name[128];

View File

@ -120,7 +120,7 @@ extern PFNGLSECONDARYCOLOR3FPROC glSecondaryColor3f;
extern int w_buffer_mode;
extern int nbTextureUnits;
extern int width, height, widtho, heighto;
extern int g_width, g_height, widtho, heighto;
extern int tex0_width, tex0_height, tex1_width, tex1_height;
extern float texture_env_color[4];
extern int fog_enabled;