Jordan Woyak 194493cc04 Some work on merging the video plugins: Added a new plugin to the solution(shouldn't build by default) which combines the DX9, DX11, and OGL plugins with their common code merged (and some things temporarily removed). In it's current state the plugin is hardly usable. Perhaps someone with knowledge of the video plugins will be able to fix the things I have broken more easily than me(or point me in the right direction). I will continue to work on it as well.
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-20 21:45:47 +00:00

340 lines
9.8 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// 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, version 2.0.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <vector>
#include <cmath>
#include <fstream>
#ifdef _WIN32
#define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set
#define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset
#define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64
#define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64
#include <intrin.h>
#undef _interlockedbittestandset
#undef _interlockedbittestandreset
#undef _interlockedbittestandset64
#undef _interlockedbittestandreset64
#endif
// Common
#include "CommonPaths.h"
#include "StringUtil.h"
#include "MemoryUtil.h"
#include "FileUtil.h"
// VideoCommon
#include "VideoConfig.h"
#include "Hash.h"
#include "Statistics.h"
#include "Profiler.h"
#include "ImageWrite.h"
#include "BPStructs.h"
#include "TextureDecoder.h"
#include "PixelShaderManager.h"
#include "HiresTextures.h"
#include "VertexShaderManager.h"
// OGL
#include "OGL_TextureCache.h"
#include "OGL_PixelShaderCache.h"
#include "OGL_TextureConverter.h"
#include "OGL_FramebufferManager.h"
#include "../Main.h"
namespace OGL
{
static u32 s_TempFramebuffer = 0;
static const GLint c_MinLinearFilter[8] = {
GL_NEAREST,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_NEAREST,
GL_LINEAR,
GL_LINEAR_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_LINEAR,
GL_LINEAR,
};
static const GLint c_WrapSettings[4] = {
GL_CLAMP_TO_EDGE,
GL_REPEAT,
GL_MIRRORED_REPEAT,
GL_REPEAT,
};
TextureCache::TCacheEntry::~TCacheEntry()
{
if (texture)
{
glDeleteTextures(1, &texture);
texture = 0;
}
}
TextureCache::TCacheEntry::TCacheEntry()
{
glGenTextures(1, &texture);
GL_REPORT_ERRORD();
}
void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level)
{
if (bHaveMipMaps)
{
if (pcfmt != PC_TEX_FMT_DXT1)
{
if (expanded_width != (int)width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, TextureCache::temp);
if (expanded_width != (int)width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
else
{
// TODO:
//glCompressedTexImage2D(target, level, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, width, height, 0, expanded_width*expanded_height/2, temp);
}
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, width, height, 0, gl_format, gl_type, TextureCache::temp);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
}
}
void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
unsigned int cbufid, const float colmat[], const EFBRectangle &source_rect)
{
glBindTexture(GL_TEXTURE_2D, texture);
// Make sure to resolve anything we need to read from.
const GLuint read_texture = bFromZBuffer ? FramebufferManager::ResolveAndGetDepthTarget(source_rect) : FramebufferManager::ResolveAndGetRenderTarget(source_rect);
GL_REPORT_ERRORD();
if (s_TempFramebuffer == 0)
glGenFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
FramebufferManager::SetFramebuffer(s_TempFramebuffer);
// Bind texture to temporary framebuffer
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture, 0);
GL_REPORT_FBO_ERROR();
GL_REPORT_ERRORD();
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
glViewport(0, 0, Scaledw, Scaledh);
PixelShaderCache::SetCurrentShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
const float* const fConstAdd = colmat + 16; // fConstAdd is the last 4 floats of colmat
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
GL_REPORT_ERRORD();
TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(source_rect);
glBegin(GL_QUADS);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.bottom); glVertex2f(-1, 1);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.top ); glVertex2f(-1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.top ); glVertex2f( 1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.bottom); glVertex2f( 1, 1);
glEnd();
GL_REPORT_ERRORD();
// Unbind texture from temporary framebuffer
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 0, 0);
// TODO: these good here?
FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
DisableStage(0);
GL_REPORT_ERRORD();
// TODO: do this?
//glBindTexture(GL_TEXTURE_2D, 0);
}
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
glBindTexture(GL_TEXTURE_2D, texture);
}
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
unsigned int height, unsigned int expanded_width,
unsigned int tex_levels, PC_TexFormat pcfmt)
{
TCacheEntry &entry = *new TCacheEntry;
int gl_format = 0;
int gl_iformat = 0;
int gl_type = 0;
if (pcfmt != PC_TEX_FMT_DXT1)
{
switch (pcfmt)
{
default:
case PC_TEX_FMT_NONE:
PanicAlert("Invalid PC texture format %i", pcfmt);
case PC_TEX_FMT_BGRA32:
gl_format = GL_BGRA;
gl_iformat = 4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_RGBA32:
gl_format = GL_RGBA;
gl_iformat = 4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_I4_AS_I8:
gl_format = GL_LUMINANCE;
gl_iformat = GL_INTENSITY4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_IA4_AS_IA8:
gl_format = GL_LUMINANCE_ALPHA;
gl_iformat = GL_LUMINANCE4_ALPHA4;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_I8:
gl_format = GL_LUMINANCE;
gl_iformat = GL_INTENSITY8;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_IA8:
gl_format = GL_LUMINANCE_ALPHA;
gl_iformat = GL_LUMINANCE8_ALPHA8;
gl_type = GL_UNSIGNED_BYTE;
break;
case PC_TEX_FMT_RGB565:
gl_format = GL_RGB;
gl_iformat = GL_RGB;
gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
}
}
entry.gl_format = gl_format;
entry.gl_iformat = gl_iformat;
entry.gl_type = gl_type;
// ok?
//Load(width, height, expanded_width, level);
return &entry;
}
TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(int scaled_tex_w, int scaled_tex_h)
{
TCacheEntry &entry = *new TCacheEntry;
entry.isDynamic = false;
glBindTexture(GL_TEXTURE_2D, entry.texture);
GL_REPORT_ERRORD();
const GLenum gl_format = GL_RGBA,
gl_iformat = 4,
gl_type = GL_UNSIGNED_BYTE;
glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_w, 0, gl_format, gl_type, NULL);
GL_REPORT_ERRORD();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (GL_REPORT_ERROR() != GL_NO_ERROR)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
}
return &entry;
}
void TextureCache::TCacheEntry::SetTextureParameters(TexMode0 &newmode, TexMode1 &newmode1)
{
mode = newmode;
//mode1 = newmode1;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
if (bHaveMipMaps)
{
if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
mode.min_filter += 4; // take equivalent forced linear
int filt = newmode.min_filter;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod >> 4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod >> 4);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (newmode.lod_bias/32.0f));
}
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
(g_ActiveConfig.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
if (g_Config.iMaxAnisotropy >= 1)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy));
}
TextureCache::~TextureCache()
{
if (s_TempFramebuffer)
{
glDeleteFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
s_TempFramebuffer = 0;
}
}
void TextureCache::DisableStage(int stage)
{
glActiveTexture(GL_TEXTURE0 + stage);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
}