Marcus Wanners 3abe591195 Fixed a small bug with the overlaid framerate: If the float fps in the infobar is 60.00, the overlay shows 60. If it is something like 60.04, it shows 61. If it is something like 59.13, it shows 60.
Also deleted Externals/wxWidgets/lib/vc_lib/msw/wx/msw/rcdefs.h, it must have been versioned at some point by accident, causing issue 706.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2567 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-06 15:18:29 +00:00

1261 lines
43 KiB
C++

// Copyright (C) 2003-2008 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 "Globals.h"
#include <vector>
#include <cmath>
#include "GLUtil.h"
#include <Cg/cg.h>
#include <Cg/cgGL.h>
#ifdef _WIN32
#include <mmsystem.h>
#endif
#include "Config.h"
#include "Profiler.h"
#include "Statistics.h"
#include "ImageWrite.h"
#include "Render.h"
#include "OpcodeDecoding.h"
#include "BPStructs.h"
#include "TextureMngr.h"
#include "rasterfont.h"
#include "VertexShaderGen.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderCache.h"
#include "VertexShaderManager.h"
#include "VertexLoaderManager.h"
#include "VertexLoader.h"
#include "XFB.h"
#include "OnScreenDisplay.h"
#include "Timer.h"
#include "main.h" // Local
#ifdef _WIN32
#include "OS/Win32.h"
#endif
#if defined(HAVE_WX) && HAVE_WX
#include <wx/image.h>
#endif
#ifdef _WIN32
#include "Win32Window.h" // warning: crapcode
#else
#endif
CGcontext g_cgcontext;
CGprofile g_cgvProf;
CGprofile g_cgfProf;
RasterFont* s_pfont = NULL;
static bool s_bFullscreen = false;
static int nZBufferRender = 0; // if > 0, then use zbuffer render, and count down.
static bool MSAA = false;
// Normal Mode
// s_RenderTarget is a texture_rect
// s_DepthTarget is a Z renderbuffer
// s_FakeZTarget is a texture_rect
// MSAA mode
// s_uFramebuffer is a FBO
// s_RenderTarget is a MSAA renderbuffer
// s_FakeZBufferTarget is a MSAA renderbuffer
// s_DepthTarget is a real MSAA z/stencilbuffer
//
// s_ResolvedFramebuffer is a FBO
// s_ResolvedColorTarget is a texture
// s_ResolvedFakeZTarget is a texture
// s_ResolvedDepthTarget is a Z renderbuffer
// A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures.
static GLuint s_uFramebuffer = 0;
// The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn't.
// These are all texture IDs. Bind them as rect arb textures.
static GLuint s_RenderTarget = 0;
static GLuint s_FakeZTarget = 0;
static GLuint s_DepthTarget = 0;
static GLuint s_ResolvedRenderTarget = 0;
static GLuint s_ResolvedFakeZTarget = 0;
static GLuint s_ResolvedDepthTarget = 0;
static bool s_bATIDrawBuffers = false;
static bool s_bHaveStencilBuffer = false;
static bool s_bHaveFramebufferBlit = false;
static volatile bool s_bScreenshot = false;
static Common::CriticalSection s_criticalScreenshot;
static std::string s_sScreenshotName;
static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
bool g_bBlendSeparate = false;
int frameCount;
static int s_fps = 0;
// These STAY CONSTANT during execution, no matter how much you resize the game window.\
// TODO: Add functionality to reinit all the render targets when the window is resized.
static int s_targetwidth; // Size of render buffer FBO.
static int s_targetheight;
static u32 s_blendMode;
extern void HandleCgError(CGcontext ctx, CGerror err, void *appdata);
namespace {
static const GLenum glSrcFactors[8] =
{
GL_ZERO,
GL_ONE,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA
};
static const GLenum glDestFactors[8] = {
GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA
};
void SetDefaultRectTexParams()
{
// Set some standard texture filter modes.
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (glGetError() != GL_NO_ERROR) {
GLenum err;
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERROR();
}
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
} // namespace
bool Renderer::Init()
{
bool bSuccess = true;
s_blendMode = 0;
GLint numvertexattribs = 0;
GLenum err = GL_NO_ERROR;
g_cgcontext = cgCreateContext();
cgGetError();
cgSetErrorHandler(HandleCgError, NULL);
// Look for required extensions.
const char *ptoken = (const char*)glGetString(GL_EXTENSIONS);
if (!ptoken)
{
PanicAlert("Failed to get OpenGL extension string. Do you have OpenGL drivers installed?");
return false;
}
INFO_LOG(VIDEO, "Supported OpenGL Extensions:\n");
INFO_LOG(VIDEO, ptoken); // write to the log file
INFO_LOG(VIDEO, "\n");
if (strstr(ptoken, "GL_EXT_blend_func_separate") != NULL &&
strstr(ptoken, "GL_EXT_blend_equation_separate") != NULL)
g_bBlendSeparate = true;
// Checks if it ONLY has the ATI_draw_buffers extension, some have both
if (GLEW_ATI_draw_buffers && !GLEW_ARB_draw_buffers)
s_bATIDrawBuffers = true;
s_bFullscreen = g_Config.bFullscreen;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
if (numvertexattribs < 11) {
ERROR_LOG(VIDEO, "*********\nGPU: OGL ERROR: Number of attributes %d not enough\nGPU: *********\nDoes your video card support OpenGL 2.x?", numvertexattribs);
bSuccess = false;
}
// Init extension support.
if (glewInit() != GLEW_OK) {
ERROR_LOG(VIDEO, "glewInit() failed!\nDoes your video card support OpenGL 2.x?");
return false;
}
if (!GLEW_EXT_framebuffer_object) {
ERROR_LOG(VIDEO, "*********\nGPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nGPU: *********\nDoes your video card support OpenGL 2.x?");
bSuccess = false;
}
if (!GLEW_EXT_secondary_color) {
ERROR_LOG(VIDEO, "*********\nGPU: OGL ERROR: Need GL_EXT_secondary_color\nGPU: *********\nDoes your video card support OpenGL 2.x?");
bSuccess = false;
}
s_bHaveFramebufferBlit = GLEW_EXT_framebuffer_blit ? true : false;
if (!bSuccess)
return false;
// Handle VSync on/off
#ifdef _WIN32
if (WGLEW_EXT_swap_control)
wglSwapIntervalEXT(g_Config.bVSync ? 1 : 0);
else
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)\nDoes your video card support OpenGL 2.x?");
#elif defined(HAVE_X11) && HAVE_X11
if (glXSwapIntervalSGI)
glXSwapIntervalSGI(g_Config.bVSync ? 1 : 0);
else
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)\n");
#endif
// check the max texture width and height
GLint max_texture_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&max_texture_size);
if (max_texture_size < 1024) {
ERROR_LOG(VIDEO, "GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024", max_texture_size);
}
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers)
glDrawBuffers = glDrawBuffersARB;
glGenFramebuffersEXT(1, (GLuint *)&s_uFramebuffer);
if (s_uFramebuffer == 0) {
ERROR_LOG(VIDEO, "failed to create the renderbuffer\nDoes your video card support OpenGL 2.x?");
}
_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
// The size of the framebuffer targets should really NOT be the size of the OpenGL viewport.
// The EFB is larger than 640x480 - in fact, it's 640x528, give or take a couple of lines.
// So the below is wrong.
// This should really be grabbed from config rather than from OpenGL.
s_targetwidth = (int)OpenGL_GetBackbufferWidth();
s_targetheight = (int)OpenGL_GetBackbufferHeight();
// Compensate height of render target for scaling, so that we get something close to the correct number of
// vertical pixels.
s_targetheight *= 528.0 / 480.0;
// Ensure a minimum target size so that the native res target always fits.
if (s_targetwidth < EFB_WIDTH)
s_targetwidth = EFB_WIDTH;
if (s_targetheight < EFB_HEIGHT)
s_targetheight = EFB_HEIGHT;
if (!MSAA) {
// Create the framebuffer target texture
glGenTextures(1, (GLuint *)&s_RenderTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
// Create our main color render target as a texture rectangle of the desired size.
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
GL_REPORT_ERROR();
GLint nMaxMRT = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &nMaxMRT);
if (nMaxMRT > 1)
{
// There's MRT support. Create a color texture image to use as secondary render target.
// We use MRT to render Z into this one, for various purposes (mostly copy Z to texture).
glGenTextures(1, (GLuint *)&s_FakeZTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
}
// Create the real depth/stencil buffer. It's a renderbuffer, not a texture.
glGenRenderbuffersEXT(1, &s_DepthTarget);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
GL_REPORT_ERROR();
// Our framebuffer object is still bound here. Attach the two render targets, color and Z/stencil, to the framebuffer object.
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
GL_REPORT_ERROR();
if (s_FakeZTarget != 0) {
// We do a simple test to make sure that MRT works. I don't really know why - this is probably a workaround for
// some terribly buggy ancient driver.
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0);
bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
if (bFailed) {
glDeleteTextures(1, (GLuint *)&s_FakeZTarget);
s_FakeZTarget = 0;
}
}
if (s_FakeZTarget == 0)
ERROR_LOG(VIDEO, "Disabling ztarget MRT feature (max MRT = %d)\n", nMaxMRT);
} else {
// TODO MSAA rendertarget init
}
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
nZBufferRender = 0; // Initialize the Z render shutoff countdown. We only render Z if it's desired, to save GPU power.
GL_REPORT_ERROR();
if (err != GL_NO_ERROR)
bSuccess = false;
s_pfont = new RasterFont();
// load the effect, find the best profiles (if any)
if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) {
ERROR_LOG(VIDEO, "arbvp1 not supported\n");
return false;
}
if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) {
ERROR_LOG(VIDEO, "arbfp1 not supported\n");
return false;
}
g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX);
g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cgGLSetOptimalOptions(g_cgvProf);
cgGLSetOptimalOptions(g_cgfProf);
INFO_LOG(VIDEO, "Max buffer sizes: %d %d\n", cgGetProgramBufferMaxSize(g_cgvProf), cgGetProgramBufferMaxSize(g_cgfProf));
int nenvvertparams, nenvfragparams, naddrregisters[2];
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvvertparams);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvfragparams);
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[0]);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[1]);
DEBUG_LOG(VIDEO, "Max program env parameters: vert=%d, frag=%d\n", nenvvertparams, nenvfragparams);
DEBUG_LOG(VIDEO, "Max program address register parameters: vert=%d, frag=%d\n", naddrregisters[0], naddrregisters[1]);
if (nenvvertparams < 238)
ERROR_LOG(VIDEO, "Not enough vertex shader environment constants!!\n");
#ifndef _DEBUG
cgGLSetDebugMode(GL_FALSE);
#endif
s_RenderMode = Renderer::RM_Normal;
if (!InitializeGL())
return false;
XFB_Init();
return glGetError() == GL_NO_ERROR && bSuccess;
}
void Renderer::Shutdown(void)
{
delete s_pfont;
s_pfont = 0;
XFB_Shutdown();
if (g_cgcontext) {
cgDestroyContext(g_cgcontext);
g_cgcontext = 0;
}
if (s_RenderTarget) {
glDeleteTextures(1, &s_RenderTarget);
s_RenderTarget = 0;
}
if (s_DepthTarget) {
glDeleteRenderbuffersEXT(1, &s_DepthTarget);
s_DepthTarget = 0;
}
if (s_uFramebuffer) {
glDeleteFramebuffersEXT(1, &s_uFramebuffer);
s_uFramebuffer = 0;
}
}
bool Renderer::InitializeGL()
{
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDepthFunc(GL_LEQUAL);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // perspective correct interpolation of colors and tex coords
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE); // Polygon smoothing is ancient junk that doesn't work anymore. MSAA is modern AA.
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
glBlendColorEXT(0, 0, 0, 0.5f);
glClearDepth(1.0f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// legacy multitexturing: select texture channel only.
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
return err == GL_NO_ERROR;
}
//////////////////////////////////////////////////////////////////////////////////////
// Return the rendering window width and height
// ------------------------
int Renderer::GetTargetWidth()
{
return g_Config.bNativeResolution ? EFB_WIDTH : s_targetwidth;
}
int Renderer::GetTargetHeight()
{
return g_Config.bNativeResolution ? EFB_HEIGHT : s_targetheight;
}
float Renderer::GetTargetScaleX()
{
return (float)GetTargetWidth() / (float)EFB_WIDTH;
}
float Renderer::GetTargetScaleY()
{
return (float)GetTargetHeight() / (float)EFB_HEIGHT;
}
/////////////////////////////
void Renderer::SetRenderTarget(GLuint targ)
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB,
targ != 0 ? targ : s_RenderTarget, 0);
}
void Renderer::SetDepthTarget(GLuint targ)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
targ != 0 ? targ : s_DepthTarget);
}
void Renderer::SetFramebuffer(GLuint fb)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,
fb != 0 ? fb : s_uFramebuffer);
}
GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
{
return s_RenderTarget;
}
GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect)
{
// This logic should be moved elsewhere.
return s_FakeZTarget;
}
GLuint Renderer::GetFakeZTarget()
{
// This logic should be moved elsewhere.
return nZBufferRender > 0 ? s_FakeZTarget : 0;
}
void Renderer::ResetGLState()
{
// Gets us to a reasonably sane state where it's possible to do things like
// image copies with textured quads, etc.
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
void Renderer::RestoreGLState()
{
// Gets us back into a more game-like state.
if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
if (bpmem.zmode.testenable) glEnable(GL_DEPTH_TEST);
if (bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
glEnable(GL_SCISSOR_TEST);
SetScissorRect();
SetColorMask();
SetBlendMode(true);
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
}
void Renderer::SetColorMask()
{
if (bpmem.blendmode.alphaupdate && bpmem.blendmode.colorupdate)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
else if (bpmem.blendmode.alphaupdate)
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
else if (bpmem.blendmode.colorupdate)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
else
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
void Renderer::SetBlendMode(bool forceUpdate)
{
// blend mode bit mask
// 0 - blend enable
// 1 - dst alpha enable
// 2 - reverse subtract enable (else add)
// 3-5 - srcRGB function
// 6-8 - dstRGB function
// 9-16 - dstAlpha
u32 newval = bpmem.blendmode.subtract << 2;
if (g_bBlendSeparate) {
newval |= bpmem.dstalpha.enable ? 3 : 0;
newval |= bpmem.dstalpha.alpha << 9;
}
if (bpmem.blendmode.blendenable) {
newval |= 1;
if (bpmem.blendmode.subtract) {
newval |= 0x0048; // src 1 dst 1
} else {
newval |= bpmem.blendmode.srcfactor << 3;
newval |= bpmem.blendmode.dstfactor << 6;
}
} else {
newval |= 0x0008; // src 1 dst 0
}
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
if (changes & 1) {
(newval & 1) ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
}
bool dstAlphaEnable = g_bBlendSeparate && newval & 2;
if (changes & 6) {
// dst alpha enable or subtract enable change
if (dstAlphaEnable)
glBlendEquationSeparate(newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD, GL_FUNC_ADD);
else
glBlendEquation(newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD);
}
if (changes & 0x1FA) {
// dst alpha enable or blend RGB change
if (dstAlphaEnable)
glBlendFuncSeparate(glSrcFactors[(newval >> 3) & 7], glDestFactors[(newval >> 6) & 7], GL_CONSTANT_ALPHA, GL_ZERO);
else
glBlendFunc(glSrcFactors[(newval >> 3) & 7], glDestFactors[(newval >> 6) & 7]);
}
if (dstAlphaEnable && changes & 0x1FE00) {
// dst alpha color change
glBlendColor(0, 0, 0, (float)bpmem.dstalpha.alpha / 255.0f);
}
s_blendMode = newval;
}
////////////////////////////////////////////////////////////////////////////////////////////
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
// case 0x52 > SetScissorRect()
// ---------------
// This function handles the OpenGL glScissor() function
// ---------------
// bpmem.scissorTL.x, y = 342x342
// bpmem.scissorBR.x, y = 981x821
// Renderer::GetTargetHeight() = the fixed ini file setting
// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
// therefore the width and height are (scissorBR + 1) - scissorTL
// ---------------
bool Renderer::SetScissorRect()
{
int xoff = bpmem.scissorOffset.x * 2 - 342;
int yoff = bpmem.scissorOffset.y * 2 - 342;
float MValueX = GetTargetScaleX();
float MValueY = GetTargetScaleY();
float rc_left = (float)bpmem.scissorTL.x - xoff - 342; // left = 0
rc_left *= MValueX;
if (rc_left < 0) rc_left = 0;
float rc_top = (float)bpmem.scissorTL.y - yoff - 342; // right = 0
rc_top *= MValueY;
if (rc_top < 0) rc_top = 0;
float rc_right = (float)bpmem.scissorBR.x - xoff - 341; // right = 640
rc_right *= MValueX;
if (rc_right > EFB_WIDTH * MValueX) rc_right = EFB_WIDTH * MValueX;
float rc_bottom = (float)bpmem.scissorBR.y - yoff - 341; // bottom = 480
rc_bottom *= MValueY;
if (rc_bottom > EFB_HEIGHT * MValueY) rc_bottom = EFB_HEIGHT * MValueY;
/*LOG(VIDEO, "Scissor: lt=(%d,%d), rb=(%d,%d,%i), off=(%d,%d)\n",
rc_left, rc_top,
rc_right, rc_bottom, Renderer::GetTargetHeight(),
xoff, yoff
);*/
// Check that the coordinates are good
if (rc_right >= rc_left && rc_bottom >= rc_top)
{
glScissor(
(int)rc_left, // x = 0 for example
Renderer::GetTargetHeight() - (int)(rc_bottom), // y = 0 for example
(int)(rc_right - rc_left), // width = 640 for example
(int)(rc_bottom - rc_top) // height = 480 for example
);
return true;
}
return false;
}
bool Renderer::IsUsingATIDrawBuffers()
{
return s_bATIDrawBuffers;
}
bool Renderer::HaveStencilBuffer()
{
return s_bHaveStencilBuffer;
}
void Renderer::SetZBufferRender()
{
nZBufferRender = 10; // The game asked for Z. Give it 10 frames, then turn it off for speed.
GLenum s_drawbuffers[2] = {
GL_COLOR_ATTACHMENT0_EXT,
GL_COLOR_ATTACHMENT1_EXT
};
glDrawBuffers(2, s_drawbuffers);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0);
_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
}
// Does this function even work correctly???
void Renderer::FlushZBufferAlphaToTarget()
{
ResetGLState();
SetRenderTarget(0);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glViewport(0, 0, GetTargetWidth(), GetTargetHeight());
// texture map s_RenderTargets[s_curtarget] onto the main buffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget);
TextureMngr::EnableTexRECT(0);
// disable all other stages
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
GL_REPORT_ERRORD();
// setup the stencil to only accept pixels that have been written
glStencilFunc(GL_EQUAL, 1, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// TODO: This code should not have to bother with stretchtofit checking -
// all necessary scale initialization should be done elsewhere.
if (g_Config.bNativeResolution)
{
//TODO: Do Correctly in a bit
float FactorW = 640.f / (float)OpenGL_GetBackbufferWidth();
float FactorH = 480.f / (float)OpenGL_GetBackbufferHeight();
float Max = (FactorW < FactorH) ? FactorH : FactorW;
float Temp = 1.0f / Max;
FactorW *= Temp;
FactorH *= Temp;
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(-FactorW,-FactorH);
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-FactorW,FactorH);
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(FactorW,FactorH);
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(FactorW,-FactorH);
glEnd();
}
else
{
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(-1,-1);
glTexCoord2f(0, (float)(GetTargetHeight())); glVertex2f(-1,1);
glTexCoord2f((float)(GetTargetWidth()), (float)(GetTargetHeight())); glVertex2f(1,1);
glTexCoord2f((float)(GetTargetWidth()), 0); glVertex2f(1,-1);
glEnd();
}
GL_REPORT_ERRORD();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
RestoreGLState();
}
void Renderer::SetRenderMode(RenderMode mode)
{
if (!s_bHaveStencilBuffer && mode == RM_ZBufferAlpha)
mode = RM_ZBufferOnly;
if (s_RenderMode == mode)
return;
if (mode == RM_Normal) {
// flush buffers
if (s_RenderMode == RM_ZBufferAlpha) {
FlushZBufferAlphaToTarget();
glDisable(GL_STENCIL_TEST);
}
SetColorMask();
SetRenderTarget(0);
SetZBufferRender();
GL_REPORT_ERRORD();
}
else if (s_RenderMode == RM_Normal) {
// setup buffers
_assert_(GetFakeZTarget() && bpmem.zmode.updateenable);
if (mode == RM_ZBufferAlpha) {
glEnable(GL_STENCIL_TEST);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GL_REPORT_ERRORD();
}
else {
_assert_(GetFakeZTarget());
_assert_(s_bHaveStencilBuffer);
if (mode == RM_ZBufferOnly) {
// flush and remove stencil
_assert_(s_RenderMode == RM_ZBufferAlpha);
FlushZBufferAlphaToTarget();
glDisable(GL_STENCIL_TEST);
SetRenderTarget(s_FakeZTarget);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
GL_REPORT_ERRORD();
}
else {
_assert_(mode == RM_ZBufferAlpha && s_RenderMode == RM_ZBufferOnly);
// setup stencil
glEnable(GL_STENCIL_TEST);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
}
s_RenderMode = mode;
}
Renderer::RenderMode Renderer::GetRenderMode()
{
return s_RenderMode;
}
void ComputeBackbufferRectangle(TRectangle *rc)
{
float FloatGLWidth = (float)OpenGL_GetBackbufferWidth();
float FloatGLHeight = (float)OpenGL_GetBackbufferHeight();
float FloatXOffset = 0;
float FloatYOffset = 0;
// The rendering window size
const float WinWidth = FloatGLWidth;
const float WinHeight = FloatGLHeight;
// Handle aspect ratio.
if (g_Config.bKeepAR43 || g_Config.bKeepAR169)
{
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
float Ratio = (WinWidth / WinHeight) / (g_Config.bKeepAR43 ? (4.0f / 3.0f) : (16.0f / 9.0f));
// Check if height or width is the limiting factor. If ratio > 1 the picture is to wide and have to limit the width.
if (Ratio > 1)
{
// Scale down and center in the X direction.
FloatGLWidth /= Ratio;
FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f;
}
// The window is too high, we have to limit the height
else
{
// Scale down and center in the Y direction.
FloatGLHeight *= Ratio;
FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f;
}
}
// -----------------------------------------------------------------------
// Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10.
// Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset
// ------------------
if ((g_Config.bKeepAR43 || g_Config.bKeepAR169) && g_Config.bCrop)
{
float Ratio = g_Config.bKeepAR43 ? ((4.0 / 3.0) / (5.0 / 4.0)) : (((16.0 / 9.0) / (16.0 / 10.0)));
// The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted)
float IncreasedWidth = (Ratio - 1.0) * FloatGLWidth;
float IncreasedHeight = (Ratio - 1.0) * FloatGLHeight;
// The new width and height
FloatGLWidth = FloatGLWidth * Ratio;
FloatGLHeight = FloatGLHeight * Ratio;
// We need this adjustment too, the -6 adjustment was needed to never show any pixels outside the actual picture
// The result in offset in actual pixels is only around 1 or 2 pixels in a 1280 x 1024 resolution. In 1280 x 1024 the
// picture is only about 2 to 4 pixels (1 up and 1 down for example) to big to produce a minimal margin
// of error, while rather having a full screen and hiding one pixel, than having a one pixel black border. But it seems
// to be just enough in all games I tried.
float WidthRatio = ((float)FloatGLWidth - 6.0) / 640.0;
float HeightRatio = ((float)FloatGLHeight - 6.0) / 480.0;
// Adjust the X and Y offset
FloatXOffset = FloatXOffset - (IncreasedWidth / 2.0 / WidthRatio / Ratio);
FloatYOffset = FloatYOffset - (IncreasedHeight / 2.0 / HeightRatio / Ratio);
//Console::Print("Crop Ratio:%1.2f IncreasedHeight:%3.0f YOffset:%3.0f\n", Ratio, IncreasedHeight, FloatYOffset);
}
// round(float) = floor(float + 0.5)
int XOffset = floor(FloatXOffset + 0.5);
int YOffset = floor(FloatYOffset + 0.5);
rc->left = XOffset;
rc->top = YOffset;
rc->right = XOffset + ceil(FloatGLWidth);
rc->bottom = YOffset + ceil(FloatGLHeight);
}
//////////////////////////////////////////////////////////////////////////////////////
// This function has the final picture if the XFB functions are not used. We adjust the aspect ratio here.
// ----------------------
void Renderer::Swap(const TRectangle& rc)
{
OpenGL_Update(); // just updates the render window position and the backbuffer size
DVSTARTPROFILE();
Renderer::SetRenderMode(Renderer::RM_Normal);
ResetGLState();
TRectangle back_rc;
ComputeBackbufferRectangle(&back_rc);
// Disable all other stages.
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
// Update GLViewPort
glViewport(back_rc.left, back_rc.top,
back_rc.right - back_rc.left, back_rc.bottom - back_rc.top);
GL_REPORT_ERRORD();
// Copy the framebuffer to screen.
// TODO: Use glBlitFramebufferEXT.
#if 0
// Use framebuffer blit to stretch screen. No messing around with annoying glBegin and viewports.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
glBlitFramebufferEXT(0, GetTargetHeight() - (rc.bottom - rc.top), rc.GetWidth(), rc.GetHeight(),
back_rc.left, back_rc.top, back_rc.GetWidth(), back_rc.GetHeight(),
GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
#else
// Render to the real buffer now.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
// Texture map s_RenderTargets[s_curtarget] onto the main buffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
// Use linear filtering.
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
TextureMngr::EnableTexRECT(0);
float u_max;
float v_min = 0.f;
float v_max;
if (g_Config.bAutoScale) {
u_max = (rc.right - rc.left);
v_min = (float)GetTargetHeight() - (rc.bottom - rc.top);
v_max = (float)GetTargetHeight();
} else {
u_max = (float)GetTargetWidth();
v_max = (float)GetTargetHeight(); // TODO - when we change the target height to 528, this will have to change.
}
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBegin(GL_QUADS);
glTexCoord2f(0, v_min); glVertex2f(-1, -1);
glTexCoord2f(0, v_max); glVertex2f(-1, 1);
glTexCoord2f(u_max, v_max); glVertex2f( 1, 1);
glTexCoord2f(u_max, v_min); glVertex2f( 1, -1);
glEnd();
#endif
// Restore filtering.
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Wireframe
if (g_Config.bWireFrame)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
// -------------------------------------
// Take screenshot, if requested
if (s_bScreenshot) {
s_criticalScreenshot.Enter();
if (SaveRenderTarget(s_sScreenshotName.c_str(), OpenGL_GetBackbufferWidth(), OpenGL_GetBackbufferHeight())) {
char msg[255];
sprintf(msg, "Saved %s\n", s_sScreenshotName.c_str());
OSD::AddMessage(msg, 2000);
} else {
PanicAlert("Error capturing or saving screenshot.");
}
s_sScreenshotName = "";
s_bScreenshot = false;
s_criticalScreenshot.Leave();
}
// Place messages on the picture, then copy it to the screen
SwapBuffers();
RestoreGLState();
GL_REPORT_ERRORD();
g_Config.iSaveTargetId = 0;
// For testing zbuffer targets.
// Renderer::SetZBufferRender();
// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, GetTargetWidth(), GetTargetHeight());
}
////////////////////////////////////////////////
void Renderer::DrawDebugText()
{
// Draw various messages on the screen, like FPS, statistics, etc.
char debugtext_buffer[8192];
char *p = debugtext_buffer;
p[0] = 0;
if (g_Config.bShowFPS)
{
p+=sprintf(p, "FPS: %d\n", s_fps);
}
if (g_Config.bOverlayStats) {
p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated);
p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive);
p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated);
p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive);
p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated);
p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive);
p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled);
p+=sprintf(p,"dlists called(f): %i\n",stats.thisFrame.numDListsCalled);
// not used.
//p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated);
//p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive);
//p+=sprintf(p,"strip joins: %i\n",stats.numJoins);
p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims);
p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
p+=sprintf(p,"buffer splits: %i\n",stats.thisFrame.numBufferSplits);
p+=sprintf(p,"draw calls: %i\n",stats.thisFrame.numDrawCalls);
p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims);
p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads);
p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads);
p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads);
p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
p+=sprintf(p,"vertex loaders: %i\n",stats.numVertexLoaders);
std::string text1;
VertexLoaderManager::AppendListToString(&text1);
// TODO: Check for buffer overflow
p+=sprintf(p,"%s",text1.c_str());
}
if (g_Config.bOverlayBlendStats)
{
p+=sprintf(p,"LogicOp Mode: %i\n", stats.logicOpMode);
p+=sprintf(p,"Source Factor: %i\n", stats.srcFactor);
p+=sprintf(p,"Destination Factor: %i\n", stats.dstFactor);
p+=sprintf(p,"Dithering: %s\n", stats.dither==1 ? "Enabled" : "Disabled");
p+=sprintf(p,"Color Update: %s\n", stats.colorUpdate==1 ? "Enabled" : "Disabled");
p+=sprintf(p,"Alpha Update: %s\n", stats.alphaUpdate==1 ? "Enabled" : "Disabled");
p+=sprintf(p,"Dst Alpha Enabled: %s\n", stats.dstAlphaEnable==1 ? "Enabled" : "Disabled");
p+=sprintf(p,"Dst Alpha: %08x\n", stats.dstAlpha);
}
if (g_Config.bOverlayProjStats)
{
p+=sprintf(p,"Projection #: X for Raw 6=0 (X for Raw 6!=0)\n\n");
p+=sprintf(p,"Projection 0: %f (%f) Raw 0: %f\n", stats.gproj_0, stats.g2proj_0, stats.proj_0);
p+=sprintf(p,"Projection 1: %f (%f)\n", stats.gproj_1, stats.g2proj_1);
p+=sprintf(p,"Projection 2: %f (%f) Raw 1: %f\n", stats.gproj_2, stats.g2proj_2, stats.proj_1);
p+=sprintf(p,"Projection 3: %f (%f)\n\n", stats.gproj_3, stats.g2proj_3);
p+=sprintf(p,"Projection 4: %f (%f)\n", stats.gproj_4, stats.g2proj_4);
p+=sprintf(p,"Projection 5: %f (%f) Raw 2: %f\n", stats.gproj_5, stats.g2proj_5, stats.proj_2);
p+=sprintf(p,"Projection 6: %f (%f) Raw 3: %f\n", stats.gproj_6, stats.g2proj_6, stats.proj_3);
p+=sprintf(p,"Projection 7: %f (%f)\n\n", stats.gproj_7, stats.g2proj_7);
p+=sprintf(p,"Projection 8: %f (%f)\n", stats.gproj_8, stats.g2proj_8);
p+=sprintf(p,"Projection 9: %f (%f)\n", stats.gproj_9, stats.g2proj_9);
p+=sprintf(p,"Projection 10: %f (%f) Raw 4: %f\n\n", stats.gproj_10, stats.g2proj_10, stats.proj_4);
p+=sprintf(p,"Projection 11: %f (%f) Raw 5: %f\n\n", stats.gproj_11, stats.g2proj_11, stats.proj_5);
p+=sprintf(p,"Projection 12: %f (%f)\n", stats.gproj_12, stats.g2proj_12);
p+=sprintf(p,"Projection 13: %f (%f)\n", stats.gproj_13, stats.g2proj_13);
p+=sprintf(p,"Projection 14: %f (%f)\n", stats.gproj_14, stats.g2proj_14);
p+=sprintf(p,"Projection 15: %f (%f)\n", stats.gproj_15, stats.g2proj_15);
}
// Render a shadow, and then the text.
Renderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000);
Renderer::RenderText(debugtext_buffer, 20, 20, 0xFF00FFFF);
}
//////////////////////////////////////////////////////////////////////////////////////
// We can now draw whatever we want on top of the picture. Then we copy the final picture to the output.
// ----------------------
void Renderer::SwapBuffers()
{
// Count FPS.
static int fpscount = 0;
static unsigned long lasttime;
++fpscount;
if (timeGetTime() - lasttime > 1000)
{
lasttime = timeGetTime();
s_fps = (fpscount-1);
fpscount = 0;
}
DrawDebugText();
OSD::DrawMessages();
// -----------------------------
#if defined(DVPROFILE)
if (g_bWriteProfile) {
//g_bWriteProfile = 0;
static int framenum = 0;
const int UPDATE_FRAMES = 8;
if (++framenum >= UPDATE_FRAMES) {
DVProfWrite("prof.txt", UPDATE_FRAMES);
DVProfClear();
framenum = 0;
}
}
#endif
// Copy the rendered frame to the real window
OpenGL_SwapBuffers();
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
GL_REPORT_ERRORD();
// Clean out old stuff from caches
VertexShaderCache::ProgressiveCleanup();
PixelShaderCache::ProgressiveCleanup();
TextureMngr::ProgressiveCleanup();
frameCount++;
// New frame
stats.ResetFrame();
// Render to the framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
if (nZBufferRender > 0) {
if (--nZBufferRender == 0) {
// turn off
nZBufferRender = 0;
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
}
}
}
void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
{
int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight();
glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
s_pfont->printMultilineText(pstr,
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight);
}
void Renderer::SetScreenshot(const char *filename)
{
s_criticalScreenshot.Enter();
s_sScreenshotName = filename;
s_bScreenshot = true;
s_criticalScreenshot.Leave();
}
bool Renderer::SaveRenderTarget(const char *filename, int w, int h)
{
u8 *data = (u8 *)malloc(3 * w * h);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, data);
if (glGetError() != GL_NO_ERROR)
return false;
// Flip image upside down. Damn OpenGL.
for (int y = 0; y < h / 2; y++)
{
for(int x = 0; x < w; x++)
{
std::swap(data[(y * w + x) * 3], data[((h - 1 - y) * w + x) * 3]);
std::swap(data[(y * w + x) * 3 + 1], data[((h - 1 - y) * w + x) * 3 + 1]);
std::swap(data[(y * w + x) * 3 + 2], data[((h - 1 - y) * w + x) * 3 + 2]);
}
}
#if defined(HAVE_WX) && HAVE_WX
wxImage a(w, h, data);
a.SaveFile(wxString::FromAscii(filename), wxBITMAP_TYPE_BMP);
bool result = true;
#else
bool result = SaveTGA(filename, w, h, data);
free(data);
#endif
return result;
}
//////////////////////////////////////////////////////////////////////////////////////
// Function: This function does not have the final picture. Use Renderer::Swap() to adjust the final picture.
// Call schedule: Called from VertexShaderManager
// ----------------------
void UpdateViewport()
{
// -----------------------------------------------------------------------
// Logging
// ------------------
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
/*INFO_LOG(VIDEO, "view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)\n",
rawViewport[3]-rawViewport[0]-342, rawViewport[4]+rawViewport[1]-342,
2 * rawViewport[0], 2 * rawViewport[1],
(rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/
// --------------------------
int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
// -------------------------------------
float MValueX = Renderer::GetTargetScaleX();
float MValueY = Renderer::GetTargetScaleY();
// -----------------------------------------------------------------------
// Stretch picture with increased internal resolution
// ------------------
int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - 342 - scissorXOff) * MValueX);
int GLy = (int)ceil(Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4] - xfregs.rawViewport[1] - 342 - scissorYOff)) * MValueY);
int GLWidth = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
int GLHeight = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
// -------------------------------------
// Update the view port
glViewport(GLx, GLy, GLWidth, GLHeight);
// GLDepthRange - this could be a source of trouble - see the viewport hacks.
double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f;
double GLFar = xfregs.rawViewport[5] / 16777215.0f;
glDepthRange(GLNear, GLFar);
// -------------------------------------
// Logging
/*
RECT RcTop, RcParent, RcChild;
HWND Child = EmuWindow::GetWnd();
HWND Parent = GetParent(Child);
HWND Top = GetParent(Parent);
GetWindowRect(Top, &RcTop);
GetWindowRect(Parent, &RcParent);
GetWindowRect(Child, &RcChild);
//Console::ClearScreen();
Console::Print("----------------------------------------------------------------\n");
Console::Print("Top window: X:%03i Y:%03i Width:%03i Height:%03i\n", RcTop.left, RcTop.top, RcTop.right - RcTop.left, RcTop.bottom - RcTop.top);
Console::Print("Parent window: X:%03i Y:%03i Width:%03i Height:%03i\n", RcParent.left, RcParent.top, RcParent.right - RcParent.left, RcParent.bottom - RcParent.top);
Console::Print("Child window: X:%03i Y:%03i Width:%03i Height:%03i\n", RcChild.left, RcChild.top, RcChild.right - RcChild.left, RcChild.bottom - RcChild.top);
Console::Print("----------------------------------------------------------------\n");
Console::Print("Res. MValue: X:%f Y:%f XOffs:%f YOffs:%f\n", OpenGL_GetXmax(), OpenGL_GetYmax(), OpenGL_GetXoff(), OpenGL_GetYoff());
Console::Print("GLViewPort: X:%03i Y:%03i Width:%03i Height:%03i\n", GLx, GLy, GLWidth, GLHeight);
Console::Print("GLDepthRange: Near:%f Far:%f\n", GLNear, GLFar);
Console::Print("GLScissor: X:%03i Y:%03i Width:%03i Height:%03i\n", GLScissorX, GLScissorY, GLScissorW, GLScissorH);
Console::Print("----------------------------------------------------------------\n");
*/
}