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https://github.com/dolphin-emu/dolphin.git
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6d70c14d12
and just operate on lists of object files instead. This helps with LTO since LLVM/clang LTO is completely broken by static libraries. It also helps identify symbol clashes between components like the former plugins. Many linkers also expect static libraries to form a strict DAG which turns out be a difficult rule to uphold in practice, especially since some of our platforms aren't picky about this. LTO builds currently appears to crash at runtime because of the static wx libs. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7056 8ced0084-cf51-0410-be5f-012b33b47a6e
193 lines
5.7 KiB
C++
193 lines
5.7 KiB
C++
// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "MemoryUtil.h"
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#include <VideoCommon.h>
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#include "BPMemLoader.h"
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#include "HwRasterizer.h"
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#include "../../Plugin_VideoOGL/Src/GLUtil.h"
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#include "NativeVertexFormat.h"
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#include "DebugUtil.h"
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#define TEMP_SIZE (1024*1024*4)
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namespace HwRasterizer
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{
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float efbHalfWidth;
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float efbHalfHeight;
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bool hasTexture;
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u8 *temp;
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void Init()
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{
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efbHalfWidth = EFB_WIDTH / 2.0f;
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efbHalfHeight = 480 / 2.0f;
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temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
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}
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void LoadTexture()
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{
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FourTexUnits &texUnit = bpmem.tex[0];
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u32 imageAddr = texUnit.texImage3[0].image_base;
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TexCacheEntry &cacheEntry = textures[imageAddr];
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cacheEntry.Update();
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, cacheEntry.texture);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, texUnit.texMode0[0].mag_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, (texUnit.texMode0[0].min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
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}
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void BeginTriangles()
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{
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// disabling depth test sometimes allows more things to be visible
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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hasTexture = bpmem.tevorders[0].enable0;
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if (hasTexture)
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LoadTexture();
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}
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void EndTriangles()
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{
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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}
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void DrawColorVertex(OutputVertexData *v)
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{
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glColor3ub(v->color[0][OutputVertexData::RED_C], v->color[0][OutputVertexData::GRN_C], v->color[0][OutputVertexData::BLU_C]);
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glVertex3f(v->screenPosition.x / efbHalfWidth - 1.0f, 1.0f - v->screenPosition.y / efbHalfHeight, v->screenPosition.z / (float)0x00ffffff);
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}
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void DrawTextureVertex(OutputVertexData *v)
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{
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float s = v->texCoords[0].x;
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float t = v->texCoords[0].y;
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glTexCoord2f(s, t);
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float x = (v->screenPosition.x / efbHalfWidth) - 1.0f;
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float y = 1.0f - (v->screenPosition.y / efbHalfHeight);
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float z = v->screenPosition.z;
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glVertex3f(x, y, z);
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}
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void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
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{
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glBegin(GL_TRIANGLES);
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if (hasTexture)
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{
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DrawTextureVertex(v0);
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DrawTextureVertex(v1);
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DrawTextureVertex(v2);
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}
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else
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{
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DrawColorVertex(v0);
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DrawColorVertex(v1);
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DrawColorVertex(v2);
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}
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glEnd();
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}
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void Clear()
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{
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u8 r = (bpmem.clearcolorAR & 0x00ff);
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u8 g = (bpmem.clearcolorGB & 0xff00) >> 8;
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u8 b = (bpmem.clearcolorGB & 0x00ff);
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u8 a = (bpmem.clearcolorAR & 0xff00) >> 8;
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GLfloat left = (GLfloat)bpmem.copyTexSrcXY.x / efbHalfWidth - 1.0f;
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GLfloat top = 1.0f - (GLfloat)bpmem.copyTexSrcXY.y / efbHalfHeight;
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GLfloat right = (GLfloat)(left + bpmem.copyTexSrcWH.x + 1) / efbHalfWidth - 1.0f;
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GLfloat bottom = 1.0f - (GLfloat)(top + bpmem.copyTexSrcWH.y + 1) / efbHalfHeight;
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GLfloat depth = (GLfloat)bpmem.clearZValue / (GLfloat)0x00ffffff;
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glBegin(GL_QUADS);
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glColor4ub(r, g, b, a);
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glVertex3f(left, top, depth);
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glColor4ub(r, g, b, a);
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glVertex3f(right, top, depth);
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glColor4ub(r, g, b, a);
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glVertex3f(right, bottom, depth);
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glColor4ub(r, g, b, a);
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glVertex3f(left, bottom, depth);
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glEnd();
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}
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TexCacheEntry::TexCacheEntry()
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{
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Create();
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}
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void TexCacheEntry::Create()
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{
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FourTexUnits &texUnit = bpmem.tex[0];
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texImage0.hex = texUnit.texImage0[0].hex;
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texImage1.hex = texUnit.texImage1[0].hex;
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texImage2.hex = texUnit.texImage2[0].hex;
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texImage3.hex = texUnit.texImage3[0].hex;
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texTlut.hex = texUnit.texTlut[0].hex;
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int width = texImage0.width;
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int height = texImage0.height;
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DebugUtil::GetTextureBGRA(temp, 0, 0, width, height);
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glGenTextures(1, (GLuint *)&texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_BGRA, GL_UNSIGNED_BYTE, temp);
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}
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void TexCacheEntry::Destroy()
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{
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if (texture == 0)
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return;
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glDeleteTextures(1, &texture);
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texture = 0;
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}
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void TexCacheEntry::Update()
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{
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FourTexUnits &texUnit = bpmem.tex[0];
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// extra checks cause textures to be reloaded much more
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if (texUnit.texImage0[0].hex != texImage0.hex ||
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//texUnit.texImage1[0].hex != texImage1.hex ||
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//texUnit.texImage2[0].hex != texImage2.hex ||
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texUnit.texImage3[0].hex != texImage3.hex ||
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texUnit.texTlut[0].hex != texTlut.hex)
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{
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Destroy();
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Create();
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}
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}
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}
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