forked from dolphin-emu/dolphin
		
	This changes fixes the bloom effect in Beyond Good and Evil. It also makes the AutoScale feature almost mandatory since it looks silly without :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2475 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			1245 lines
		
	
	
		
			42 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1245 lines
		
	
	
		
			42 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003-2008 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 "Globals.h"
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#include <vector>
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#include <cmath>
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#include "GLUtil.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#ifdef _WIN32
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#include <mmsystem.h>
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#endif
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#include "Config.h"
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#include "Profiler.h"
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#include "Statistics.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "TextureMngr.h"
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#include "rasterfont.h"
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#include "VertexShaderGen.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexShaderManager.h"
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#include "VertexLoaderManager.h"
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#include "VertexLoader.h"
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#include "XFB.h"
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#include "OnScreenDisplay.h"
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#include "Timer.h"
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#include "main.h" // Local
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#ifdef _WIN32
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#include "OS/Win32.h"
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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#include <wx/image.h>
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#endif
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#ifdef _WIN32
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	#include "Win32Window.h" // warning: crapcode
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#else
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#endif
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CGcontext g_cgcontext;
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CGprofile g_cgvProf;
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CGprofile g_cgfProf;
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RasterFont* s_pfont = NULL;
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static bool s_bFullscreen = false;
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static int nZBufferRender = 0; // if > 0, then use zbuffer render, and count down.
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// A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures.
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static GLuint s_uFramebuffer = 0;
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// The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn'.t
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static GLuint s_RenderTarget = 0;
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static GLuint s_DepthTarget = 0;
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static GLuint s_ZBufferTarget = 0;
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static bool s_bATIDrawBuffers = false;
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static bool s_bHaveStencilBuffer = false;
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static bool s_bHaveFramebufferBlit = false;
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static volatile bool s_bScreenshot = false;
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static Common::CriticalSection s_criticalScreenshot;
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static std::string s_sScreenshotName;
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static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
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bool g_bBlendSeparate = false;
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int frameCount;
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static int s_fps = 0;
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// These STAY CONSTANT during execution, no matter how much you resize the game window.
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static int s_targetwidth;   // Size of render buffer FBO.
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static int s_targetheight;
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static u32 s_blendMode;
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void HandleCgError(CGcontext ctx, CGerror err, void *appdata);
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static const GLenum glSrcFactors[8] =
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{
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    GL_ZERO,
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    GL_ONE,
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    GL_DST_COLOR,
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    GL_ONE_MINUS_DST_COLOR,
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    GL_SRC_ALPHA,
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    GL_ONE_MINUS_SRC_ALPHA, 
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    GL_DST_ALPHA,
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    GL_ONE_MINUS_DST_ALPHA
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};
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static const GLenum glDestFactors[8] = {
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    GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
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    GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,  GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA
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};
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bool Renderer::Init()
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{
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    bool bSuccess = true;
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	s_blendMode = 0;
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	GLint numvertexattribs = 0;
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    GLenum err = GL_NO_ERROR;
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    g_cgcontext = cgCreateContext();
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    cgGetError();
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    cgSetErrorHandler(HandleCgError, NULL);
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    // Look for required extensions.
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    const char *ptoken = (const char*)glGetString(GL_EXTENSIONS);
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	if (!ptoken)
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	{
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		PanicAlert("Failed to get OpenGL extension string. Do you have OpenGL drivers installed?");
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		return false;
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	}
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    INFO_LOG(VIDEO, "Supported OpenGL Extensions:\n");
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    INFO_LOG(VIDEO, ptoken);  // write to the log file
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    INFO_LOG(VIDEO, "\n");
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	if (GLEW_EXT_blend_func_separate && GLEW_EXT_blend_equation_separate)
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        g_bBlendSeparate = true;
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	// Checks if it ONLY has the ATI_draw_buffers extension, some have both
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    if (GLEW_ATI_draw_buffers && !GLEW_ARB_draw_buffers) 
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        s_bATIDrawBuffers = true;
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    s_bFullscreen = g_Config.bFullscreen;
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	glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
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    if (numvertexattribs < 11) {
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        ERROR_LOG(VIDEO, "*********\nGPU: OGL ERROR: Number of attributes %d not enough\nGPU: *********\nDoes your video card support OpenGL 2.x?", numvertexattribs);
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        bSuccess = false;
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    }
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	// Init extension support.
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	if (glewInit() != GLEW_OK) {
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        ERROR_LOG(VIDEO, "glewInit() failed!\nDoes your video card support OpenGL 2.x?");
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        return false;
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    }
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    if (!GLEW_EXT_framebuffer_object) {
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        ERROR_LOG(VIDEO, "*********\nGPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nGPU: *********\nDoes your video card support OpenGL 2.x?");
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        bSuccess = false;
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    }
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    if (!GLEW_EXT_secondary_color) {
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        ERROR_LOG(VIDEO, "*********\nGPU: OGL ERROR: Need GL_EXT_secondary_color\nGPU: *********\nDoes your video card support OpenGL 2.x?");
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        bSuccess = false;
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    }
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	s_bHaveFramebufferBlit = GLEW_EXT_framebuffer_blit ? true : false;
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    if (!bSuccess)
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        return false;
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#ifdef _WIN32
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	if (WGLEW_EXT_swap_control)
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		wglSwapIntervalEXT(0);
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	else
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		ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)\nDoes your video card support OpenGL 2.x?");
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#elif defined(HAVE_X11) && HAVE_X11
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	if (glXSwapIntervalSGI)
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		glXSwapIntervalSGI(0);
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	else
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		ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)\n");
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#else
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	//TODO
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#endif
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    // check the max texture width and height
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	GLint max_texture_size;
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	glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&max_texture_size);
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	if (max_texture_size < 1024) {
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		ERROR_LOG(VIDEO, "GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024", max_texture_size);
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	}
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    GL_REPORT_ERROR();
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    if (err != GL_NO_ERROR) bSuccess = false;
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    if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers)
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        glDrawBuffers = glDrawBuffersARB;
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    glGenFramebuffersEXT(1, (GLuint *)&s_uFramebuffer);
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    if (s_uFramebuffer == 0) {
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        ERROR_LOG(VIDEO, "failed to create the renderbuffer\nDoes your video card support OpenGL 2.x?");
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    }
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    _assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
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    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
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	// The size of the framebuffer targets should really NOT be the size of the OpenGL viewport.
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	// The EFB is larger than 640x480 - in fact, it's 640x528, give or take a couple of lines.
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	// So the below is wrong.
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	// This should really be grabbed from config rather than from OpenGL.
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	s_targetwidth = (int)OpenGL_GetBackbufferWidth();
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    s_targetheight = (int)OpenGL_GetBackbufferHeight();
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	// Compensate height of render target for scaling, so that we get something close to the correct number of
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	// vertical pixels.
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	s_targetheight *= 528.0 / 480.0;
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	// Ensure a minimum target size so that the native res target always fits.
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	if (s_targetwidth < EFB_WIDTH)
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		s_targetwidth = EFB_WIDTH;
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	if (s_targetheight < EFB_HEIGHT)
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		s_targetheight = EFB_HEIGHT;
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    // Create the framebuffer target texture
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    glGenTextures(1, (GLuint *)&s_RenderTarget);
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
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	// Setup the texture params
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    // initialize to default
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    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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    glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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    glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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    if (glGetError() != GL_NO_ERROR) {
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        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
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        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
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        GL_REPORT_ERROR();
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    }
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    glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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    glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    GL_REPORT_ERROR();
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    GLint nMaxMRT = 0;
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    glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &nMaxMRT);
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    if (nMaxMRT > 1) 
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	{
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        // Create zbuffer target.
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        glGenTextures(1, (GLuint *)&s_ZBufferTarget);
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        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
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        glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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        if (glGetError() != GL_NO_ERROR) {
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            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
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            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
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            GL_REPORT_ERROR();
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        }
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        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    }
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    // create the depth buffer
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    glGenRenderbuffersEXT(1, &s_DepthTarget);
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    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
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    glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
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    if (glGetError() != GL_NO_ERROR) 
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	{
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        glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, s_targetwidth, s_targetheight);
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        s_bHaveStencilBuffer = false;
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    } 
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	else 
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	{
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		s_bHaveStencilBuffer = true;
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	}
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    GL_REPORT_ERROR();
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    // Select our render and depth targets as render targets.
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    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget, 0);
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    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
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	GL_REPORT_ERROR();
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    if (s_ZBufferTarget != 0) {
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        // test to make sure it works
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        glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
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        bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
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        glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
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        if (bFailed) {
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            glDeleteTextures(1, (GLuint *)&s_ZBufferTarget);
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            s_ZBufferTarget = 0;
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        }
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    }
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	if (s_ZBufferTarget == 0)
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        ERROR_LOG(VIDEO, "Disabling ztarget MRT feature (max MRT = %d)\n", nMaxMRT);
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    glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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    nZBufferRender = 0;
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    GL_REPORT_ERROR();
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    if (err != GL_NO_ERROR)
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		bSuccess = false;
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    s_pfont = new RasterFont();
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    // load the effect, find the best profiles (if any)
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    if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) {
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        ERROR_LOG(VIDEO, "arbvp1 not supported\n");
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        return false;
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    }
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    if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) {
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        ERROR_LOG(VIDEO, "arbfp1 not supported\n");
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        return false;
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    }
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    g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX);
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    g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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    cgGLSetOptimalOptions(g_cgvProf);
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    cgGLSetOptimalOptions(g_cgfProf);
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    INFO_LOG(VIDEO, "Max buffer sizes: %d %d\n", cgGetProgramBufferMaxSize(g_cgvProf), cgGetProgramBufferMaxSize(g_cgfProf));
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    int nenvvertparams, nenvfragparams, naddrregisters[2];
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    glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvvertparams);
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    glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvfragparams);
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    glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[0]);
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    glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[1]);
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    DEBUG_LOG(VIDEO, "Max program env parameters: vert=%d, frag=%d\n", nenvvertparams, nenvfragparams);
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    DEBUG_LOG(VIDEO, "Max program address register parameters: vert=%d, frag=%d\n", naddrregisters[0], naddrregisters[1]);
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	if (nenvvertparams < 238)
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        ERROR_LOG(VIDEO, "Not enough vertex shader environment constants!!\n");
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#ifndef _DEBUG
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    cgGLSetDebugMode(GL_FALSE);
 | 
						|
#endif
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 | 
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    if (cgGetError() != CG_NO_ERROR) {
 | 
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        ERROR_LOG(VIDEO, "cg error\n");
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
    
 | 
						|
    s_RenderMode = Renderer::RM_Normal;
 | 
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 | 
						|
    if (!InitializeGL())
 | 
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        return false;
 | 
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 | 
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	XFB_Init();
 | 
						|
    return glGetError() == GL_NO_ERROR && bSuccess;
 | 
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}
 | 
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 | 
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void Renderer::Shutdown(void)
 | 
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{    
 | 
						|
    delete s_pfont;
 | 
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	s_pfont = 0;
 | 
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 | 
						|
	XFB_Shutdown();
 | 
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 | 
						|
    if (g_cgcontext) {
 | 
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        cgDestroyContext(g_cgcontext);
 | 
						|
        g_cgcontext = 0;
 | 
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    }
 | 
						|
    if (s_RenderTarget) {
 | 
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        glDeleteTextures(1, &s_RenderTarget);
 | 
						|
        s_RenderTarget = 0;
 | 
						|
    }
 | 
						|
    if (s_DepthTarget) {
 | 
						|
        glDeleteRenderbuffersEXT(1, &s_DepthTarget);
 | 
						|
		s_DepthTarget = 0;
 | 
						|
    }
 | 
						|
    if (s_uFramebuffer) {
 | 
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        glDeleteFramebuffersEXT(1, &s_uFramebuffer);
 | 
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        s_uFramebuffer = 0;
 | 
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    }
 | 
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}
 | 
						|
 | 
						|
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_NICEST);
 | 
						|
    
 | 
						|
    glDisable(GL_STENCIL_TEST);
 | 
						|
    glEnable(GL_SCISSOR_TEST);
 | 
						|
	// Do we really need to set this initial glScissor() value? Wont it be called all the time while the game is running?
 | 
						|
    //glScissor(0, 0, (int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
 | 
						|
    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::GetRenderTarget()
 | 
						|
{
 | 
						|
	return s_RenderTarget;
 | 
						|
}
 | 
						|
GLuint Renderer::GetZBufferTarget()
 | 
						|
{
 | 
						|
	return nZBufferRender > 0 ? s_ZBufferTarget : 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.
 | 
						|
    glEnable(GL_SCISSOR_TEST);
 | 
						|
 | 
						|
    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_VERTEX_PROGRAM_ARB);
 | 
						|
    glEnable(GL_FRAGMENT_PROGRAM_ARB);
 | 
						|
    SetColorMask();
 | 
						|
	SetBlendMode(true);
 | 
						|
}
 | 
						|
 | 
						|
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; // give it 10 frames
 | 
						|
    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_ZBufferTarget, 0);
 | 
						|
    _assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
 | 
						|
}
 | 
						|
 | 
						|
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_ZBufferTarget);
 | 
						|
    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.
 | 
						|
	// TODO: Investigate BlitFramebufferEXT.
 | 
						|
	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_(GetZBufferTarget() && 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_(GetZBufferTarget());
 | 
						|
        _assert_(s_bHaveStencilBuffer);
 | 
						|
 | 
						|
        if (mode == RM_ZBufferOnly) {
 | 
						|
            // flush and remove stencil
 | 
						|
            _assert_(s_RenderMode == RM_ZBufferAlpha);
 | 
						|
            FlushZBufferAlphaToTarget();
 | 
						|
            glDisable(GL_STENCIL_TEST);
 | 
						|
 | 
						|
            SetRenderTarget(s_ZBufferTarget);
 | 
						|
            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)
 | 
						|
{
 | 
						|
	// -----------------------------------------------------------------------
 | 
						|
	// GLViewPort variables
 | 
						|
	// ------------------
 | 
						|
	// Work with float values for the XFB supplement and aspect ratio functions. These are default
 | 
						|
	// values that are used if the XFB supplement and the keep aspect ratio function are unused.
 | 
						|
	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);
 | 
						|
	}
 | 
						|
 | 
						|
	// Because there is no round() function we use round(float) = floor(float + 0.5) instead
 | 
						|
	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);
 | 
						|
 | 
						|
	// Blit the FBO to do Anti-Aliasing
 | 
						|
	// Not working?
 | 
						|
//	glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer); 
 | 
						|
//	glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
 | 
						|
//	glBlitFramebufferEXT(0, 0, 640, 480, 0, 0, OpenGL_GetWidth(), OpenGL_GetHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
 | 
						|
//	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer); 
 | 
						|
 | 
						|
	// render to the real buffer now 
 | 
						|
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
 | 
						|
 | 
						|
	// -----------------------------------------------------------------------
 | 
						|
	// Show the finished picture
 | 
						|
	// --------------------
 | 
						|
	// Reset GL state
 | 
						|
    ResetGLState();
 | 
						|
 | 
						|
    // 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);
 | 
						|
    
 | 
						|
	// Disable all other stages
 | 
						|
    for (int i = 1; i < 8; ++i)
 | 
						|
		TextureMngr::DisableStage(i);
 | 
						|
 | 
						|
	TRectangle back_rc;
 | 
						|
	ComputeBackbufferRectangle(&back_rc);
 | 
						|
 | 
						|
	// 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.
 | 
						|
	
 | 
						|
	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();
 | 
						|
 | 
						|
	// 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_ZBufferTarget, 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;
 | 
						|
        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");
 | 
						|
	*/
 | 
						|
}
 |