forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1107 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			227 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			227 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2003-2008 Dolphin Project.
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 
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| // Preliminary non-working code.
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| 
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| #include "Globals.h"
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| #include "GLUtil.h"
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| #include "MemoryUtil.h"
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| #include "Render.h"
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| #include "TextureMngr.h"
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| #include "VertexShaderManager.h"
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| #include "XFBConvert.h"
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| #include "TextureConverter.h"
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| 
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| #define XFB_USE_SHADERS 1
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| 
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| enum {
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| 	XFB_WIDTH = 640,
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| 	XFB_HEIGHT = 480, // 528 is max height.
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| 	XFB_BUF_HEIGHT = 538, //480,
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| 	// TODO: figure out what to do with PAL
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| };
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| 
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| 
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| #if XFB_USE_SHADERS
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| 
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| static GLuint xfb_decoded_texture;
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| 
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| void XFB_Init()
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| {
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| 	glGenTextures(1, &xfb_decoded_texture);
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| 	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
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| 	glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_BUF_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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| }
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| 
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| void XFB_Shutdown()
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| {
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| 	glDeleteTextures(1, &xfb_decoded_texture);
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| }
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| 
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| 
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| void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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| {
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| 	TRectangle renderSrcRc;
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| 	renderSrcRc.left = sourceRc.left;
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| 	renderSrcRc.right = sourceRc.right;
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| 	renderSrcRc.top = nBackbufferHeight - sourceRc.top;
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| 	renderSrcRc.bottom = nBackbufferHeight - sourceRc.bottom; 
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| 	TextureConverter::EncodeToRam(Renderer::GetRenderTarget(), renderSrcRc, xfb_in_ram, dstWd, dstHt);
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| }
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| 
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| void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
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| {
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| 	TextureConverter::DecodeToTexture(xfb_in_ram, width, height, xfb_decoded_texture);
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| 
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| 	OpenGL_Update(); // just updates the render window position and the backbuffer size
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| 
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| 	Renderer::ResetGLState();
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| 
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| 	TextureMngr::EnableTexRECT(0);
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| 
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| 	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
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| 
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| 	glActiveTexture(GL_TEXTURE0);
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| 	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
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| 
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| 	glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
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| 	GL_REPORT_ERRORD();
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| 
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|     glBegin(GL_QUADS);
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| 	glTexCoord2f(width, 0 - yOffset); glVertex2f(1,-1);
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| 	glTexCoord2f(width, height - yOffset); glVertex2f(1,1);
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| 	glTexCoord2f(0, height - yOffset); glVertex2f(-1,1);
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| 	glTexCoord2f(0, 0 - yOffset); glVertex2f(-1,-1);
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|     glEnd();	
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| 
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| 	TextureMngr::DisableStage(0);
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| 
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| 	Renderer::SwapBuffers();
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| 
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| 	Renderer::RestoreGLState();
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| 	GL_REPORT_ERRORD();
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| }
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| 
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| #else
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| 
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| static GLuint xfb_texture;
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| static u8 *xfb_buffer = 0;
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| static u8 *efb_buffer = 0;
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| static GLuint s_xfbFrameBuffer = 0;
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| static GLuint s_xfbRenderBuffer = 0;
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| 
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| void XFB_Init()
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| {
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| 	// used to render XFB
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| 	xfb_buffer = new u8[XFB_WIDTH * XFB_BUF_HEIGHT * 4];
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| 	memset(xfb_buffer, 0, XFB_WIDTH * XFB_BUF_HEIGHT * 4);
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|     glGenTextures(1, &xfb_texture);
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| 	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);
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|     glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
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| 
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| 	// used to render EFB
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| 	glGenFramebuffersEXT( 1, &s_xfbFrameBuffer);
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| 	glGenRenderbuffersEXT(1, &s_xfbRenderBuffer);
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| 	glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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| 	glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
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| 
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| 	// Ensure efb_buffer is aligned.
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| 	efb_buffer = (u8 *)AllocateMemoryPages(nBackbufferWidth * nBackbufferHeight * 4);
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| }
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| 
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| void XFB_Shutdown()
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| {
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| 	glDeleteFramebuffersEXT(1, &s_xfbFrameBuffer);
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| 
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| 	glDeleteTextures(1, &xfb_texture);
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| 	xfb_texture = 0;
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| 	delete [] xfb_buffer;
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| 	xfb_buffer = 0;
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| 	FreeMemoryPages(efb_buffer, nBackbufferWidth * nBackbufferHeight * 4);
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| }
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| 
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| 
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| void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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| {
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| 	Renderer::SetRenderMode(Renderer::RM_Normal);
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| 
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| 	Renderer::ResetGLState();
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| 
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| 	 // switch to XFB frame buffer
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| 	Renderer::SetFramebuffer(s_xfbFrameBuffer);
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| 	glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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| 	glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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| 	GL_REPORT_ERRORD();
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| 
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| 	glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
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| 
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| 	glActiveTexture(GL_TEXTURE0);
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| 	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Renderer::GetRenderTarget());
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|     TextureMngr::EnableTexRECT(0);
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| 	for (int i = 1; i < 8; ++i)
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| 		TextureMngr::DisableStage(i);	
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| 	GL_REPORT_ERRORD();
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| 
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| 	glBegin(GL_QUADS);
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|     glTexCoord2f(0, nBackbufferHeight); glVertex2f(-1,-1);
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| 	glTexCoord2f(0, 0); glVertex2f(-1,1);
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|     glTexCoord2f(nBackbufferWidth, 0); glVertex2f(1,1);
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|     glTexCoord2f(nBackbufferWidth, nBackbufferHeight); glVertex2f(1,-1);
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|     glEnd();
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| 	GL_REPORT_ERRORD();
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| 
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| 	int width = sourceRc.right - sourceRc.left;
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| 	int height = sourceRc.bottom - sourceRc.top;	
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| 	glReadPixels(sourceRc.left, sourceRc.top, width, height, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
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| 	GL_REPORT_ERRORD();
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| 
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| 	Renderer::SetFramebuffer(0);
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|     Renderer::RestoreGLState();
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|     VertexShaderMngr::SetViewportChanged();
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| 	
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| 	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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|     TextureMngr::DisableStage(0);
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| 
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| 	Renderer::RestoreGLState();
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|     GL_REPORT_ERRORD();
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| 
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| 	// TODO - use shader for conversion
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| 	ConvertToXFB((u32 *)xfb_in_ram, efb_buffer, dstWd, dstHt);
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| }
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| 
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| void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
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| {
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| 	OpenGL_Update(); // just updates the render window position and the backbuffer size
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| 
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|     Renderer::SetRenderMode(Renderer::RM_Normal);
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| 
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|     // render to the real buffer now 
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|     glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
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|     glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
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| 
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| 	Renderer::ResetGLState();
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| 
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| 	// TODO - use shader for conversion
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| 	ConvertFromXFB((u32 *)xfb_buffer, xfb_in_ram, width, height);
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| 
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| 	glActiveTexture(GL_TEXTURE0);
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| 	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);	
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|     glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
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|     TextureMngr::EnableTexRECT(0);
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|     for (int i = 1; i < 8; ++i)
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| 		TextureMngr::DisableStage(i);
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| 
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| 	GL_REPORT_ERRORD();
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| 
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|     glBegin(GL_QUADS);
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| 	glTexCoord2f(width, height + yOffset); glVertex2f(1,-1);
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| 	glTexCoord2f(width, 0 + yOffset); glVertex2f(1,1);
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| 	glTexCoord2f(0, 0 + yOffset); glVertex2f(-1,1);
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| 	glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
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|     glEnd();
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| 
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| 	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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|     TextureMngr::DisableStage(0);
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| 
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| 	Renderer::SwapBuffers();	
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| 
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| 	Renderer::RestoreGLState();
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|     GL_REPORT_ERRORD();
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| }
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| 
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| #endif |