forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1797 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			1123 lines
		
	
	
		
			35 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1123 lines
		
	
	
		
			35 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 <list>
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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 "VertexLoaderManager.h"
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#include "VertexLoader.h"
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#include "XFB.h"
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#include "Timer.h"
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#include "Logging/Logging.h" // for Logging()
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#if defined(HAVE_WX) && HAVE_WX
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#include "Debugger/Debugger.h" // for the CDebugger class
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#endif
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#ifdef _WIN32
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#include "OS/Win32.h"
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#else
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#endif
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struct MESSAGE
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{
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    MESSAGE() {}
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    MESSAGE(const char* p, u32 dw) { strcpy(str, p); dwTimeStamp = dw; }
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    char str[255];
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    u32 dwTimeStamp;
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};	
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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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#if defined(HAVE_WX) && HAVE_WX
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extern CDebugger* m_frame; // the debugging class
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#endif
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static RasterFont* s_pfont = NULL;
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static std::list<MESSAGE> s_listMsgs;
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static bool s_bFullscreen = false;
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static bool s_bOutputCgErrors = true;
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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 Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
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bool g_bBlendLogicOp = false;
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int frameCount;
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void HandleCgError(CGcontext ctx, CGerror err, void *appdata);
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bool Renderer::Init()
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{
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    bool bSuccess = true;
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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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    // fill the opengl extension map
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    const char* ptoken = (const char*)glGetString(GL_EXTENSIONS);
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    if (ptoken == NULL) return false;
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    __Log("Supported OpenGL Extensions:\n");
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    __Log(ptoken);     // write to the log file
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    __Log("\n");
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    if (strstr(ptoken, "GL_EXT_blend_logic_op") != NULL)
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        g_bBlendLogicOp = true;
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    if (strstr(ptoken, "ATI_draw_buffers") != NULL  && strstr(ptoken, "ARB_draw_buffers") == NULL)
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        //Checks if it ONLY has the ATI_draw_buffers extension, some have both
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        s_bATIDrawBuffers = true;
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    s_bFullscreen = g_Config.bFullscreen;
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    if (glewInit() != GLEW_OK) {
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        ERROR_LOG("glewInit() failed!\n");
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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("*********\nGPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nGPU: *********\n");
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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("*********\nGPU: OGL ERROR: Need GL_EXT_secondary_color\nGPU: *********\n");
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        bSuccess = false;
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    }
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    int numvertexattribs=0;
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    glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, (GLint *)&numvertexattribs);
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    if (numvertexattribs < 11) {
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        ERROR_LOG("*********\nGPU: OGL ERROR: Number of attributes %d not enough\nGPU: *********\n", numvertexattribs);
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        bSuccess = false;
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    }
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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("no support for SwapInterval (framerate clamped to monitor refresh rate)\n");
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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("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("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("failed to create the renderbuffer\n");
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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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    int nBackbufferWidth = (int)OpenGL_GetWidth();
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    int nBackbufferHeight = (int)OpenGL_GetHeight();
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    // Create the framebuffer target
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    glGenTextures(1, (GLuint *)&s_RenderTarget);
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
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    // initialize to default
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    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 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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    int nMaxMRT = 0;
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    glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, (GLint *)&nMaxMRT);
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    if (nMaxMRT > 1) {
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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, nBackbufferWidth, nBackbufferHeight, 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, (GLuint *)&s_DepthTarget);
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    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
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    glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, nBackbufferWidth, nBackbufferHeight);
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    if (glGetError() != GL_NO_ERROR) {
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        glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, nBackbufferWidth, nBackbufferHeight);
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        s_bHaveStencilBuffer = false;
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    } else {
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		s_bHaveStencilBuffer = true;
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	}
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    GL_REPORT_ERROR();
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    // set 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("disabling ztarget mrt feature (max mrt=%d)\n", nMaxMRT);
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    //glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
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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("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("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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    //ERROR_LOG("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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    __Log("max program env parameters: vert=%d, frag=%d\n", nenvvertparams, nenvfragparams);
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    __Log("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("not enough vertex shader environment constants!!\n");
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#ifndef _DEBUG
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    cgGLSetDebugMode(GL_FALSE);
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#endif
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    if (cgGetError() != CG_NO_ERROR) {
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        ERROR_LOG("cg error\n");
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        return false;
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    }
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    s_RenderMode = Renderer::RM_Normal;
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    if (!InitializeGL())
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        return false;
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	XFB_Init();
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    return glGetError() == GL_NO_ERROR && bSuccess;
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}
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void Renderer::Shutdown(void)
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{    
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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);
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        g_cgcontext = 0;
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    }
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    if (s_RenderTarget) {
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        glDeleteTextures(1, &s_RenderTarget);
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        s_RenderTarget = 0;
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    }
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    if (s_DepthTarget) {
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        glDeleteRenderbuffersEXT(1, &s_DepthTarget);
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		s_DepthTarget = 0;
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    }
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    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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}
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bool Renderer::InitializeGL()
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{
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    glStencilFunc(GL_ALWAYS, 0, 0);
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    glBlendFunc(GL_ONE, GL_ONE);
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    glViewport(0, 0, GetTargetWidth(), GetTargetHeight());                     // Reset The Current Viewport
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    glMatrixMode(GL_PROJECTION);
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    glLoadIdentity();
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    glMatrixMode(GL_MODELVIEW);
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    glLoadIdentity();
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    glShadeModel(GL_SMOOTH);
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    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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    glClearDepth(1.0f);
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    glEnable(GL_DEPTH_TEST);
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    glDisable(GL_LIGHTING);
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    glDepthFunc(GL_LEQUAL);
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    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);      // 4-byte pixel alignment
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    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);  // perspective correct interpolation of colors and tex coords
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    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
 | 
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    glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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 | 
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    glDisable(GL_STENCIL_TEST);
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    glEnable(GL_SCISSOR_TEST);
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    glScissor(0, 0, (int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
 | 
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    glBlendColorEXT(0, 0, 0, 0.5f);
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    glClearDepth(1.0f);
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    glMatrixMode(GL_PROJECTION);
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    glLoadIdentity();
 | 
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    glMatrixMode(GL_MODELVIEW);
 | 
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    glLoadIdentity();
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    // legacy multitexturing: select texture channel only.
 | 
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    glActiveTexture(GL_TEXTURE0);
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    glClientActiveTexture(GL_TEXTURE0);
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    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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 | 
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    GLenum err = GL_NO_ERROR;
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    GL_REPORT_ERROR();
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    return err == GL_NO_ERROR;
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::AddMessage(const char* pstr, u32 ms)
 | 
						|
{
 | 
						|
    s_listMsgs.push_back(MESSAGE(pstr, timeGetTime() + ms));
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::ProcessMessages()
 | 
						|
{
 | 
						|
	GLboolean wasEnabled = glIsEnabled(GL_BLEND);
 | 
						|
 | 
						|
	if (!wasEnabled) glEnable(GL_BLEND);
 | 
						|
    
 | 
						|
	if (s_listMsgs.size() > 0) {
 | 
						|
        int left = 25, top = 15;
 | 
						|
		std::list<MESSAGE>::iterator it = s_listMsgs.begin();
 | 
						|
        while (it != s_listMsgs.end()) 
 | 
						|
		{
 | 
						|
			int time_left = (int)(it->dwTimeStamp - timeGetTime());
 | 
						|
			int alpha = 255;
 | 
						|
 | 
						|
			if (time_left < 1024)
 | 
						|
			{
 | 
						|
				alpha = time_left >> 2;
 | 
						|
				if (time_left < 0) alpha = 0;
 | 
						|
			}
 | 
						|
 | 
						|
			alpha <<= 24;
 | 
						|
 | 
						|
            RenderText(it->str, left+1, top+1, 0x000000|alpha);
 | 
						|
            RenderText(it->str, left, top, 0xffff30|alpha);
 | 
						|
            top += 15;
 | 
						|
 | 
						|
            if (time_left <= 0)
 | 
						|
                it = s_listMsgs.erase(it);
 | 
						|
            else ++it;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
	if (!wasEnabled) glDisable(GL_BLEND);
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
 | 
						|
{
 | 
						|
    int nBackbufferWidth = (int)OpenGL_GetWidth();
 | 
						|
    int nBackbufferHeight = (int)OpenGL_GetHeight();
 | 
						|
    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::ReinitView(int nNewWidth, int nNewHeight)
 | 
						|
{
 | 
						|
    int oldscreen = s_bFullscreen;
 | 
						|
 | 
						|
	OpenGL_Shutdown();
 | 
						|
	int oldwidth = (int)OpenGL_GetWidth(), 
 | 
						|
	    oldheight = (int)OpenGL_GetHeight();
 | 
						|
    if (!OpenGL_Create(g_VideoInitialize, nNewWidth, nNewHeight)) {//nNewWidth&~7, nNewHeight&~7)) {
 | 
						|
        ERROR_LOG("Failed to recreate, reverting to old settings\n");
 | 
						|
        if (!OpenGL_Create(g_VideoInitialize, oldwidth, oldheight)) {
 | 
						|
            g_VideoInitialize.pSysMessage("Failed to revert, exiting...\n");
 | 
						|
			// TODO - don't takedown the entire emu
 | 
						|
            exit(0);
 | 
						|
        }
 | 
						|
    }
 | 
						|
	OpenGL_MakeCurrent();
 | 
						|
 | 
						|
    if (oldscreen && !g_Config.bFullscreen) { // if transitioning from full screen
 | 
						|
#ifdef _WIN32
 | 
						|
        RECT rc;
 | 
						|
        rc.left = 0; rc.top = 0;
 | 
						|
        rc.right = nNewWidth; rc.bottom = nNewHeight;
 | 
						|
        AdjustWindowRect(&rc, EmuWindow::g_winstyle, FALSE);
 | 
						|
 | 
						|
        RECT rcdesktop;
 | 
						|
        GetWindowRect(GetDesktopWindow(), &rcdesktop);
 | 
						|
 | 
						|
        SetWindowLong(EmuWindow::GetWnd(), GWL_STYLE, EmuWindow::g_winstyle);
 | 
						|
        SetWindowPos(EmuWindow::GetWnd(), HWND_TOP, ((rcdesktop.right-rcdesktop.left)-(rc.right-rc.left))/2,
 | 
						|
            ((rcdesktop.bottom-rcdesktop.top)-(rc.bottom-rc.top))/2,
 | 
						|
            rc.right-rc.left, rc.bottom-rc.top, SWP_SHOWWINDOW);
 | 
						|
        UpdateWindow(EmuWindow::GetWnd());
 | 
						|
#else // linux
 | 
						|
#endif
 | 
						|
    }
 | 
						|
 | 
						|
    OpenGL_SetSize(nNewWidth > 16 ? nNewWidth : 16,
 | 
						|
		   nNewHeight > 16 ? nNewHeight : 16);
 | 
						|
}
 | 
						|
 | 
						|
int Renderer::GetTargetWidth()
 | 
						|
{
 | 
						|
    return (g_Config.bStretchToFit ? 640 : (int)OpenGL_GetWidth());
 | 
						|
}
 | 
						|
 | 
						|
int Renderer::GetTargetHeight()
 | 
						|
{
 | 
						|
    return (g_Config.bStretchToFit ? 480 : (int)OpenGL_GetHeight());
 | 
						|
}
 | 
						|
 | 
						|
bool Renderer::CanBlendLogicOp()
 | 
						|
{
 | 
						|
	return g_bBlendLogicOp;
 | 
						|
}
 | 
						|
 | 
						|
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()
 | 
						|
{
 | 
						|
    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()
 | 
						|
{
 | 
						|
    glEnable(GL_SCISSOR_TEST);
 | 
						|
 | 
						|
    if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
 | 
						|
    if (bpmem.zmode.testenable) glEnable(GL_DEPTH_TEST);
 | 
						|
    if (bpmem.blendmode.blendenable) glEnable(GL_BLEND);
 | 
						|
    if (bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
 | 
						|
 | 
						|
    glEnable(GL_VERTEX_PROGRAM_ARB);
 | 
						|
    glEnable(GL_FRAGMENT_PROGRAM_ARB);
 | 
						|
    SetColorMask();
 | 
						|
}
 | 
						|
 | 
						|
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);
 | 
						|
}
 | 
						|
 | 
						|
// 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
 | 
						|
bool Renderer::SetScissorRect()
 | 
						|
{
 | 
						|
    int xoff = bpmem.scissorOffset.x * 2 - 342;
 | 
						|
    int yoff = bpmem.scissorOffset.y * 2 - 342;
 | 
						|
    float MValueX = OpenGL_GetXmax();
 | 
						|
    float MValueY = OpenGL_GetYmax();
 | 
						|
	float rc_left = bpmem.scissorTL.x - xoff - 342; // left = 0
 | 
						|
	rc_left *= MValueX;
 | 
						|
	if (rc_left < 0) rc_left = 0;
 | 
						|
 | 
						|
	float rc_top = bpmem.scissorTL.y - yoff - 342; // right = 0
 | 
						|
	rc_top *= MValueY;
 | 
						|
	if (rc_top < 0) rc_top = 0;
 | 
						|
    
 | 
						|
	float rc_right = bpmem.scissorBR.x - xoff - 342; // right = 640
 | 
						|
	rc_right *= MValueX;
 | 
						|
	if (rc_right > 640 * MValueX) rc_right = 640 * MValueX;
 | 
						|
 | 
						|
	float rc_bottom = bpmem.scissorBR.y - yoff - 342; // bottom = 480
 | 
						|
	rc_bottom *= MValueY;
 | 
						|
	if (rc_bottom > 480 * MValueY) rc_bottom = 480 * MValueY;
 | 
						|
 | 
						|
   /*__Log("Scissor: lt=(%d,%d), rb=(%d,%d,%i), off=(%d,%d)\n",
 | 
						|
		rc_left, rc_top,
 | 
						|
		rc_right, rc_bottom, Renderer::GetTargetHeight(),
 | 
						|
		xoff, yoff
 | 
						|
		);*/
 | 
						|
 | 
						|
    if (rc_right >= rc_left && rc_bottom >= rc_top)
 | 
						|
	{
 | 
						|
        glScissor(
 | 
						|
			(int)rc_left, // x = 0
 | 
						|
			Renderer::GetTargetHeight() - (int)(rc_bottom), // y = 0
 | 
						|
			(int)(rc_right-rc_left), // y = 0
 | 
						|
			(int)(rc_bottom-rc_top) // y = 0
 | 
						|
			); 
 | 
						|
        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.bStretchToFit)
 | 
						|
	{
 | 
						|
		//TODO: Do Correctly in a bit
 | 
						|
        float FactorW = 640.f / (float)OpenGL_GetWidth();
 | 
						|
		float FactorH = 480.f / (float)OpenGL_GetHeight();
 | 
						|
 | 
						|
		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 Renderer::Swap(const TRectangle& rc)
 | 
						|
{
 | 
						|
    OpenGL_Update(); // just updates the render window position and the backbuffer size
 | 
						|
 | 
						|
    DVSTARTPROFILE();
 | 
						|
 | 
						|
    Renderer::SetRenderMode(Renderer::RM_Normal);
 | 
						|
 | 
						|
#if 0
 | 
						|
	// 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); 
 | 
						|
 | 
						|
#else
 | 
						|
	// render to the real buffer now 
 | 
						|
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
 | 
						|
    glViewport(OpenGL_GetXoff(), OpenGL_GetYoff(), (int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
 | 
						|
 | 
						|
    ResetGLState();
 | 
						|
 | 
						|
    // texture map s_RenderTargets[s_curtarget] onto the main buffer
 | 
						|
    glActiveTexture(GL_TEXTURE0);
 | 
						|
	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
 | 
						|
    TextureMngr::EnableTexRECT(0);
 | 
						|
    // disable all other stages
 | 
						|
    for (int i = 1; i < 8; ++i)
 | 
						|
		TextureMngr::DisableStage(i);
 | 
						|
    GL_REPORT_ERRORD();
 | 
						|
 | 
						|
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 | 
						|
    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();
 | 
						|
 | 
						|
	if (g_Config.bWireFrame)
 | 
						|
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 | 
						|
 | 
						|
    glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
 | 
						|
    TextureMngr::DisableStage(0);
 | 
						|
 | 
						|
    SwapBuffers();
 | 
						|
 | 
						|
    RestoreGLState();
 | 
						|
#endif
 | 
						|
	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::SwapBuffers()
 | 
						|
{
 | 
						|
	static int fpscount;
 | 
						|
    static int s_fps;
 | 
						|
    static unsigned long lasttime;
 | 
						|
    ++fpscount;
 | 
						|
    if (timeGetTime() - lasttime > 1000) 
 | 
						|
    {
 | 
						|
        lasttime = timeGetTime();
 | 
						|
        s_fps = fpscount;
 | 
						|
        fpscount = 0;
 | 
						|
    }
 | 
						|
 | 
						|
	// Write logging data to debugger
 | 
						|
#if defined(HAVE_WX) && HAVE_WX
 | 
						|
	if (m_frame)
 | 
						|
		Logging(0);
 | 
						|
#endif	
 | 
						|
    if (g_Config.bOverlayStats) {
 | 
						|
        char st[2048];
 | 
						|
        char *p = st;
 | 
						|
        if (g_Config.bShowFPS)
 | 
						|
            p+=sprintf(p, "FPS: %d\n", s_fps); // So it shows up before the stats and doesn't make anyting ugly
 | 
						|
        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 text = st;
 | 
						|
		VertexLoaderManager::AppendListToString(&text);
 | 
						|
	
 | 
						|
		Renderer::RenderText(text.c_str(), 20, 20, 0xFF00FFFF);
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
        if (g_Config.bShowFPS)
 | 
						|
        {
 | 
						|
            char strfps[25];
 | 
						|
            sprintf(strfps, "%d\n", s_fps);
 | 
						|
            Renderer::RenderText(strfps, 20, 20, 0xFF00FFFF);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
	Renderer::ProcessMessages();
 | 
						|
 | 
						|
#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 from 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
 | 
						|
    PixelShaderCache::Cleanup();
 | 
						|
    TextureMngr::Cleanup();
 | 
						|
 | 
						|
    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
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
bool Renderer::SaveRenderTarget(const char* filename, int jpeg)
 | 
						|
{
 | 
						|
    bool bflip = true;
 | 
						|
    int nBackbufferHeight = (int)OpenGL_GetHeight();
 | 
						|
    int nBackbufferWidth = (int)OpenGL_GetWidth();
 | 
						|
 | 
						|
    std::vector<u32> data(nBackbufferWidth * nBackbufferHeight);
 | 
						|
    glReadPixels(0, 0, nBackbufferWidth, nBackbufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
 | 
						|
    if (glGetError() != GL_NO_ERROR)
 | 
						|
        return false;
 | 
						|
 | 
						|
    if (bflip) {
 | 
						|
        // swap scanlines
 | 
						|
        std::vector<u32> scanline(nBackbufferWidth);
 | 
						|
        for (int i = 0; i < nBackbufferHeight/2; ++i) {
 | 
						|
            memcpy(&scanline[0], &data[i*nBackbufferWidth], nBackbufferWidth*4);
 | 
						|
            memcpy(&data[i*nBackbufferWidth], &data[(nBackbufferHeight-i-1)*nBackbufferWidth], nBackbufferWidth*4);
 | 
						|
            memcpy(&data[(nBackbufferHeight-i-1)*nBackbufferWidth], &scanline[0], nBackbufferWidth*4);
 | 
						|
        }
 | 
						|
    }
 | 
						|
    
 | 
						|
    return SaveTGA(filename, nBackbufferWidth, nBackbufferHeight, &data[0]);
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetCgErrorOutput(bool bOutput)
 | 
						|
{
 | 
						|
    s_bOutputCgErrors = bOutput;
 | 
						|
}
 | 
						|
 | 
						|
void HandleGLError()
 | 
						|
{
 | 
						|
    const GLubyte* pstr = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
 | 
						|
    if (pstr != NULL && pstr[0] != 0)
 | 
						|
	{
 | 
						|
        GLint loc = 0;
 | 
						|
        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &loc);
 | 
						|
        ERROR_LOG("program error at %d: ", loc);
 | 
						|
        ERROR_LOG((char*)pstr);
 | 
						|
        ERROR_LOG("\n");
 | 
						|
    }
 | 
						|
 | 
						|
    // check the error status of this framebuffer */
 | 
						|
    GLenum error = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
 | 
						|
 | 
						|
    // if error != GL_FRAMEBUFFER_COMPLETE_EXT, there's an error of some sort 
 | 
						|
    if (!error)
 | 
						|
		return;
 | 
						|
 | 
						|
//	int w, h;
 | 
						|
//	GLint fmt;
 | 
						|
//	glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_INTERNAL_FORMAT_EXT, &fmt);
 | 
						|
//	glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_WIDTH_EXT, (GLint *)&w);
 | 
						|
//	glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_HEIGHT_EXT, (GLint *)&h);
 | 
						|
 | 
						|
    switch(error)
 | 
						|
	{
 | 
						|
		case GL_FRAMEBUFFER_COMPLETE_EXT:
 | 
						|
			break;
 | 
						|
		case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
 | 
						|
			ERROR_LOG("Error! missing a required image/buffer attachment!\n");
 | 
						|
			break;
 | 
						|
		case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
 | 
						|
			ERROR_LOG("Error! has no images/buffers attached!\n");
 | 
						|
			break;
 | 
						|
//      case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
 | 
						|
//          ERROR_LOG("Error! has an image/buffer attached in multiple locations!\n");
 | 
						|
//           break;
 | 
						|
		case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
 | 
						|
			ERROR_LOG("Error! has mismatched image/buffer dimensions!\n");
 | 
						|
			break;
 | 
						|
		case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
 | 
						|
			ERROR_LOG("Error! colorbuffer attachments have different types!\n");
 | 
						|
			break;
 | 
						|
		case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
 | 
						|
			ERROR_LOG("Error! trying to draw to non-attached color buffer!\n");
 | 
						|
			break;
 | 
						|
		case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
 | 
						|
			ERROR_LOG("Error! trying to read from a non-attached color buffer!\n");
 | 
						|
			break;
 | 
						|
		case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
 | 
						|
			ERROR_LOG("Error! format is not supported by current graphics card/driver!\n");
 | 
						|
			break;
 | 
						|
		default:
 | 
						|
			ERROR_LOG("*UNKNOWN ERROR* reported from glCheckFramebufferStatusEXT()!\n");
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
 | 
						|
{
 | 
						|
    if (s_bOutputCgErrors)
 | 
						|
	{
 | 
						|
        ERROR_LOG("Cg error: %s\n", cgGetErrorString(err));
 | 
						|
        const char* listing = cgGetLastListing(g_cgcontext);
 | 
						|
        if (listing != NULL) {
 | 
						|
            ERROR_LOG("    last listing: %s\n", listing);
 | 
						|
        }
 | 
						|
    //    glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &loc);
 | 
						|
    //    printf("pos: %d\n", loc);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
// Called from VertexShaderManager
 | 
						|
void UpdateViewport()
 | 
						|
{
 | 
						|
    // 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("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);*/
 | 
						|
 | 
						|
	// Keep aspect ratio at 4:3
 | 
						|
	// rawViewport[0] = 320, rawViewport[1] = -240
 | 
						|
	int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
 | 
						|
	int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
 | 
						|
	float fourThree = 4.0f / 3.0f;
 | 
						|
	float wAdj, hAdj;
 | 
						|
	float actualRatiow, actualRatioh;
 | 
						|
	int overfl;
 | 
						|
	int xoffs = 0, yoffs = 0;
 | 
						|
	int wid, hei, actualWid, actualHei;
 | 
						|
 | 
						|
	int winw = OpenGL_GetWidth();
 | 
						|
	int winh = OpenGL_GetHeight();
 | 
						|
	float ratio = (float)winw / (float)winh / fourThree;
 | 
						|
	if (g_Config.bKeepAR)
 | 
						|
	{
 | 
						|
		// Check if height or width is the limiting factor
 | 
						|
		if (ratio > 1) // then we are to wide and have to limit the width
 | 
						|
		{
 | 
						|
			wAdj = ratio;
 | 
						|
			hAdj = 1;
 | 
						|
 | 
						|
			wid = ceil(fabs(2 * xfregs.rawViewport[0]) / wAdj);
 | 
						|
			hei = ceil(fabs(2 * xfregs.rawViewport[1]) / hAdj);
 | 
						|
 | 
						|
			actualWid = ceil((float)winw / ratio);
 | 
						|
			actualRatiow = (float)actualWid / (float)wid; // the picture versus the screen
 | 
						|
			overfl = (winw - actualWid) / actualRatiow;
 | 
						|
			xoffs = overfl / 2;
 | 
						|
		}
 | 
						|
		else // the window is to high, we have to limit the height
 | 
						|
		{
 | 
						|
			ratio = 1 / ratio;
 | 
						|
 | 
						|
			wAdj = 1;
 | 
						|
			hAdj = ratio;
 | 
						|
 | 
						|
			wid = ceil(fabs(2 * xfregs.rawViewport[0]) / wAdj);
 | 
						|
			hei = ceil(fabs(2 * xfregs.rawViewport[1]) / hAdj);
 | 
						|
 | 
						|
			actualHei = ceil((float)winh / ratio);
 | 
						|
			actualRatioh = (float)actualHei / (float)hei; // the picture versus the screen
 | 
						|
			overfl = (winh - actualHei) / actualRatioh;
 | 
						|
			yoffs = overfl / 2;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		wid = ceil(fabs(2 * xfregs.rawViewport[0]));
 | 
						|
		hei = ceil(fabs(2 * xfregs.rawViewport[1]));
 | 
						|
	}
 | 
						|
 | 
						|
	if (g_Config.bStretchToFit)
 | 
						|
	{
 | 
						|
		glViewport(
 | 
						|
			(int)(xfregs.rawViewport[3]-xfregs.rawViewport[0]-342-scissorXOff) + xoffs,
 | 
						|
			Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4]-xfregs.rawViewport[1]-342-scissorYOff)) + yoffs,
 | 
						|
			wid, // width
 | 
						|
			hei // height
 | 
						|
			);
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
	    float MValueX = OpenGL_GetXmax();
 | 
						|
	    float MValueY = OpenGL_GetYmax();
 | 
						|
	    glViewport((int)(xfregs.rawViewport[3]-xfregs.rawViewport[0]-342-scissorXOff) * MValueX,
 | 
						|
		       Renderer::GetTargetHeight()-((int)(xfregs.rawViewport[4]-xfregs.rawViewport[1]-342-scissorYOff))  * MValueY,
 | 
						|
			abs((int)(2 * xfregs.rawViewport[0])) * MValueX, abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
 | 
						|
	}
 | 
						|
 | 
						|
	glDepthRange((xfregs.rawViewport[5]- xfregs.rawViewport[2])/16777215.0f, xfregs.rawViewport[5]/16777215.0f);
 | 
						|
} |