// Copyright (C) 2003-2008 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "Globals.h" #include #ifdef _WIN32 #include #endif #include "GLInit.h" #include "Profiler.h" #include "Render.h" #include "OpcodeDecoding.h" #include "BPStructs.h" #include "TextureMngr.h" #include "rasterfont.h" #include "VertexShader.h" #include "PixelShaderManager.h" #include "VertexLoader.h" #include "XFB.h" #ifdef _WIN32 #include "OS/Win32.h" #else #endif struct MESSAGE { MESSAGE() {} MESSAGE(const char* p, u32 dw) { strcpy(str, p); dwTimeStamp = dw; } char str[255]; u32 dwTimeStamp; }; CGcontext g_cgcontext; CGprofile g_cgvProf, g_cgfProf; static int g_MaxTexWidth = 0, g_MaxTexHeight = 0; static RasterFont* s_pfont = NULL; static std::list s_listMsgs; static bool s_bFullscreen = false; static bool s_bOutputCgErrors = true; static int nZBufferRender = 0; // if > 0, then using zbuffer render static u32 s_uFramebuffer = 0; static u32 s_RenderTargets[1] = {0}, s_DepthTarget = 0, s_ZBufferTarget = 0; static bool s_bATIDrawBuffers = false, s_bHaveStencilBuffer = false; static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal; static int s_nCurTarget = 0; bool g_bBlendLogicOp = false; void HandleCgError(CGcontext ctx, CGerror err, void* appdata); bool Renderer::Create2() { bool bSuccess = true; GLenum err = GL_NO_ERROR; g_cgcontext = cgCreateContext(); cgGetError(); cgSetErrorHandler(HandleCgError, NULL); // fill the opengl extension map const char* ptoken = (const char*)glGetString( GL_EXTENSIONS ); if (ptoken == NULL) return false; __Log("Supported OpenGL Extensions:\n"); __Log(ptoken); // write to the log file __Log("\n"); if( strstr(ptoken, "GL_EXT_blend_logic_op") != NULL ) g_bBlendLogicOp = true; if( strstr(ptoken, "ATI_draw_buffers") != NULL ) s_bATIDrawBuffers = true; s_bFullscreen = g_Config.bFullscreen; if (glewInit() != GLEW_OK) { ERROR_LOG("glewInit() failed!\n"); return false; } if (!GLEW_EXT_framebuffer_object) { ERROR_LOG("*********\nGPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nGPU: *********\n"); bSuccess = false; } if (!GLEW_EXT_secondary_color) { ERROR_LOG("*********\nGPU: OGL ERROR: Need GL_EXT_secondary_color\nGPU: *********\n"); bSuccess = false; } int numvertexattribs=0; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, (GLint *)&numvertexattribs); if (numvertexattribs < 11) { ERROR_LOG("*********\nGPU: OGL ERROR: Number of attributes %d not enough\nGPU: *********\n", numvertexattribs); bSuccess = false; } if (!bSuccess) return false; #ifdef _WIN32 if (WGLEW_EXT_swap_control) wglSwapIntervalEXT(0); else ERROR_LOG("no support for SwapInterval (framerate clamped to monitor refresh rate)\n"); #else #ifdef __linux__ if (glXSwapIntervalSGI) glXSwapIntervalSGI(0); else ERROR_LOG("no support for SwapInterval (framerate clamped to monitor refresh rate)\n"); #else //TODO #endif #endif // check the max texture width and height glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&g_MaxTexWidth); g_MaxTexHeight = g_MaxTexWidth; GL_REPORT_ERROR(); if (err != GL_NO_ERROR) bSuccess = false; if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers) glDrawBuffers = glDrawBuffersARB; glGenFramebuffersEXT( 1, (GLuint *)&s_uFramebuffer); if (s_uFramebuffer == 0) { ERROR_LOG("failed to create the renderbuffer\n"); } _assert_( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT ); glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer ); // create the framebuffer targets glGenTextures(ARRAYSIZE(s_RenderTargets), (GLuint *)s_RenderTargets); for(int i = 0; i < ARRAYSIZE(s_RenderTargets); ++i) { glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_RenderTargets[i]); // initialize to default glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if( glGetError() != GL_NO_ERROR) { glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP); GL_REPORT_ERROR(); } glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } s_nCurTarget = 0; GL_REPORT_ERROR(); int nMaxMRT = 0; glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, (GLint *)&nMaxMRT); if( nMaxMRT > 1 ) { // create zbuffer target glGenTextures(1, (GLuint *)&s_ZBufferTarget); glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget); glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if( glGetError() != GL_NO_ERROR) { glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP); GL_REPORT_ERROR(); } glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } // create the depth buffer glGenRenderbuffersEXT( 1, (GLuint *)&s_DepthTarget); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, nBackbufferWidth, nBackbufferHeight); if( glGetError() != GL_NO_ERROR ) { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, nBackbufferWidth, nBackbufferHeight); s_bHaveStencilBuffer = false; } else s_bHaveStencilBuffer = true; GL_REPORT_ERROR(); // set as render targets glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_NV, s_RenderTargets[s_nCurTarget], 0 ); glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget ); GL_REPORT_ERROR(); if( s_ZBufferTarget != 0 ) { // test to make sure it works glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget, 0); bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT; glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_NV, 0, 0); if( bFailed ) { glDeleteTextures(1, (GLuint *)&s_ZBufferTarget); s_ZBufferTarget = 0; } } if( s_ZBufferTarget == 0 ) ERROR_LOG("disabling ztarget mrt feature (max mrt=%d)\n", nMaxMRT); //glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget ); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); nZBufferRender = 0; GL_REPORT_ERROR(); if (err != GL_NO_ERROR) bSuccess = false; s_pfont = new RasterFont(); SetAA(g_Config.iMultisampleMode); GL_REPORT_ERROR(); // load the effect, find the best profiles (if any) if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) { ERROR_LOG("arbvp1 not supported\n"); return false; } if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) { ERROR_LOG("arbfp1 not supported\n"); return false; } g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX); g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);//CG_PROFILE_ARBFP1; //cgGLSetOptimalOptions(g_cgvProf); //cgGLSetOptimalOptions(g_cgfProf); //ERROR_LOG("max buffer sizes: %d %d\n", cgGetProgramBufferMaxSize(g_cgvProf), cgGetProgramBufferMaxSize(g_cgfProf)); int nenvvertparams, nenvfragparams, naddrregisters[2]; glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvvertparams); glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvfragparams); glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[0]); glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[1]); __Log("max program env parameters: vert=%d, frag=%d\n", nenvvertparams, nenvfragparams); __Log("max program address register parameters: vert=%d, frag=%d\n", naddrregisters[0], naddrregisters[1]); if( nenvvertparams < 238 ) ERROR_LOG("not enough vertex shader environment constants!!\n"); #ifndef _DEBUG cgGLSetDebugMode(GL_FALSE); #endif if( cgGetError() != CG_NO_ERROR ) { ERROR_LOG("cg error\n"); return false; } //glEnable(GL_POLYGON_OFFSET_FILL); //glEnable(GL_POLYGON_OFFSET_LINE); //glPolygonOffset(0, 1); if (!Initialize()) return false; XFB_Init(); return glGetError() == GL_NO_ERROR && bSuccess; } void Renderer::Shutdown(void) { delete s_pfont; s_pfont = 0; XFB_Shutdown(); if (g_cgcontext != 0) { cgDestroyContext(g_cgcontext); g_cgcontext = 0; } if (s_RenderTargets[0]) { glDeleteTextures(ARRAYSIZE(s_RenderTargets), (GLuint *)s_RenderTargets); memset(s_RenderTargets, 0, sizeof(s_RenderTargets)); } if (s_DepthTarget) { glDeleteRenderbuffersEXT(1, (GLuint *)&s_DepthTarget); s_DepthTarget = 0; } if (s_uFramebuffer != 0) { glDeleteFramebuffersEXT( 1, (GLuint *)&s_uFramebuffer); s_uFramebuffer = 0; } } bool Renderer::Initialize() { 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); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // perspective correct interpolation of colors and tex coords // setup the default vertex declaration glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); glScissor(0,0,nBackbufferWidth,nBackbufferHeight); glBlendColorEXT(0, 0, 0, 0.5f); glClearDepth(1.0f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //Renderer::SetZBufferRender(); // legacy multitexturing: select texture channel only glActiveTexture(GL_TEXTURE0); glClientActiveTexture(GL_TEXTURE0); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); s_RenderMode = Renderer::RM_Normal; GLenum err = GL_NO_ERROR; GL_REPORT_ERROR(); 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; list::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) { 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::SetAA(int aa) { } void Renderer::ReinitView(int nNewWidth, int nNewHeight) { int oldscreen = s_bFullscreen; OpenGL_Shutdown(); int oldwidth = nBackbufferWidth, oldheight = nBackbufferHeight; 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)) { SysMessage("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 } nBackbufferWidth = nNewWidth > 16 ? nNewWidth : 16; nBackbufferHeight = nNewHeight > 16 ? nNewHeight : 16; } int Renderer::GetTargetWidth() { return nBackbufferWidth; } int Renderer::GetTargetHeight() { return nBackbufferHeight; } bool Renderer::CanBlendLogicOp() { return g_bBlendLogicOp; } void Renderer::SetRenderTarget(u32 targ) { glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_NV, targ!=0?targ:s_RenderTargets[s_nCurTarget], 0 ); } void Renderer::SetDepthTarget(u32 targ) { glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, targ != 0 ? targ : s_DepthTarget ); } void Renderer::SetFramebuffer(u32 fb) { glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer ); } u32 Renderer::GetRenderTarget() { return s_RenderTargets[s_nCurTarget]; } 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(); } 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_NV, 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_NV, 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); 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_NV, 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; } u32 Renderer::GetZBufferTarget() { return nZBufferRender > 0 ? s_ZBufferTarget : 0; } void Renderer::Swap(const TRectangle& rc) { OpenGL_Update(); // just updates the render window position and the backbuffer size DVProfileFunc _pf("Renderer::Swap"); Renderer::SetRenderMode(Renderer::RM_Normal); // render to the real buffer now glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch to the backbuffer glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight); ResetGLState(); // texture map s_RenderTargets[s_curtarget] onto the main buffer glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_RenderTargets[s_nCurTarget]); TextureMngr::EnableTexRECT(0); // disable all other stages for(int i = 1; i < 8; ++i) TextureMngr::DisableStage(i); GL_REPORT_ERRORD(); 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(); glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); TextureMngr::DisableStage(0); static int fpscount; static int s_fps; static unsigned long lasttime; ++fpscount; if( timeGetTime() - lasttime > 1000 ) { lasttime = timeGetTime(); s_fps = fpscount; fpscount = 0; } 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,"Num textures created: %i\n",stats.numTexturesCreated); p+=sprintf(p,"Num textures alive: %i\n",stats.numTexturesAlive); p+=sprintf(p,"Num pshaders created: %i\n",stats.numPixelShadersCreated); p+=sprintf(p,"Num pshaders alive: %i\n",stats.numPixelShadersAlive); p+=sprintf(p,"Num vshaders created: %i\n",stats.numVertexShadersCreated); p+=sprintf(p,"Num vshaders alive: %i\n",stats.numVertexShadersAlive); p+=sprintf(p,"Num dlists called: %i\n",stats.numDListsCalled); p+=sprintf(p,"Num dlists called (frame): %i\n",stats.thisFrame.numDListsCalled); // not used. //p+=sprintf(p,"Num dlists created: %i\n",stats.numDListsCreated); //p+=sprintf(p,"Num dlists alive: %i\n",stats.numDListsAlive); //p+=sprintf(p,"Num strip joins: %i\n",stats.numJoins); p+=sprintf(p,"Num primitives: %i\n",stats.thisFrame.numPrims); p+=sprintf(p,"Num primitives (DL): %i\n",stats.thisFrame.numDLPrims); p+=sprintf(p,"Num bad commands: %i%s\n",stats.thisFrame.numBadCommands,stats.thisFrame.numBadCommands?"!!!":""); p+=sprintf(p,"Num XF loads: %i\n",stats.thisFrame.numXFLoads); p+=sprintf(p,"Num XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL); p+=sprintf(p,"Num CP loads: %i\n",stats.thisFrame.numCPLoads); p+=sprintf(p,"Num CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL); p+=sprintf(p,"Num BP loads: %i\n",stats.thisFrame.numBPLoads); p+=sprintf(p,"Num BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL); Renderer::RenderText(st, 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 frameCount++; PixelShaderMngr::Cleanup(); TextureMngr::Cleanup(); // New frame stats.ResetFrame(); glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer ); // s_nCurTarget = !s_nCurTarget; // SetRenderTarget(0); 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_NV, 0, 0); Renderer::SetRenderMode(RM_Normal); // turn off any zwrites } } RestoreGLState(); GL_REPORT_ERRORD(); g_Config.iSaveTargetId = 0; // for testing zbuffer targets //Renderer::SetZBufferRender(); //SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_NV, s_ZBufferTarget, GetTargetWidth(), GetTargetHeight()); } bool Renderer::SaveRenderTarget(const char* filename, int jpeg) { bool bflip = true; vector 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 vector 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 != 0) { 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); } }