dolphin/Source/Core/VideoBackends/OGL/Render.cpp
Ryan Houdek 7650117c26 Properly support MSAA and SSAA as separate features(+GLES)
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level.
I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though.

With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled.
Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
2015-09-05 05:23:29 -05:00

1945 lines
60 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cinttypes>
#include <cmath>
#include <cstdio>
#include <memory>
#include <string>
#include <vector>
#include "Common/Atomic.h"
#include "Common/CommonPaths.h"
#include "Common/FileUtil.h"
#include "Common/MathUtil.h"
#include "Common/StringUtil.h"
#include "Common/Thread.h"
#include "Common/Timer.h"
#include "Common/Logging/LogManager.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "VideoBackends/OGL/BoundingBox.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/GLInterfaceBase.h"
#include "VideoBackends/OGL/GLUtil.h"
#include "VideoBackends/OGL/main.h"
#include "VideoBackends/OGL/PostProcessing.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/RasterFont.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/StreamBuffer.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoBackends/OGL/TextureConverter.h"
#include "VideoBackends/OGL/VertexManager.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/FPSCounter.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
#if defined _WIN32 || defined HAVE_LIBAV
#include "VideoCommon/AVIDump.h"
#endif
void VideoConfig::UpdateProjectionHack()
{
::UpdateProjectionHack(g_Config.iPhackvalue, g_Config.sPhackvalue);
}
static int OSDInternalW, OSDInternalH;
namespace OGL
{
enum MultisampleMode
{
MULTISAMPLE_OFF,
MULTISAMPLE_2X,
MULTISAMPLE_4X,
MULTISAMPLE_8X,
};
VideoConfig g_ogl_config;
// Declarations and definitions
// ----------------------------
static GLuint s_ShowEFBCopyRegions_VBO = 0;
static GLuint s_ShowEFBCopyRegions_VAO = 0;
static SHADER s_ShowEFBCopyRegions;
static RasterFont* s_pfont = nullptr;
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1;
static int s_last_multisample_mode = 0;
static bool s_last_ssaa_mode = false;
static bool s_last_stereo_mode = false;
static bool s_last_xfb_mode = false;
static u32 s_blendMode;
static bool s_vsync;
// EFB cache related
static const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
static const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up
static const u32 EFB_CACHE_HEIGHT = (EFB_HEIGHT + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE;
static bool s_efbCacheValid[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT];
static bool s_efbCacheIsCleared = false;
static std::vector<u32> s_efbCache[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; // 2 for PEEK_Z and PEEK_COLOR
static int GetNumMSAASamples(int MSAAMode)
{
int samples;
switch (MSAAMode)
{
case MULTISAMPLE_OFF:
samples = 1;
break;
case MULTISAMPLE_2X:
samples = 2;
break;
case MULTISAMPLE_4X:
samples = 4;
break;
case MULTISAMPLE_8X:
samples = 8;
break;
default:
samples = 1;
}
if (samples <= g_ogl_config.max_samples)
return samples;
// TODO: move this to InitBackendInfo
OSD::AddMessage(StringFromFormat("%d Anti Aliasing samples selected, but only %d supported by your GPU.", samples, g_ogl_config.max_samples), 10000);
return g_ogl_config.max_samples;
}
static void ApplySSAASettings()
{
if (g_ActiveConfig.bSSAA)
{
if (g_ActiveConfig.backend_info.bSupportsSSAA)
{
glEnable(GL_SAMPLE_SHADING_ARB);
glMinSampleShading(1.0f);
}
else
{
// TODO: move this to InitBackendInfo
OSD::AddMessage("SSAA Anti Aliasing isn't supported by your GPU.", 10000);
}
}
else if (g_ActiveConfig.backend_info.bSupportsSSAA)
{
glDisable(GL_SAMPLE_SHADING_ARB);
}
}
static void GLAPIENTRY ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char* message, const void* userParam)
{
const char *s_source;
const char *s_type;
switch (source)
{
case GL_DEBUG_SOURCE_API_ARB: s_source = "API"; break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: s_source = "Window System"; break;
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: s_source = "Shader Compiler"; break;
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: s_source = "Third Party"; break;
case GL_DEBUG_SOURCE_APPLICATION_ARB: s_source = "Application"; break;
case GL_DEBUG_SOURCE_OTHER_ARB: s_source = "Other"; break;
default: s_source = "Unknown"; break;
}
switch (type)
{
case GL_DEBUG_TYPE_ERROR_ARB: s_type = "Error"; break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: s_type = "Deprecated"; break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: s_type = "Undefined"; break;
case GL_DEBUG_TYPE_PORTABILITY_ARB: s_type = "Portability"; break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB: s_type = "Performance"; break;
case GL_DEBUG_TYPE_OTHER_ARB: s_type = "Other"; break;
default: s_type = "Unknown"; break;
}
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH_ARB: ERROR_LOG(VIDEO, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break;
case GL_DEBUG_SEVERITY_MEDIUM_ARB: WARN_LOG(VIDEO, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break;
case GL_DEBUG_SEVERITY_LOW_ARB: WARN_LOG(VIDEO, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break;
default: ERROR_LOG(VIDEO, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break;
}
}
// Two small Fallbacks to avoid GL_ARB_ES2_compatibility
static void GLAPIENTRY DepthRangef(GLfloat neardepth, GLfloat fardepth)
{
glDepthRange(neardepth, fardepth);
}
static void GLAPIENTRY ClearDepthf(GLfloat depthval)
{
glClearDepth(depthval);
}
static void InitDriverInfo()
{
std::string svendor = std::string(g_ogl_config.gl_vendor);
std::string srenderer = std::string(g_ogl_config.gl_renderer);
std::string sversion = std::string(g_ogl_config.gl_version);
DriverDetails::Vendor vendor = DriverDetails::VENDOR_UNKNOWN;
DriverDetails::Driver driver = DriverDetails::DRIVER_UNKNOWN;
double version = 0.0;
u32 family = 0;
// Get the vendor first
if (svendor == "NVIDIA Corporation" && srenderer != "NVIDIA Tegra")
{
vendor = DriverDetails::VENDOR_NVIDIA;
}
else if (svendor == "ATI Technologies Inc." || svendor == "Advanced Micro Devices, Inc.")
{
vendor = DriverDetails::VENDOR_ATI;
}
else if (std::string::npos != sversion.find("Mesa"))
{
vendor = DriverDetails::VENDOR_MESA;
}
else if (std::string::npos != svendor.find("Intel"))
{
vendor = DriverDetails::VENDOR_INTEL;
}
else if (svendor == "ARM")
{
vendor = DriverDetails::VENDOR_ARM;
}
else if (svendor == "http://limadriver.org/")
{
vendor = DriverDetails::VENDOR_ARM;
driver = DriverDetails::DRIVER_LIMA;
}
else if (svendor == "Qualcomm")
{
vendor = DriverDetails::VENDOR_QUALCOMM;
}
else if (svendor == "Imagination Technologies")
{
vendor = DriverDetails::VENDOR_IMGTEC;
}
else if (svendor == "NVIDIA Corporation" && srenderer == "NVIDIA Tegra")
{
vendor = DriverDetails::VENDOR_TEGRA;
}
else if (svendor == "Vivante Corporation")
{
vendor = DriverDetails::VENDOR_VIVANTE;
}
// Get device family and driver version...if we care about it
switch (vendor)
{
case DriverDetails::VENDOR_QUALCOMM:
{
driver = DriverDetails::DRIVER_QUALCOMM;
double glVersion;
sscanf(g_ogl_config.gl_version, "OpenGL ES %lg V@%lg", &glVersion, &version);
}
break;
case DriverDetails::VENDOR_ARM:
// Currently the Mali-T line has two families in it.
// Mali-T6xx and Mali-T7xx
// These two families are similar enough that they share bugs in their drivers.
//
// Mali drivers provide no way to explicitly find out what video driver is running.
// This is similar to how we can't find the Nvidia driver version in Windows.
// Good thing is that ARM introduces a new video driver about once every two years so we can
// find the driver version by the features it exposes.
// r2p0 - No OpenGL ES 3.0 support (We don't support this)
// r3p0 - OpenGL ES 3.0 support
// r4p0 - Supports 'GL_EXT_shader_pixel_local_storage' extension.
driver = DriverDetails::DRIVER_ARM;
if (GLExtensions::Supports("GL_EXT_shader_pixel_local_storage"))
version = 400;
else
version = 300;
break;
case DriverDetails::VENDOR_MESA:
{
if (svendor == "nouveau")
driver = DriverDetails::DRIVER_NOUVEAU;
else if (svendor == "Intel Open Source Technology Center")
driver = DriverDetails::DRIVER_I965;
else if (std::string::npos != srenderer.find("AMD") || std::string::npos != srenderer.find("ATI"))
driver = DriverDetails::DRIVER_R600;
int major = 0;
int minor = 0;
int release = 0;
sscanf(g_ogl_config.gl_version, "%*s (Core Profile) Mesa %d.%d.%d", &major, &minor, &release);
version = 100*major + 10*minor + release;
}
break;
case DriverDetails::VENDOR_INTEL: // Happens in OS X/Windows
{
sscanf(g_ogl_config.gl_renderer, "Intel HD Graphics %d", &family);
#ifdef _WIN32
int glmajor = 0;
int glminor = 0;
int major = 0;
int minor = 0;
int release = 0;
int revision = 0;
// Example version string: '4.3.0 - Build 10.18.10.3907'
sscanf(g_ogl_config.gl_version, "%d.%d.0 - Build %d.%d.%d.%d", &glmajor, &glminor, &major, &minor, &release, &revision);
version = 100000000 * major + 1000000 * minor + 10000 * release + revision;
version /= 10000;
#endif
}
break;
case DriverDetails::VENDOR_NVIDIA:
{
int glmajor = 0;
int glminor = 0;
int glrelease = 0;
int major = 0;
int minor = 0;
// TODO: this is known to be broken on Windows
// Nvidia seems to have removed their driver version from this string, so we can't get it.
// hopefully we'll never have to workaround Nvidia bugs
sscanf(g_ogl_config.gl_version, "%d.%d.%d NVIDIA %d.%d", &glmajor, &glminor, &glrelease, &major, &minor);
version = 100*major + minor;
}
break;
// We don't care about these
default:
break;
}
DriverDetails::Init(vendor, driver, version, family);
}
// Init functions
Renderer::Renderer()
{
OSDInternalW = 0;
OSDInternalH = 0;
s_ShowEFBCopyRegions_VBO = 0;
s_blendMode = 0;
bool bSuccess = true;
// Init extension support.
if (!GLExtensions::Init())
{
// OpenGL 2.0 is required for all shader based drawings. There is no way to get this by extensions
PanicAlert("GPU: OGL ERROR: Does your video card support OpenGL 2.0?");
bSuccess = false;
}
g_ogl_config.gl_vendor = (const char*)glGetString(GL_VENDOR);
g_ogl_config.gl_renderer = (const char*)glGetString(GL_RENDERER);
g_ogl_config.gl_version = (const char*)glGetString(GL_VERSION);
g_ogl_config.glsl_version = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
InitDriverInfo();
// check for the max vertex attributes
GLint numvertexattribs = 0;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
if (numvertexattribs < 16)
{
PanicAlert("GPU: OGL ERROR: Number of attributes %d not enough.\n"
"GPU: Does your video card support OpenGL 2.x?",
numvertexattribs);
bSuccess = false;
}
// check the max texture width and height
GLint max_texture_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&max_texture_size);
if (max_texture_size < 1024)
{
PanicAlert("GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024.",
max_texture_size);
bSuccess = false;
}
if (!GLExtensions::Supports("GL_ARB_framebuffer_object"))
{
// We want the ogl3 framebuffer instead of the ogl2 one for better blitting support.
// It's also compatible with the gles3 one.
PanicAlert("GPU: ERROR: Need GL_ARB_framebuffer_object for multiple render targets.\n"
"GPU: Does your video card support OpenGL 3.0?");
bSuccess = false;
}
if (!GLExtensions::Supports("GL_ARB_vertex_array_object"))
{
// This extension is used to replace lots of pointer setting function.
// Also gles3 requires to use it.
PanicAlert("GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
"GPU: Does your video card support OpenGL 3.0?");
bSuccess = false;
}
if (!GLExtensions::Supports("GL_ARB_map_buffer_range"))
{
// ogl3 buffer mapping for better streaming support.
// The ogl2 one also isn't in gles3.
PanicAlert("GPU: OGL ERROR: Need GL_ARB_map_buffer_range.\n"
"GPU: Does your video card support OpenGL 3.0?");
bSuccess = false;
}
if (!GLExtensions::Supports("GL_ARB_uniform_buffer_object"))
{
// ubo allow us to keep the current constants on shader switches
// we also can stream them much nicer and pack into it whatever we want to
PanicAlert("GPU: OGL ERROR: Need GL_ARB_uniform_buffer_object.\n"
"GPU: Does your video card support OpenGL 3.1?");
bSuccess = false;
}
else if (DriverDetails::HasBug(DriverDetails::BUG_BROKENUBO))
{
PanicAlert("Buggy GPU driver detected.\n"
"Please either install the closed-source GPU driver or update your Mesa 3D version.");
bSuccess = false;
}
if (!GLExtensions::Supports("GL_ARB_sampler_objects"))
{
// Our sampler cache uses this extension. It could easyly be workaround and it's by far the
// highest requirement, but it seems that no driver lacks support for it.
PanicAlert("GPU: OGL ERROR: Need GL_ARB_sampler_objects.\n"
"GPU: Does your video card support OpenGL 3.3?");
bSuccess = false;
}
if (GLExtensions::Version() < 300)
{
// integer vertex attributes require a gl3 only function
PanicAlert("GPU: OGL ERROR: Need OpenGL version 3.\n"
"GPU: Does your video card support OpenGL 3?");
bSuccess = false;
}
// OpenGL 3 doesn't provide GLES like float functions for depth.
// They are in core in OpenGL 4.1, so almost every driver should support them.
// But for the oldest ones, we provide fallbacks to the old double functions.
if (!GLExtensions::Supports("GL_ARB_ES2_compatibility") && GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
{
glDepthRangef = DepthRangef;
glClearDepthf = ClearDepthf;
}
g_Config.backend_info.bSupportsDualSourceBlend = GLExtensions::Supports("GL_ARB_blend_func_extended") ||
GLExtensions::Supports("GL_EXT_blend_func_extended");
g_Config.backend_info.bSupportsPrimitiveRestart = !DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVERESTART) &&
((GLExtensions::Version() >= 310) || GLExtensions::Supports("GL_NV_primitive_restart"));
g_Config.backend_info.bSupportsEarlyZ = GLExtensions::Supports("GL_ARB_shader_image_load_store");
g_Config.backend_info.bSupportsBBox = GLExtensions::Supports("GL_ARB_shader_storage_buffer_object");
g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5");
g_Config.backend_info.bSupportsGeometryShaders = GLExtensions::Version() >= 320;
g_Config.backend_info.bSupportsPaletteConversion = GLExtensions::Supports("GL_ARB_texture_buffer_object") ||
GLExtensions::Supports("GL_OES_texture_buffer") ||
GLExtensions::Supports("GL_EXT_texture_buffer");
g_Config.backend_info.bSupportsClipControl = GLExtensions::Supports("GL_ARB_clip_control");
g_ogl_config.bSupportsCopySubImage = (GLExtensions::Supports("GL_ARB_copy_image") ||
GLExtensions::Supports("GL_NV_copy_image") ||
GLExtensions::Supports("GL_EXT_copy_image") ||
GLExtensions::Supports("GL_OES_copy_image")) &&
!DriverDetails::HasBug(DriverDetails::BUG_BROKENCOPYIMAGE);
// Desktop OpenGL supports the binding layout if it supports 420pack
// OpenGL ES 3.1 supports it implicitly without an extension
g_Config.backend_info.bSupportsBindingLayout = GLExtensions::Supports("GL_ARB_shading_language_420pack");
g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");
g_ogl_config.bSupportsGLSync = GLExtensions::Supports("GL_ARB_sync");
g_ogl_config.bSupportsGLBaseVertex = GLExtensions::Supports("GL_ARB_draw_elements_base_vertex") ||
GLExtensions::Supports("GL_EXT_draw_elements_base_vertex") ||
GLExtensions::Supports("GL_OES_draw_elements_base_vertex");
g_ogl_config.bSupportsGLBufferStorage = GLExtensions::Supports("GL_ARB_buffer_storage") ||
GLExtensions::Supports("GL_EXT_buffer_storage");
g_ogl_config.bSupportsMSAA = GLExtensions::Supports("GL_ARB_texture_multisample");
g_ActiveConfig.backend_info.bSupportsSSAA = GLExtensions::Supports("GL_ARB_sample_shading") ||
GLExtensions::Supports("GL_OES_sample_shading");
g_ogl_config.bSupportOGL31 = GLExtensions::Version() >= 310;
g_ogl_config.bSupportViewportFloat = GLExtensions::Supports("GL_ARB_viewport_array");
g_ogl_config.bSupportsDebug = GLExtensions::Supports("GL_KHR_debug") ||
GLExtensions::Supports("GL_ARB_debug_output");
g_ogl_config.bSupports3DTextureStorage = GLExtensions::Supports("GL_ARB_texture_storage_multisample") ||
GLExtensions::Supports("GL_OES_texture_storage_multisample_2d_array");
g_ogl_config.bSupports2DTextureStorage = GLExtensions::Supports("GL_ARB_texture_storage_multisample");
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
{
g_ogl_config.SupportedESPointSize = GLExtensions::Supports("GL_OES_geometry_point_size") ? 1 : GLExtensions::Supports("GL_EXT_geometry_point_size") ? 2 : 0;
g_ogl_config.SupportedESTextureBuffer = GLExtensions::Supports("VERSION_GLES_3_2") ? ES_TEXBUF_TYPE::TEXBUF_CORE :
GLExtensions::Supports("GL_OES_texture_buffer") ? ES_TEXBUF_TYPE::TEXBUF_OES :
GLExtensions::Supports("GL_EXT_texture_buffer") ? ES_TEXBUF_TYPE::TEXBUF_EXT : ES_TEXBUF_TYPE::TEXBUF_NONE;
if (strstr(g_ogl_config.glsl_version, "3.0") || DriverDetails::HasBug(DriverDetails::BUG_BROKENGLES31))
{
g_ogl_config.eSupportedGLSLVersion = GLSLES_300;
g_ogl_config.bSupportsAEP = false;
g_Config.backend_info.bSupportsGeometryShaders = false;
}
else if (strstr(g_ogl_config.glsl_version, "3.1"))
{
g_ogl_config.eSupportedGLSLVersion = GLSLES_310;
g_ogl_config.bSupportsAEP = GLExtensions::Supports("GL_ANDROID_extension_pack_es31a");
g_Config.backend_info.bSupportsBindingLayout = true;
g_Config.backend_info.bSupportsEarlyZ = true;
g_Config.backend_info.bSupportsGeometryShaders = g_ogl_config.bSupportsAEP;
g_Config.backend_info.bSupportsGSInstancing = g_Config.backend_info.bSupportsGeometryShaders && g_ogl_config.SupportedESPointSize > 0;
g_ogl_config.bSupportsMSAA = true;
g_ogl_config.bSupports2DTextureStorage = true;
if (g_ActiveConfig.iStereoMode > 0 && g_ActiveConfig.iMultisampleMode > 1 && !g_ogl_config.bSupports3DTextureStorage)
{
// GLES 3.1 can't support stereo rendering and MSAA
OSD::AddMessage("MSAA Stereo rendering isn't supported by your GPU.", 10000);
g_ActiveConfig.iMultisampleMode = 1;
}
}
else
{
g_ogl_config.eSupportedGLSLVersion = GLSLES_320;
g_ogl_config.bSupportsAEP = GLExtensions::Supports("GL_ANDROID_extension_pack_es31a");
g_Config.backend_info.bSupportsBindingLayout = true;
g_Config.backend_info.bSupportsEarlyZ = true;
g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupportsGSInstancing = g_ogl_config.SupportedESPointSize > 0;
g_Config.backend_info.bSupportsPaletteConversion = true;
g_Config.backend_info.bSupportsSSAA = true;
g_ogl_config.bSupportsCopySubImage = true;
g_ogl_config.bSupportsGLBaseVertex = true;
g_ogl_config.bSupportsDebug = true;
g_ogl_config.bSupportsMSAA = true;
g_ogl_config.bSupports2DTextureStorage = true;
g_ogl_config.bSupports3DTextureStorage = true;
}
}
else
{
if (strstr(g_ogl_config.glsl_version, "1.00") || strstr(g_ogl_config.glsl_version, "1.10") || strstr(g_ogl_config.glsl_version, "1.20"))
{
PanicAlert("GPU: OGL ERROR: Need at least GLSL 1.30\n"
"GPU: Does your video card support OpenGL 3.0?\n"
"GPU: Your driver supports GLSL %s", g_ogl_config.glsl_version);
bSuccess = false;
}
else if (strstr(g_ogl_config.glsl_version, "1.30"))
{
g_ogl_config.eSupportedGLSLVersion = GLSL_130;
g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
g_Config.backend_info.bSupportsGeometryShaders = false; // geometry shaders are only supported on glsl150+
}
else if (strstr(g_ogl_config.glsl_version, "1.40"))
{
g_ogl_config.eSupportedGLSLVersion = GLSL_140;
g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
g_Config.backend_info.bSupportsGeometryShaders = false; // geometry shaders are only supported on glsl150+
}
else
{
g_ogl_config.eSupportedGLSLVersion = GLSL_150;
}
// Desktop OpenGL can't have the Android Extension Pack
g_ogl_config.bSupportsAEP = false;
}
if (g_ogl_config.bSupportsDebug)
{
if (GLExtensions::Supports("GL_KHR_debug"))
{
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, true);
glDebugMessageCallback(ErrorCallback, nullptr);
}
else
{
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, true);
glDebugMessageCallbackARB(ErrorCallback, nullptr);
}
if (LogManager::GetInstance()->IsEnabled(LogTypes::VIDEO, LogTypes::LERROR))
glEnable(GL_DEBUG_OUTPUT);
else
glDisable(GL_DEBUG_OUTPUT);
}
int samples;
glGetIntegerv(GL_SAMPLES, &samples);
if (samples > 1)
{
// MSAA on default framebuffer isn't working because of glBlitFramebuffer.
// It also isn't useful as we don't render anything to the default framebuffer.
// We also try to get a non-msaa fb, so this only happens when forced by the driver.
PanicAlert("MSAA on default framebuffer isn't supported.\n"
"Please avoid forcing Dolphin to use MSAA by the driver.\n"
"%d samples on default framebuffer found.", samples);
bSuccess = false;
}
if (!bSuccess)
{
// Not all needed extensions are supported, so we have to stop here.
// Else some of the next calls might crash.
return;
}
glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples);
if (g_ogl_config.max_samples < 1 || !g_ogl_config.bSupportsMSAA)
g_ogl_config.max_samples = 1;
g_Config.VerifyValidity();
UpdateActiveConfig();
OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s",
g_ogl_config.gl_vendor,
g_ogl_config.gl_renderer,
g_ogl_config.gl_version), 5000);
WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s",
g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
g_ogl_config.bSupportsGLPinnedMemory ? "" : "PinnedMemory ",
g_ogl_config.bSupportsGLSLCache ? "" : "ShaderCache ",
g_ogl_config.bSupportsGLBaseVertex ? "" : "BaseVertex ",
g_ogl_config.bSupportsGLBufferStorage ? "" : "BufferStorage ",
g_ogl_config.bSupportsGLSync ? "" : "Sync ",
g_ogl_config.bSupportsMSAA ? "" : "MSAA ",
g_ActiveConfig.backend_info.bSupportsSSAA ? "" : "SSAA ",
g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ",
g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ",
g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData "
);
s_last_multisample_mode = g_ActiveConfig.iMultisampleMode;
s_last_ssaa_mode = g_ActiveConfig.bSSAA;
s_MSAASamples = GetNumMSAASamples(s_last_multisample_mode);
ApplySSAASettings();
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
// Decide framebuffer size
s_backbuffer_width = (int)GLInterface->GetBackBufferWidth();
s_backbuffer_height = (int)GLInterface->GetBackBufferHeight();
// Handle VSync on/off
s_vsync = g_ActiveConfig.IsVSync();
GLInterface->SwapInterval(s_vsync);
// TODO: Move these somewhere else?
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
s_last_efb_scale = g_ActiveConfig.iEFBScale;
CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
PixelShaderManager::SetEfbScaleChanged();
// Because of the fixed framebuffer size we need to disable the resolution
// options while running
g_Config.bRunning = true;
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
if (g_ActiveConfig.backend_info.bSupportsClipControl)
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
glBlendColor(0, 0, 0, 0.5f);
glClearDepthf(1.0f);
if (g_ActiveConfig.backend_info.bSupportsPrimitiveRestart)
{
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
{
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
}
else
{
if (g_ogl_config.bSupportOGL31)
{
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(65535);
}
else
{
glEnableClientState(GL_PRIMITIVE_RESTART_NV);
glPrimitiveRestartIndexNV(65535);
}
}
}
UpdateActiveConfig();
ClearEFBCache();
}
Renderer::~Renderer()
{
}
void Renderer::Shutdown()
{
delete g_framebuffer_manager;
g_Config.bRunning = false;
UpdateActiveConfig();
glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
glDeleteVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
s_ShowEFBCopyRegions_VBO = 0;
delete s_pfont;
s_pfont = nullptr;
s_ShowEFBCopyRegions.Destroy();
delete m_post_processor;
m_post_processor = nullptr;
OpenGL_DeleteAttributelessVAO();
}
void Renderer::Init()
{
// Initialize the FramebufferManager
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
s_MSAASamples);
m_post_processor = new OpenGLPostProcessing();
s_pfont = new RasterFont();
ProgramShaderCache::CompileShader(s_ShowEFBCopyRegions,
"in vec2 rawpos;\n"
"in vec3 color0;\n"
"out vec4 c;\n"
"void main(void) {\n"
" gl_Position = vec4(rawpos, 0.0, 1.0);\n"
" c = vec4(color0, 1.0);\n"
"}\n",
"in vec4 c;\n"
"out vec4 ocol0;\n"
"void main(void) {\n"
" ocol0 = c;\n"
"}\n");
OpenGL_CreateAttributelessVAO();
// creating buffers
glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
glGenVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
glBindVertexArray( s_ShowEFBCopyRegions_VAO );
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*5, nullptr);
glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB);
glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 3, GL_FLOAT, 0, sizeof(GLfloat)*5, (GLfloat*)nullptr+2);
}
// Create On-Screen-Messages
void Renderer::ShowEfbCopyRegions()
{
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL && g_ActiveConfig.bShowEFBCopyRegions)
{
// Set Line Size
glLineWidth(3.0f);
// 2*Coords + 3*Color
GLsizeiptr length = stats.efb_regions.size() * sizeof(GLfloat) * (2 + 3) * 2 * 6;
glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
glBufferData(GL_ARRAY_BUFFER, length, nullptr, GL_STREAM_DRAW);
GLfloat *Vertices = (GLfloat*)glMapBufferRange(GL_ARRAY_BUFFER, 0, length, GL_MAP_WRITE_BIT);
// Draw EFB copy regions rectangles
int a = 0;
GLfloat color[3] = {0.0f, 1.0f, 1.0f};
for (const EFBRectangle& rect : stats.efb_regions)
{
GLfloat halfWidth = EFB_WIDTH / 2.0f;
GLfloat halfHeight = EFB_HEIGHT / 2.0f;
GLfloat x = (GLfloat) -1.0f + ((GLfloat)rect.left / halfWidth);
GLfloat y = (GLfloat) 1.0f - ((GLfloat)rect.top / halfHeight);
GLfloat x2 = (GLfloat) -1.0f + ((GLfloat)rect.right / halfWidth);
GLfloat y2 = (GLfloat) 1.0f - ((GLfloat)rect.bottom / halfHeight);
Vertices[a++] = x;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
// TO DO: build something nicer here
GLfloat temp = color[0];
color[0] = color[1];
color[1] = color[2];
color[2] = temp;
}
glUnmapBuffer(GL_ARRAY_BUFFER);
s_ShowEFBCopyRegions.Bind();
glBindVertexArray(s_ShowEFBCopyRegions_VAO);
GLsizei count = static_cast<GLsizei>(stats.efb_regions.size() * 2*6);
glDrawArrays(GL_LINES, 0, count);
// Clear stored regions
stats.efb_regions.clear();
}
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
{
const int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
const int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
s_pfont->printMultilineText(text,
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight, color);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
result.left = EFBToScaledX(rc.left);
result.top = EFBToScaledY(EFB_HEIGHT - rc.top);
result.right = EFBToScaledX(rc.right);
result.bottom = EFBToScaledY(EFB_HEIGHT - rc.bottom);
return result;
}
// Function: This function handles the OpenGL glScissor() function
// ----------------------------
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
// case 0x52 > SetScissorRect()
// ----------------------------
// bpmem.scissorTL.x, y = 342x342
// bpmem.scissorBR.x, y = 981x821
// Renderer::GetTargetHeight() = the fixed ini file setting
// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
// therefore the width and height are (scissorBR + 1) - scissorTL
void Renderer::SetScissorRect(const EFBRectangle& rc)
{
TargetRectangle trc = g_renderer->ConvertEFBRectangle(rc);
glScissor(trc.left, trc.bottom, trc.GetWidth(), trc.GetHeight());
}
void Renderer::SetColorMask()
{
// Only enable alpha channel if it's supported by the current EFB format
GLenum ColorMask = GL_FALSE, AlphaMask = GL_FALSE;
if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
{
if (bpmem.blendmode.colorupdate)
ColorMask = GL_TRUE;
if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24))
AlphaMask = GL_TRUE;
}
glColorMask(ColorMask, ColorMask, ColorMask, AlphaMask);
}
void ClearEFBCache()
{
if (!s_efbCacheIsCleared)
{
s_efbCacheIsCleared = true;
memset(s_efbCacheValid, 0, sizeof(s_efbCacheValid));
}
}
void Renderer::UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const void* data)
{
u32 cacheType = (type == PEEK_Z ? 0 : 1);
if (!s_efbCache[cacheType][cacheRectIdx].size())
s_efbCache[cacheType][cacheRectIdx].resize(EFB_CACHE_RECT_SIZE * EFB_CACHE_RECT_SIZE);
u32 targetPixelRcWidth = targetPixelRc.right - targetPixelRc.left;
u32 efbPixelRcHeight = efbPixelRc.bottom - efbPixelRc.top;
u32 efbPixelRcWidth = efbPixelRc.right - efbPixelRc.left;
for (u32 yCache = 0; yCache < efbPixelRcHeight; ++yCache)
{
u32 yEFB = efbPixelRc.top + yCache;
u32 yPixel = (EFBToScaledY(EFB_HEIGHT - yEFB) + EFBToScaledY(EFB_HEIGHT - yEFB - 1)) / 2;
u32 yData = yPixel - targetPixelRc.bottom;
for (u32 xCache = 0; xCache < efbPixelRcWidth; ++xCache)
{
u32 xEFB = efbPixelRc.left + xCache;
u32 xPixel = (EFBToScaledX(xEFB) + EFBToScaledX(xEFB + 1)) / 2;
u32 xData = xPixel - targetPixelRc.left;
u32 value;
if (type == PEEK_Z)
{
float* ptr = (float*)data;
value = MathUtil::Clamp<u32>((u32)(ptr[yData * targetPixelRcWidth + xData] * 16777216.0f), 0, 0xFFFFFF);
}
else
{
u32* ptr = (u32*)data;
value = ptr[yData * targetPixelRcWidth + xData];
}
s_efbCache[cacheType][cacheRectIdx][yCache * EFB_CACHE_RECT_SIZE + xCache] = value;
}
}
s_efbCacheValid[cacheType][cacheRectIdx] = true;
s_efbCacheIsCleared = false;
}
// This function allows the CPU to directly access the EFB.
// There are EFB peeks (which will read the color or depth of a pixel)
// and EFB pokes (which will change the color or depth of a pixel).
//
// The behavior of EFB peeks can only be modified by:
// - GX_PokeAlphaRead
// The behavior of EFB pokes can be modified by:
// - GX_PokeAlphaMode (TODO)
// - GX_PokeAlphaUpdate (TODO)
// - GX_PokeBlendMode (TODO)
// - GX_PokeColorUpdate (TODO)
// - GX_PokeDither (TODO)
// - GX_PokeDstAlpha (TODO)
// - GX_PokeZMode (TODO)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
u32 cacheRectIdx = (y / EFB_CACHE_RECT_SIZE) * EFB_CACHE_WIDTH
+ (x / EFB_CACHE_RECT_SIZE);
EFBRectangle efbPixelRc;
if (type == PEEK_COLOR || type == PEEK_Z)
{
// Get the rectangular target region containing the EFB pixel
efbPixelRc.left = (x / EFB_CACHE_RECT_SIZE) * EFB_CACHE_RECT_SIZE;
efbPixelRc.top = (y / EFB_CACHE_RECT_SIZE) * EFB_CACHE_RECT_SIZE;
efbPixelRc.right = std::min(efbPixelRc.left + EFB_CACHE_RECT_SIZE, (u32)EFB_WIDTH);
efbPixelRc.bottom = std::min(efbPixelRc.top + EFB_CACHE_RECT_SIZE, (u32)EFB_HEIGHT);
}
else
{
efbPixelRc.left = x;
efbPixelRc.top = y;
efbPixelRc.right = x+1;
efbPixelRc.bottom = y+1;
}
TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc);
u32 targetPixelRcWidth = targetPixelRc.right - targetPixelRc.left;
u32 targetPixelRcHeight = targetPixelRc.top - targetPixelRc.bottom;
// TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel
switch (type)
{
case PEEK_Z:
{
if (!s_efbCacheValid[0][cacheRectIdx])
{
if (s_MSAASamples > 1)
{
g_renderer->ResetAPIState();
// Resolve our rectangle.
FramebufferManager::GetEFBDepthTexture(efbPixelRc);
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
g_renderer->RestoreAPIState();
}
std::unique_ptr<float> depthMap(new float[targetPixelRcWidth * targetPixelRcHeight]);
glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight,
GL_DEPTH_COMPONENT, GL_FLOAT, depthMap.get());
UpdateEFBCache(type, cacheRectIdx, efbPixelRc, targetPixelRc, depthMap.get());
}
u32 xRect = x % EFB_CACHE_RECT_SIZE;
u32 yRect = y % EFB_CACHE_RECT_SIZE;
u32 z = s_efbCache[0][cacheRectIdx][yRect * EFB_CACHE_RECT_SIZE + xRect];
// if Z is in 16 bit format you must return a 16 bit integer
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
z = z >> 8;
return z;
}
case PEEK_COLOR: // GXPeekARGB
{
// Although it may sound strange, this really is A8R8G8B8 and not RGBA or 24-bit...
// Tested in Killer 7, the first 8bits represent the alpha value which is used to
// determine if we're aiming at an enemy (0x80 / 0x88) or not (0x70)
// Wind Waker is also using it for the pictograph to determine the color of each pixel
if (!s_efbCacheValid[1][cacheRectIdx])
{
if (s_MSAASamples > 1)
{
g_renderer->ResetAPIState();
// Resolve our rectangle.
FramebufferManager::GetEFBColorTexture(efbPixelRc);
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
g_renderer->RestoreAPIState();
}
std::unique_ptr<u32> colorMap(new u32[targetPixelRcWidth * targetPixelRcHeight]);
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
// XXX: Swap colours
glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight,
GL_RGBA, GL_UNSIGNED_BYTE, colorMap.get());
else
glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, colorMap.get());
UpdateEFBCache(type, cacheRectIdx, efbPixelRc, targetPixelRc, colorMap.get());
}
u32 xRect = x % EFB_CACHE_RECT_SIZE;
u32 yRect = y % EFB_CACHE_RECT_SIZE;
u32 color = s_efbCache[1][cacheRectIdx][yRect * EFB_CACHE_RECT_SIZE + xRect];
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
{
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
color = RGBA8ToRGB565ToRGBA8(color);
}
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
{
color |= 0xFF000000;
}
if (alpha_read_mode.ReadMode == 2)
{
// GX_READ_NONE
return color;
}
else if (alpha_read_mode.ReadMode == 1)
{
// GX_READ_FF
return (color | 0xFF000000);
}
else /*if(alpha_read_mode.ReadMode == 0)*/
{
// GX_READ_00
return (color & 0x00FFFFFF);
}
}
case POKE_COLOR:
case POKE_Z:
{
std::vector<EfbPokeData> vector;
EfbPokeData d;
d.x = x;
d.y = y;
d.data = poke_data;
vector.push_back(d);
PokeEFB(type, vector);
break;
}
default:
break;
}
return 0;
}
void Renderer::PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data)
{
FramebufferManager::PokeEFB(type, data);
}
u16 Renderer::BBoxRead(int index)
{
int swapped_index = index;
if (index >= 2)
swapped_index ^= 1; // swap 2 and 3 for top/bottom
// Here we get the min/max value of the truncated position of the upscaled and swapped framebuffer.
// So we have to correct them to the unscaled EFB sizes.
int value = BoundingBox::Get(swapped_index);
if (index < 2)
{
// left/right
value = value * EFB_WIDTH / s_target_width;
}
else
{
// up/down -- we have to swap up and down
value = value * EFB_HEIGHT / s_target_height;
value = EFB_HEIGHT - value - 1;
}
if (index & 1)
value++; // fix max values to describe the outer border
return value;
}
void Renderer::BBoxWrite(int index, u16 _value)
{
int value = _value; // u16 isn't enough to multiply by the efb width
if (index & 1)
value--;
if (index < 2)
{
value = value * s_target_width / EFB_WIDTH;
}
else
{
index ^= 1; // swap 2 and 3 for top/bottom
value = EFB_HEIGHT - value - 1;
value = value * s_target_height / EFB_HEIGHT;
}
BoundingBox::Set(index, value);
}
void Renderer::SetViewport()
{
// 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
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int?
float X = EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - (float)scissorXOff);
float Y = EFBToScaledYf((float)EFB_HEIGHT - xfmem.viewport.yOrig + xfmem.viewport.ht + (float)scissorYOff);
float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float GLNear = MathUtil::Clamp<float>(xfmem.viewport.farZ - MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777215.0f, 16777215.0f), 0.0f, 16777215.0f) / 16777216.0f;
float GLFar = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
if (Width < 0)
{
X += Width;
Width *= -1;
}
if (Height < 0)
{
Y += Height;
Height *= -1;
}
// Update the view port
if (g_ogl_config.bSupportViewportFloat)
{
glViewportIndexedf(0, X, Y, Width, Height);
}
else
{
auto iceilf = [](float f)
{
return static_cast<GLint>(ceilf(f));
};
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
}
glDepthRangef(GLFar, GLNear);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
ResetAPIState();
// color
GLboolean const
color_mask = colorEnable ? GL_TRUE : GL_FALSE,
alpha_mask = alphaEnable ? GL_TRUE : GL_FALSE;
glColorMask(color_mask, color_mask, color_mask, alpha_mask);
glClearColor(
float((color >> 16) & 0xFF) / 255.0f,
float((color >> 8) & 0xFF) / 255.0f,
float((color >> 0) & 0xFF) / 255.0f,
float((color >> 24) & 0xFF) / 255.0f);
// depth
glDepthMask(zEnable ? GL_TRUE : GL_FALSE);
glClearDepthf(float(z & 0xFFFFFF) / 16777216.0f);
// Update rect for clearing the picture
glEnable(GL_SCISSOR_TEST);
TargetRectangle const targetRc = ConvertEFBRectangle(rc);
glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
// glColorMask/glDepthMask/glScissor affect glClear (glViewport does not)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RestoreAPIState();
ClearEFBCache();
}
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture, int src_width, int src_height)
{
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
{
TargetRectangle leftRc, rightRc;
ConvertStereoRectangle(dst, leftRc, rightRc);
m_post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
m_post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
}
else
{
m_post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height);
}
}
void Renderer::ReinterpretPixelData(unsigned int convtype)
{
if (convtype == 0 || convtype == 2)
{
FramebufferManager::ReinterpretPixelData(convtype);
}
else
{
ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d", convtype);
}
}
void Renderer::SetBlendMode(bool forceUpdate)
{
// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
bool useDualSource = useDstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
const GLenum glSrcFactors[8] =
{
GL_ZERO,
GL_ONE,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
(useDualSource) ? GL_SRC1_ALPHA : (GLenum)GL_SRC_ALPHA,
(useDualSource) ? GL_ONE_MINUS_SRC1_ALPHA : (GLenum)GL_ONE_MINUS_SRC_ALPHA,
(target_has_alpha) ? GL_DST_ALPHA : (GLenum)GL_ONE,
(target_has_alpha) ? GL_ONE_MINUS_DST_ALPHA : (GLenum)GL_ZERO
};
const GLenum glDestFactors[8] =
{
GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
(useDualSource) ? GL_SRC1_ALPHA : (GLenum)GL_SRC_ALPHA,
(useDualSource) ? GL_ONE_MINUS_SRC1_ALPHA : (GLenum)GL_ONE_MINUS_SRC_ALPHA,
(target_has_alpha) ? GL_DST_ALPHA : (GLenum)GL_ONE,
(target_has_alpha) ? GL_ONE_MINUS_DST_ALPHA : (GLenum)GL_ZERO
};
// blend mode bit mask
// 0 - blend enable
// 1 - dst alpha enabled
// 2 - reverse subtract enable (else add)
// 3-5 - srcRGB function
// 6-8 - dstRGB function
u32 newval = useDualSource << 1;
newval |= bpmem.blendmode.subtract << 2;
if (bpmem.blendmode.subtract)
{
newval |= 0x0049; // enable blending src 1 dst 1
}
else if (bpmem.blendmode.blendenable)
{
newval |= 1; // enable blending
newval |= bpmem.blendmode.srcfactor << 3;
newval |= bpmem.blendmode.dstfactor << 6;
}
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
if (changes & 1)
{
// blend enable change
(newval & 1) ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
}
if (changes & 4)
{
// subtract enable change
GLenum equation = newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
GLenum equationAlpha = useDualSource ? GL_FUNC_ADD : equation;
glBlendEquationSeparate(equation, equationAlpha);
}
if (changes & 0x1FA)
{
u32 srcidx = (newval >> 3) & 7;
u32 dstidx = (newval >> 6) & 7;
GLenum srcFactor = glSrcFactors[srcidx];
GLenum dstFactor = glDestFactors[dstidx];
// adjust alpha factors
if (useDualSource)
{
srcidx = BlendMode::ONE;
dstidx = BlendMode::ZERO;
}
else
{
// we can't use GL_DST_COLOR or GL_ONE_MINUS_DST_COLOR for source in alpha channel so use their alpha equivalent instead
if (srcidx == BlendMode::DSTCLR)
srcidx = BlendMode::DSTALPHA;
else if (srcidx == BlendMode::INVDSTCLR)
srcidx = BlendMode::INVDSTALPHA;
// we can't use GL_SRC_COLOR or GL_ONE_MINUS_SRC_COLOR for destination in alpha channel so use their alpha equivalent instead
if (dstidx == BlendMode::SRCCLR)
dstidx = BlendMode::SRCALPHA;
else if (dstidx == BlendMode::INVSRCCLR)
dstidx = BlendMode::INVSRCALPHA;
}
GLenum srcFactorAlpha = glSrcFactors[srcidx];
GLenum dstFactorAlpha = glDestFactors[dstidx];
// blend RGB change
glBlendFuncSeparate(srcFactor, dstFactor, srcFactorAlpha, dstFactorAlpha);
}
s_blendMode = newval;
}
static void DumpFrame(const std::vector<u8>& data, int w, int h)
{
#if defined(HAVE_LIBAV) || defined(_WIN32)
if (SConfig::GetInstance().m_DumpFrames && !data.empty())
{
AVIDump::AddFrame(&data[0], w, h);
}
#endif
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, float Gamma)
{
if (g_ogl_config.bSupportsDebug)
{
if (LogManager::GetInstance()->IsEnabled(LogTypes::VIDEO, LogTypes::LERROR))
glEnable(GL_DEBUG_OUTPUT);
else
glDisable(GL_DEBUG_OUTPUT);
}
static int w = 0, h = 0;
if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
{
DumpFrame(frame_data, w, h);
Core::Callback_VideoCopiedToXFB(false);
return;
}
u32 xfbCount = 0;
const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbStride, fbHeight, &xfbCount);
if (g_ActiveConfig.VirtualXFBEnabled() && (!xfbSourceList || xfbCount == 0))
{
DumpFrame(frame_data, w, h);
Core::Callback_VideoCopiedToXFB(false);
return;
}
ResetAPIState();
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
TargetRectangle flipped_trc = GetTargetRectangle();
// Flip top and bottom for some reason; TODO: Fix the code to suck less?
std::swap(flipped_trc.top, flipped_trc.bottom);
// Copy the framebuffer to screen.
const XFBSource* xfbSource = nullptr;
if (g_ActiveConfig.bUseXFB)
{
// draw each xfb source
for (u32 i = 0; i < xfbCount; ++i)
{
xfbSource = (const XFBSource*) xfbSourceList[i];
TargetRectangle drawRc;
TargetRectangle sourceRc;
sourceRc.left = xfbSource->sourceRc.left;
sourceRc.right = xfbSource->sourceRc.right;
sourceRc.top = xfbSource->sourceRc.top;
sourceRc.bottom = xfbSource->sourceRc.bottom;
if (g_ActiveConfig.bUseRealXFB)
{
drawRc = flipped_trc;
sourceRc.right -= fbStride - fbWidth;
}
else
{
// use virtual xfb with offset
int xfbHeight = xfbSource->srcHeight;
int xfbWidth = xfbSource->srcWidth;
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);
drawRc.top = flipped_trc.top - hOffset * flipped_trc.GetHeight() / (s32)fbHeight;
drawRc.bottom = flipped_trc.top - (hOffset + xfbHeight) * flipped_trc.GetHeight() / (s32)fbHeight;
drawRc.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / (s32)fbStride) / 2;
drawRc.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / (s32)fbStride) / 2;
// The following code disables auto stretch. Kept for reference.
// scale draw area for a 1 to 1 pixel mapping with the draw target
//float vScale = (float)fbHeight / (float)flipped_trc.GetHeight();
//float hScale = (float)fbWidth / (float)flipped_trc.GetWidth();
//drawRc.top *= vScale;
//drawRc.bottom *= vScale;
//drawRc.left *= hScale;
//drawRc.right *= hScale;
sourceRc.right -= Renderer::EFBToScaledX(fbStride - fbWidth);
}
// Tell the OSD Menu about the current internal resolution
OSDInternalW = xfbSource->sourceRc.GetWidth(); OSDInternalH = xfbSource->sourceRc.GetHeight();
BlitScreen(sourceRc, drawRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight);
}
}
else
{
TargetRectangle targetRc = ConvertEFBRectangle(rc);
// for msaa mode, we must resolve the efb content to non-msaa
GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(rc);
BlitScreen(targetRc, flipped_trc, tex, s_target_width, s_target_height);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// Save screenshot
if (s_bScreenshot)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
if (SaveScreenshot(s_sScreenshotName, flipped_trc))
OSD::AddMessage("Screenshot saved to " + s_sScreenshotName);
// Reset settings
s_sScreenshotName.clear();
s_bScreenshot = false;
s_screenshotCompleted.Set();
}
// Frame dumps are handled a little differently in Windows
// Frame dumping disabled entirely on GLES3
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
{
#if defined _WIN32 || defined HAVE_LIBAV
if (SConfig::GetInstance().m_DumpFrames)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
if (frame_data.empty() || w != flipped_trc.GetWidth() ||
h != flipped_trc.GetHeight())
{
w = flipped_trc.GetWidth();
h = flipped_trc.GetHeight();
frame_data.resize(3 * w * h);
}
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(flipped_trc.left, flipped_trc.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, &frame_data[0]);
if (w > 0 && h > 0)
{
if (!bLastFrameDumped)
{
#ifdef _WIN32
bAVIDumping = AVIDump::Start(nullptr, w, h);
#else
bAVIDumping = AVIDump::Start(w, h);
#endif
if (!bAVIDumping)
{
OSD::AddMessage("AVIDump Start failed", 2000);
}
else
{
OSD::AddMessage(StringFromFormat(
"Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)",
File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), w, h), 2000);
}
}
if (bAVIDumping)
{
#ifndef _WIN32
FlipImageData(&frame_data[0], w, h);
#endif
AVIDump::AddFrame(&frame_data[0], w, h);
}
bLastFrameDumped = true;
}
else
{
NOTICE_LOG(VIDEO, "Error reading framebuffer");
}
}
else
{
if (bLastFrameDumped && bAVIDumping)
{
std::vector<u8>().swap(frame_data);
w = h = 0;
AVIDump::Stop();
bAVIDumping = false;
OSD::AddMessage("Stop dumping frames", 2000);
}
bLastFrameDumped = false;
}
#else
if (SConfig::GetInstance().m_DumpFrames)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
std::string movie_file_name;
w = GetTargetRectangle().GetWidth();
h = GetTargetRectangle().GetHeight();
frame_data.resize(3 * w * h);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(GetTargetRectangle().left, GetTargetRectangle().bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, &frame_data[0]);
if (!bLastFrameDumped)
{
movie_file_name = File::GetUserPath(D_DUMPFRAMES_IDX) + "framedump.raw";
File::CreateFullPath(movie_file_name);
pFrameDump.Open(movie_file_name, "wb");
if (!pFrameDump)
{
OSD::AddMessage("Error opening framedump.raw for writing.", 2000);
}
else
{
OSD::AddMessage(StringFromFormat("Dumping Frames to \"%s\" (%dx%d RGB24)", movie_file_name.c_str(), w, h), 2000);
}
}
if (pFrameDump)
{
FlipImageData(&frame_data[0], w, h);
pFrameDump.WriteBytes(&frame_data[0], w * 3 * h);
pFrameDump.Flush();
}
bLastFrameDumped = true;
}
else
{
if (bLastFrameDumped)
pFrameDump.Close();
bLastFrameDumped = false;
}
#endif
}
// Finish up the current frame, print some stats
SetWindowSize(fbStride, fbHeight);
GLInterface->Update(); // just updates the render window position and the backbuffer size
bool xfbchanged = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
if (FramebufferManagerBase::LastXfbWidth() != fbStride || FramebufferManagerBase::LastXfbHeight() != fbHeight)
{
xfbchanged = true;
unsigned int const last_w = (fbStride < 1 || fbStride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbStride;
unsigned int const last_h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
FramebufferManagerBase::SetLastXfbWidth(last_w);
FramebufferManagerBase::SetLastXfbHeight(last_h);
}
bool WindowResized = false;
int W = (int)GLInterface->GetBackBufferWidth();
int H = (int)GLInterface->GetBackBufferHeight();
if (W != s_backbuffer_width || H != s_backbuffer_height || s_last_efb_scale != g_ActiveConfig.iEFBScale)
{
WindowResized = true;
s_backbuffer_width = W;
s_backbuffer_height = H;
s_last_efb_scale = g_ActiveConfig.iEFBScale;
}
bool TargetSizeChanged = false;
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height))
{
TargetSizeChanged = true;
}
if (TargetSizeChanged || xfbchanged || WindowResized || s_last_ssaa_mode != g_ActiveConfig.bSSAA ||
(s_last_multisample_mode != g_ActiveConfig.iMultisampleMode) || (s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0)))
{
s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
if (TargetSizeChanged || s_last_ssaa_mode != g_ActiveConfig.bSSAA ||
s_last_multisample_mode != g_ActiveConfig.iMultisampleMode || s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
{
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
s_last_multisample_mode = g_ActiveConfig.iMultisampleMode;
s_last_ssaa_mode = g_ActiveConfig.bSSAA;
s_MSAASamples = GetNumMSAASamples(s_last_multisample_mode);
ApplySSAASettings();
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
s_MSAASamples);
PixelShaderManager::SetEfbScaleChanged();
}
}
// ---------------------------------------------------------------------
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Reset viewport for drawing text
glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight());
ShowEfbCopyRegions();
DrawDebugText();
// Do our OSD callbacks
OSD::DoCallbacks(OSD::OSD_ONFRAME);
OSD::DrawMessages();
// Copy the rendered frame to the real window
GLInterface->Swap();
// Clear framebuffer
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (s_vsync != g_ActiveConfig.IsVSync())
{
s_vsync = g_ActiveConfig.IsVSync();
GLInterface->SwapInterval(s_vsync);
}
// Clean out old stuff from caches. It's not worth it to clean out the shader caches.
TextureCache::Cleanup(frameCount);
// Render to the framebuffer.
FramebufferManager::SetFramebuffer(0);
RestoreAPIState();
g_Config.iSaveTargetId = 0;
UpdateActiveConfig();
TextureCache::OnConfigChanged(g_ActiveConfig);
// For testing zbuffer targets.
// Renderer::SetZBufferRender();
// SaveTexture("tex.png", GL_TEXTURE_2D, s_FakeZTarget,
// GetTargetWidth(), GetTargetHeight());
// Invalidate EFB cache
ClearEFBCache();
}
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{
// Gets us to a reasonably sane state where it's possible to do things like
// image copies with textured quads, etc.
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
glDisable(GL_COLOR_LOGIC_OP);
glDepthMask(GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
void Renderer::RestoreAPIState()
{
// Gets us back into a more game-like state.
glEnable(GL_SCISSOR_TEST);
SetGenerationMode();
BPFunctions::SetScissor();
SetColorMask();
SetDepthMode();
SetBlendMode(true);
SetLogicOpMode();
SetViewport();
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
if (vm->m_last_vao)
glBindVertexArray(vm->m_last_vao);
TextureCache::SetStage();
}
void Renderer::SetGenerationMode()
{
// none, ccw, cw, ccw
if (bpmem.genMode.cullmode > 0)
{
// TODO: GX_CULL_ALL not supported, yet!
glEnable(GL_CULL_FACE);
glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
}
else
{
glDisable(GL_CULL_FACE);
}
}
void Renderer::SetDepthMode()
{
const GLenum glCmpFuncs[8] =
{
GL_NEVER,
GL_LESS,
GL_EQUAL,
GL_LEQUAL,
GL_GREATER,
GL_NOTEQUAL,
GL_GEQUAL,
GL_ALWAYS
};
if (bpmem.zmode.testenable)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE);
glDepthFunc(glCmpFuncs[bpmem.zmode.func]);
}
else
{
// if the test is disabled write is disabled too
// TODO: When PE performance metrics are being emulated via occlusion queries, we should (probably?) enable depth test with depth function ALWAYS here
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
}
void Renderer::SetLogicOpMode()
{
if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
return;
// Logic ops aren't available in GLES3/GLES2
const GLenum glLogicOpCodes[16] =
{
GL_CLEAR,
GL_AND,
GL_AND_REVERSE,
GL_COPY,
GL_AND_INVERTED,
GL_NOOP,
GL_XOR,
GL_OR,
GL_NOR,
GL_EQUIV,
GL_INVERT,
GL_OR_REVERSE,
GL_COPY_INVERTED,
GL_OR_INVERTED,
GL_NAND,
GL_SET
};
if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable)
{
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
}
else
{
glDisable(GL_COLOR_LOGIC_OP);
}
}
void Renderer::SetDitherMode()
{
if (bpmem.blendmode.dither)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
}
void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
{
auto const& tex = bpmem.tex[texindex];
auto const& tm0 = tex.texMode0[stage];
auto const& tm1 = tex.texMode1[stage];
g_sampler_cache->SetSamplerState((texindex * 4) + stage, tm0, tm1, custom_tex);
}
void Renderer::SetInterlacingMode()
{
// TODO
}
void Renderer::FlipImageData(u8 *data, int w, int h, int pixel_width)
{
// Flip image upside down. Damn OpenGL.
for (int y = 0; y < h / 2; ++y)
{
for (int x = 0; x < w; ++x)
{
for (int delta = 0; delta < pixel_width; ++delta)
std::swap(data[(y * w + x) * pixel_width + delta], data[((h - 1 - y) * w + x) * pixel_width + delta]);
}
}
}
}
namespace OGL
{
bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &back_rc)
{
u32 W = back_rc.GetWidth();
u32 H = back_rc.GetHeight();
std::unique_ptr<u8[]> data(new u8[W * 4 * H]);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(back_rc.left, back_rc.bottom, W, H, GL_RGBA, GL_UNSIGNED_BYTE, data.get());
// Turn image upside down
FlipImageData(data.get(), W, H, 4);
return TextureToPng(data.get(), W * 4, filename, W, H, false);
}
int Renderer::GetMaxTextureSize()
{
int max_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size);
return max_size;
}
}