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authorJasper St. Pierre <jstpierre@mecheye.net>2013-12-07 15:14:29 -0500
committerJasper St. Pierre <jstpierre@mecheye.net>2013-12-31 14:03:19 -0500
commit34692ab826abc8f8faa61bdb2280b742424528f1 (patch)
treeb0eedc645badbea316ff59c125eaf808b28777ec /Source/Core/VideoBackends/Software/SWRenderer.cpp
parent43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff)
Remove unnecessary Src/ folders
Diffstat (limited to 'Source/Core/VideoBackends/Software/SWRenderer.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/SWRenderer.cpp207
1 files changed, 207 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/Software/SWRenderer.cpp b/Source/Core/VideoBackends/Software/SWRenderer.cpp
new file mode 100644
index 0000000000..e06df942b6
--- /dev/null
+++ b/Source/Core/VideoBackends/Software/SWRenderer.cpp
@@ -0,0 +1,207 @@
+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "Common.h"
+
+#include "../OGL/GLUtil.h"
+#include "ImageWrite.h"
+#include "RasterFont.h"
+#include "SWRenderer.h"
+#include "SWStatistics.h"
+
+#include "OnScreenDisplay.h"
+
+static GLuint s_RenderTarget = 0;
+
+static GLint attr_pos = -1, attr_tex = -1;
+static GLint uni_tex = -1;
+static GLuint program;
+
+static volatile bool s_bScreenshot;
+static std::mutex s_criticalScreenshot;
+static std::string s_sScreenshotName;
+
+
+// Rasterfont isn't compatible with GLES
+// degasus: I think it does, but I can't test it
+#ifndef USE_GLES
+RasterFont* s_pfont = NULL;
+#endif
+
+void SWRenderer::Init()
+{
+ s_bScreenshot = false;
+}
+
+void SWRenderer::Shutdown()
+{
+ glDeleteProgram(program);
+ glDeleteTextures(1, &s_RenderTarget);
+#ifndef USE_GLES
+ delete s_pfont;
+ s_pfont = 0;
+#endif
+}
+
+void CreateShaders()
+{
+ static const char *fragShaderText =
+ "varying " PREC " vec2 TexCoordOut;\n"
+ "uniform sampler2D Texture;\n"
+ "void main() {\n"
+ " " PREC " vec4 tmpcolor;\n"
+ " tmpcolor = texture2D(Texture, TexCoordOut);\n"
+ " gl_FragColor = tmpcolor;\n"
+ "}\n";
+ static const char *vertShaderText =
+ "attribute vec4 pos;\n"
+ "attribute vec2 TexCoordIn;\n "
+ "varying vec2 TexCoordOut;\n "
+ "void main() {\n"
+ " gl_Position = pos;\n"
+ " TexCoordOut = TexCoordIn;\n"
+ "}\n";
+
+ program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
+
+ glUseProgram(program);
+
+ uni_tex = glGetUniformLocation(program, "Texture");
+ attr_pos = glGetAttribLocation(program, "pos");
+ attr_tex = glGetAttribLocation(program, "TexCoordIn");
+}
+
+void SWRenderer::Prepare()
+{
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
+ glGenTextures(1, &s_RenderTarget);
+
+ CreateShaders();
+ // TODO: Enable for GLES once RasterFont supports GLES
+#ifndef USE_GLES
+ s_pfont = new RasterFont();
+ glEnable(GL_TEXTURE_2D);
+#endif
+ GL_REPORT_ERRORD();
+}
+
+void SWRenderer::SetScreenshot(const char *_szFilename)
+{
+ std::lock_guard<std::mutex> lk(s_criticalScreenshot);
+ s_sScreenshotName = _szFilename;
+ s_bScreenshot = true;
+}
+
+void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
+{
+#ifndef USE_GLES
+ int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
+ int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
+ glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
+ ((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
+ s_pfont->printMultilineText(pstr,
+ left * 2.0f / (float)nBackbufferWidth - 1,
+ 1 - top * 2.0f / (float)nBackbufferHeight,
+ 0, nBackbufferWidth, nBackbufferHeight);
+#endif
+}
+
+void SWRenderer::DrawDebugText()
+{
+ char debugtext_buffer[8192];
+ char *p = debugtext_buffer;
+ p[0] = 0;
+
+ if (g_SWVideoConfig.bShowStats)
+ {
+ p+=sprintf(p,"Objects: %i\n",swstats.thisFrame.numDrawnObjects);
+ p+=sprintf(p,"Primitives: %i\n",swstats.thisFrame.numPrimatives);
+ p+=sprintf(p,"Vertices Loaded: %i\n",swstats.thisFrame.numVerticesLoaded);
+
+ p+=sprintf(p,"Triangles Input: %i\n",swstats.thisFrame.numTrianglesIn);
+ p+=sprintf(p,"Triangles Rejected: %i\n",swstats.thisFrame.numTrianglesRejected);
+ p+=sprintf(p,"Triangles Culled: %i\n",swstats.thisFrame.numTrianglesCulled);
+ p+=sprintf(p,"Triangles Clipped: %i\n",swstats.thisFrame.numTrianglesClipped);
+ p+=sprintf(p,"Triangles Drawn: %i\n",swstats.thisFrame.numTrianglesDrawn);
+
+ p+=sprintf(p,"Rasterized Pix: %i\n",swstats.thisFrame.rasterizedPixels);
+ p+=sprintf(p,"TEV Pix In: %i\n",swstats.thisFrame.tevPixelsIn);
+ p+=sprintf(p,"TEV Pix Out: %i\n",swstats.thisFrame.tevPixelsOut);
+ }
+
+ // Render a shadow, and then the text.
+ SWRenderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000);
+ SWRenderer::RenderText(debugtext_buffer, 20, 20, 0xFFFFFF00);
+}
+
+void SWRenderer::DrawTexture(u8 *texture, int width, int height)
+{
+ // Save screenshot
+ if (s_bScreenshot)
+ {
+ std::lock_guard<std::mutex> lk(s_criticalScreenshot);
+ TextureToPng(texture, width*4, s_sScreenshotName, width, height, false);
+ // Reset settings
+ s_sScreenshotName.clear();
+ s_bScreenshot = false;
+ }
+ GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
+ GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight();
+
+ // Update GLViewPort
+ glViewport(0, 0, glWidth, glHeight);
+ glScissor(0, 0, glWidth, glHeight);
+
+ glBindTexture(GL_TEXTURE_2D, s_RenderTarget);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glUseProgram(program);
+ static const GLfloat verts[4][2] = {
+ { -1, -1}, // Left top
+ { -1, 1}, // left bottom
+ { 1, 1}, // right bottom
+ { 1, -1} // right top
+ };
+ static const GLfloat texverts[4][2] = {
+ {0, 1},
+ {0, 0},
+ {1, 0},
+ {1, 1}
+ };
+
+ glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
+ glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
+ glEnableVertexAttribArray(attr_pos);
+ glEnableVertexAttribArray(attr_tex);
+ glUniform1i(uni_tex, 0);
+ glActiveTexture(GL_TEXTURE0);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glDisableVertexAttribArray(attr_pos);
+ glDisableVertexAttribArray(attr_tex);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ GL_REPORT_ERRORD();
+}
+
+void SWRenderer::SwapBuffer()
+{
+ // Do our OSD callbacks
+ OSD::DoCallbacks(OSD::OSD_ONFRAME);
+
+ DrawDebugText();
+
+ glFlush();
+
+ GLInterface->Swap();
+
+ swstats.ResetFrame();
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ GL_REPORT_ERRORD();
+}