235 changes: 149 additions & 86 deletions Source/Plugins/Plugin_VideoOGL/Src/RasterFont.cpp
Expand Up @@ -17,12 +17,16 @@

#include "GLUtil.h"

#include <string.h>

#include "RasterFont.h"
// globals

const GLubyte rasters[][13] = {

static const u32 char_width = 8;
static const u32 char_height = 13;
static const u32 char_offset = 32;
static const u32 char_count = 95;

const u8 rasters[char_count][char_height] = {
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
{0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18},
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x36, 0x36, 0x36},
Expand Down Expand Up @@ -120,104 +124,163 @@ const GLubyte rasters[][13] = {
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x8f, 0xf1, 0x60, 0x00, 0x00, 0x00}
};

static const char *s_vertex_shader =
"attribute vec2 vertexPosition;\n"
"attribute vec2 texturePosition;\n"
"varying vec2 tpos;\n"
"void main(void) {\n"
" gl_Position = vec4(vertexPosition,0,1);\n"
" tpos = texturePosition;\n"
"}\n";

static const char *s_fragment_shader =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect textureSampler;\n"
"uniform vec4 color;\n"
"varying vec2 tpos;\n"
"void main(void) {\n"
" gl_FragColor = texture2DRect(textureSampler,tpos) * color;\n"
"}\n";

RasterFont::RasterFont()
{
// set GL modes
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// create the raster font
fontOffset = glGenLists(128);
for (int i = 32; i < 127; i++) {
glNewList(i + fontOffset, GL_COMPILE);
glBitmap(8, 13, 0.0f, 2.0f, 10.0f, 0.0f, rasters[i - 32]);
glEndList();
// generate the texture
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
u32* texture_data = new u32[char_width*char_count*char_height];
for(u32 y=0; y<char_height; y++) {
for(u32 c=0; c<char_count; c++) {
for(u32 x=0; x<char_width; x++) {
bool pixel = rasters[c][y] & (1<<(char_width-x-1));
texture_data[char_width*char_count*y+char_width*c+x] = pixel ? -1 : 0;
}
}
}

temp_buffer = new char[TEMP_BUFFER_SIZE];
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, char_width*char_count, char_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
delete [] texture_data;

// generate shader
shader_program = OpenGL_CompileProgram(s_vertex_shader, s_fragment_shader);

// bound uniforms
glUseProgram(shader_program);
glUniform1i(glGetUniformLocation(shader_program,"textureSampler"), 0); // GL_TEXTURE0
uniform_color_id = glGetUniformLocation(shader_program,"color");
glUniform4f(uniform_color_id, 1, 1, 1, 1);
cached_color = -1;
glUseProgram(0);

// generate VBO & VAO
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindVertexArray(VAO);
glEnableVertexAttribArray(glGetAttribLocation(shader_program, "vertexPosition"));
glVertexAttribPointer(glGetAttribLocation(shader_program, "vertexPosition"), 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
glEnableVertexAttribArray(glGetAttribLocation(shader_program, "texturePosition"));
glVertexAttribPointer(glGetAttribLocation(shader_program, "texturePosition"), 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);

// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}

RasterFont::~RasterFont()
{
glDeleteLists(fontOffset, 128);
delete [] temp_buffer;
glDeleteTextures(1, &texture);
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
glDeleteProgram(shader_program);
}

void RasterFont::printString(const char *s, double x, double y, double z)
void RasterFont::printMultilineText(const char *text, double start_x, double start_y, double z, int bbWidth, int bbHeight, u32 color)
{
int length = (int)strlen(s);
int length = (int)strlen(text);
if (!length)
return;
if (length >= TEMP_BUFFER_SIZE)
length = TEMP_BUFFER_SIZE - 1;

// Sanitize string to avoid GL errors.
char *s2 = temp_buffer;
memcpy(s2, s, length);
s2[length] = 0;
for (int i = 0; i < length; i++) {
if (s2[i] < 32 || s2[i] > 126)
s2[i] = '!';
}

// go to the right spot
glRasterPos3d(x, y, z);
GL_REPORT_ERRORD();

glPushAttrib (GL_LIST_BIT);
glListBase(fontOffset);
glCallLists((GLsizei)strlen(s2), GL_UNSIGNED_BYTE, (GLubyte *) s2);
GL_REPORT_ERRORD();
glPopAttrib();
GL_REPORT_ERRORD();
}

void RasterFont::printCenteredString(const char *s, double y, int screen_width, double z)
{
int length = (int)strlen(s);
int x = (int)(screen_width/2.0 - (length/2.0)*char_width);
printString(s, x, y, z);
}

void RasterFont::printMultilineText(const char *text, double start_x, double start_y, double z, int bbWidth, int bbHeight)
{
double x = start_x;
double y = start_y;
char temp[1024];
char *t = temp;
while (*text)
{
if (*text == '\n')
{
*t = 0;
printString(temp, x, y, z);
y -= char_height * 2.0f / bbHeight;
return; // nothing to do

glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, length*4*6*sizeof(GLfloat), NULL, GL_STREAM_DRAW);
GLfloat *vertices = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);

int usage = 0;
GLfloat delta_x = 2*char_width/GLfloat(bbWidth);
GLfloat delta_y = 2*char_height/GLfloat(bbHeight);
GLfloat border_x = 1*2/GLfloat(bbWidth);
GLfloat border_y = 2*2/GLfloat(bbHeight);

GLfloat x = start_x;
GLfloat y = start_y;

for(int i=0; i<length; i++) {
u8 c = text[i];

if(c == '\n') {
x = start_x;
t = temp;
y -= delta_y + border_y;
continue;
}
else if (*text == '\r')
{
t = temp;

// do not print spaces, they can be skipped easyly
if(c == ' ') {
x += delta_x + border_x;
continue;
}
else if (*text == '\t')
{
//todo: add tabs every something like 4*char_width
*t = 0;
int cpos = (int)strlen(temp);
int newpos = (cpos + 4) & (~3);
printString(temp, x, y, z);
x = start_x + (char_width*newpos) * 2.0f / bbWidth;
t = temp;
*t++ = ' ';
}
else
*t++ = *text;

text++;

if(c < char_offset || c >= char_count+char_offset) continue;

vertices[usage++] = x;
vertices[usage++] = y;
vertices[usage++] = (c-char_offset)*char_width;
vertices[usage++] = 0;

vertices[usage++] = x+delta_x;
vertices[usage++] = y;
vertices[usage++] = (c-char_offset+1)*char_width;
vertices[usage++] = 0;

vertices[usage++] = x+delta_x;
vertices[usage++] = y+delta_y;
vertices[usage++] = (c-char_offset+1)*char_width;
vertices[usage++] = char_height;

vertices[usage++] = x;
vertices[usage++] = y;
vertices[usage++] = (c-char_offset)*char_width;
vertices[usage++] = 0;

vertices[usage++] = x+delta_x;
vertices[usage++] = y+delta_y;
vertices[usage++] = (c-char_offset+1)*char_width;
vertices[usage++] = char_height;

vertices[usage++] = x;
vertices[usage++] = y+delta_y;
vertices[usage++] = (c-char_offset)*char_width;
vertices[usage++] = char_height;

x += delta_x + border_x;
}
glUnmapBuffer(GL_ARRAY_BUFFER);

// no printable char, so also nothing to do
if(!usage) return;

// ????
if (t != text)
{
*t = 0;
printString(temp, x, y, z);
glUseProgram(shader_program);

if(color != cached_color) {
glUniform4f(uniform_color_id, ((color>>0)&0xff)/255.f,((color>>8)&0xff)/255.f,((color>>16)&0xff)/255.f,((color>>24)&0xff)/255.f);
cached_color = color;
}

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
glDrawArrays(GL_TRIANGLES, 0, usage/4);

// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

glUseProgram(0);
}
22 changes: 9 additions & 13 deletions Source/Plugins/Plugin_VideoOGL/Src/RasterFont.h
Expand Up @@ -23,20 +23,16 @@ class RasterFont {
RasterFont();
~RasterFont(void);
static int debug;

// some useful constants
enum {char_width = 10};
enum {char_height = 15};

// and the happy helper functions
void printString(const char *s, double x, double y, double z=0.0);
void printCenteredString(const char *s, double y, int screen_width, double z=0.0);

void printMultilineText(const char *text, double x, double y, double z, int bbWidth, int bbHeight);

void printMultilineText(const char *text, double x, double y, double z, int bbWidth, int bbHeight, u32 color);
private:
int fontOffset;
char *temp_buffer;
enum {TEMP_BUFFER_SIZE = 64 * 1024};

u32 VBO;
u32 VAO;
u32 texture;
u32 shader_program;
u32 uniform_color_id;
u32 cached_color;
};

#endif // _RASTERFONT_H_
276 changes: 203 additions & 73 deletions Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
Expand Up @@ -107,10 +107,14 @@ namespace OGL

// Declarations and definitions
// ----------------------------
int s_fps=0;
static int s_fps = 0;
static GLuint s_ShowEFBCopyRegions_VBO = 0;
static GLuint s_ShowEFBCopyRegions_VAO = 0;
static GLuint s_Swap_VBO = 0;
static GLuint s_Swap_VAO[2];
static TargetRectangle s_cached_targetRc;


RasterFont* s_pfont = NULL;
static RasterFont* s_pfont = NULL;

// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1;
Expand All @@ -126,9 +130,9 @@ static std::thread scrshotThread;
#endif

// EFB cache related
const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up
const u32 EFB_CACHE_HEIGHT = (EFB_HEIGHT + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE;
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 std::vector<u32> s_efbCache[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; // 2 for PEEK_Z and PEEK_COLOR

Expand Down Expand Up @@ -251,7 +255,16 @@ Renderer::Renderer()
OSDInternalH = 0;

s_fps=0;
s_ShowEFBCopyRegions_VBO = 0;
s_Swap_VBO = 0;
s_blendMode = 0;

// should be invalid, so there will be an upload on the first call
s_cached_targetRc.bottom = -1;
s_cached_targetRc.top = -1;
s_cached_targetRc.left = -1;
s_cached_targetRc.right = -1;


InitFPSCounter();

Expand Down Expand Up @@ -312,6 +325,13 @@ Renderer::Renderer()
bSuccess = false;
}

if (!GLEW_ARB_vertex_array_object)
{
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
"GPU: Does your video card support OpenGL 3.0?");
bSuccess = false;
}

s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;

Expand Down Expand Up @@ -451,17 +471,46 @@ Renderer::Renderer()
cgGLSetDebugMode(GL_FALSE);
#endif
#endif


// creating buffers
glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
glGenVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
glBindVertexArray( s_ShowEFBCopyRegions_VAO );
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer (3, GL_FLOAT, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*5, NULL);

glGenBuffers(1, &s_Swap_VBO);
glGenVertexArrays(2, s_Swap_VAO);
glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
glBindVertexArray(s_Swap_VAO[0]);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);

glBindVertexArray(s_Swap_VAO[1]);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+5);

// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

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, 1.0f);
glClearDepth(1.0f);
Expand All @@ -478,11 +527,6 @@ Renderer::Renderer()
glBlendColorEXT(0, 0, 0, 0.5f);
glClearDepth(1.0f);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

// legacy multitexturing: select texture channel only.
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
Expand All @@ -498,6 +542,13 @@ Renderer::~Renderer()
{
g_Config.bRunning = false;
UpdateActiveConfig();

glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
glDeleteVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
glDeleteBuffers(1, &s_Swap_VBO);
glDeleteVertexArrays(2, s_Swap_VAO);
s_ShowEFBCopyRegions_VBO = 0;

delete s_pfont;
s_pfont = 0;

Expand Down Expand Up @@ -545,9 +596,15 @@ void Renderer::DrawDebugInfo()
// Set Line Size
glLineWidth(3.0f);

glBegin(GL_LINES);
// 2*Coords + 3*Color
glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
glBufferData(GL_ARRAY_BUFFER, stats.efb_regions.size() * sizeof(GLfloat) * (2+3)*2*6, NULL, GL_STREAM_DRAW);
GLfloat *Vertices = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);

// Draw EFB copy regions rectangles
int a = 0;
GLfloat color[3] = {0.0f, 1.0f, 1.0f};

for (std::vector<EFBRectangle>::const_iterator it = stats.efb_regions.begin();
it != stats.efb_regions.end(); ++it)
{
Expand All @@ -558,22 +615,97 @@ void Renderer::DrawDebugInfo()
GLfloat x2 = (GLfloat) -1.0f + ((GLfloat)it->right / halfWidth);
GLfloat y2 = (GLfloat) 1.0f - ((GLfloat)it->bottom / halfHeight);

// Draw shadow of rect
glColor3f(0.0f, 0.0f, 0.0f);
glVertex2f(x, y - 0.01); glVertex2f(x2, y - 0.01);
glVertex2f(x, y2 - 0.01); glVertex2f(x2, y2 - 0.01);
glVertex2f(x + 0.005, y); glVertex2f(x + 0.005, y2);
glVertex2f(x2 + 0.005, y); glVertex2f(x2 + 0.005, y2);

// Draw rect
glColor3f(0.0f, 1.0f, 1.0f);
glVertex2f(x, y); glVertex2f(x2, y);
glVertex2f(x, y2); glVertex2f(x2, y2);
glVertex2f(x, y); glVertex2f(x, y2);
glVertex2f(x2, y); glVertex2f(x2, y2);
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;
}

glEnd();
glUnmapBuffer(GL_ARRAY_BUFFER);

glBindVertexArray( s_ShowEFBCopyRegions_VAO );
glDrawArrays(GL_LINES, 0, stats.efb_regions.size() * 2*6);

// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

// Restore Line Size
glLineWidth(lSize);
Expand Down Expand Up @@ -601,16 +733,13 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
const int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
const int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight();

glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

s_pfont->printMultilineText(text,
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight);
0, nBackbufferWidth, nBackbufferHeight, color);

GL_REPORT_ERRORD();

Expand Down Expand Up @@ -1135,43 +1264,44 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// Render to the real buffer now.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
if (applyShader)
{
glBegin(GL_QUADS);
glTexCoord2f(targetRc.left, targetRc.bottom);
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
glVertex2f(-1, -1);

glTexCoord2f(targetRc.left, targetRc.top);
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
glVertex2f(-1, 1);

glTexCoord2f(targetRc.right, targetRc.top);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
glVertex2f( 1, 1);

glTexCoord2f(targetRc.right, targetRc.bottom);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
glVertex2f( 1, -1);
glEnd();
PixelShaderCache::DisableShader();
}
else
{
glBegin(GL_QUADS);
glTexCoord2f(targetRc.left, targetRc.bottom);
glVertex2f(-1, -1);

glTexCoord2f(targetRc.left, targetRc.top);
glVertex2f(-1, 1);

glTexCoord2f(targetRc.right, targetRc.top);
glVertex2f( 1, 1);

glTexCoord2f(targetRc.right, targetRc.bottom);
glVertex2f( 1, -1);
glEnd();
}
if(!( s_cached_targetRc == targetRc)) {
GLfloat vertices[] = {
-1.0f, -1.0f, 1.0f,
(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
0.0f, 0.0f,

-1.0f, 1.0f, 1.0f,
(GLfloat)targetRc.left, (GLfloat)targetRc.top,
0.0f, 1.0f,

1.0f, 1.0f, 1.0f,
(GLfloat)targetRc.right, (GLfloat)targetRc.top,
1.0f, 1.0f,

1.0f, -1.0f, 1.0f,
(GLfloat)targetRc.right, (GLfloat)targetRc.bottom,
1.0f, 0.0f
};

glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);

// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);

s_cached_targetRc = targetRc;
}

glBindVertexArray(s_Swap_VAO[applyShader]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);


// TODO: this after merging with graphic_update
glBindVertexArray(0);

if(applyShader)
PixelShaderCache::DisableShader();
}

glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
Expand Down
95 changes: 83 additions & 12 deletions Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
Expand Up @@ -56,6 +56,13 @@
namespace OGL
{

struct VBOCache {
GLuint vbo;
GLuint vao;
TargetRectangle targetSource;
};
static std::map<u64,VBOCache> s_VBO;

static u32 s_TempFramebuffer = 0;

static const GLint c_MinLinearFilter[8] = {
Expand Down Expand Up @@ -106,6 +113,8 @@ TextureCache::TCacheEntry::~TCacheEntry()
TextureCache::TCacheEntry::TCacheEntry()
{
glGenTextures(1, &texture);
currmode.hex = 0;
currmode1.hex = 0;
GL_REPORT_ERRORD();
}

Expand All @@ -118,7 +127,9 @@ void TextureCache::TCacheEntry::Bind(unsigned int stage)
// TODO: is this already done somewhere else?
TexMode0 &tm0 = bpmem.tex[stage >> 2].texMode0[stage & 3];
TexMode1 &tm1 = bpmem.tex[stage >> 2].texMode1[stage & 3];
SetTextureParameters(tm0, tm1);

if(currmode.hex != tm0.hex || currmode1.hex != tm1.hex)
SetTextureParameters(tm0, tm1);
}

bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level)
Expand Down Expand Up @@ -304,13 +315,59 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
GL_REPORT_ERRORD();

TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);

glBegin(GL_QUADS);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.bottom); glVertex2f(-1, 1);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.top ); glVertex2f(-1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.top ); glVertex2f( 1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.bottom); glVertex2f( 1, 1);
glEnd();
GL_REPORT_ERRORD();

// should be unique enough, if not, vbo will "only" be uploaded to much
u64 targetSourceHash = u64(targetSource.left)<<48 | u64(targetSource.top)<<32 | u64(targetSource.right)<<16 | u64(targetSource.bottom);
std::map<u64, VBOCache>::iterator vbo_it = s_VBO.find(targetSourceHash);

if(vbo_it == s_VBO.end()) {
VBOCache item;
item.targetSource.bottom = -1;
item.targetSource.top = -1;
item.targetSource.left = -1;
item.targetSource.right = -1;
glGenBuffers(1, &item.vbo);
glGenVertexArrays(1, &item.vao);

glBindBuffer(GL_ARRAY_BUFFER, item.vbo);
glBindVertexArray(item.vao);

glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*4, 0);

glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*4, (GLfloat*)NULL + 2);

vbo_it = s_VBO.insert(std::pair<u64,VBOCache>(targetSourceHash, item)).first;
}
if(!(vbo_it->second.targetSource == targetSource)) {
GLfloat vertices[] = {
-1.f, 1.f,
(GLfloat)targetSource.left, (GLfloat)targetSource.bottom,
-1.f, -1.f,
(GLfloat)targetSource.left, (GLfloat)targetSource.top,
1.f, -1.f,
(GLfloat)targetSource.right, (GLfloat)targetSource.top,
1.f, 1.f,
(GLfloat)targetSource.right, (GLfloat)targetSource.bottom
};

glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);

// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);

vbo_it->second.targetSource = targetSource;
}

glBindVertexArray(vbo_it->second.vao);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

// TODO: this after merging with graphic_update
glBindVertexArray(0);

GL_REPORT_ERRORD();

Expand Down Expand Up @@ -357,6 +414,9 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo

void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1)
{
currmode = newmode;
currmode1 = newmode1;

// TODO: not used anywhere
TexMode0 mode = newmode;
//mode1 = newmode1;
Expand Down Expand Up @@ -388,13 +448,24 @@ void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, co
(float)(1 << g_ActiveConfig.iMaxAnisotropy));
}

TextureCache::TextureCache()
{
}


TextureCache::~TextureCache()
{
if (s_TempFramebuffer)
for(std::map<u64, VBOCache>::iterator it = s_VBO.begin(); it != s_VBO.end(); it++) {
glDeleteBuffers(1, &it->second.vbo);
glDeleteVertexArrays(1, &it->second.vao);
}
s_VBO.clear();

if (s_TempFramebuffer)
{
glDeleteFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
s_TempFramebuffer = 0;
}
glDeleteFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
s_TempFramebuffer = 0;
}
}

void TextureCache::DisableStage(unsigned int stage)
Expand Down
3 changes: 3 additions & 0 deletions Source/Plugins/Plugin_VideoOGL/Src/TextureCache.h
Expand Up @@ -32,6 +32,7 @@ namespace OGL
class TextureCache : public ::TextureCache
{
public:
TextureCache();
static void DisableStage(unsigned int stage);

private:
Expand Down Expand Up @@ -66,6 +67,8 @@ class TextureCache : public ::TextureCache

private:
void SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1);
TexMode0 currmode;
TexMode1 currmode1;
};

~TextureCache();
Expand Down
116 changes: 101 additions & 15 deletions Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
Expand Up @@ -57,6 +57,14 @@ static FRAGMENTSHADER s_yuyvToRgbProgram;
const u32 NUM_ENCODING_PROGRAMS = 64;
static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];

static GLuint s_encode_VBO = 0;
static GLuint s_encode_VAO = 0;
static GLuint s_decode_VBO = 0;
static GLuint s_decode_VAO = 0;
static TargetRectangle s_cached_sourceRc;
static int s_cached_srcWidth = 0;
static int s_cached_srcHeight = 0;

void CreateRgbToYuyvProgram()
{
// Output is BGRA because that is slightly faster than RGBA.
Expand Down Expand Up @@ -140,9 +148,40 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
void Init()
{
glGenFramebuffersEXT(1, &s_texConvFrameBuffer);

glGenBuffers(1, &s_encode_VBO );
glGenVertexArrays(1, &s_encode_VAO );
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBindVertexArray( s_encode_VAO );
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 4*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 4*sizeof(GLfloat), (GLfloat*)NULL + 2);
s_cached_sourceRc.top = -1;
s_cached_sourceRc.bottom = -1;
s_cached_sourceRc.left = -1;
s_cached_sourceRc.right = -1;

glGenBuffers(1, &s_decode_VBO );
glGenVertexArrays(1, &s_decode_VAO );
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
glBindVertexArray( s_decode_VAO );
s_cached_srcWidth = -1;
s_cached_srcHeight = -1;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*4, NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*4, (GLfloat*)NULL+2);

// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);

glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);

glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);

s_srcTextureWidth = 0;
Expand All @@ -162,6 +201,10 @@ void Shutdown()
glDeleteTextures(1, &s_srcTexture);
glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
glDeleteBuffers(1, &s_encode_VBO );
glDeleteVertexArrays(1, &s_encode_VAO );
glDeleteBuffers(1, &s_decode_VBO );
glDeleteVertexArrays(1, &s_decode_VAO );

s_rgbToYuyvProgram.Destroy();
s_yuyvToRgbProgram.Destroy();
Expand Down Expand Up @@ -213,13 +256,33 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar

PixelShaderCache::SetCurrentShader(shader.glprogid);

// Draw...
glBegin(GL_QUADS);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.bottom); glVertex2f(-1,1);
glTexCoord2f((float)sourceRc.right, (float)sourceRc.bottom); glVertex2f(1,1);
glTexCoord2f((float)sourceRc.right, (float)sourceRc.top); glVertex2f(1,-1);
glEnd();
GL_REPORT_ERRORD();
if(!(s_cached_sourceRc == sourceRc)) {
GLfloat vertices[] = {
-1.f, -1.f,
(float)sourceRc.left, (float)sourceRc.top,
-1.f, 1.f,
(float)sourceRc.left, (float)sourceRc.bottom,
1.f, 1.f,
(float)sourceRc.right, (float)sourceRc.bottom,
1.f, -1.f,
(float)sourceRc.right, (float)sourceRc.top
};
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);

// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);

s_cached_sourceRc = sourceRc;
}

glBindVertexArray( s_encode_VAO );
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

// TODO: this after merging with graphic_update
glBindVertexArray(0);

GL_REPORT_ERRORD();

// .. and then read back the results.
Expand Down Expand Up @@ -375,18 +438,41 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);

GL_REPORT_ERRORD();

glBegin(GL_QUADS);
glTexCoord2f((float)srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
glTexCoord2f((float)srcFmtWidth, 0); glVertex2f(1,1);
glTexCoord2f(0, 0); glVertex2f(-1,1);
glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
glEnd();

if(s_cached_srcHeight != srcHeight || s_cached_srcWidth != srcWidth) {
GLfloat vertices[] = {
1.f, -1.f,
(float)srcFmtWidth, (float)srcHeight,
1.f, 1.f,
(float)srcFmtWidth, 0.f,
-1.f, 1.f,
0.f, 0.f,
-1.f, -1.f,
0.f, (float)srcHeight
};

glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*4*4, vertices, GL_STREAM_DRAW);

// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);

s_cached_srcHeight = srcHeight;
s_cached_srcWidth = srcWidth;
}

glBindVertexArray( s_decode_VAO );
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

// TODO: this after merging with graphic_update
glBindVertexArray(0);

GL_REPORT_ERRORD();

// reset state
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
TextureCache::DisableStage(0);
TextureCache::DisableStage(0);

VertexShaderManager::SetViewportChanged();

Expand Down
3 changes: 0 additions & 3 deletions Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
Expand Up @@ -64,9 +64,6 @@ VertexManager::VertexManager()
// max_Index_size = MAXIBUFFERSIZE;
//
//GL_REPORT_ERRORD();

glEnableClientState(GL_VERTEX_ARRAY);
GL_REPORT_ERRORD();
}

void VertexManager::CreateDeviceObjects()
Expand Down
5 changes: 2 additions & 3 deletions Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp
Expand Up @@ -101,12 +101,11 @@ void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
{
int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
int nBackbufferHeight = (int)OpenGL_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);
0, nBackbufferWidth, nBackbufferHeight, color);
}

void SWRenderer::DrawDebugText()
Expand Down