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Diffstat (limited to 'src/GPU3D_OpenGL43.cpp')
-rw-r--r--src/GPU3D_OpenGL43.cpp118
1 files changed, 47 insertions, 71 deletions
diff --git a/src/GPU3D_OpenGL43.cpp b/src/GPU3D_OpenGL43.cpp
index 6db9a18..0181192 100644
--- a/src/GPU3D_OpenGL43.cpp
+++ b/src/GPU3D_OpenGL43.cpp
@@ -100,7 +100,8 @@ int ScaleFactor;
bool Accelerated;
int ScreenW, ScreenH;
-GLuint FramebufferTex[4];
+GLuint FramebufferTex[6];
+int FrontBuffer;
GLuint FramebufferID[2], PixelbufferID;
u32* Framebuffer = NULL;
@@ -262,8 +263,10 @@ bool Init()
glGenFramebuffers(2, &FramebufferID[0]);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
- // color buffer
- glGenTextures(4, &FramebufferTex[0]);
+ glGenTextures(6, &FramebufferTex[0]);
+ FrontBuffer = 0;
+
+ // color buffers
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@@ -271,33 +274,39 @@ bool Init()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
- // depth/stencil buffer
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[1], 0);
+
+ // depth/stencil buffer
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
// attribute buffer
// R: opaque polyID (for edgemarking)
// G: opaque polyID (for shadows, suppressed when rendering translucent polygons)
// B: stencil flag
- glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[2], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
// downscale framebuffer, for antialiased mode
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
- glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
@@ -330,7 +339,7 @@ bool Init()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]); // opaque polyID / shadow bits
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]); // opaque polyID / shadow bits
return true;
}
@@ -357,11 +366,13 @@ void SetDisplaySettings(int scale, bool accel)
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
if (accel) glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ);
@@ -372,6 +383,11 @@ void SetDisplaySettings(int scale, bool accel)
else Framebuffer = new u32[ScreenW*ScreenH];
}
+int GetScale()
+{
+ return ScaleFactor;
+}
+
void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
{
@@ -756,6 +772,12 @@ void RenderFrame()
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
+ if (Accelerated)
+ {
+ int backbuf = FrontBuffer ? 0 : 1;
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[backbuf], 0);
+ }
+
// clear buffers
// TODO: clear bitmap
// TODO: check whether 'clear polygon ID' affects translucent polyID
@@ -818,15 +840,7 @@ void RenderFrame()
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
- if (!ChunkedRendering)
- {
- RenderSceneChunk(0, 192);
- }
- else
- {
- glEnable(GL_SCISSOR_TEST);
- RenderSceneChunk(0, 48);
- }
+ RenderSceneChunk(0, 192);
}
if (false)
@@ -842,63 +856,24 @@ void RenderFrame()
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
}
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
+ if (!Accelerated)
+ {
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
- if (!ChunkedRendering)
glReadPixels(0, 0, 256<<ScaleFactor, 192<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
- else
- glReadPixels(0, 0, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+ }
}
u32* GetLine(int line)
{
int stride = 256 << (ScaleFactor*2);
- if (!ChunkedRendering)
+ if (line == 0)
{
- if (line == 0)
- {
- u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
- if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
- }
- }
- else
- {
- if (line == 0)
- {
- u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
- if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*48);
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
-
- if (RenderNumPolygons) RenderSceneChunk(48, 48);
- glReadPixels(0, 48<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
- }
- else if (line == 48)
- {
- u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
- if (data) memcpy(&Framebuffer[stride*48], data, 4*stride*48);
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
-
- if (RenderNumPolygons) RenderSceneChunk(96, 48);
- glReadPixels(0, 96<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
- }
- else if (line == 96)
- {
- u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
- if (data) memcpy(&Framebuffer[stride*96], data, 4*stride*48);
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
-
- if (RenderNumPolygons) RenderSceneChunk(144, 48);
- glReadPixels(0, 144<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
- }
- else if (line == 144)
- {
- u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
- if (data) memcpy(&Framebuffer[stride*144], data, 4*stride*48);
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
- }
+ u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
+ if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
+ glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
u64* ptr = (u64*)&Framebuffer[stride * line];
@@ -915,7 +890,8 @@ u32* GetLine(int line)
void SetupAccelFrame()
{
- //
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]);
+ FrontBuffer = FrontBuffer ? 0 : 1;
}
}