MacGLide/MacGLide/OpenGLide/Framebuffer.cpp

1 line
44 KiB
C++

//**************************************************************
//* OpenGLide - Glide to OpenGL Wrapper
//* http://openglide.sourceforge.net
//*
//* framebuffer emulation
//*
//* OpenGLide is OpenSource under LGPL license
//* Mac version and additional features by Jens-Olaf Hemprich
//**************************************************************
#include "Framebuffer.h"
#include "Glide.h"
#include "GlideApplication.h"
#include "GlideSettings.h"
#include "GLRender.h"
#include "GLRenderUpdateState.h"
#include "GLColorAlphaCombineEnvTables.h"
// Displays small dots in tile edges, disables all optimisations
// #define DEBUG_TILE_RENDERING
Framebuffer::Framebuffer()
: m_x_step_start(0)
, m_y_step_start(0)
, m_x_step_start_opaque(0)
, m_y_step_start_opaque(0)
, m_width(0)
, m_height(0)
, m_framebuffer(NULL)
, m_texbuffer(NULL)
, m_origin(GR_ORIGIN_UPPER_LEFT)
, m_glInternalFormat(-1)
, m_glFormat(-1)
, m_glType(-1)
, m_glDepth(1.0f)
, m_format_valid(false)
, m_useRectangleARB(false)
, m_must_clear_buffer(true)
, m_custom_tilesizes(NULL)
{
#ifdef __ALTIVEC__
for(int i = 0; i < 4; i++)
{
(&m_glAlpha.Scalar)[i] = 0x000000ff;
}
#else
m_glAlpha.Scalar = 0x000000ff;
#endif
}
Framebuffer::~Framebuffer()
{
}
inline int Framebuffer::getTileCount() const
{
return m_tilesizesCount + m_customtilesizesCount;
}
bool Framebuffer::initialise_buffers(BufferStruct* framebuffer, BufferStruct* texbuffer, FxU32 width, FxU32 height, const tilesize* tilesizetable)
{
#ifdef OGL_FRAMEBUFFER
GlideMsg( "GlideFrameBuffer::initialise_buffers(---, ---, %d, %d, ---)\n", width, height);
#endif
m_custom_tilesizes = tilesizetable;
return initialise_buffers(framebuffer, texbuffer, width, height, 0, 0);
}
bool Framebuffer::initialise_buffers(BufferStruct* framebuffer, BufferStruct* texbuffer, FxU32 width, FxU32 height, FxU32 x_tile, FxU32 y_tile)
{
#ifdef OGL_FRAMEBUFFER
GlideMsg( "Framebuffer::initialise_buffers(---, ---, %d, %d, %d, %d)\n", width, height, x_tile, y_tile);
#endif
m_framebuffer = framebuffer;
m_texbuffer = texbuffer;
m_framebuffer->WriteMode = m_texbuffer->WriteMode = GR_LFBWRITEMODE_UNUSED;
m_width = width;
m_height = height;
// find out largest texture size
GLint tile_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &tile_size);
m_x_step_start_opaque = tile_size;
m_y_step_start_opaque = tile_size;
m_x_step_start = min(tile_size, x_tile);
m_y_step_start = min(tile_size, y_tile);
m_x_step_start = max(16, m_x_step_start);
m_y_step_start = max(16, m_y_step_start);
m_useRectangleARB = InternalConfig.ARB_texture_rectangle &&
InternalConfig.EXT_compiled_vertex_array;
// If a game has its own tilesize table, use
// the largest tiles for opaque renderings
GLint y_step = y_tile == 0 ? m_y_step_start_opaque : m_y_step_start;
// init default/opaque tilesize table
int w = 0;
for(FxU32 y = 0; y < m_height && w < MaxTiles ; y += y_step, w++)
{
while (m_height - y < y_step)
{
y_step = y_step >> 1;
}
m_tilesizes[w].y = y_step;
GLint x_step = x_tile == 0 ? m_x_step_start_opaque : m_x_step_start;
int v = 0;
for(FxU32 x = 0; x < m_width && v < MaxTiles; x += x_step, v++ )
{
while (m_width - x < x_step)
{
x_step = x_step >> 1;
}
m_tilesizes[w].x[v] = x_step;
}
}
// This is always initialised as the immediate mode also uses the precalculated tile coordinates
buildVertexArrays();
// The texture priority is set to maximum
// because of the altivec checksum feature
const GLfloat priority = 1.0f;
const int tileCount = getTileCount();
glGenTextures(tileCount, &m_textureNames[0]);
glPrioritizeTextures(tileCount, &m_textureNames[0], &priority);
for(int i = 0; i < tileCount; i++)
{
const GLenum textureTarget = m_useRectangleARB ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D;
glBindTexture(textureTarget, m_textureNames[i]);
glTexParameteri(textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(textureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(textureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
// Don't set the checksum to 0, as this would cause white screen in Carmageddon
// because fully black tiles also have a 0 checksum and no texture data would be
// downloaded at all (and the tile would be rendered as if TEXTURE_2D was disabled)
memset(m_tileChecksums, 0xff, sizeof(vector unsigned long) * tileCount);
return m_width > 0 && m_height > 0 && m_x_step_start > 0 && m_y_step_start > 0 && m_format_valid;
}
void Framebuffer::free_buffers()
{
#ifdef OGL_FRAMEBUFFER
GlideMsg( "Framebuffer::free_buffers()\n");
#endif
if (m_tilesizes) FreeObject(m_tilesizes);
glDeleteTextures(getTileCount(), &m_textureNames[0]);
}
void Framebuffer::initialise_format(GrLfbWriteMode_t writemode)
{
#if defined(OGL_PART_DONE) || defined(OGL_FRAMEBUFFER)
GlideMsg("Framebuffer::initialise_format(0x%x)\n", writemode);
#endif
m_framebuffer->WriteMode = writemode;
m_glInternalFormat = 4;
m_glFormat = GL_RGBA;
m_glType = GL_UNSIGNED_BYTE;
FxU16 chromakeyvalue;
switch (writemode)
{
case GR_LFBWRITEMODE_565:
chromakeyvalue = s_GlideApplication.GetType() == GlideApplication::Carmageddon
? 0x1f1f : 0x07ff;
m_format_valid = true;
break;
case GR_LFBWRITEMODE_1555:
chromakeyvalue = 0x03ff;
m_format_valid = true;
break;
case GR_LFBWRITEMODE_888:
chromakeyvalue = 0x7ffd;
m_format_valid = true;
break;
default:
chromakeyvalue = 0x0;
m_format_valid = false;
break;
}
// When the chromakey value changes, the buffer has to be cleared
if (chromakeyvalue != m_ChromaKey.Scalar)
{
SetChromaKeyValue(chromakeyvalue);
m_must_clear_buffer = true;
}
}
bool Framebuffer::begin_write()
{
#ifdef OGL_FRAMEBUFFER
GlideMsg("Framebuffer::begin_write()\n");
#endif
if (m_must_clear_buffer)
{
Clear();
m_must_clear_buffer = false;
}
return true;
}
void Framebuffer::Clear()
{
#ifdef OGL_FRAMEBUFFER
GlideMsg( "Framebuffer::Clear()\n");
#endif
const FxU16 chromakey = GetChromaKeyValue();
const FxU32 count = m_width * m_height ;
FxU16* framebuffer = m_framebuffer->Address;
for ( int i = 0; i < count; i++)
{
framebuffer[i] = chromakey;
}
}
void Framebuffer::end_write(FxU32 alpha, GLfloat depth)
{
#ifdef OGL_FRAMEBUFFER
GlideMsg("Framebuffer::end_write(%d, %f, %d)\n", alpha, depth);
#endif
set_gl_state();
// While the constant depth value is applied through
// the vertex (array), the alpha value is applied
// during the color format conversion.
#ifdef __ALTIVEC__
for(int i = 0; i < 4; i++)
{
(&m_glAlpha.Scalar)[i] = alpha;
}
#else
m_glAlpha.Scalar = alpha;
#endif
m_glDepth = depth;
// The depth value has to be updated for all z values in the tilemap vertex array
const tilesize* tilesizeTable = m_custom_tilesizes ? m_custom_tilesizes
: m_tilesizes;
const int tilesizeVertexIndex = m_custom_tilesizes ? m_customtilesizesVertexArrayIndex
: m_tilesizesVertexArrayIndex;
const int tilesizeCount = m_custom_tilesizes ? m_customtilesizesCount
: m_tilesizesCount;
TVertexStruct* pV = &OGLRender.TVertex[tilesizeVertexIndex];
// update necessary?
const bool rebuildVertexArrays = depth != pV->az;
RenderUnlockArrays();
glReportErrors("Framebuffer::drawTiles()");
if (rebuildVertexArrays)
{
GLint y = 0;
GLint y_step;
for(int w = 0; y < m_height && w < MaxTiles; w++, y += y_step)
{
y_step = tilesizeTable[w].y;
GLint x = 0;
GLint x_step;
for(int v = 0; x < m_width && v < MaxTiles; v++, x += x_step)
{
x_step = tilesizeTable[w].x[v];
pV->az = pV->bz = pV->cz = depth;
pV++;
pV->az = pV->bz = pV->cz = depth;
pV++;
}
}
}
// Render the tiles
const bool compiledVertexArrays = InternalConfig.EXT_compiled_vertex_array;
if (compiledVertexArrays)
{
glLockArraysEXT(tilesizeVertexIndex * 3, tilesizeCount * 6);
glReportError();
OGLRender.BufferLocked = true;
}
else
{
// Preset fog coords to turn off fog, but leave coloralpha inverter enabled
if (OpenGL.FogTextureUnit)
{
glMultiTexCoord4fARB(OpenGL.FogTextureUnit, 0.0, 0.0, 0.0, 0.0);
}
}
const bool init_second_textureunit = m_framebuffer->PixelPipeline &&
(OpenGL.ColorAlphaUnitColorEnabledState[1] ||
OpenGL.ColorAlphaUnitAlphaEnabledState[1]);
FxU32* texbuffer = reinterpret_cast<FxU32*>(m_texbuffer->Address);
// Render the tiles
GLint n = 0;
GLint x;
GLint y = 0;
GLint y_step;
const GLenum textureTarget = m_useRectangleARB ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D;
for(int w = 0; y < m_height && w < MaxTiles; w++, y += y_step)
{
y_step = tilesizeTable[w].y;
x = 0;
GLint x_step;
for(int v = 0; x < m_width && v < MaxTiles; v++, x += x_step)
{
x_step = tilesizeTable[w].x[v];
const TileUpdateState updateState = createTextureData(texbuffer, x, y, x_step, y_step, n);
if (updateState != TileUpdateState_TileEmpty)
{
#ifdef DEBUG_TILE_RENDERING
highlightTileCorners(updateState, texbuffer, x_step, y_step);
#endif
// Use unique (but always the same) name for each
// texture in order to be able to reuse tile data
const GLint texturename = m_textureNames[n];
if (init_second_textureunit)
{
glActiveTextureARB(OpenGL.ColorAlphaUnit2);
glBindTexture(textureTarget, texturename);
glActiveTextureARB(OpenGL.ColorAlphaUnit1);
glReportError();
}
glBindTexture(textureTarget, texturename);
glReportError();
#ifndef DEBUG_TILE_RENDERING
if (updateState == TileUpdateState_TileDownloadToGPU)
#endif
{
glTexImage2D(textureTarget, 0, m_glInternalFormat, x_step, y_step, 0, m_glFormat, m_glType, texbuffer);
glReportError();
}
// Draw the tile
if (compiledVertexArrays)
{
glDrawArrays(GL_TRIANGLES, tilesizeVertexIndex * 3 + n * 6, 6);
}
else
{
const int index = tilesizeVertexIndex + 2 * n;
const TColorStruct* pC = &OGLRender.TColor[index];
const TVertexStruct* pV = &OGLRender.TVertex[index];
const TTextureStruct* pTS = &OGLRender.TTexture[index];
glBegin(GL_QUADS);
glColor3fv(&pC->ar);
glTexCoord4fv(&pTS->as);
if (init_second_textureunit) glMultiTexCoord4fvARB(OpenGL.ColorAlphaUnit2, &pTS->as);
glVertex3fv(&pV->ax);
glColor3fv(&pC->br);
glTexCoord4fv(&pTS->bs);
if (init_second_textureunit) glMultiTexCoord4fvARB(OpenGL.ColorAlphaUnit2, &pTS->bs);
glVertex3fv(&pV->bx);
glColor3fv(&pC->cr);
glTexCoord4fv(&pTS->cs);
if (init_second_textureunit) glMultiTexCoord4fvARB(OpenGL.ColorAlphaUnit2, &pTS->cs);
glVertex3fv(&pV->cx);
pC++; pV++; pTS++;
glColor3fv(&pC->br);
glTexCoord4fv(&pTS->bs);
if (init_second_textureunit) glMultiTexCoord4fvARB(OpenGL.ColorAlphaUnit2, &pTS->bs);
glVertex3fv(&pV->bx);
glEnd();
}
glReportError();
// Advance to the next texbuffer location
texbuffer += x_step * y_step;
}
n++;
}
}
s_Framebuffer.SetRenderBufferChanged();
restore_gl_state();
}
void Framebuffer::end_write_opaque()
{
#ifdef OGL_FRAMEBUFFER
GlideMsg("Framebuffer::end_write_opaque()\n");
#endif
// @todo: use the standard tile table or RECTANGLE_ARB to copy the whole screen in one go
end_write(0x000000ff, OpenGL.ZNear);
}
void Framebuffer::set_gl_state()
{
#ifdef OGL_FRAMEBUFFER
GlideMsg( "Framebuffer::set_gl_state()\n");
#endif
glReportErrors("Framebuffer::set_gl_state");
VERIFY_ACTIVE_TEXTURE_UNIT(OpenGL.ColorAlphaUnit1);
if (m_framebuffer->PixelPipeline)
{
if (OpenGL.ColorAlphaUnit2)
{
// Pixelpipeline support for env combine based rendering:
// Framebuffer pixels must be routed through the coloralpha unit
// as if they were produced by the vertex iterators without an
// additional GL texture unit -> source must be changed accordingly
m_bRestoreColorCombine = false;
if (Glide.State.ColorCombineLocal == GR_COMBINE_LOCAL_ITERATED)
{
Glide.State.ColorCombineLocal = GR_COMBINE_LOCAL_PIXELPIPELINE;
m_bRestoreColorCombine = true;
}
if (Glide.State.ColorCombineOther == GR_COMBINE_OTHER_ITERATED)
{
Glide.State.ColorCombineOther = GR_COMBINE_OTHER_PIXELPIPELINE;
m_bRestoreColorCombine = true;
}
if (m_bRestoreColorCombine) SetColorCombineState();
m_bRestoreAlphaCombine = false;
if (Glide.State.AlphaLocal == GR_COMBINE_LOCAL_ITERATED)
{
Glide.State.AlphaLocal = GR_COMBINE_LOCAL_PIXELPIPELINE;
m_bRestoreAlphaCombine = true;
}
if (Glide.State.AlphaOther == GR_COMBINE_OTHER_ITERATED)
{
Glide.State.AlphaOther = GR_COMBINE_OTHER_PIXELPIPELINE;
m_bRestoreAlphaCombine = true;
}
if (m_bRestoreAlphaCombine) SetAlphaCombineState();
// Update the opengl state for the pixel pipeline
RenderUpdateState();
if (m_useRectangleARB)
{
// The client texture state is already setup correctly since we just
// have to enable the texture rectangle state according to the texture_2D state
// (the texture_2d state is not changed when the pixelpipeline mode is active)
const GLenum textureTarget = GL_TEXTURE_RECTANGLE_ARB;
const bool enableColoralphaTextureUnit1 = OpenGL.ColorAlphaUnitColorEnabledState[0] ||
OpenGL.ColorAlphaUnitAlphaEnabledState[0];
if (enableColoralphaTextureUnit1)
{
// GL_RECTANGLE_ARB overrides GL_TEXTURE_2D
glEnable(textureTarget);
}
if (OpenGL.ColorAlphaUnit2)
{
const bool enableColoralphaTextureUnit2 = OpenGL.ColorAlphaUnitColorEnabledState[1] ||
OpenGL.ColorAlphaUnitAlphaEnabledState[1];
if (enableColoralphaTextureUnit2)
{
glActiveTextureARB(OpenGL.ColorAlphaUnit2);
glEnable(textureTarget);
glActiveTextureARB(OpenGL.ColorAlphaUnit1);
}
}
glReportError();
}
}
else // simple coloralpha render mode
{
// The secondary color extension has to be turned off as it's geometry based, but may
// cause wrong colors as it's used by the more complex color alpha configurations
if (InternalConfig.EXT_secondary_color)
{
glDisable(GL_COLOR_SUM_EXT);
if (InternalConfig.EXT_secondary_color && OpenGL.ColorAlphaUnit2 == NULL)
{
glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
glSecondaryColorPointerEXT(3, GL_FLOAT, 0, NULL);
}
glReportError();
}
// Update the opengl state for rendering through the pixel pipeline
RenderUpdateState();
// Texture state must be enabled manually in order to display Descent cockpit in simple car mode
// @todo: But the state should have been enabled already after completing RenderUpdateState()
// And also after calling RenderUpdateState() OpenGL.Texture should be true
// asserts but doesn't make sense since the texture unit is enabled in complex car mode
// assert(OpenGL.Texture == true);
if (m_useRectangleARB)
{
glEnable(GL_TEXTURE_RECTANGLE_ARB);
}
else
{
glEnable(GL_TEXTURE_2D);
}
if (InternalConfig.EXT_compiled_vertex_array)
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, 0, &OGLRender.TTexture[0]);
}
glReportError();
}
// Set the origin with clipping
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (m_origin == GR_ORIGIN_LOWER_LEFT)
{
glOrtho(Glide.State.ClipMinX, Glide.State.ClipMaxX,
Glide.State.ClipMinY, Glide.State.ClipMaxY,
OpenGL.ZNear, OpenGL.ZFar);
glViewport(OpenGL.OriginX + OpenGL.ClipMinX,
OpenGL.OriginY + OpenGL.ClipMinY,
OpenGL.ClipMaxX - OpenGL.ClipMinX,
OpenGL.ClipMaxY - OpenGL.ClipMinY);
}
else
{
glOrtho(Glide.State.ClipMinX, Glide.State.ClipMaxX,
Glide.State.ClipMaxY, Glide.State.ClipMinY,
OpenGL.ZNear, OpenGL.ZFar);
glViewport(OpenGL.OriginX + OpenGL.ClipMinX,
OpenGL.OriginY + OpenGL.WindowHeight - OpenGL.ClipMaxY,
OpenGL.ClipMaxX - OpenGL.ClipMinX,
OpenGL.ClipMaxY - OpenGL.ClipMinY);
}
// The scissor rectangle is not reset, because scissor mode
// is only enabled when clearing the buffer
glMatrixMode(GL_MODELVIEW);
glReportError();
}
else
{
// disable blend
glDisable(GL_BLEND);
// disable depth buffer
if (OpenGL.DepthBufferWritting)
{
glDepthMask(false);
}
// Needed for displaying in-game menus
if (Glide.State.DepthBufferMode != GR_DEPTHBUFFER_DISABLE)
{
glDisable(GL_DEPTH_TEST);
}
// Enable colormask
// @todo: check whether disabling is necessary
glColorMask(true, true, true, false);
// Reset the clipping window and set the origin
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (m_origin == GR_ORIGIN_LOWER_LEFT)
{
glOrtho(0, Glide.WindowWidth,
0, Glide.WindowHeight,
OpenGL.ZNear, OpenGL.ZFar);
glViewport(OpenGL.OriginX,
OpenGL.OriginY,
OpenGL.WindowWidth,
OpenGL.WindowHeight);
}
else
{
glOrtho(0, Glide.WindowWidth,
Glide.WindowHeight, 0,
OpenGL.ZNear, OpenGL.ZFar);
glViewport(OpenGL.OriginX,
OpenGL.OriginY,
OpenGL.WindowWidth,
OpenGL.WindowHeight);
}
// The scissor rectangle is not changed, because scissor mode
// is only enabled when clearing the buffer
glMatrixMode(GL_MODELVIEW);
glReportError();
// enable framebuffer texture unit
if (OpenGL.ColorAlphaUnit2)
{
const bool disable_coloralpha_texture_unit_2 = OpenGL.ColorAlphaUnitColorEnabledState[1] ||
OpenGL.ColorAlphaUnitAlphaEnabledState[1];
if (disable_coloralpha_texture_unit_2)
{
glActiveTextureARB(OpenGL.ColorAlphaUnit2);
if (InternalConfig.EXT_compiled_vertex_array)
{
glClientActiveTextureARB(OpenGL.ColorAlphaUnit2);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, 0, NULL);
glClientActiveTextureARB(OpenGL.ColorAlphaUnit1);
}
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(OpenGL.ColorAlphaUnit1);
}
if (!(OpenGL.ColorAlphaUnitColorEnabledState[0] || OpenGL.ColorAlphaUnitAlphaEnabledState[0]))
{
if (!m_useRectangleARB) glEnable(GL_TEXTURE_2D);
if (InternalConfig.EXT_compiled_vertex_array)
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, 0, &OGLRender.TTexture[0]);
}
}
}
else
{
if (InternalConfig.EXT_secondary_color)
{
glDisable(GL_COLOR_SUM_EXT);
if (InternalConfig.EXT_secondary_color && OpenGL.ColorAlphaUnit2 == NULL)
{
glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
glSecondaryColorPointerEXT(3, GL_FLOAT, 0, NULL);
glReportError();
}
glReportError();
}
// Force enabling the texture unit
// GL_RECTANGLE_ARB overrides GL_RECTANGLE_2D
if (!m_useRectangleARB) glEnable(GL_TEXTURE_2D);
if (InternalConfig.EXT_compiled_vertex_array)
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, 0, &OGLRender.TTexture[0]);
}
glReportError();
}
if (m_useRectangleARB)
{
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glReportError();
}
// Select environment mode
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// Turn off fog and alpha combiners
if (OpenGL.FogTextureUnit)
{
// @todo To be tested and reviewed
glActiveTextureARB(OpenGL.FogTextureUnit);
if (InternalConfig.EXT_compiled_vertex_array)
{
glClientActiveTextureARB(OpenGL.FogTextureUnit);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, 0, NULL);
glClientActiveTextureARB(OpenGL.ColorAlphaUnit1);
}
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(OpenGL.ColorAlphaUnit1);
glReportError();
}
if (InternalConfig.FogMode != OpenGLideFogEmulation_None &&
InternalConfig.FogMode != OpenGLideFogEmulation_EnvCombine)
{
glDisable(GL_FOG);
glReportError();
}
}
// Disable culling
if (Glide.State.CullMode != GR_CULL_DISABLE)
{
glDisable(GL_CULL_FACE);
}
// Disable dither
if (Glide.State.DitherMode != GR_DITHER_DISABLE)
{
// GR_DITHER_2x2 or GR_DITHER_4x4
glDisable(GL_DITHER);
}
// Disable clip volume hint manually to avoid recursion
if (InternalConfig.EXT_clip_volume_hint && OpenGL.ClipVerticesEnabledState)
{
glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_FASTEST);
glReportError();
}
// Disable FSAA
if (InternalConfig.FullSceneAntiAliasing > 0)
{
glDisable(GL_MULTISAMPLE_ARB);
glReportError();
}
// Sorting out 0 alpha values is always correct
switch (m_framebuffer->WriteMode)
{
case GR_LFBWRITEMODE_1555:
case GR_LFBWRITEMODE_565:
case GR_LFBWRITEMODE_888:
const GLenum alphaTestFunction = GL_GREATER;
const GLfloat alphaTestReferenceValue= 0.0;
if (OpenGL.AlphaTestFunction != alphaTestFunction
|| OpenGL.AlphaReferenceValue != alphaTestReferenceValue)
{
OpenGL.AlphaTestFunction = alphaTestFunction;
OpenGL.AlphaReferenceValue = alphaTestReferenceValue;
glAlphaFunc(alphaTestFunction, alphaTestReferenceValue);
}
glEnable(GL_ALPHA_TEST);
glReportError();
break;
}
}
void Framebuffer::restore_gl_state()
{
#ifdef OGL_FRAMEBUFFER
GlideMsg( "Framebuffer::restore_gl_state()\n");
#endif
glReportErrors("Framebuffer::restore_gl_state");
// Restore the cull mode
switch (Glide.State.CullMode)
{
case GR_CULL_DISABLE:
break;
case GR_CULL_NEGATIVE:
case GR_CULL_POSITIVE:
glEnable(GL_CULL_FACE);
break;
}
if (Glide.State.DitherMode != GR_DITHER_DISABLE)
{
// GR_DITHER_2x2 or GR_DITHER_4x4
glEnable(GL_DITHER);
}
if (InternalConfig.EXT_clip_volume_hint && OpenGL.ClipVerticesEnabledState)
{
glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_NICEST);
glReportError();
}
if (InternalConfig.FullSceneAntiAliasing > 0)
{
glEnable(GL_MULTISAMPLE_ARB);
glReportError();
}
// Restore the clipping window
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if ( Glide.State.OriginInformation == GR_ORIGIN_LOWER_LEFT )
{
glOrtho(Glide.State.ClipMinX, Glide.State.ClipMaxX,
Glide.State.ClipMinY, Glide.State.ClipMaxY,
OpenGL.ZNear, OpenGL.ZFar);
glViewport(OpenGL.OriginX + OpenGL.ClipMinX,
OpenGL.OriginY + OpenGL.ClipMinY,
OpenGL.ClipMaxX - OpenGL.ClipMinX,
OpenGL.ClipMaxY - OpenGL.ClipMinY);
}
else
{
glOrtho(Glide.State.ClipMinX, Glide.State.ClipMaxX,
Glide.State.ClipMaxY, Glide.State.ClipMinY,
OpenGL.ZNear, OpenGL.ZFar);
glViewport(OpenGL.OriginX + OpenGL.ClipMinX,
OpenGL.OriginY + OpenGL.WindowHeight - OpenGL.ClipMaxY,
OpenGL.ClipMaxX - OpenGL.ClipMinX,
OpenGL.ClipMaxY - OpenGL.ClipMinY);
}
// The scissor rectangle is not reset, because scissor mode
// is only enabled when clearing the buffer
glMatrixMode(GL_MODELVIEW);
glReportError();
if (m_framebuffer->PixelPipeline)
{
if (OpenGL.ColorAlphaUnit2)
{
// restore current values
if (m_bRestoreColorCombine)
{
if (Glide.State.ColorCombineLocal == GR_COMBINE_LOCAL_PIXELPIPELINE) Glide.State.ColorCombineLocal = GR_COMBINE_LOCAL_ITERATED;
if (Glide.State.ColorCombineOther == GR_COMBINE_OTHER_PIXELPIPELINE) Glide.State.ColorCombineOther = GR_COMBINE_OTHER_ITERATED;
SetColorCombineState();
}
if(m_bRestoreAlphaCombine)
{
if (Glide.State.AlphaLocal == GR_COMBINE_LOCAL_PIXELPIPELINE) Glide.State.AlphaLocal = GR_COMBINE_LOCAL_ITERATED;
if (Glide.State.AlphaOther == GR_COMBINE_OTHER_PIXELPIPELINE) Glide.State.AlphaOther = GR_COMBINE_LOCAL_ITERATED;
SetAlphaCombineState();
}
// GL_RECTANGLE_ARB overrides GL_TEXTURE_2D
if (m_useRectangleARB)
{
// Disable texture rectangle (for those units it has been enabled)
const GLenum textureTarget = GL_TEXTURE_RECTANGLE_ARB;
const bool disableColorAlphaTextureUnit1 = OpenGL.ColorAlphaUnitColorEnabledState[0] ||
OpenGL.ColorAlphaUnitAlphaEnabledState[0];
if (disableColorAlphaTextureUnit1)
{
glDisable(textureTarget);
}
if (OpenGL.ColorAlphaUnit2)
{
const bool disableColorAlphaTextureUnit2 = OpenGL.ColorAlphaUnitColorEnabledState[1] ||
OpenGL.ColorAlphaUnitAlphaEnabledState[1];
if (disableColorAlphaTextureUnit2)
{
glActiveTextureARB(OpenGL.ColorAlphaUnit2);
glDisable(textureTarget);
glActiveTextureARB(OpenGL.ColorAlphaUnit1);
}
}
glReportError();
// The client texture state is already setup correctly so we just
// have to adjust the texture rectangle state to the texture_2d state
}
switch (m_framebuffer->WriteMode)
{
case GR_LFBWRITEMODE_565:
case GR_LFBWRITEMODE_888:
SetChromaKeyAndAlphaState();
break;
}
}
else // pixelpipline simple render mode
{
// Restore the secondary color state
if (InternalConfig.EXT_secondary_color)
{
glEnable(GL_COLOR_SUM_EXT);
if (InternalConfig.EXT_secondary_color && OpenGL.ColorAlphaUnit2 == NULL)
{
glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
glSecondaryColorPointerEXT(3, GL_FLOAT, 4 * sizeof(GLfloat), &OGLRender.TColor2[0]);
}
glReportError();
}
// Disable rectangle_arb extension
if (m_useRectangleARB)
{
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
// Restore the texture environment
SetTextureState();
}
}
else
{
// restore depth state
if (OpenGL.DepthBufferWritting)
{
glDepthMask(true);
}
if (Glide.State.DepthBufferMode != GR_DEPTHBUFFER_DISABLE)
{
glEnable(GL_DEPTH_TEST);
}
// Restore colormask
const bool rgb = Glide.State.ColorMask;
glColorMask(rgb, rgb, rgb, Glide.State.AlphaMask);
// Also sets glBlendFunc so restoring manually might be more performant
SetBlendState();
// Restore fog
// @todo: This probably calls a lot more gl functions than just
// enabling the texture unit so FogTextureUnitEnabledState should be used
SetFogModeState();
// texture color alpha
if (OpenGL.ColorAlphaUnit2)
{
// Restore the previous texture environment
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
}
else
{
if (InternalConfig.EXT_secondary_color)
{
glEnable(GL_COLOR_SUM_EXT);
if (InternalConfig.EXT_secondary_color && OpenGL.ColorAlphaUnit2 == NULL)
{
glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
glSecondaryColorPointerEXT(3, GL_FLOAT, 4 * sizeof(GLfloat), &OGLRender.TColor2[0]);
}
glReportError();
}
// Restore the previous texture environment
SetColorCombineState();
}
SetTextureState();
// GL_RECTANGLE_ARB overrides GL_TEXTURE_2D
if (m_useRectangleARB)
{
glDisable(GL_TEXTURE_RECTANGLE_ARB);
}
glReportError();
// This must be a forced update because GlideState changes of ChromaKeyMode
// that don't change the corresponding GL-state are filtered out
ForceChromaKeyAndAlphaStateUpdate();
}
glReportError();
VERIFY_ACTIVE_TEXTURE_UNIT(OpenGL.ColorAlphaUnit1);
VERIFY_TEXTURE_ENABLED_STATE();
}
#ifdef DEBUG_TILE_RENDERING
void Framebuffer::highlightTileCorners(const Framebuffer::TileUpdateState updateState, FxU32* texbuffer, const GLint x_step, const GLint y_step)
{
const unsigned int color =
updateState == Framebuffer::TileUpdateState_TileDownloadToGPU ?
// edges of downloaded tiles are red
0xff0000ff :
// edges of rendered (but unchanged) tiles are cyan
0x00ffffff;
// Top left
texbuffer[0] =
texbuffer[1] =
texbuffer[x_step] =
// Top right
texbuffer[x_step -1] =
texbuffer[x_step -2] =
texbuffer[2 * x_step -1] =
// Bottom left
texbuffer[(x_step) * (y_step - 2)] =
texbuffer[(x_step) * (y_step - 1)] =
texbuffer[(x_step) * (y_step - 1) + 1] =
// Bottom right
texbuffer[x_step * y_step - 1] =
texbuffer[x_step * y_step - 2] =
texbuffer[x_step * (y_step - 1) - 1] = color;
}
#endif
int Framebuffer::buildVertexArrays()
{
// Generate tile coordinate arrays
m_tilesizesVertexArrayIndex = OGLRender.FrameBufferStartIndex;
m_tilesizesCount = buildVertexArrays(&m_tilesizes[0], m_tilesizesVertexArrayIndex);
if (m_custom_tilesizes)
{
m_customtilesizesVertexArrayIndex = m_tilesizesVertexArrayIndex + m_tilesizesCount * 2;
m_customtilesizesCount = buildVertexArrays(m_custom_tilesizes, m_customtilesizesVertexArrayIndex);
}
else
{
m_customtilesizesCount = 0;
}
return 0;
}
int Framebuffer::buildVertexArrays(const tilesize* tilesizetable, int vertexarrayindex)
{
// Compute coordinates for compiled vertex arrays
TColorStruct* pC = &OGLRender.TColor[vertexarrayindex];
TVertexStruct* pV = &OGLRender.TVertex[vertexarrayindex];
TTextureStruct* pTS = &OGLRender.TTexture[vertexarrayindex];
TFogStruct* pF = &OGLRender.TFog[vertexarrayindex];
int n = 0;
GLint y = 0;
GLint y_step;
for(int w = 0; y < m_height && w < MaxTiles; w++, y += y_step)
{
y_step = tilesizetable[w].y;
GLint x = 0;
GLint x_step;
for(int v = 0; x < m_width && v < MaxTiles; v++, x += x_step)
{
x_step = tilesizetable[w].x[v];
// Write coordinates counter clockwise into render buffers
pC->ar = pC->ag = pC->ab =
pC->br = pC->bg = pC->bb =
pC->cr = pC->cg = pC->cb =
pC->aa = pC->ba = pC->ca = 1.0f;
pV->ax = x; pV->ay = y;
pV->bx = x + x_step; pV->by = y;
pV->cx = x + x_step; pV->cy = y + y_step;
pV->az = pV->bz = pV->cz = m_glDepth;
pTS->as = 0.0;
pTS->at = 0.0;
pTS->bs = m_useRectangleARB ? x_step : 1.0f;
pTS->bt = 0.0;
pTS->cs = m_useRectangleARB ? x_step : 1.0f;
pTS->ct = m_useRectangleARB ? y_step : 1.0f;
pTS->aq = pTS->bq = pTS->cq = 0.0f;
pTS->aoow = pTS->boow = pTS->coow = 1.0f;
pF->af = pF->bf = pF->cf = 0.0f;
pC++; pV++; pTS++; pF++;
pC->ar = pC->ag = pC->ab =
pC->br = pC->bg = pC->bb =
pC->cr = pC->cg = pC->cb =
pC->aa = pC->ba = pC->ca = 1.0f;
pV->ax = x + x_step; pV->ay = y + y_step;
pV->bx = x; pV->by = y + y_step;
pV->cx = x; pV->cy = y;
pV->az = pV->bz = pV->cz = m_glDepth;
pTS->as = m_useRectangleARB ? x_step : 1.0f;
pTS->at = m_useRectangleARB ? y_step : 1.0f;
pTS->bs = 0.0;
pTS->bt = m_useRectangleARB ? y_step : 1.0f;
pTS->cs = 0.0;
pTS->ct = 0.0;
pTS->aq = pTS->bq = pTS->cq = 0.0f;
pTS->aoow = pTS->boow = pTS->coow = 1.0f;
pF->af = pF->bf = pF->cf = 0.0f;
pC++; pV++; pTS++; pF++;
n++;
}
}
return n;
}
#ifdef __ALTIVEC__
// altivec code
inline Framebuffer::TileUpdateState Framebuffer::Convert565Kto8888_AV(FxU16* buffer1, register FxU32* buffer2, register FxU32 width, register FxU32 height, register FxU32 stride, int checksumIndex)
{
const vector bool short chromakey_565_av = m_ChromaKey.Vector;
const int width_av = width >> 3; // 8 16-bit words
const int stride_av = stride >> 3; // 8 16-bit words
const int jump_av = width_av + stride_av;
vector bool short* src_av = (vector bool short*) buffer1;
// Setup channel 0 for reading one row of 565 ushorts from src into the L1 cache
// This isn't read again soon, just written back once so we can bypass L2 cache
const int src_control = (((width_av >> 4) & 0x1f) << 3) + (1 << 8) + (stride_av << 16);
vec_dstt(src_av, src_control, 0);
int h = height;
// loop through the src to check whether anything has to be copied at all
vector bool short* stop_zero_av = &src_av[width_av];
do
{
do
{
const vector bool short pixels_565_av = *src_av;
if (!vec_all_eq(pixels_565_av, chromakey_565_av)) goto create_8888_texture_1_av; // Test clear first before jumping to create_8888_texture_1_av
src_av++;
} while (src_av != stop_zero_av);
src_av += stride_av;
// Update channel 0 to prefetch the next row into the L1 cache
vec_dstt(src_av, src_control, 0);
stop_zero_av += jump_av;
} while (--h);
return TileUpdateState_TileEmpty;
create_8888_texture_1_av:
// Delete dst up to the last chromakey entry in src
stop_zero_av = src_av;
src_av = (vector bool short*) buffer1;
vector unsigned long* dst_av = (vector unsigned long*) buffer2;
const vector unsigned long null_av = vec_splat_u32(0);
// We're just writing to dst, no reading must occur, and starting a prefetch is a bad idea
h = height;
vector bool short* stop_av = &src_av[width_av];
do
{
do
{
if (src_av == stop_zero_av) goto create_8888_texture_2_av; // Test clear first
// clear cacheline to prevent it from being read-in (32 bytes = 2 altivec writes)
// we're just clearing the cache line since we're going to write zeros anyway
__dcbz(dst_av, 0);
dst_av += 2;
src_av++;
} while (src_av != stop_av);
src_av += stride_av;
stop_av += jump_av;
} while (--h);
return TileUpdateState_TileEmpty;
create_8888_texture_2_av:
// Build permute vector for storing high/lo 565 pixels into RgbxA
// - results in R = r565+ggg, G = gggbbbbb, B = 0, A = glAlpha
// -> good for comparison, green and blue are converted afterwards
const vector unsigned char permute_hi_av = {0x00, 0x01, 0x12, 0x13, 0x02, 0x03, 0x16, 0x17, 0x04, 0x05, 0x1a, 0x1b, 0x06, 0x07, 0x1e, 0x1f};
// Computing the permute table just takes 2 instructions instead of 1 instruction + 4 memory reads
const vector unsigned char permute_lo_av = vec_or(permute_hi_av, vec_splat_u8(8));
const vector unsigned long alpha_8888_av = m_glAlpha.Vector;
// Build chromakey and alpha RgbxA vector
const vector unsigned long chromakey_RgbxA_av = vec_perm((const vector unsigned long) chromakey_565_av, alpha_8888_av, permute_lo_av);
// Constants
const vector unsigned long const_3_av = vec_splat_u32(3);
const vector unsigned long const_5_av = vec_splat_u32(5);
// R5G6B500AA color masks
const vector unsigned long mask_8888_ra = {0xf80000ff, 0xf80000ff, 0xf80000ff, 0xf80000ff};
const vector unsigned long mask_8888_g = {0x07e00000, 0x07e00000, 0x07e00000, 0x07e00000};
// Computing the mask just takes 2 instructions instead of 1 instruction + 4 memory reads
const vector unsigned long mask_8888_b = vec_sr(mask_8888_ra, vec_splat_u32(11));
vector unsigned long pixels_8888_src_av;
vector bool long mask;
vector unsigned long p;
vector unsigned long q;
vector unsigned long pixels_8888_dst_av;
// Checksum the tile
vector unsigned long c = null_av;
vector unsigned long d;
// Continue the loop and convert pixels from 565 to 8888
vec_dstt(src_av, src_control, 0);
do
{
do
{
const vector unsigned long pixels_565_av = (const vector unsigned long) (*src_av);
// tile checksum part 1
d = vec_sr(c, const_5_av);
c = vec_add(c, pixels_565_av);
// restore chroma key for next update
*src_av++ = chromakey_565_av;
// hi-word pixels
pixels_8888_src_av = vec_perm(pixels_565_av, alpha_8888_av, permute_hi_av);
mask = vec_cmpeq(pixels_8888_src_av, chromakey_RgbxA_av);
// Keep red and alpha component
pixels_8888_dst_av = vec_and(pixels_8888_src_av, mask_8888_ra);
// add green component
p = vec_and(pixels_8888_src_av, mask_8888_g);
q = vec_sr(p, const_3_av);
pixels_8888_dst_av = vec_or(pixels_8888_dst_av, q);
// add blue component
p = vec_and(pixels_8888_src_av, mask_8888_b);
q = vec_sr(p, const_5_av);
pixels_8888_dst_av = vec_or(pixels_8888_dst_av, q);
// We're just writing to dst and thus can clear the cacheline in order
// to avoid the read-in from system memory (32 bytes = 2 altivec writes)
// Note: This is a G4 hack, but on a G5 the code will be fast enough anyway
__dcbz(dst_av, 0);
// Select between pixels and chromakey
*dst_av++ = vec_sel(pixels_8888_dst_av, null_av, mask);
// tile checksum part 2
c = vec_xor(c, d);
// lo-word pixels
pixels_8888_src_av = vec_perm(pixels_565_av, alpha_8888_av, permute_lo_av);
mask = vec_cmpeq(pixels_8888_src_av, chromakey_RgbxA_av);
// Keep red and alpha component
pixels_8888_dst_av = vec_and(pixels_8888_src_av, mask_8888_ra);
// add green component
p = vec_and(pixels_8888_src_av, mask_8888_g);
q = vec_sr(p, const_3_av);
pixels_8888_dst_av = vec_or(pixels_8888_dst_av, q);
// add blue component
p = vec_and(pixels_8888_src_av, mask_8888_b);
q = vec_sr(p, const_5_av);
pixels_8888_dst_av = vec_or(pixels_8888_dst_av, q);
// Select between pixels and chromakey
*dst_av++ = vec_sel(pixels_8888_dst_av, null_av, mask);
} while (src_av != stop_av);
src_av += stride_av;
vec_dstt(src_av, src_control, 0);
stop_av += jump_av;
} while (--h);
// Skip downloading tile data to the gpu if the content hasn't changed
if (vec_all_eq(c, m_tileChecksums[checksumIndex])) return TileUpdateState_TileDrawOnly;
// The tile has been converted, been changed and must be downloaded to the gpu
m_tileChecksums[checksumIndex] = c;
return TileUpdateState_TileDownloadToGPU;
}
#endif
// Non-Altivec-code
inline Framebuffer::TileUpdateState Framebuffer::Convert565Kto8888(FxU16* buffer1, register FxU32* buffer2, register FxU32 width, register FxU32 height, register FxU32 stride)
{
// Process two pixels at once
const register unsigned long chromakey1 = m_ChromaKey.Scalar << 16;
const register unsigned long chromakey2 = m_ChromaKey.Scalar;
const register unsigned long chromakey12 = chromakey1 | chromakey2;
width = width >> 1;
stride = stride >> 1;
register unsigned long pixel;
register unsigned long* stop;
register unsigned long jump = width + stride;
register unsigned long* src = reinterpret_cast<unsigned long*>(buffer1);
// check if tile must be processed in advance
// to avoid useless writes to main memory
// The tile should at least fit into the second level cache
// so reading it again wouldn't hurt as much as doing needless writes
register unsigned long h = height;
stop = &src[width];
do
{
do
{
pixel = *src++;
if (pixel != chromakey12) goto create_8888_texture;
} while (src != stop);
src += stride;
stop += jump;
} while (--h);
return TileUpdateState_TileEmpty;
create_8888_texture:
const register unsigned long alpha = m_glAlpha.Scalar;
const register unsigned long null = 0x00000000;
const register unsigned long mask_pixel1 = 0xffff0000;
const register unsigned long mask_pixel2 = 0x0000ffff;
const register unsigned long mask_pixel1_r = 0xf8000000;
const register unsigned long mask_pixel1_g = 0x07e00000;
const register unsigned long mask_pixel1_b = 0x001f0000;
const register unsigned long mask_pixel2_r = 0x0000f800;
const register unsigned long mask_pixel2_g = 0x000007e0;
const register unsigned long mask_pixel2_b = 0x0000001f;
src = reinterpret_cast<unsigned long*>(buffer1);
stop = &src[width];
do
{
do
{
// GL_RGBA
pixel = *src;
if (pixel == chromakey12)
{
*buffer2++ = null;
*buffer2++ = null;
}
else
{
*src = chromakey12;
if ( (pixel & mask_pixel1) == chromakey1)
{
*buffer2++ = null;
}
else
{
*buffer2++ = ( alpha | // A
( pixel & mask_pixel1_b ) >> 5 | // B
( pixel & mask_pixel1_g ) >> 3 | // G
( pixel & mask_pixel1_r )); // R
}
if ( (pixel & mask_pixel2) == chromakey2)
{
*buffer2++ = null;
}
else
{
*buffer2++ = ( alpha | // A
( pixel & mask_pixel2_b ) << 11 | // B
( pixel & mask_pixel2_g ) << 13 | // G
( pixel & mask_pixel2_r ) << 16); // R
}
}
src++;
} while (src != stop);
src += stride;
stop += jump;
} while (--height);
return TileUpdateState_TileDownloadToGPU;
}
inline Framebuffer::TileUpdateState Framebuffer::Convert1555Kto8888(FxU16* buffer1, register FxU32* buffer2, register FxU32 width, register FxU32 height, register FxU32 stride)
{
// Process two pixels at once
register unsigned long pixel;
register unsigned long x;
register unsigned long* src = reinterpret_cast<unsigned long*>(buffer1);
const unsigned long null = 0x00000000;
register unsigned long dstpixel = null;
const register unsigned long chromakey1 = m_ChromaKey.Scalar << 16;
const register unsigned long chromakey2 = m_ChromaKey.Scalar;
const register unsigned long chromakey12 = chromakey1 | chromakey2;
const register unsigned long alpha = m_glAlpha.Scalar;
const register unsigned long mask_pixel1 = 0xffff0000;
const register unsigned long mask_pixel2 = 0x0000ffff;
const register unsigned long mask_pixel1_r = 0x7c000000;
const register unsigned long mask_pixel1_g = 0x03e00000;
const register unsigned long mask_pixel1_b = 0x001f0000;
const register unsigned long mask_pixel2_r = 0x00007c00;
const register unsigned long mask_pixel2_g = 0x000003e0;
const register unsigned long mask_pixel2_b = 0x0000001f;
width >>= 1;
stride >>= 1;
do
{
x = width;
do
{
// GL_RGBA
pixel = *src;
if (pixel == chromakey12)
{
*buffer2++ = null;
*buffer2++ = null;
}
else
{
*src = chromakey12;
if ( (pixel & mask_pixel1) == chromakey1)
{
*buffer2++ = null;
}
else
{
dstpixel = ( alpha | // A
( pixel & mask_pixel1_b ) >> 5 | // B
( pixel & mask_pixel1_g ) >> 2 | // G
( pixel & mask_pixel1_r ) << 1); // R
*buffer2++ = dstpixel;
}
if ( (pixel & mask_pixel2) == chromakey2)
{
*buffer2++ = null;
}
else
{
dstpixel = ( alpha | // A
( pixel & mask_pixel2_b ) << 11 | // B
( pixel & mask_pixel2_g ) << 14 | // G
( pixel & mask_pixel2_r ) << 17); // R
*buffer2++ = dstpixel;
}
}
src++;
} while (--x);
src += stride;
} while (--height);
return dstpixel != null ? TileUpdateState_TileDownloadToGPU : TileUpdateState_TileEmpty;
}
inline Framebuffer::TileUpdateState Framebuffer::ConvertARGB8888Kto8888(FxU32* buffer1, register FxU32* buffer2, register FxU32 width, register FxU32 height, register FxU32 stride)
{
// Generate 32bit chromakey value (the buffer has been cleared with 16bit values)
const register unsigned long chromakey = m_ChromaKey.Scalar || (m_ChromaKey.Scalar << 16);
register unsigned long pixel;
register unsigned long* stop;
register unsigned jump = width + stride;
register unsigned long* src = buffer1;
// check if tile must be processed in advance
// to avoid useless writes to main memory
// The tile should at least fit into the second level cache
// so reading it again wouldn't hurt as much as doing needless writes
register unsigned long h = height;
stop = &src[width];
do
{
do
{
pixel = *src++;
if (pixel != chromakey) goto create_8888_texture;
} while (src != stop);
src += stride;
stop += jump;
} while (--h);
return TileUpdateState_TileEmpty;
create_8888_texture:
const register unsigned long alpha = m_glAlpha.Scalar;
src = buffer1;
stop = &src[width];
do
{
do
{
// GL_RGBA
pixel = *src;
if (pixel == chromakey)
{
*buffer2++ = 0;
}
else
{
*src = chromakey;
*buffer2++ = (pixel << 8) | alpha;
}
src++;
} while (src != stop);
src += stride;
stop += jump;
} while (--height);
return TileUpdateState_TileDownloadToGPU;
}
inline Framebuffer::TileUpdateState Framebuffer::createTextureData(FxU32* texbuffer, FxU32 x, FxU32 y, FxU32 x_step, FxU32 y_step, int checksumIndex)
{
FxU32 stride = (m_width - x_step);
FxU32 index = x + y * m_width;
if (m_framebuffer->WriteMode == GR_LFBWRITEMODE_565)
{
#ifdef __ALTIVEC__
if (UserConfig.VectorUnitType == OpenGLideVectorUnitType_Altivec)
{
#ifdef OGL_FRAMEBUFFER
const vector unsigned long c = m_tileChecksums[checksumIndex];
#endif
TileUpdateState state = Convert565Kto8888_AV(&m_framebuffer->Address[index], texbuffer, x_step, y_step, stride, checksumIndex);
#ifdef OGL_FRAMEBUFFER
GlideMsg("Tile %d (%d,%d)-(%d,%d) update state is %s (%vlx)->(%vlx)\n",
checksumIndex,
x, y, x_step, y_step,
(state ==TileUpdateState_TileDownloadToGPU) ? "DownLoadToGPU"
: ((state == TileUpdateState_TileDrawOnly) ? "DrawOnly" : "TileEmpty"),
c,
m_tileChecksums[checksumIndex]);
#endif
return state;
}
else
#endif
return Convert565Kto8888(&m_framebuffer->Address[index], texbuffer, x_step, y_step, stride);
}
else if (m_framebuffer->WriteMode == GR_LFBWRITEMODE_1555)
{
return Convert1555Kto8888(&m_framebuffer->Address[index], texbuffer, x_step, y_step, stride);
}
else if (m_framebuffer->WriteMode == GR_LFBWRITEMODE_888)
{
FxU32* framebuffer = &reinterpret_cast<FxU32*>(m_framebuffer->Address)[index];
return ConvertARGB8888Kto8888(framebuffer, texbuffer, x_step, y_step, stride);
}
else
{
return TileUpdateState_TileEmpty;
}
}