RetroArch/ps3/ps3_video_psgl.c

1234 lines
34 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
* Copyright (C) 2011-2012 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "../driver.h"
#include "ps3_video_psgl.h"
#include <stdint.h>
#include "../libretro.h"
#include <stdio.h>
#include <sys/time.h>
#include <string.h>
#include <math.h>
#include <sys/spu_initialize.h>
#include "../gfx/state_tracker.h"
#include "../gfx/shader_cg.h"
#include "../general.h"
#include "../compat/strl.h"
#include "shared.h"
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "../compat/strl.h"
#define BLUE 0xffff0000u
#define WHITE 0xffffffffu
#define FORCE_16BIT_COLOR 1
// Used for the last pass when rendering to the back buffer.
static const GLfloat vertexes_flipped[] = {
0, 0,
0, 1,
1, 1,
1, 0
};
// Other vertex orientations
static const GLfloat vertexes_90[] = {
0, 1,
1, 1,
1, 0,
0, 0
};
static const GLfloat vertexes_180[] = {
1, 1,
1, 0,
0, 0,
0, 1
};
static const GLfloat vertexes_270[] = {
1, 0,
0, 0,
0, 1,
1, 1
};
static const GLfloat *vertex_ptr = vertexes_flipped;
// Used when rendering to an FBO.
// Texture coords have to be aligned with vertex coordinates.
static const GLfloat vertexes[] = {
0, 1,
0, 0,
1, 0,
1, 1
};
static const GLfloat tex_coords[] = {
0, 1,
0, 0,
1, 0,
1, 1
};
static const GLfloat white_color[] = {
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
};
bool g_quitting;
unsigned g_frame_count;
void *g_gl;
/*============================================================
GL IMPLEMENTATION
============================================================ */
static bool gl_shader_init(void)
{
switch (g_settings.video.shader_type)
{
case RARCH_SHADER_AUTO:
if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0)
RARCH_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
// fall-through
case RARCH_SHADER_CG:
if (strlen(g_settings.video.cg_shader_path) > 0)
return gl_cg_init(g_settings.video.cg_shader_path);
break;
default:
break;
}
return true;
}
static unsigned gl_shader_num(void)
{
unsigned num = 0;
unsigned cg_num = gl_cg_num();
if (cg_num > num)
num = cg_num;
return num;
}
static bool gl_shader_filter_type(unsigned index, bool *smooth)
{
bool valid = false;
if (!valid)
valid = gl_cg_filter_type(index, smooth);
return valid;
}
void gl_set_fbo_enable (bool enable)
{
gl_t *gl = g_gl;
gl->fbo_enabled = enable;
}
static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
{
scale->valid = false;
if (!scale->valid)
gl_cg_shader_scale(index, scale);
}
static void gl_create_fbo_textures(gl_t *gl)
{
glGenTextures(gl->fbo_pass, gl->fbo_texture);
GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST;
for (int i = 0; i < gl->fbo_pass; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
GLuint filter_type = base_filt;
bool smooth = false;
if (gl_shader_filter_type(i + 2, &smooth))
filter_type = smooth ? GL_LINEAR : GL_NEAREST;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
glTexImage2D(GL_TEXTURE_2D,
0, GL_ARGB_SCE, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_ARGB_SCE,
GL_UNSIGNED_INT_8_8_8_8, NULL);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
void gl_deinit_fbo(gl_t *gl)
{
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo);
memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
memset(gl->fbo, 0, sizeof(gl->fbo));
gl->fbo_pass = 0;
}
// Horribly long and complex FBO init :D
void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
{
struct gl_fbo_scale scale, scale_last;
gl_shader_scale(1, &scale);
gl_shader_scale(gl_shader_num(), &scale_last);
gl->fbo_pass = gl_shader_num() - 1;
if (scale_last.valid)
gl->fbo_pass++;
if (gl->fbo_pass <= 0)
gl->fbo_pass = 1;
if (!scale.valid)
{
scale.scale_x = g_settings.video.fbo_scale_x;
scale.scale_y = g_settings.video.fbo_scale_y;
scale.type_x = scale.type_y = RARCH_SCALE_INPUT;
}
switch (scale.type_x)
{
case RARCH_SCALE_INPUT:
gl->fbo_rect[0].width = width * next_pow2(ceil(scale.scale_x));
break;
case RARCH_SCALE_ABSOLUTE:
gl->fbo_rect[0].width = next_pow2(scale.abs_x);
break;
case RARCH_SCALE_VIEWPORT:
gl->fbo_rect[0].width = next_pow2(gl->win_width);
break;
default:
break;
}
switch (scale.type_y)
{
case RARCH_SCALE_INPUT:
gl->fbo_rect[0].height = height * next_pow2(ceil(scale.scale_y));
break;
case RARCH_SCALE_ABSOLUTE:
gl->fbo_rect[0].height = next_pow2(scale.abs_y);
break;
case RARCH_SCALE_VIEWPORT:
gl->fbo_rect[0].height = next_pow2(gl->win_height);
break;
default:
break;
}
unsigned last_width = gl->fbo_rect[0].width, last_height = gl->fbo_rect[0].height;
gl->fbo_scale[0] = scale;
RARCH_LOG("Creating FBO 0 @ %ux%u\n", gl->fbo_rect[0].width, gl->fbo_rect[0].height);
for (int i = 1; i < gl->fbo_pass; i++)
{
gl_shader_scale(i + 1, &gl->fbo_scale[i]);
if (gl->fbo_scale[i].valid)
{
switch (gl->fbo_scale[i].type_x)
{
case RARCH_SCALE_INPUT:
gl->fbo_rect[i].width = last_width * next_pow2(ceil(gl->fbo_scale[i].scale_x));
break;
case RARCH_SCALE_ABSOLUTE:
gl->fbo_rect[i].width = next_pow2(gl->fbo_scale[i].abs_x);
break;
case RARCH_SCALE_VIEWPORT:
gl->fbo_rect[i].width = next_pow2(gl->win_width);
break;
default:
break;
}
switch (gl->fbo_scale[i].type_y)
{
case RARCH_SCALE_INPUT:
gl->fbo_rect[i].height = last_height * next_pow2(ceil(gl->fbo_scale[i].scale_y));
break;
case RARCH_SCALE_ABSOLUTE:
gl->fbo_rect[i].height = next_pow2(gl->fbo_scale[i].abs_y);
break;
case RARCH_SCALE_VIEWPORT:
gl->fbo_rect[i].height = next_pow2(gl->win_height);
break;
default:
break;
}
last_width = gl->fbo_rect[i].width;
last_height = gl->fbo_rect[i].height;
}
else
{
// Use previous values, essentially a 1x scale compared to last shader in chain.
gl->fbo_rect[i] = gl->fbo_rect[i - 1];
gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0;
gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = RARCH_SCALE_INPUT;
}
RARCH_LOG("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
}
gl_create_fbo_textures(gl);
glGenFramebuffersOES(gl->fbo_pass, gl->fbo);
for (int i = 0; i < gl->fbo_pass; i++)
{
glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[i]);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
if (status != GL_FRAMEBUFFER_COMPLETE_OES)
goto error;
}
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
return;
error:
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo);
RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
}
static inline void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
unsigned vp_width, unsigned vp_height)
{
unsigned last_width = width;
unsigned last_height = height;
unsigned last_max_width = gl->tex_w;
unsigned last_max_height = gl->tex_h;
// Calculate viewports for FBOs.
for (int i = 0; i < gl->fbo_pass; i++)
{
switch (gl->fbo_scale[i].type_x)
{
case RARCH_SCALE_INPUT:
gl->fbo_rect[i].img_width = last_width * gl->fbo_scale[i].scale_x;
gl->fbo_rect[i].max_img_width = last_max_width * gl->fbo_scale[i].scale_x;
break;
case RARCH_SCALE_ABSOLUTE:
gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].abs_x;
break;
case RARCH_SCALE_VIEWPORT:
gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * gl->vp_out_width;
break;
default:
break;
}
switch (gl->fbo_scale[i].type_y)
{
case RARCH_SCALE_INPUT:
gl->fbo_rect[i].img_height = last_height * gl->fbo_scale[i].scale_y;
gl->fbo_rect[i].max_img_height = last_max_height * gl->fbo_scale[i].scale_y;
break;
case RARCH_SCALE_ABSOLUTE:
gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].abs_y;
break;
case RARCH_SCALE_VIEWPORT:
gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * gl->vp_out_height;
break;
default:
break;
}
last_width = gl->fbo_rect[i].img_width;
last_height = gl->fbo_rect[i].img_height;
last_max_width = gl->fbo_rect[i].max_img_width;
last_max_height = gl->fbo_rect[i].max_img_height;
}
}
static void set_viewport(gl_t *gl, unsigned width, unsigned height)
{
uint32_t m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp;
GLfloat m_left, m_right, m_bottom, m_top, m_zNear, m_zFar;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
m_viewport_x_temp = 0;
m_viewport_y_temp = 0;
m_viewport_width_temp = width;
m_viewport_height_temp = height;
m_left = 0.0f;
m_right = 1.0f;
m_bottom = 0.0f;
m_top = 1.0f;
m_zNear = -1.0f;
m_zFar = 1.0f;
if (gl->keep_aspect)
{
float desired_aspect = g_settings.video.aspect_ratio;
float device_aspect = (float)width / height;
float delta;
// If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff),
if(g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM)
{
delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
m_viewport_x_temp = g_console.viewports.custom_vp.x;
m_viewport_y_temp = g_console.viewports.custom_vp.y;
m_viewport_width_temp = g_console.viewports.custom_vp.width;
m_viewport_height_temp = g_console.viewports.custom_vp.height;
}
else if (device_aspect > desired_aspect)
{
delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
m_viewport_x_temp = (GLint)(width * (0.5 - delta));
m_viewport_width_temp = (GLint)(2.0 * width * delta);
width = (unsigned)(2.0 * width * delta);
}
else
{
delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5;
m_viewport_y_temp = (GLint)(height * (0.5 - delta));
m_viewport_height_temp = (GLint)(2.0 * height * delta);
height = (unsigned)(2.0 * height * delta);
}
}
glViewport(m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp);
if(gl->overscan_enable)
{
m_left = -gl->overscan_amount/2;
m_right = 1 + gl->overscan_amount/2;
m_bottom = -gl->overscan_amount/2;
}
glOrthof(m_left, m_right, m_bottom, m_top, m_zNear, m_zFar);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (prg[active_index].mvp)
cgGLSetStateMatrixParameter(prg[active_index].mvp, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
gl->vp_width = width;
gl->vp_height = height;
// Set last backbuffer viewport.
gl->vp_out_width = width;
gl->vp_out_height = height;
}
#define set_viewport_force_full(gl, width, height) \
glMatrixMode(GL_PROJECTION); \
glLoadIdentity(); \
glViewport(0, 0, width, height); \
glOrthof(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); \
glMatrixMode(GL_MODELVIEW); \
glLoadIdentity(); \
if (prg[active_index].mvp) \
cgGLSetStateMatrixParameter(prg[active_index].mvp, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY); \
gl->vp_width = width; \
gl->vp_height = height;
static void set_lut_texture_coords(const GLfloat *coords)
{
// For texture images.
pglClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, coords);
pglClientActiveTexture(GL_TEXTURE0);
}
#define set_texture_coords(coords, xamt, yamt) \
coords[1] = yamt; \
coords[4] = xamt; \
coords[6] = xamt; \
coords[7] = yamt;
void gl_frame_menu (void)
{
gl_t *gl = g_gl;
g_frame_count++;
if(!gl)
return;
gl_cg_use(RARCH_CG_MENU_SHADER_INDEX);
gl_cg_set_params(gl->win_width, gl->win_height, gl->win_width,
gl->win_height, gl->win_width, gl->win_height, g_frame_count,
NULL, NULL, NULL, 0);
set_viewport_force_full(gl, gl->win_width, gl->win_height);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gl->menu_texture_id);
glDrawArrays(GL_QUADS, 0, 4);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
static void ps3graphics_set_orientation(void * data, uint32_t orientation)
{
(void)data;
switch (orientation)
{
case ORIENTATION_NORMAL:
vertex_ptr = vertexes_flipped;
break;
case ORIENTATION_VERTICAL:
vertex_ptr = vertexes_90;
break;
case ORIENTATION_FLIPPED:
vertex_ptr = vertexes_180;
break;
case ORIENTATION_FLIPPED_ROTATED:
vertex_ptr = vertexes_270;
break;
}
glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
}
static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
gl_t *gl = data;
gl_cg_use(1);
g_frame_count++;
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
// Render to texture in first pass.
if (gl->fbo_enabled)
{
gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[0]);
set_viewport_force_full(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height);
}
if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]))
{
//Resolution change, need to clear out texture.
gl->last_width[gl->tex_index] = width;
gl->last_height[gl->tex_index] = height;
glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size,
gl->tex_w * gl->tex_h * gl->base_size,
gl->empty_buf);
GLfloat xamt = (GLfloat)width / gl->tex_w;
GLfloat yamt = (GLfloat)height / gl->tex_h;
set_texture_coords(gl->tex_coords, xamt, yamt);
}
else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] || height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK])
{
// We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly.
GLfloat xamt = (GLfloat)width / gl->tex_w;
GLfloat yamt = (GLfloat)height / gl->tex_h;
set_texture_coords(gl->tex_coords, xamt, yamt);
}
// Need to preserve the "flipped" state when in FBO as well to have
// consistent texture coordinates.
if (gl->fbo_enabled)
glVertexPointer(2, GL_FLOAT, 0, vertexes);
size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
size_t buffer_stride = gl->tex_w * gl->base_size;
const uint8_t *frame_copy = frame;
size_t frame_copy_size = width * gl->base_size;
for (unsigned h = 0; h < height; h++)
{
glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
buffer_addr,
frame_copy_size,
frame_copy);
frame_copy += pitch;
buffer_addr += buffer_stride;
}
struct gl_tex_info tex_info = {
.tex = gl->texture[gl->tex_index],
.input_size = {width, height},
.tex_size = {gl->tex_w, gl->tex_h}
};
struct gl_tex_info fbo_tex_info[MAX_SHADERS];
unsigned fbo_tex_info_cnt = 0;
memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords));
glClear(GL_COLOR_BUFFER_BIT);
gl_cg_set_params(width, height,
gl->tex_w, gl->tex_h,
gl->vp_width, gl->vp_height,
g_frame_count, &tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glDrawArrays(GL_QUADS, 0, 4);
if (gl->fbo_enabled)
{
// Render the rest of our passes.
glTexCoordPointer(2, GL_FLOAT, 0, gl->fbo_tex_coords);
// It's kinda handy ... :)
const struct gl_fbo_rect *prev_rect;
const struct gl_fbo_rect *rect;
struct gl_tex_info *fbo_info;
// Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO.
for (int i = 1; i < gl->fbo_pass; i++)
{
prev_rect = &gl->fbo_rect[i - 1];
rect = &gl->fbo_rect[i];
fbo_info = &fbo_tex_info[i - 1];
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(gl->fbo_tex_coords, xamt, yamt);
fbo_info->tex = gl->fbo_texture[i - 1];
fbo_info->input_size[0] = prev_rect->img_width;
fbo_info->input_size[1] = prev_rect->img_height;
fbo_info->tex_size[0] = prev_rect->width;
fbo_info->tex_size[1] = prev_rect->height;
memcpy(fbo_info->coord, gl->fbo_tex_coords, sizeof(gl->fbo_tex_coords));
glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[i]);
gl_cg_use(i + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
glClear(GL_COLOR_BUFFER_BIT);
// Render to FBO with certain size.
set_viewport_force_full(gl, rect->img_width, rect->img_height);
gl_cg_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, g_frame_count,
&tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glDrawArrays(GL_QUADS, 0, 4);
fbo_tex_info_cnt++;
}
// Render our last FBO texture directly to screen.
prev_rect = &gl->fbo_rect[gl->fbo_pass - 1];
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(gl->fbo_tex_coords, xamt, yamt);
// Render our FBO texture to back buffer.
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
gl_cg_use(gl->fbo_pass + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
glClear(GL_COLOR_BUFFER_BIT);
set_viewport(gl, gl->win_width, gl->win_height);
gl_cg_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, g_frame_count,
&tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
glDrawArrays(GL_QUADS, 0, 4);
glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
}
memmove(gl->prev_info + 1, gl->prev_info, sizeof(tex_info) * (TEXTURES - 1));
memcpy(&gl->prev_info[0], &tex_info, sizeof(tex_info));
gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
if (msg)
{
cellDbgFontPrintf(g_settings.video.msg_pos_x, g_settings.video.msg_pos_y, 1.11f, BLUE, msg);
cellDbgFontPrintf(g_settings.video.msg_pos_x, g_settings.video.msg_pos_y, 1.10f, WHITE, msg);
cellDbgFontDraw();
}
if(!gl->block_swap)
psglSwap();
return true;
}
static void psgl_deinit(gl_t *gl)
{
cellDbgFontExit();
psglDestroyContext(gl->gl_context);
psglDestroyDevice(gl->gl_device);
psglExit();
}
static void gl_free(void *data)
{
if (g_gl)
return;
gl_t *gl = data;
gl_cg_deinit();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDeleteTextures(TEXTURES, gl->texture);
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0);
glDeleteBuffers(1, &gl->pbo);
gl_deinit_fbo(gl);
psgl_deinit(gl);
if (gl->empty_buf)
free(gl->empty_buf);
free(gl);
}
static void gl_set_nonblock_state(void *data, bool state)
{
gl_t *gl = data;
if (gl->vsync)
{
RARCH_LOG("GL VSync => %s\n", state ? "off" : "on");
if(state)
glDisable(GL_VSYNC_SCE);
else
glEnable(GL_VSYNC_SCE);
}
}
static bool psgl_init_device(gl_t *gl, const video_info_t *video, uint32_t resolution_id)
{
PSGLinitOptions options =
{
.enable = PSGL_INIT_MAX_SPUS | PSGL_INIT_INITIALIZE_SPUS,
.maxSPUs = 1,
.initializeSPUs = GL_FALSE,
};
#if CELL_SDK_VERSION < 0x340000
options.enable |= PSGL_INIT_HOST_MEMORY_SIZE;
#endif
// Initialize 6 SPUs but reserve 1 SPU as a raw SPU for PSGL
sys_spu_initialize(6, 1);
psglInit(&options);
PSGLdeviceParameters params;
params.enable = PSGL_DEVICE_PARAMETERS_COLOR_FORMAT | \
PSGL_DEVICE_PARAMETERS_DEPTH_FORMAT | \
PSGL_DEVICE_PARAMETERS_MULTISAMPLING_MODE;
params.colorFormat = GL_ARGB_SCE;
params.depthFormat = GL_NONE;
params.multisamplingMode = GL_MULTISAMPLING_NONE_SCE;
if(g_console.triple_buffering_enable)
{
params.enable |= PSGL_DEVICE_PARAMETERS_BUFFERING_MODE;
params.bufferingMode = PSGL_BUFFERING_MODE_TRIPLE;
}
if(resolution_id)
{
CellVideoOutResolution resolution;
cellVideoOutGetResolution(resolution_id, &resolution);
params.enable |= PSGL_DEVICE_PARAMETERS_WIDTH_HEIGHT;
params.width = resolution.width;
params.height = resolution.height;
}
gl->gl_device = psglCreateDeviceExtended(&params);
psglGetDeviceDimensions(gl->gl_device, &gl->win_width, &gl->win_height);
if(g_console.viewports.custom_vp.width == 0)
g_console.viewports.custom_vp.width = gl->win_width;
if(g_console.viewports.custom_vp.height == 0)
g_console.viewports.custom_vp.height = gl->win_height;
gl->gl_context = psglCreateContext();
psglMakeCurrent(gl->gl_context, gl->gl_device);
psglResetCurrentContext();
return true;
}
static void psgl_init_dbgfont(gl_t *gl)
{
CellDbgFontConfig cfg;
memset(&cfg, 0, sizeof(cfg));
cfg.bufSize = 512;
cfg.screenWidth = gl->win_width;
cfg.screenHeight = gl->win_height;
cellDbgFontInit(&cfg);
}
static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data)
{
if (g_gl)
return g_gl;
gl_t *gl = calloc(1, sizeof(gl_t));
if (!gl)
return NULL;
if (!psgl_init_device(gl, video, g_console.current_resolution_id))
return NULL;
RARCH_LOG("Detecting resolution %ux%u.\n", gl->win_width, gl->win_height);
video->vsync ? glEnable(GL_VSYNC_SCE) : glDisable(GL_VSYNC_SCE);
gl->vsync = video->vsync;
RARCH_LOG("GL: Using resolution %ux%u.\n", gl->win_width, gl->win_height);
RARCH_LOG("GL: Initializing debug fonts...\n");
psgl_init_dbgfont(gl);
RARCH_LOG("Initializing menu shader...\n");
gl_cg_set_menu_shader(DEFAULT_MENU_SHADER_FILE);
if (!gl_shader_init())
{
RARCH_ERR("Menu shader initialization failed.\n");
psgl_deinit(gl);
free(gl);
return NULL;
}
RARCH_LOG("GL: Loaded %u program(s).\n", gl_shader_num());
// Set up render to texture.
gl_init_fbo(gl, RARCH_SCALE_BASE * video->input_scale,
RARCH_SCALE_BASE * video->input_scale);
gl->keep_aspect = video->force_aspect;
// Apparently need to set viewport for passes when we aren't using FBOs.
gl_cg_use(0);
set_viewport(gl, gl->win_width, gl->win_height);
gl_cg_use(1);
set_viewport(gl, gl->win_width, gl->win_height);
bool force_smooth = false;
if (gl_shader_filter_type(1, &force_smooth))
gl->tex_filter = force_smooth ? GL_LINEAR : GL_NEAREST;
else
gl->tex_filter = video->smooth ? GL_LINEAR : GL_NEAREST;
gl->texture_type = GL_BGRA;
gl->texture_fmt = video->rgb32 ? GL_ARGB_SCE : GL_RGB5_A1;
gl->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
glEnable(GL_TEXTURE_2D);
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gl->tex_w = RARCH_SCALE_BASE * video->input_scale;
gl->tex_h = RARCH_SCALE_BASE * video->input_scale;
glGenBuffers(1, &gl->pbo);
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo);
glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->tex_w * gl->tex_h * gl->base_size * TEXTURES, NULL, GL_STREAM_DRAW);
glGenTextures(TEXTURES, gl->texture);
for (unsigned i = 0; i < TEXTURES; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords));
glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
glColorPointer(4, GL_FLOAT, 0, white_color);
set_lut_texture_coords(tex_coords);
// Empty buffer that we use to clear out the texture with on res change.
gl->empty_buf = calloc(gl->tex_w * gl->tex_h, gl->base_size);
for (unsigned i = 0; i < TEXTURES; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
glTextureReferenceSCE(GL_TEXTURE_2D, 1,
gl->tex_w, gl->tex_h, 0,
gl->texture_fmt,
gl->tex_w * gl->base_size,
gl->tex_w * gl->tex_h * i * gl->base_size);
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
for (unsigned i = 0; i < TEXTURES; i++)
{
gl->last_width[i] = gl->tex_w;
gl->last_height[i] = gl->tex_h;
}
for (unsigned i = 0; i < TEXTURES; i++)
{
gl->prev_info[i].tex = gl->texture[(gl->tex_index - (i + 1)) & TEXTURES_MASK];
gl->prev_info[i].input_size[0] = gl->tex_w;
gl->prev_info[i].tex_size[0] = gl->tex_w;
gl->prev_info[i].input_size[1] = gl->tex_h;
gl->prev_info[i].tex_size[1] = gl->tex_h;
memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords));
}
if (!gl_check_error())
{
psgl_deinit(gl);
free(gl);
return NULL;
}
if (input)
*input = NULL;
if (input_data)
*input_data = NULL;
return gl;
}
static bool gl_alive(void *data)
{
(void)data;
cellSysutilCheckCallback();
return !g_quitting;
}
static bool gl_focus(void *data)
{
(void)data;
return true;
}
static void ps3graphics_set_swap_block_swap(void * data, bool toggle)
{
(void)data;
gl_t *gl = g_gl;
gl->block_swap = toggle;
}
static void ps3graphics_swap(void * data)
{
(void)data;
psglSwap();
cellSysutilCheckCallback();
}
static void ps3graphics_set_aspect_ratio(void * data, uint32_t aspectratio_index)
{
(void)data;
gl_t * gl = g_gl;
g_settings.video.aspect_ratio = aspectratio_lut[g_console.aspect_ratio_index].value;
g_settings.video.force_aspect = false;
gl->keep_aspect = true;
set_viewport(gl, gl->win_width, gl->win_height);
}
const video_driver_t video_gl =
{
.init = gl_init,
.frame = gl_frame,
.alive = gl_alive,
.set_nonblock_state = gl_set_nonblock_state,
.focus = gl_focus,
.free = gl_free,
.ident = "gl",
.set_swap_block_state = ps3graphics_set_swap_block_swap,
.set_rotation = ps3graphics_set_orientation,
.set_aspect_ratio = ps3graphics_set_aspect_ratio,
.swap = ps3graphics_swap
};
static void get_all_available_resolutions (void)
{
bool defaultresolution;
uint32_t i, resolution_count;
uint16_t num_videomodes;
defaultresolution = true;
uint32_t videomode[] = {
CELL_VIDEO_OUT_RESOLUTION_480, CELL_VIDEO_OUT_RESOLUTION_576,
CELL_VIDEO_OUT_RESOLUTION_960x1080, CELL_VIDEO_OUT_RESOLUTION_720,
CELL_VIDEO_OUT_RESOLUTION_1280x1080, CELL_VIDEO_OUT_RESOLUTION_1440x1080,
CELL_VIDEO_OUT_RESOLUTION_1600x1080, CELL_VIDEO_OUT_RESOLUTION_1080};
num_videomodes = sizeof(videomode)/sizeof(uint32_t);
resolution_count = 0;
for (i = 0; i < num_videomodes; i++)
if (cellVideoOutGetResolutionAvailability(CELL_VIDEO_OUT_PRIMARY, videomode[i], CELL_VIDEO_OUT_ASPECT_AUTO,0))
resolution_count++;
g_console.supported_resolutions = (uint32_t*)malloc(resolution_count * sizeof(uint32_t));
g_console.supported_resolutions_count = 0;
for (i = 0; i < num_videomodes; i++)
{
if (cellVideoOutGetResolutionAvailability(CELL_VIDEO_OUT_PRIMARY, videomode[i], CELL_VIDEO_OUT_ASPECT_AUTO,0))
{
g_console.supported_resolutions[g_console.supported_resolutions_count++] = videomode[i];
g_console.initial_resolution_id = videomode[i];
if (g_console.current_resolution_id == videomode[i])
{
defaultresolution = false;
g_console.current_resolution_index = g_console.supported_resolutions_count-1;
}
}
}
/* In case we didn't specify a resolution - make the last resolution
that was added to the list (the highest resolution) the default resolution*/
if (g_console.current_resolution_id > num_videomodes || defaultresolution)
g_console.current_resolution_index = g_console.supported_resolutions_count-1;
}
void ps3_set_resolution (void)
{
gl_t *gl = g_gl;
cellVideoOutGetState(CELL_VIDEO_OUT_PRIMARY, 0, &gl->g_video_state);
}
void ps3_next_resolution (void)
{
if(g_console.current_resolution_index+1 < g_console.supported_resolutions_count)
{
g_console.current_resolution_index++;
g_console.current_resolution_id = g_console.supported_resolutions[g_console.current_resolution_index];
}
}
void ps3_previous_resolution (void)
{
if(g_console.current_resolution_index)
{
g_console.current_resolution_index--;
g_console.current_resolution_id = g_console.supported_resolutions[g_console.current_resolution_index];
}
}
int ps3_check_resolution(uint32_t resolution_id)
{
return cellVideoOutGetResolutionAvailability(CELL_VIDEO_OUT_PRIMARY, resolution_id, CELL_VIDEO_OUT_ASPECT_AUTO,0);
}
const char * ps3_get_resolution_label(uint32_t resolution)
{
switch(resolution)
{
case CELL_VIDEO_OUT_RESOLUTION_480:
return "720x480 (480p)";
case CELL_VIDEO_OUT_RESOLUTION_576:
return "720x576 (576p)";
case CELL_VIDEO_OUT_RESOLUTION_720:
return "1280x720 (720p)";
case CELL_VIDEO_OUT_RESOLUTION_960x1080:
return "960x1080";
case CELL_VIDEO_OUT_RESOLUTION_1280x1080:
return "1280x1080";
case CELL_VIDEO_OUT_RESOLUTION_1440x1080:
return "1440x1080";
case CELL_VIDEO_OUT_RESOLUTION_1600x1080:
return "1600x1080";
case CELL_VIDEO_OUT_RESOLUTION_1080:
return "1920x1080 (1080p)";
default:
return "Unknown";
}
}
void ps3graphics_set_vsync(uint32_t vsync)
{
if(vsync)
glEnable(GL_VSYNC_SCE);
else
glDisable(GL_VSYNC_SCE);
}
bool ps3_setup_texture(void)
{
gl_t *gl = g_gl;
if (!gl)
return false;
glGenTextures(1, &gl->menu_texture_id);
RARCH_LOG("Loading texture image for menu...\n");
if(!texture_image_load(DEFAULT_MENU_BORDER_FILE, &gl->menu_texture))
{
RARCH_ERR("Failed to load texture image for menu.\n");
return false;
}
glBindTexture(GL_TEXTURE_2D, gl->menu_texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ARGB_SCE, gl->menu_texture.width, gl->menu_texture.height, 0,
GL_ARGB_SCE, GL_UNSIGNED_INT_8_8_8_8, gl->menu_texture.pixels);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
free(gl->menu_texture.pixels);
return true;
}
void ps3_set_filtering(unsigned index, bool set_smooth)
{
gl_t *gl = g_gl;
if (!gl)
return;
if (index == 1)
{
// Apply to all PREV textures.
for (unsigned i = 0; i < TEXTURES; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST);
}
}
else if (index >= 2 && gl->fbo_enabled)
{
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[index - 2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
void ps3graphics_set_overscan(bool overscan_enable, float amount, bool recalculate_viewport)
{
gl_t * gl = g_gl;
if(!gl)
return;
gl->overscan_enable = overscan_enable;
gl->overscan_amount = amount;
if(recalculate_viewport)
{
set_viewport(gl, gl->win_width, gl->win_height);
}
}
void ps3graphics_video_init(bool get_all_resolutions)
{
video_info_t video_info = {0};
// Might have to supply correct values here.
video_info.vsync = g_settings.video.vsync;
video_info.force_aspect = false;
video_info.smooth = g_settings.video.smooth;
video_info.input_scale = 2;
g_gl = gl_init(&video_info, NULL, NULL);
gl_set_fbo_enable(g_console.fbo_enabled);
gl_t * gl = g_gl;
gl->overscan_enable = g_console.overscan_enable;
gl->overscan_amount = g_console.overscan_amount;
if(get_all_resolutions)
get_all_available_resolutions();
ps3_set_resolution();
ps3_setup_texture();
ps3graphics_set_overscan(gl->overscan_enable, gl->overscan_amount, 0);
}
void ps3graphics_video_reinit(void)
{
gl_t * gl = g_gl;
if(!gl)
return;
ps3_video_deinit();
gl_cg_invalidate_context();
ps3graphics_video_init(false);
}
void ps3_video_deinit(void)
{
void *data = g_gl;
g_gl = NULL;
gl_free(data);
}