Move fbo.cpp/h from native into PPSSPP

This commit is contained in:
Henrik Rydgard 2015-09-06 13:05:18 +02:00
parent 72ae497350
commit d822cbf60b
25 changed files with 573 additions and 30 deletions

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@ -923,8 +923,6 @@ add_library(native STATIC
native/gfx_es2/draw_buffer.h
native/gfx_es2/draw_text.cpp
native/gfx_es2/draw_text.h
native/gfx_es2/fbo.cpp
native/gfx_es2/fbo.h
native/gfx_es2/gl_state.cpp
native/gfx_es2/gl_state.h
native/gfx_es2/gpu_features.cpp
@ -1485,6 +1483,8 @@ add_library(GPU OBJECT
GPU/Debugger/Stepping.h
GPU/GLES/DepalettizeShader.cpp
GPU/GLES/DepalettizeShader.h
GPU/GLES/FBO.cpp
GPU/GLES/FBO.h
GPU/GLES/GLES_GPU.cpp
GPU/GLES/GLES_GPU.h
GPU/GLES/FragmentShaderGenerator.cpp

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@ -28,7 +28,7 @@
#include "GPU/Debugger/Stepping.h"
#include "helper/dx_state.h"
#include "helper/fbo.h"
#include "helper/dx_fbo.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Common/TextureDecoder.h"

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@ -23,7 +23,7 @@
#include "d3d9.h"
#include "GPU/Directx9/helper/fbo.h"
#include "GPU/Directx9/helper/dx_fbo.h"
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.

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@ -25,7 +25,7 @@
#include "GPU/Directx9/TransformPipelineDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "GPU/Directx9/DepalettizeShaderDX9.h"
#include "GPU/Directx9/helper/fbo.h"
#include "GPU/Directx9/helper/dx_fbo.h"
#include "GPU/Common/VertexDecoderCommon.h"
namespace DX9 {

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@ -18,7 +18,7 @@
#include "base/logging.h"
#include "helper/dx_state.h"
#include "helper/fbo.h"
#include "helper/dx_fbo.h"
#include "Core/Reporting.h"
#include "GPU/Directx9/FramebufferDX9.h"
#include "GPU/Directx9/PixelShaderGeneratorDX9.h"

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@ -21,7 +21,7 @@
#include "../Globals.h"
#include "helper/global.h"
#include "helper/fbo.h"
#include "helper/dx_fbo.h"
#include "GPU/GPU.h"
#include "GPU/GPUInterface.h"
#include "GPU/Directx9/TextureScalerDX9.h"

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@ -1,9 +1,26 @@
// Copyright (c) 2012- PPSSPP Project.
// This program 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 Foundation, version 2.0 or later versions.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "global.h"
#include <stdint.h>
#include <string.h>
#include <stdio.h>
#include "base/logging.h"
#include "fbo.h"
#include "dx_fbo.h"
#include "dx_state.h"
struct FBO {

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@ -1,3 +1,20 @@
// Copyright (c) 2012- PPSSPP Project.
// This program 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 Foundation, version 2.0 or later versions.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
// Simple wrapper around FBO functionality.

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@ -1,5 +1,7 @@
#include "global.h"
#include "fbo.h"
#include "GPU/Directx9/helper/global.h"
#include "GPU/Directx9/helper/dx_fbo.h"
#include "thin3d/d3dx9_loader.h"
#include "Common/CommonFuncs.h"

430
GPU/GLES/FBO.cpp Normal file
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@ -0,0 +1,430 @@
// Copyright (c) 2012- PPSSPP Project.
// This program 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 Foundation, version 2.0 or later versions.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <string.h>
#include "base/logging.h"
#include "gfx/gl_common.h"
#include "gfx_es2/gl_state.h"
#include "GPU/GLES/FBO.h"
#ifdef IOS
extern void bindDefaultFBO();
#endif
struct FBO {
GLuint handle;
GLuint color_texture;
GLuint z_stencil_buffer; // Either this is set, or the two below.
GLuint z_buffer;
GLuint stencil_buffer;
int width;
int height;
FBOColorDepth colorDepth;
bool native_fbo;
};
static FBO *g_overriddenBackbuffer;
static GLuint currentDrawHandle_ = 0;
static GLuint currentReadHandle_ = 0;
// On PC, we always use GL_DEPTH24_STENCIL8.
// On Android, we try to use what's available.
#ifndef USING_GLES2
FBO *fbo_ext_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth) {
FBO *fbo = new FBO();
fbo->native_fbo = false;
fbo->width = width;
fbo->height = height;
fbo->colorDepth = colorDepth;
// Color texture is same everywhere
glGenFramebuffersEXT(1, &fbo->handle);
glGenTextures(1, &fbo->color_texture);
// Create the surfaces.
glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// TODO: We could opt to only create 16-bit render targets on slow devices. For later.
switch (colorDepth) {
case FBO_8888:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case FBO_4444:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, NULL);
break;
case FBO_5551:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL);
break;
case FBO_565:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
break;
}
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil
glGenRenderbuffersEXT(1, &fbo->z_stencil_buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT, width, height);
//glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8, width, height);
// Bind it all together
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
// ILOG("Framebuffer verified complete.");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
ELOG("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
ELOG("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ");
break;
default:
FLOG("Other framebuffer error: %i", status);
break;
}
// Unbind state we don't need
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
currentDrawHandle_ = fbo->handle;
currentReadHandle_ = fbo->handle;
return fbo;
}
#endif
int fbo_check_framebuffer_status(FBO *fbo) {
GLenum fbStatus;
#ifndef USING_GLES2
if (!gl_extensions.ARB_framebuffer_object && gl_extensions.EXT_framebuffer_object) {
fbStatus = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER);
} else if (gl_extensions.ARB_framebuffer_object) {
fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
} else {
fbStatus = 0;
}
#else
fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
#endif
return (int)fbStatus;
}
FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth) {
CheckGLExtensions();
#ifndef USING_GLES2
if (!gl_extensions.ARB_framebuffer_object && gl_extensions.EXT_framebuffer_object) {
return fbo_ext_create(width, height, num_color_textures, z_stencil, colorDepth);
} else if (!gl_extensions.ARB_framebuffer_object) {
return nullptr;
}
// If GLES2, we have basic FBO support and can just proceed.
#endif
FBO *fbo = new FBO();
fbo->native_fbo = false;
fbo->width = width;
fbo->height = height;
fbo->colorDepth = colorDepth;
// Color texture is same everywhere
glGenFramebuffers(1, &fbo->handle);
glGenTextures(1, &fbo->color_texture);
// Create the surfaces.
glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// TODO: We could opt to only create 16-bit render targets on slow devices. For later.
switch (colorDepth) {
case FBO_8888:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case FBO_4444:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, NULL);
break;
case FBO_5551:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, NULL);
break;
case FBO_565:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
break;
}
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (gl_extensions.IsGLES) {
if (gl_extensions.OES_packed_depth_stencil) {
ILOG("Creating %i x %i FBO using DEPTH24_STENCIL8", width, height);
// Standard method
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil combined
glGenRenderbuffers(1, &fbo->z_stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
} else {
ILOG("Creating %i x %i FBO using separate stencil", width, height);
// TEGRA
fbo->z_stencil_buffer = 0;
// 16/24-bit Z, separate 8-bit stencil
glGenRenderbuffers(1, &fbo->z_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, gl_extensions.OES_depth24 ? GL_DEPTH_COMPONENT24 : GL_DEPTH_COMPONENT16, width, height);
// 8-bit stencil buffer
glGenRenderbuffers(1, &fbo->stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->stencil_buffer);
}
} else {
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil
glGenRenderbuffers(1, &fbo->z_stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE:
// ILOG("Framebuffer verified complete.");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
ELOG("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
ELOG("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ");
break;
default:
FLOG("Other framebuffer error: %i", status);
break;
}
// Unbind state we don't need
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
currentDrawHandle_ = fbo->handle;
currentReadHandle_ = fbo->handle;
return fbo;
}
FBO *fbo_create_from_native_fbo(GLuint native_fbo, FBO *fbo)
{
if (!fbo)
fbo = new FBO();
fbo->native_fbo = true;
fbo->handle = native_fbo;
fbo->color_texture = 0;
fbo->z_stencil_buffer = 0;
fbo->z_buffer = 0;
fbo->stencil_buffer = 0;
fbo->width = 0;
fbo->height = 0;
fbo->colorDepth = FBO_8888;
return fbo;
}
static GLenum fbo_get_fb_target(bool read, GLuint **cached) {
bool supportsBlit = gl_extensions.ARB_framebuffer_object;
if (gl_extensions.IsGLES) {
supportsBlit = (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit);
}
// Note: GL_FRAMEBUFFER_EXT and GL_FRAMEBUFFER have the same value, same with _NV.
if (supportsBlit) {
if (read) {
*cached = &currentReadHandle_;
return GL_READ_FRAMEBUFFER;
} else {
*cached = &currentDrawHandle_;
return GL_DRAW_FRAMEBUFFER;
}
} else {
*cached = &currentDrawHandle_;
return GL_FRAMEBUFFER;
}
}
static void fbo_bind_fb_target(bool read, GLuint name) {
GLuint *cached;
GLenum target = fbo_get_fb_target(read, &cached);
if (*cached != name) {
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
glBindFramebuffer(target, name);
} else {
#ifndef USING_GLES2
glBindFramebufferEXT(target, name);
#endif
}
*cached = name;
}
}
void fbo_unbind() {
if (g_overriddenBackbuffer) {
fbo_bind_as_render_target(g_overriddenBackbuffer);
return;
}
CheckGLExtensions();
#ifndef USING_GLES2
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} else if (gl_extensions.EXT_framebuffer_object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
#else
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
#ifdef IOS
bindDefaultFBO();
#endif
currentDrawHandle_ = 0;
currentReadHandle_ = 0;
}
void fbo_override_backbuffer(FBO *fbo) {
g_overriddenBackbuffer = fbo;
}
void fbo_bind_as_render_target(FBO *fbo) {
// Without FBO_ARB / GLES3, this will collide with bind_for_read, but there's nothing
// in ES 2.0 that actually separate them anyway of course, so doesn't matter.
fbo_bind_fb_target(false, fbo->handle);
// Always restore viewport after render target binding
glstate.viewport.restore();
}
void fbo_unbind_render_target() {
fbo_unbind();
}
// For GL_EXT_FRAMEBUFFER_BLIT and similar.
void fbo_bind_for_read(FBO *fbo) {
fbo_bind_fb_target(true, fbo->handle);
}
void fbo_unbind_read() {
fbo_bind_fb_target(true, 0);
}
void fbo_bind_color_as_texture(FBO *fbo, int color) {
if (fbo) {
glBindTexture(GL_TEXTURE_2D, fbo->color_texture);
}
}
void fbo_destroy(FBO *fbo) {
if (fbo->native_fbo) {
delete fbo;
return;
}
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo->handle);
glDeleteRenderbuffers(1, &fbo->z_stencil_buffer);
glDeleteRenderbuffers(1, &fbo->z_buffer);
glDeleteRenderbuffers(1, &fbo->stencil_buffer);
} else if (gl_extensions.EXT_framebuffer_object) {
#ifndef USING_GLES2
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT(1, &fbo->handle);
glDeleteRenderbuffersEXT(1, &fbo->z_stencil_buffer);
#endif
}
currentDrawHandle_ = 0;
currentReadHandle_ = 0;
glDeleteTextures(1, &fbo->color_texture);
delete fbo;
}
void fbo_get_dimensions(FBO *fbo, int *w, int *h) {
*w = fbo->width;
*h = fbo->height;
}
int fbo_get_color_texture(FBO *fbo) {
return fbo->color_texture;
}
int fbo_get_depth_buffer(FBO *fbo) {
return fbo->z_buffer;
}
int fbo_get_stencil_buffer(FBO *fbo) {
return fbo->stencil_buffer;
}

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GPU/GLES/FBO.h Normal file
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@ -0,0 +1,66 @@
// Copyright (c) 2012- PPSSPP Project.
// This program 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 Foundation, version 2.0 or later versions.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
// Simple wrapper around FBO functionality.
// Very C-ish API because that's what I felt like, and it's cool to completely
// hide the data from callers...
#include "gfx/gl_common.h"
struct FBO;
enum FBOColorDepth {
FBO_8888,
FBO_565,
FBO_4444,
FBO_5551,
};
// Creates a simple FBO with a RGBA32 color buffer stored in a texture, and
// optionally an accompanying Z/stencil buffer.
// No mipmap support.
// num_color_textures must be 1 for now.
// you lose bound texture state.
// On some hardware, you might get a 24-bit depth buffer even though you only wanted a 16-bit one.
FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth = FBO_8888);
// Create an opaque FBO from a native GL FBO, optionally reusing an existing FBO structure.
// Useful for overriding the backbuffer FBO that is generated outside of this wrapper.
FBO *fbo_create_from_native_fbo(GLuint native_fbo, FBO *fbo = NULL);
int fbo_check_framebuffer_status(FBO *fbo);
// These functions should be self explanatory.
void fbo_bind_as_render_target(FBO *fbo);
// color must be 0, for now.
void fbo_bind_color_as_texture(FBO *fbo, int color);
void fbo_bind_for_read(FBO *fbo);
void fbo_unbind();
void fbo_unbind_render_target();
void fbo_unbind_read();
void fbo_destroy(FBO *fbo);
void fbo_get_dimensions(FBO *fbo, int *w, int *h);
int fbo_get_color_texture(FBO *fbo);
int fbo_get_depth_buffer(FBO *fbo);
int fbo_get_stencil_buffer(FBO *fbo);
void fbo_override_backbuffer(FBO *fbo); // Makes unbind bind this instead of the real backbuffer.

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@ -22,7 +22,6 @@
#include "gfx_es2/glsl_program.h"
#include "gfx_es2/gl_state.h"
#include "gfx_es2/fbo.h"
#include "base/timeutil.h"
#include "math/lin/matrix4x4.h"
@ -41,6 +40,7 @@
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Debugger/Stepping.h"
#include "GPU/GLES/FBO.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/TextureCache.h"
#include "GPU/GLES/TransformPipeline.h"

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@ -22,14 +22,14 @@
#include <algorithm>
#include "gfx/gl_common.h"
#include "gfx_es2/fbo.h"
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.
#include "../Globals.h"
#include "Globals.h"
#include "GPU/GPUCommon.h"
#include "GPU/GLES/FBO.h"
#include "GPU/Common/FramebufferCommon.h"
#include "Core/Config.h"

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@ -20,9 +20,8 @@
#include <list>
#include <deque>
#include "gfx_es2/fbo.h"
#include "GPU/GPUCommon.h"
#include "GPU/GLES/FBO.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/TransformPipeline.h"
#include "GPU/GLES/TextureCache.h"

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@ -19,12 +19,12 @@
#include <map>
#include "gfx_es2/fbo.h"
#include "gfx_es2/gpu_features.h"
#include "Globals.h"
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
#include "GPU/GLES/FBO.h"
#include "GPU/GLES/TextureScaler.h"
#include "GPU/Common/TextureCacheCommon.h"

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@ -204,7 +204,7 @@
<ClInclude Include="Directx9\DepalettizeShaderDX9.h" />
<ClInclude Include="Directx9\GPU_DX9.h" />
<ClInclude Include="Directx9\helper\dx_state.h" />
<ClInclude Include="Directx9\helper\fbo.h" />
<ClInclude Include="Directx9\helper\dx_fbo.h" />
<ClInclude Include="Directx9\helper\global.h" />
<ClInclude Include="Directx9\PixelShaderGeneratorDX9.h" />
<ClInclude Include="Directx9\FramebufferDX9.h" />
@ -217,6 +217,7 @@
<ClInclude Include="ge_constants.h" />
<ClInclude Include="GeDisasm.h" />
<ClInclude Include="GLES\DepalettizeShader.h" />
<ClInclude Include="GLES\FBO.h" />
<ClInclude Include="GLES\FragmentShaderGenerator.h" />
<ClInclude Include="GLES\FragmentTestCache.h" />
<ClInclude Include="GLES\Framebuffer.h" />
@ -278,7 +279,7 @@
<ClCompile Include="Directx9\DepalettizeShaderDX9.cpp" />
<ClCompile Include="Directx9\GPU_DX9.cpp" />
<ClCompile Include="Directx9\helper\dx_state.cpp" />
<ClCompile Include="Directx9\helper\fbo.cpp" />
<ClCompile Include="Directx9\helper\dx_fbo.cpp" />
<ClCompile Include="Directx9\helper\global.cpp" />
<ClCompile Include="Directx9\PixelShaderGeneratorDX9.cpp" />
<ClCompile Include="Directx9\FramebufferDX9.cpp" />
@ -291,6 +292,7 @@
<ClCompile Include="Directx9\VertexShaderGeneratorDX9.cpp" />
<ClCompile Include="GeDisasm.cpp" />
<ClCompile Include="GLES\DepalettizeShader.cpp" />
<ClCompile Include="GLES\FBO.cpp" />
<ClCompile Include="GLES\FragmentShaderGenerator.cpp" />
<ClCompile Include="GLES\FragmentTestCache.cpp" />
<ClCompile Include="GLES\Framebuffer.cpp" />

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@ -126,9 +126,6 @@
<ClInclude Include="Directx9\helper\dx_state.h">
<Filter>DirectX9\helper</Filter>
</ClInclude>
<ClInclude Include="Directx9\helper\fbo.h">
<Filter>DirectX9\helper</Filter>
</ClInclude>
<ClInclude Include="Directx9\helper\global.h">
<Filter>DirectX9\helper</Filter>
</ClInclude>
@ -186,6 +183,12 @@
<ClInclude Include="GPU.h">
<Filter>Common</Filter>
</ClInclude>
<ClInclude Include="GLES\FBO.h">
<Filter>GLES</Filter>
</ClInclude>
<ClInclude Include="Directx9\helper\dx_fbo.h">
<Filter>DirectX9\helper</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Math3D.cpp">
@ -284,9 +287,6 @@
<ClCompile Include="Directx9\helper\dx_state.cpp">
<Filter>DirectX9\helper</Filter>
</ClCompile>
<ClCompile Include="Directx9\helper\fbo.cpp">
<Filter>DirectX9\helper</Filter>
</ClCompile>
<ClCompile Include="Directx9\helper\global.cpp">
<Filter>DirectX9\helper</Filter>
</ClCompile>
@ -359,5 +359,11 @@
<ClCompile Include="GPU.cpp">
<Filter>Common</Filter>
</ClCompile>
<ClCompile Include="GLES\FBO.cpp">
<Filter>GLES</Filter>
</ClCompile>
<ClCompile Include="Directx9\helper\dx_fbo.cpp">
<Filter>DirectX9\helper</Filter>
</ClCompile>
</ItemGroup>
</Project>

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@ -2,10 +2,12 @@
#define DEBUGGER_DISPLAYLIST_H
#include "Core/Debugger/DebugInterface.h"
#include <QDialog>
#include <QTreeWidgetItem>
#include "GPU/GPUState.h"
#include "native/gfx_es2/fbo.h"
#include "GPU/GLES/FBO.h"
class MainWindow;
namespace Ui {

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@ -27,6 +27,7 @@ SOURCES += $$P/GPU/GeDisasm.cpp \ # GPU
$$P/GPU/GPUState.cpp \
$$P/GPU/Math3D.cpp \
$$P/GPU/Null/NullGpu.cpp \
$$P/GPU/GLES/FBO.cpp \
$$P/GPU/GLES/DepalettizeShader.cpp \
$$P/GPU/GLES/FragmentShaderGenerator.cpp \
$$P/GPU/GLES/FragmentTestCache.cpp \

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@ -25,7 +25,6 @@
#include "gfx_es2/gpu_features.h"
#include "gfx_es2/draw_text.h"
#include "gfx_es2/fbo.h"
#include "input/input_state.h"
#include "ui/ui.h"
@ -43,6 +42,7 @@
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/GPUInterface.h"
#include "GPU/GLES/FBO.h"
#include "GPU/GLES/Framebuffer.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/HLE/sceDisplay.h"

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@ -3,7 +3,7 @@
#include <DxErr.h>
#include "GPU/Directx9/helper/global.h"
#include "GPU/Directx9/helper/fbo.h"
#include "GPU/Directx9/helper/dx_fbo.h"
#include "base/logging.h"
#include "util/text/utf8.h"

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@ -170,6 +170,7 @@ EXEC_AND_LIB_FILES := \
$(SRC)/GPU/GLES/Framebuffer.cpp \
$(SRC)/GPU/GLES/DepalettizeShader.cpp \
$(SRC)/GPU/GLES/GLES_GPU.cpp.arm \
$(SRC)/GPU/GLES/FBO.cpp \
$(SRC)/GPU/GLES/StencilBuffer.cpp.arm \
$(SRC)/GPU/GLES/TextureCache.cpp.arm \
$(SRC)/GPU/GLES/TransformPipeline.cpp.arm \

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@ -25,7 +25,7 @@
#include "base/logging.h"
#include "thin3d/d3dx9_loader.h"
#include "GPU/Directx9/helper/global.h"
#include "GPU/Directx9/helper/fbo.h"
#include "GPU/Directx9/helper/dx_fbo.h"
#include "file/vfs.h"
#include "file/zip_read.h"

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@ -18,7 +18,7 @@
#include "input/keycodes.h"
#include "Core/Config.h"
#include "gfx_es2/fbo.h"
#include "GPU/GLES/FBO.h"
#define IS_IPAD() ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad)
#define IS_IPHONE() ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone)

2
native

@ -1 +1 @@
Subproject commit 3f05c8d99031931149a072c64cae51eb5635202b
Subproject commit f78c4f6f84a5beea8c82040a1c169512bc857242