/* 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 . */ #include "../driver.h" #include "ps3_video_psgl.h" #include #include "../libretro.h" #include #include #include #include #include #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 // 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, }; struct { bool block_swap; bool fbo_enabled; bool overscan_enable; GLfloat overscan_amount; GLuint menu_texture_id; struct texture_image menu_texture; PSGLdevice* gl_device; PSGLcontext* gl_context; CellVideoOutState g_video_state; } ps3_gl; unsigned g_frame_count; #ifdef HAVE_FBO #if defined(_WIN32) && !defined(RARCH_CONSOLE) static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers = NULL; static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer = NULL; static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL; static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus = NULL; static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers = NULL; static bool load_fbo_proc(void) { LOAD_SYM(glGenFramebuffers); LOAD_SYM(glBindFramebuffer); LOAD_SYM(glFramebufferTexture2D); LOAD_SYM(glCheckFramebufferStatus); LOAD_SYM(glDeleteFramebuffers); return pglGenFramebuffers && pglBindFramebuffer && pglFramebufferTexture2D && pglCheckFramebufferStatus && pglDeleteFramebuffers; } #elif defined(HAVE_OPENGLES) #define pglGenFramebuffers glGenFramebuffersOES #define pglBindFramebuffer glBindFramebufferOES #define pglFramebufferTexture2D glFramebufferTexture2DOES #define pglCheckFramebufferStatus glCheckFramebufferStatusOES #define pglDeleteFramebuffers glDeleteFramebuffersOES #define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES #define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT #define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES #define glOrtho glOrthof static bool load_fbo_proc(void) { return true; } #else #define pglGenFramebuffers glGenFramebuffers #define pglBindFramebuffer glBindFramebuffer #define pglFramebufferTexture2D glFramebufferTexture2D #define pglCheckFramebufferStatus glCheckFramebufferStatus #define pglDeleteFramebuffers glDeleteFramebuffers static bool load_fbo_proc(void) { return true; } #endif #endif /*============================================================ GL IMPLEMENTATION ============================================================ */ static bool gl_shader_init(void) { switch (g_settings.video.shader_type) { case RARCH_SHADER_AUTO: { if (*g_settings.video.cg_shader_path && *g_settings.video.bsnes_shader_path) RARCH_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n"); #ifdef HAVE_CG if (*g_settings.video.cg_shader_path) return gl_cg_init(g_settings.video.cg_shader_path); #endif #ifdef HAVE_XML if (*g_settings.video.bsnes_shader_path) return gl_glsl_init(g_settings.video.bsnes_shader_path); #endif break; } #ifdef HAVE_CG case RARCH_SHADER_CG: { return gl_cg_init(g_settings.video.cg_shader_path); break; } #endif #ifdef HAVE_XML case RARCH_SHADER_BSNES: { return gl_glsl_init(g_settings.video.bsnes_shader_path); break; } #endif default: break; } return true; } static void gl_shader_use(unsigned index) { #ifdef HAVE_CG gl_cg_use(index); #endif #ifdef HAVE_XML gl_glsl_use(index); #endif } static void gl_shader_deinit(void) { #ifdef HAVE_CG gl_cg_deinit(); #endif #ifdef HAVE_XML gl_glsl_deinit(); #endif } static void gl_shader_set_params(unsigned width, unsigned height, unsigned tex_width, unsigned tex_height, unsigned out_width, unsigned out_height, unsigned frame_count, const struct gl_tex_info *info, const struct gl_tex_info *prev_info, const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt) { #ifdef HAVE_CG gl_cg_set_params(width, height, tex_width, tex_height, out_width, out_height, frame_count, info, prev_info, fbo_info, fbo_info_cnt); #endif #ifdef HAVE_XML gl_glsl_set_params(width, height, tex_width, tex_height, out_width, out_height, frame_count, info, prev_info, fbo_info, fbo_info_cnt); #endif } static unsigned gl_shader_num(void) { #ifdef HAVE_CG unsigned cg_num = gl_cg_num(); if (cg_num) return cg_num; #endif #ifdef HAVE_XML unsigned glsl_num = gl_glsl_num(); if (glsl_num) return glsl_num; #endif return 0; } static bool gl_shader_filter_type(unsigned index, bool *smooth) { bool valid = false; #ifdef HAVE_CG if (!valid) valid = gl_cg_filter_type(index, smooth); #endif #ifdef HAVE_XML if (!valid) valid = gl_glsl_filter_type(index, smooth); #endif return valid; } void gl_set_fbo_enable (bool enable) { ps3_gl.fbo_enabled = enable; } #ifdef HAVE_FBO static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale) { scale->valid = false; #ifdef HAVE_CG if (!scale->valid) gl_cg_shader_scale(index, scale); #endif #ifdef HAVE_XML if (!scale->valid) gl_glsl_shader_scale(index, scale); #endif } #endif 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); pglDeleteFramebuffers(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); pglGenFramebuffers(gl->fbo_pass, gl->fbo); for (int i = 0; i < gl->fbo_pass; i++) { pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]); pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0); GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) goto error; } pglBindFramebuffer(GL_FRAMEBUFFER, 0); return; error: glDeleteTextures(gl->fbo_pass, gl->fbo_texture); pglDeleteFramebuffers(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; 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(ps3_gl.overscan_enable) { m_left = -ps3_gl.overscan_amount/2; m_right = 1 + ps3_gl.overscan_amount/2; m_bottom = -ps3_gl.overscan_amount/2; } glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(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); \ glOrtho(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); } static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yamt) { coords[1] = yamt; coords[4] = xamt; coords[6] = xamt; coords[7] = yamt; } static void check_window(gl_t *gl) { bool quit, resize; gfx_ctx_check_window(&quit, &resize, &gl->win_width, &gl->win_height, gl->frame_count); if (quit) gl->quitting = true; else if (resize) gl->should_resize = true; } void gl_frame_menu (void) { gl_t *gl = driver.video_data; g_frame_count++; if(!gl) return; gl_shader_use(RARCH_CG_MENU_SHADER_INDEX); gl_shader_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, ps3_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 void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch) { 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; } } static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { gl_t *gl = data; gl_shader_use(1); g_frame_count++; glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); // Render to texture in first pass. if (ps3_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]); pglBindFramebuffer(GL_FRAMEBUFFER, 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 (ps3_gl.fbo_enabled) glVertexPointer(2, GL_FLOAT, 0, vertexes); gl_copy_frame(gl, frame, width, height, pitch); 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_shader_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 (ps3_gl.fbo_enabled) { GLfloat fbo_tex_coords[8] = {0.0f}; // Render the rest of our passes. glTexCoordPointer(2, GL_FLOAT, 0, 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(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, fbo_tex_coords, sizeof(fbo_tex_coords)); pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]); gl_shader_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_shader_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(fbo_tex_coords, xamt, yamt); // Render our FBO texture to back buffer. pglBindFramebuffer(GL_FRAMEBUFFER, 0); gl_shader_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_shader_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(!ps3_gl.block_swap) psglSwap(); return true; } static void psgl_deinit(gl_t *gl) { cellDbgFontExit(); psglDestroyContext(ps3_gl.gl_context); psglDestroyDevice(ps3_gl.gl_device); psglExit(); } static void gl_free(void *data) { if (driver.video_data) return; gl_t *gl = data; gl_shader_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 = (gl_t*)data; if (gl->vsync) { RARCH_LOG("GL VSync => %s\n", state ? "off" : "on"); gfx_ctx_set_swap_interval(state ? 0 : 1, true); } } 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; } ps3_gl.gl_device = psglCreateDeviceExtended(¶ms); psglGetDeviceDimensions(ps3_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; ps3_gl.gl_context = psglCreateContext(); psglMakeCurrent(ps3_gl.gl_context, ps3_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 (driver.video_data) return driver.video_data; 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_shader_use(0); set_viewport(gl, gl->win_width, gl->win_height); gl_shader_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) { gl_t *gl = (gl_t*)data; check_window(gl); return !gl->quitting; } static bool gl_focus(void *data) { (void)data; return true; } static void ps3graphics_set_swap_block_swap(void * data, bool toggle) { (void)data; ps3_gl.block_swap = toggle; } static void ps3graphics_swap(void * data) { (void)data; psglSwap(); #ifdef HAVE_SYSUTILS cellSysutilCheckCallback(); #endif } static void ps3graphics_set_aspect_ratio(void * data, uint32_t aspectratio_index) { (void)data; gl_t * gl = driver.video_data; if(g_console.aspect_ratio_index == ASPECT_RATIO_AUTO) rarch_set_auto_viewport(g_extern.frame_cache.width, g_extern.frame_cache.height); 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) { cellVideoOutGetState(CELL_VIDEO_OUT_PRIMARY, 0, &ps3_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"; } } bool ps3_setup_texture(void) { gl_t *gl = driver.video_data; if (!gl) return false; glGenTextures(1, &ps3_gl.menu_texture_id); RARCH_LOG("Loading texture image for menu...\n"); if(!texture_image_load(DEFAULT_MENU_BORDER_FILE, &ps3_gl.menu_texture)) { RARCH_ERR("Failed to load texture image for menu.\n"); return false; } glBindTexture(GL_TEXTURE_2D, ps3_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, ps3_gl.menu_texture.width, ps3_gl.menu_texture.height, 0, GL_ARGB_SCE, GL_UNSIGNED_INT_8_8_8_8, ps3_gl.menu_texture.pixels); glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); free(ps3_gl.menu_texture.pixels); return true; } void ps3_set_filtering(unsigned index, bool set_smooth) { gl_t *gl = driver.video_data; 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 && ps3_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 = driver.video_data; if(!gl) return; ps3_gl.overscan_enable = overscan_enable; ps3_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; driver.video_data = gl_init(&video_info, NULL, NULL); gl_set_fbo_enable(g_console.fbo_enabled); ps3_gl.overscan_enable = g_console.overscan_enable; ps3_gl.overscan_amount = g_console.overscan_amount; if(get_all_resolutions) get_all_available_resolutions(); ps3_set_resolution(); ps3_setup_texture(); ps3graphics_set_overscan(ps3_gl.overscan_enable, ps3_gl.overscan_amount, 0); } void ps3graphics_video_reinit(void) { gl_t * gl = driver.video_data; if(!gl) return; ps3_video_deinit(); gl_cg_invalidate_context(); ps3graphics_video_init(false); } void ps3_video_deinit(void) { void *data = driver.video_data; driver.video_data = NULL; gl_free(data); }