// 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 "gfx_es2/glsl_program.h" #include "gfx_es2/gl_state.h" #include "math/lin/matrix4x4.h" #include "../../Core/Host.h" #include "../../Core/MemMap.h" #include "../ge_constants.h" #include "../GPUState.h" #include "Framebuffer.h" const char tex_fs[] = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "uniform sampler2D sampler0;\n" "varying vec2 v_texcoord0;\n" "void main() {\n" " gl_FragColor = texture2D(sampler0, v_texcoord0);\n" "}\n"; const char basic_vs[] = #ifndef USING_GLES2 "#version 120\n" #endif "attribute vec4 a_position;\n" "attribute vec2 a_texcoord0;\n" "uniform mat4 u_viewproj;\n" "varying vec4 v_color;\n" "varying vec2 v_texcoord0;\n" "void main() {\n" " v_texcoord0 = a_texcoord0;\n" " gl_Position = u_viewproj * a_position;\n" "}\n"; FramebufferManager::FramebufferManager() { glGenTextures(1, &backbufTex); //initialize backbuffer texture glBindTexture(GL_TEXTURE_2D, backbufTex); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 480, 272, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glBindTexture(GL_TEXTURE_2D, 0); draw2dprogram = glsl_create_source(basic_vs, tex_fs); glsl_bind(draw2dprogram); glUniform1i(draw2dprogram->sampler0, 0); glsl_unbind(); // And an initial clear. We don't clear per frame as the games are supposed to handle that // by themselves. glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); convBuf = new u8[480 * 272 * 4]; } FramebufferManager::~FramebufferManager() { glDeleteTextures(1, &backbufTex); glsl_destroy(draw2dprogram); delete [] convBuf; } void FramebufferManager::DrawPixels(const u8 *framebuf, int pixelFormat, int linesize) { // TODO: We can trivially do these in the shader, and there's no need to // upconvert to 8888 for the 16-bit formats. for (int y = 0; y < 272; y++) { switch (pixelFormat) { case PSP_DISPLAY_PIXEL_FORMAT_565: { const u16 *src = (const u16 *)framebuf + linesize * y; u8 *dst = convBuf + 4 * 480 * y; for (int x = 0; x < 480; x++) { u16 col = src[x]; dst[x * 4] = ((col) & 0x1f) << 3; dst[x * 4 + 1] = ((col >> 5) & 0x3f) << 2; dst[x * 4 + 2] = ((col >> 11) & 0x1f) << 3; dst[x * 4 + 3] = 255; } } break; case PSP_DISPLAY_PIXEL_FORMAT_5551: { const u16 *src = (const u16 *)framebuf + linesize * y; u8 *dst = convBuf + 4 * 480 * y; for (int x = 0; x < 480; x++) { u16 col = src[x]; dst[x * 4] = ((col) & 0x1f) << 3; dst[x * 4 + 1] = ((col >> 5) & 0x1f) << 3; dst[x * 4 + 2] = ((col >> 10) & 0x1f) << 3; dst[x * 4 + 3] = (col >> 15) ? 255 : 0; } } break; case PSP_DISPLAY_PIXEL_FORMAT_8888: { const u8 *src = framebuf + linesize * 4 * y; u8 *dst = convBuf + 4 * 480 * y; for (int x = 0; x < 480; x++) { dst[x * 4] = src[x * 4]; dst[x * 4 + 1] = src[x * 4 + 3]; dst[x * 4 + 2] = src[x * 4 + 2]; dst[x * 4 + 3] = src[x * 4 + 1]; } } break; case PSP_DISPLAY_PIXEL_FORMAT_4444: { const u16 *src = (const u16 *)framebuf + linesize * y; u8 *dst = convBuf + 4 * 480 * y; for (int x = 0; x < 480; x++) { u16 col = src[x]; dst[x * 4] = ((col >> 8) & 0xf) << 4; dst[x * 4 + 1] = ((col >> 4) & 0xf) << 4; dst[x * 4 + 2] = (col & 0xf) << 4; dst[x * 4 + 3] = (col >> 12) << 4; } } break; } } glBindTexture(GL_TEXTURE_2D,backbufTex); glTexSubImage2D(GL_TEXTURE_2D,0,0,0,480,272, GL_RGBA, GL_UNSIGNED_BYTE, convBuf); DrawActiveTexture(480, 272); } void FramebufferManager::DrawActiveTexture(float w, float h, bool flip) { float u2 = 1.0f; float v1 = flip ? 1.0f : 0.0f; float v2 = flip ? 0.0f : 1.0f; const float pos[12] = {0,0,0, w,0,0, w,h,0, 0,h,0}; const float texCoords[8] = {0, v1, u2, v1, u2, v2, 0, v2}; glsl_bind(draw2dprogram); Matrix4x4 ortho; ortho.setOrtho(0, 480, 272, 0, -1, 1); glUniformMatrix4fv(draw2dprogram->u_viewproj, 1, GL_FALSE, ortho.getReadPtr()); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glEnableVertexAttribArray(draw2dprogram->a_position); glEnableVertexAttribArray(draw2dprogram->a_texcoord0); glVertexAttribPointer(draw2dprogram->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos); glVertexAttribPointer(draw2dprogram->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, texCoords); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // TODO: TRIANGLE_STRIP is more likely to be optimized. glDisableVertexAttribArray(draw2dprogram->a_position); glDisableVertexAttribArray(draw2dprogram->a_texcoord0); glsl_unbind(); }