REDRIVER2/src_rebuild/EMULATOR/EMULATOR.C

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#include "EMULATOR.H"
#include "EMULATOR_VERSION.H"
#include "EMULATOR_GLOBALS.H"
#include "EMULATOR_PRIVATE.H"
#include "CRASHHANDLER.H"
#include "EMULATOR_PLATFORM_SETUP.H"
#include "LIBGPU.H"
#include "LIBETC.H"
#include "LIBPAD.H"
//#include <stdio.h>
//#include <string.h>
#if !defined(__ANDROID__)
//#include <thread>
#endif
#include <assert.h>
#define SWAP_INTERVAL (2)
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#if defined(NTSC_VERSION)
#define COUNTER_UPDATE_INTERVAL (263)
#else
#define COUNTER_UPDATE_INTERVAL (313)
#endif
#include <stdio.h>
#include <string.h>
#include <SDL.h>
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SDL_Window* g_window = NULL;
#if defined(VK)
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struct FrameBuffer vramFrameBuffer;
#define MAX_NUM_PHYSICAL_DEVICES (4)
VkWin32SurfaceCreateInfoKHR surfaceCreateInfo =
{
VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR
};
VkSurfaceKHR surface = VK_NULL_HANDLE;
VkInstance instance = VK_NULL_HANDLE;
VkPhysicalDeviceMemoryProperties deviceMemoryProperties;
const char* enabledExtensionsDeviceCreateInfo[] =
{
VK_KHR_SWAPCHAIN_EXTENSION_NAME
};
enum
{
MAX_DEVICE_COUNT = 8,
MAX_QUEUE_COUNT = 4,
MAX_PRESENT_MODE_COUNT = 6,
MAX_SWAPCHAIN_IMAGES = 3,
FRAME_COUNT = 2,
PRESENT_MODE_MAILBOX_IMAGE_COUNT = 3,
PRESENT_MODE_DEFAULT_IMAGE_COUNT = 2,
};
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
uint32_t queueFamilyIndex;
VkQueue queue;
VkDevice device = VK_NULL_HANDLE;
unsigned int vramTexture;///@TODO trim me
unsigned int vramRenderBuffer = 0;
unsigned int whiteTexture;
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int g_defaultFBO;
const char* enabledExtensions[] =
{
VK_KHR_SURFACE_EXTENSION_NAME, VK_KHR_WIN32_SURFACE_EXTENSION_NAME
};
VkSwapchainKHR swapchain;
unsigned int swapchainImageCount;
VkImage swapchainImages[MAX_SWAPCHAIN_IMAGES];
VkExtent2D swapchainExtent;
VkSurfaceFormatKHR surfaceFormat;
unsigned int frameIndex = 0;
VkCommandPool commandPool;
VkCommandBuffer commandBuffers[FRAME_COUNT];
VkFence frameFences[FRAME_COUNT]; // Create with VK_FENCE_CREATE_SIGNALED_BIT.
VkSemaphore imageAvailableSemaphores[FRAME_COUNT];
VkSemaphore renderFinishedSemaphores[FRAME_COUNT];
#endif
TextureID vramTexture;
TextureID whiteTexture;
#if defined(OGLES) || defined(OGL)
GLuint dynamic_vertex_buffer;
GLuint dynamic_vertex_array;
#elif defined(D3D9)
IDirect3DVertexBuffer9 *dynamic_vertex_buffer = NULL;
IDirect3D9 *d3d;
IDirect3DDevice9 *d3ddev;
D3DPRESENT_PARAMETERS d3dpp;
#endif
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int windowWidth = 0;
int windowHeight = 0;
char* pVirtualMemory = NULL;
SysCounter counters[3] = { 0 };
#if !defined(__ANDROID__)
//std::thread counter_thread;
#endif
int g_swapInterval = SWAP_INTERVAL;
int g_wireframeMode = 0;
int g_texturelessMode = 0;
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int g_emulatorPaused = 0;
int g_polygonSelected = 0;
TextureID g_lastBoundTexture;
void Emulator_ResetDevice()
{
#if defined(OGLES) || defined(OGL)
SDL_GL_SetSwapInterval(g_swapInterval);
#elif defined(D3D9)
if (dynamic_vertex_buffer) {
dynamic_vertex_buffer->Release();
dynamic_vertex_buffer = NULL;
}
d3dpp.PresentationInterval = g_swapInterval ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
d3dpp.BackBufferWidth = windowWidth;
d3dpp.BackBufferHeight = windowHeight;
HRESULT hr = d3ddev->Reset(&d3dpp);
assert(!FAILED(hr));
hr = d3ddev->CreateVertexBuffer(sizeof(Vertex) * MAX_NUM_POLY_BUFFER_VERTICES, D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, &dynamic_vertex_buffer, NULL);
assert(!FAILED(hr));
#endif
}
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#if defined(D3D9)
static int Emulator_InitialiseD3D9Context(char* windowName)
{
g_window = SDL_CreateWindow(windowName, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, windowWidth, windowHeight, SDL_WINDOW_RESIZABLE);
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if (g_window == NULL)
{
eprinterr("Failed to initialise SDL window!\n");
return FALSE;
}
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(g_window, &wmInfo);
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferWidth = windowWidth;
d3dpp.BackBufferHeight = windowHeight;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = wmInfo.info.win.window;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (!d3d) {
eprinterr("Failed to initialise D3D\n");
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return FALSE;
}
HRESULT hr = d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3dpp.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
if (FAILED(hr)) {
eprinterr("Failed to obtain D3D9 device!\n");
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return FALSE;
}
return TRUE;
}
#endif
#if defined(VK)
static int Emulator_InitialiseVKContext(char* windowName)
{
VkApplicationInfo appInfo;
memset(&appInfo, 0, sizeof(VkApplicationInfo));
appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
appInfo.pApplicationName = windowName;
appInfo.applicationVersion = VK_MAKE_VERSION(EMULATOR_MAJOR_VERSION, EMULATOR_MINOR_VERSION, 0);
appInfo.pEngineName = EMULATOR_NAME;
appInfo.engineVersion = VK_MAKE_VERSION(EMULATOR_MAJOR_VERSION, EMULATOR_MINOR_VERSION, 0);
appInfo.apiVersion = VK_API_VERSION_1_0;
VkInstanceCreateInfo createInfo;
memset(&createInfo, 0, sizeof(VkInstanceCreateInfo));
createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
createInfo.pApplicationInfo = &appInfo;
createInfo.enabledExtensionCount = 2;
createInfo.ppEnabledExtensionNames = enabledExtensions;
createInfo.pNext = VK_NULL_HANDLE;
//Create Vulkan Instance
if (vkCreateInstance(&createInfo, NULL, &instance) != VK_SUCCESS)
{
eprinterr("Failed to create Vulkan instance!");
return FALSE;
}
g_window = SDL_CreateWindow(windowName, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, windowWidth, windowHeight, SDL_WINDOW_VULKAN);
#if defined(OGL)
SDL_GL_CreateContext(g_window);
#endif
if (g_window == NULL)
{
eprinterr("Failed to initialise Vulkan context!\n");
return FALSE;
}
SDL_SysWMinfo sysInfo;
SDL_VERSION(&sysInfo.version);
SDL_GetWindowWMInfo(g_window, &sysInfo);
surfaceCreateInfo.hinstance = GetModuleHandle(0);
surfaceCreateInfo.hwnd = sysInfo.info.win.window;
if (vkCreateWin32SurfaceKHR(instance, &surfaceCreateInfo, NULL, &surface) != VK_SUCCESS)
{
eprinterr("Failed to initialise Vulkan surface!\n");
return FALSE;
}
unsigned int physicalDeviceCount;
VkPhysicalDevice deviceHandles[MAX_DEVICE_COUNT];
VkQueueFamilyProperties queueFamilyProperties[MAX_QUEUE_COUNT];
VkPhysicalDeviceProperties deviceProperties;
VkPhysicalDeviceFeatures deviceFeatures;
vkEnumeratePhysicalDevices(instance, &physicalDeviceCount, 0);
physicalDeviceCount = physicalDeviceCount > MAX_DEVICE_COUNT ? MAX_DEVICE_COUNT : physicalDeviceCount;
vkEnumeratePhysicalDevices(instance, &physicalDeviceCount, deviceHandles);
for (unsigned int i = 0; i < physicalDeviceCount; ++i)//Maybe 0 needs to be 1
{
unsigned int queueFamilyCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(deviceHandles[i], &queueFamilyCount, NULL);
queueFamilyCount = queueFamilyCount > MAX_QUEUE_COUNT ? MAX_QUEUE_COUNT : queueFamilyCount;
vkGetPhysicalDeviceQueueFamilyProperties(deviceHandles[i], &queueFamilyCount, queueFamilyProperties);
vkGetPhysicalDeviceProperties(deviceHandles[i], &deviceProperties);
vkGetPhysicalDeviceFeatures(deviceHandles[i], &deviceFeatures);
vkGetPhysicalDeviceMemoryProperties(deviceHandles[i], &deviceMemoryProperties);
for (unsigned int j = 0; j < queueFamilyCount; ++j) {
VkBool32 supportsPresent = VK_FALSE;
vkGetPhysicalDeviceSurfaceSupportKHR(deviceHandles[i], j, surface, &supportsPresent);
if (supportsPresent && (queueFamilyProperties[j].queueFlags & VK_QUEUE_GRAPHICS_BIT))
{
queueFamilyIndex = j;
physicalDevice = deviceHandles[i];
break;
}
}
if (physicalDevice)
{
break;
}
}
VkDeviceCreateInfo deviceCreateInfo;
VkDeviceQueueCreateInfo deviceQueueCreateInfo;
memset(&deviceCreateInfo, 0, sizeof(VkDeviceCreateInfo));
memset(&deviceQueueCreateInfo, 0, sizeof(VkDeviceQueueCreateInfo));
const float queuePriorities = { 1.0f };
deviceQueueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
deviceQueueCreateInfo.queueFamilyIndex = queueFamilyIndex;
deviceQueueCreateInfo.queueCount = 1;
deviceQueueCreateInfo.pQueuePriorities = &queuePriorities;
deviceCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
deviceCreateInfo.queueCreateInfoCount = 1;
deviceCreateInfo.pQueueCreateInfos = 0;
deviceCreateInfo.enabledLayerCount = 0;
deviceCreateInfo.ppEnabledLayerNames = 0;
deviceCreateInfo.enabledExtensionCount = 1;
deviceCreateInfo.ppEnabledExtensionNames = enabledExtensionsDeviceCreateInfo;
deviceCreateInfo.pEnabledFeatures = 0;
deviceCreateInfo.pQueueCreateInfos = &deviceQueueCreateInfo;
if (vkCreateDevice(physicalDevice, &deviceCreateInfo, NULL, &device) != VK_SUCCESS)
{
eprinterr("Failed to create VK device!\n");
return FALSE;
}
vkGetDeviceQueue(device, queueFamilyIndex, 0, &queue);
/* Initialise SwapChain */
unsigned int formatCount = 1;
vkGetPhysicalDeviceSurfaceFormatsKHR(physicalDevice, surface, &formatCount, 0);
vkGetPhysicalDeviceSurfaceFormatsKHR(physicalDevice, surface, &formatCount, &surfaceFormat);
surfaceFormat.format = surfaceFormat.format == VK_FORMAT_UNDEFINED ? VK_FORMAT_B8G8R8A8_UNORM : surfaceFormat.format;
unsigned int presentModeCount = 0;
vkGetPhysicalDeviceSurfacePresentModesKHR(physicalDevice, surface, &presentModeCount, NULL);
VkPresentModeKHR presentModes[MAX_PRESENT_MODE_COUNT];
presentModeCount = presentModeCount > MAX_PRESENT_MODE_COUNT ? MAX_PRESENT_MODE_COUNT : presentModeCount;
vkGetPhysicalDeviceSurfacePresentModesKHR(physicalDevice, surface, &presentModeCount, presentModes);
VkPresentModeKHR presentMode = VK_PRESENT_MODE_FIFO_KHR;
for (unsigned int i = 0; i < presentModeCount; ++i)
{
if (presentModes[i] == VK_PRESENT_MODE_MAILBOX_KHR)
{
presentMode = VK_PRESENT_MODE_MAILBOX_KHR;
break;
}
}
swapchainImageCount = presentMode == VK_PRESENT_MODE_MAILBOX_KHR ? PRESENT_MODE_MAILBOX_IMAGE_COUNT : PRESENT_MODE_DEFAULT_IMAGE_COUNT;
VkSurfaceCapabilitiesKHR surfaceCapabilities;
vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physicalDevice, surface, &surfaceCapabilities);
swapchainExtent = surfaceCapabilities.currentExtent;
//if (swapchainExtent.width == UINT32_MAX)
//{
// swapchainExtent.width = clamp_u32(width, surfaceCapabilities.minImageExtent.width, surfaceCapabilities.maxImageExtent.width);
// swapchainExtent.height = clamp_u32(height, surfaceCapabilities.minImageExtent.height, surfaceCapabilities.maxImageExtent.height);
//}
VkSwapchainCreateInfoKHR swapChainCreateInfo;
memset(&swapChainCreateInfo, 0, sizeof(VkSwapchainCreateInfoKHR));
swapChainCreateInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
swapChainCreateInfo.surface = surface;
swapChainCreateInfo.minImageCount = swapchainImageCount;
swapChainCreateInfo.imageFormat = surfaceFormat.format;
swapChainCreateInfo.imageColorSpace = surfaceFormat.colorSpace;
swapChainCreateInfo.imageExtent = swapchainExtent;
swapChainCreateInfo.imageArrayLayers = 1; // 2 for stereo
swapChainCreateInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
swapChainCreateInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
swapChainCreateInfo.preTransform = surfaceCapabilities.currentTransform;
swapChainCreateInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
swapChainCreateInfo.presentMode = presentMode;
swapChainCreateInfo.clipped = VK_TRUE;
if (vkCreateSwapchainKHR(device, &swapChainCreateInfo, 0, &swapchain) != VK_SUCCESS)
{
eprinterr("Failed to create swap chain!\n");
return FALSE;
}
vkGetSwapchainImagesKHR(device, swapchain, &swapchainImageCount, NULL);
vkGetSwapchainImagesKHR(device, swapchain, &swapchainImageCount, swapchainImages);
VkCommandPoolCreateInfo commandPoolCreateInfo;
memset(&commandPoolCreateInfo, 0, sizeof(VkCommandPoolCreateInfo));
commandPoolCreateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
commandPoolCreateInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
commandPoolCreateInfo.queueFamilyIndex = queueFamilyIndex;
vkCreateCommandPool(device, &commandPoolCreateInfo, 0, &commandPool);
VkCommandBufferAllocateInfo commandBufferAllocInfo;
memset(&commandBufferAllocInfo, 0, sizeof(VkCommandBufferAllocateInfo));
commandBufferAllocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
commandBufferAllocInfo.commandPool = commandPool;
commandBufferAllocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
commandBufferAllocInfo.commandBufferCount = FRAME_COUNT;
vkAllocateCommandBuffers(device, &commandBufferAllocInfo, commandBuffers);
VkSemaphoreCreateInfo semaphoreCreateInfo = { VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO };
vkCreateSemaphore(device, &semaphoreCreateInfo, 0, &imageAvailableSemaphores[0]);
vkCreateSemaphore(device, &semaphoreCreateInfo, 0, &imageAvailableSemaphores[1]);
vkCreateSemaphore(device, &semaphoreCreateInfo, 0, &renderFinishedSemaphores[0]);
vkCreateSemaphore(device, &semaphoreCreateInfo, 0, &renderFinishedSemaphores[1]);
VkFenceCreateInfo fenceCreateInfo;
memset(&fenceCreateInfo, 0, sizeof(VkFenceCreateInfo));
fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceCreateInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
vkCreateFence(device, &fenceCreateInfo, 0, &frameFences[0]);
vkCreateFence(device, &fenceCreateInfo, 0, &frameFences[1]);
uint32_t index = (frameIndex++) % FRAME_COUNT;
vkWaitForFences(device, 1, &frameFences[index], VK_TRUE, UINT64_MAX);
vkResetFences(device, 1, &frameFences[index]);
uint32_t imageIndex;
vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, imageAvailableSemaphores[index], VK_NULL_HANDLE, &imageIndex);
VkCommandBufferBeginInfo beginInfo;
memset(&beginInfo, 0, sizeof(VkCommandBufferBeginInfo));
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
vkBeginCommandBuffer(commandBuffers[index], &beginInfo);
vkEndCommandBuffer(commandBuffers[index]);
VkSubmitInfo submitInfo;
memset(&submitInfo, 0, sizeof(VkSubmitInfo));
VkPipelineStageFlags writeDestStageMask = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = &imageAvailableSemaphores[index];
submitInfo.pWaitDstStageMask = &writeDestStageMask;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffers[index];
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &renderFinishedSemaphores[index];
vkQueueSubmit(queue, 1, &submitInfo, frameFences[index]);
VkPresentInfoKHR presentInfo;
memset(&presentInfo, 0, sizeof(VkPresentInfoKHR));
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.waitSemaphoreCount = 1;
presentInfo.pWaitSemaphores = &renderFinishedSemaphores[index];
presentInfo.swapchainCount = 1;
presentInfo.pSwapchains = &swapchain;
presentInfo.pImageIndices = &imageIndex;
vkQueuePresentKHR(queue, &presentInfo);
return TRUE;
}
#endif
static int Emulator_InitialiseGLContext(char* windowName)
{
g_window = SDL_CreateWindow(windowName, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, windowWidth, windowHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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#if defined(OGL)
SDL_GL_CreateContext(g_window);
#endif
if (g_window == NULL)
{
eprinterr("Failed to initialise SDL window or GL context!\n");
return FALSE;
}
return TRUE;
}
#if defined(OGLES)
EGLint majorVersion = 0, minorVersion = 0;
EGLContext eglContext = NULL;
EGLSurface eglSurface = NULL;
EGLConfig eglConfig = NULL;
EGLDisplay eglDisplay = NULL;
int numConfigs = 0;
const EGLint config16bpp[] =
{
#if OGLES_VERSION == 2
EGL_RENDERABLE_TYPE,EGL_OPENGL_ES2_BIT,
#elif OGLES_VERSION == 3
EGL_RENDERABLE_TYPE,EGL_OPENGL_ES3_BIT,
#endif
EGL_BUFFER_SIZE,24,
EGL_RED_SIZE,8,
EGL_GREEN_SIZE,8,
EGL_BLUE_SIZE,8,
EGL_ALPHA_SIZE,0,
EGL_DEPTH_SIZE,24,
EGL_STENCIL_SIZE,0,
EGL_SAMPLE_BUFFERS,1,
EGL_SAMPLES,4,
EGL_NONE
};
static int Emulator_InitialiseGLESContext(char* windowName)
{
unsigned int windowFlags = SDL_WINDOW_OPENGL;
#if defined(__ANDROID__)
windowFlags |= SDL_WINDOW_FULLSCREEN;
#endif
eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
g_window = SDL_CreateWindow(windowName, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, windowWidth, windowHeight, windowFlags);
if(g_window == NULL)
{
eprinterr("Failed to create SDL window!\n");
}
if (!eglInitialize(eglDisplay, &majorVersion, &minorVersion))
{
eprinterr("eglInitialize failure! Error: %x\n", eglGetError());
return FALSE;
}
eglBindAPI(EGL_OPENGL_ES_API);
if (!eglChooseConfig(eglDisplay, config16bpp, &eglConfig, 1, &numConfigs))
{
printf("eglChooseConfig failed\n");
if (eglContext == 0)
{
printf("Error code: %d\n", eglGetError());
}
}
SDL_SysWMinfo systemInfo;
SDL_VERSION(&systemInfo.version);
SDL_GetWindowWMInfo(g_window, &systemInfo);
#if defined(__EMSCRIPTEN__)
EGLNativeWindowType dummyWindow;
eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, (EGLNativeWindowType)dummyWindow, NULL);
#elif defined(__ANDROID__)
eglSurface = systemInfo.info.android.surface;
#else
eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, (EGLNativeWindowType)systemInfo.info.win.window, NULL);
#endif
if (eglSurface == EGL_NO_SURFACE)
{
eprinterr("eglSurface failure! Error: %x\n", eglGetError());
return FALSE;
}
EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, OGLES_VERSION, EGL_NONE };
eglContext = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, contextAttribs);
if (eglContext == EGL_NO_CONTEXT) {
eprinterr("eglContext failure! Error: %x\n", eglGetError());
return FALSE;
}
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
return TRUE;
}
#endif
static int Emulator_InitialiseSDL(char* windowName, int width, int height)
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{
windowWidth = width;
windowHeight = height;
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//Initialise SDL2
if (SDL_Init(SDL_INIT_VIDEO) == 0)
{
#if !defined(RO_DOUBLE_BUFFERED)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
#endif
#if defined(OGLES)
#if defined(__ANDROID__)
//Override to full screen.
SDL_DisplayMode displayMode;
if(SDL_GetCurrentDisplayMode(0, &displayMode) == 0)
{
screenWidth = displayMode.w;
windowWidth = displayMode.w;
screenHeight = displayMode.h;
windowHeight = displayMode.h;
}
#endif
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_EGL, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, OGLES_VERSION);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
#elif defined(OGL)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#endif
}
else
{
eprinterr("Error: Failed to initialise SDL\n");
return FALSE;
}
#if defined(OGL)
if (Emulator_InitialiseGLContext(windowName) == FALSE)
{
eprinterr("Failed to Initialise GL Context!\n");
return FALSE;
}
#elif defined(OGLES)
if (Emulator_InitialiseGLESContext(windowName) == FALSE)
{
eprinterr("Failed to Initialise GLES Context!\n");
return FALSE;
}
#elif defined(VK)
if (Emulator_InitialiseVKContext(windowName) == FALSE)
{
eprinterr("Failed to Initialise VK Context!\n");
return FALSE;
}
#elif defined(D3D9)
if (Emulator_InitialiseD3D9Context(windowName) == FALSE)
{
eprinterr("Failed to Initialise D3D9 Context!\n");
return FALSE;
}
#endif
return TRUE;
}
static int Emulator_InitialiseGLEW()
{
#if defined(GLEW)
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (err != GLEW_OK)
{
return FALSE;
}
#endif
return TRUE;
}
static int Emulator_InitialiseCore()
{
return TRUE;
}
void Emulator_Initialise(char* windowName, int width, int height)
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{
eprintf("Initialising Emulator.\n");
eprintf("VERSION: %d.%d\n", EMULATOR_MAJOR_VERSION, EMULATOR_MINOR_VERSION);
eprintf("Compile Date: %s Time: %s\n", EMULATOR_COMPILE_DATE, EMULATOR_COMPILE_TIME);
if (Emulator_InitialiseSDL(windowName, width, height) == FALSE)
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{
eprinterr("Failed to Intialise SDL\n");
Emulator_ShutDown();
}
#if defined(GLEW)
if (Emulator_InitialiseGLEW() == FALSE)
{
eprinterr("Failed to Intialise GLEW\n");
Emulator_ShutDown();
}
#endif
if (Emulator_InitialiseCore() == FALSE)
{
eprinterr("Failed to Intialise Emulator Core.\n");
Emulator_ShutDown();
}
if (Emulator_Initialise() == FALSE)
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{
eprinterr("Failed to Intialise GL.\n");
Emulator_ShutDown();
}
//counter_thread = std::thread(Emulator_CounterLoop);
}
void Emulator_CounterLoop()
{
static int numUpdates = 0;
int last_time = 0;
while (TRUE)
{
int now = SDL_GetTicks();
if (now > last_time + 1000)
{
numUpdates = 0;
last_time = now;
}
if (numUpdates++ <= 60)
{
for (int i = 0; i < 3; i++)
{
//if (!counters[i].IsStopped)
{
counters[i].cycle += COUNTER_UPDATE_INTERVAL;
if (counters[i].target > 0)
{
counters[i].cycle %= counters[i].target;
}
}
}
}
}
}
void Emulator_GenerateLineArray(struct Vertex* vertex, short* p0, short* p1, short* p2, short* p3)
{
//Copy over position
if (p0 != NULL)
{
vertex[0].x = p0[0];
vertex[0].y = p0[1];
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}
if (p1 != NULL)
{
vertex[1].x = p1[0];
vertex[1].y = p1[1];
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}
}
void Emulator_GenerateVertexArrayQuad(struct Vertex* vertex, short* p0, short* p1, short* p2, short* p3, short w, short h)
{
#if defined(PGXP)
PGXPVertex* pgxp_vertex_0 = NULL;
PGXPVertex* pgxp_vertex_1 = NULL;
PGXPVertex* pgxp_vertex_2 = NULL;
PGXPVertex* pgxp_vertex_3 = NULL;
//Locate each vertex based on SXY2 (very slow)
for (int i = 0; i < pgxp_vertex_index; i++)
{
if (p0 != NULL)
{
if (((unsigned int*)p0)[0] == pgxp_vertex_buffer[i].originalSXY2)
{
pgxp_vertex_0 = &pgxp_vertex_buffer[i];
continue;
}
}
if (p1 != NULL)
{
if (((unsigned int*)p1)[0] == pgxp_vertex_buffer[i].originalSXY2)
{
pgxp_vertex_1 = &pgxp_vertex_buffer[i];
continue;
}
}
if (p2 != NULL)
{
if (((unsigned int*)p2)[0] == pgxp_vertex_buffer[i].originalSXY2)
{
pgxp_vertex_2 = &pgxp_vertex_buffer[i];
continue;
}
}
if (p3 != NULL)
{
if (((unsigned int*)p3)[0] == pgxp_vertex_buffer[i].originalSXY2)
{
pgxp_vertex_3 = &pgxp_vertex_buffer[i];
continue;
}
}
}
#endif
//Copy over position
if (p0 != NULL)
{
#if defined(PGXP)
if (pgxp_vertex_0 != NULL)
{
vertex[0].x = pgxp_vertex_0->x;
vertex[0].y = pgxp_vertex_0->y;
}
else
{
vertex[0].x = (float)p0[0];
vertex[0].y = (float)p0[1];
}
#else
vertex[0].x = p0[0];
vertex[0].y = p0[1];
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#endif
}
if (p1 != NULL)
{
#if defined(PGXP)
if (pgxp_vertex_1 != NULL)
{
vertex[1].x = pgxp_vertex_1->x;
vertex[1].y = pgxp_vertex_1->y;
}
else
{
vertex[1].x = (float)p1[0];
vertex[1].y = (float)p1[1];
}
#else
vertex[1].x = p1[0];
vertex[1].y = p1[1];
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#endif
}
else
{
if (p0 != NULL && w != -1 && h != -1)
{
vertex[1].x = p0[0];
vertex[1].y = p0[1] + h;
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}
}
if (p2 != NULL)
{
#if defined(PGXP)
if (pgxp_vertex_2 != NULL)
{
vertex[2].x = pgxp_vertex_2->x;
vertex[2].y = pgxp_vertex_2->y;
}
else
{
vertex[2].x = (float)p2[0];
vertex[2].y = (float)p2[1];
}
#else
vertex[2].x = p2[0];
vertex[2].y = p2[1];
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#endif
}
else
{
if (p0 != NULL && w != -1 && h != -1)
{
vertex[2].x = p0[0] + w;
vertex[2].y = p0[1] + h;
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}
}
if (p3 != NULL)
{
#if defined(PGXP)
if (pgxp_vertex_3 != NULL)
{
vertex[3].x = pgxp_vertex_3->x;
vertex[3].y = pgxp_vertex_3->y;
}
else
{
vertex[3].x = (float)p3[0];
vertex[3].y = (float)p3[1];
}
#else
vertex[3].x = p3[0];
vertex[3].y = p3[1];
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#endif
}
else
{
if (p0 != NULL && w != -1 && h != -1)
{
vertex[3].x = p0[0] + w;
vertex[3].y = p0[1];
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}
}
}
void Emulator_GenerateTexcoordArrayQuad(struct Vertex* vertex, unsigned char* uv0, unsigned char* uv1, unsigned char* uv2, unsigned char* uv3, short page, short clut, unsigned char dither)
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{
#if defined(PGXP) && 0
/*
Locate polygon in ztable
*/
PGXPPolygon* z0 = NULL;
PGXPPolygon* z1 = NULL;
PGXPPolygon* z2 = NULL;
PGXPPolygon* z3 = NULL;
//Can speed this up by storing last index found and using as start iter
for (int i = pgxp_polgon_table_index; i > -1; i--)
{
if (uv0 != NULL)
{
if (((unsigned int*)uv0)[0] == pgxp_polygons[i].originalSXY)
{
z0 = &pgxp_polygons[i];
//z0->bUsed = TRUE;
}
}
if (uv1 != NULL)
{
if (((unsigned int*)uv1)[0] == pgxp_polygons[i].originalSXY)
{
z1 = &pgxp_polygons[i];
//z1->bUsed = TRUE;
}
}
if (uv2 != NULL)
{
if (((unsigned int*)uv2)[0] == pgxp_polygons[i].originalSXY)
{
z2 = &pgxp_polygons[i];
//z2->bUsed = TRUE;
}
}
if (uv3 != NULL)
{
if (((unsigned int*)uv3)[0] == pgxp_polygons[i].originalSXY)
{
z3 = &pgxp_polygons[i];
//z3->bUsed = TRUE;
}
}
if ((z0 != NULL || uv0 == NULL) && (z1 != NULL || uv1 == NULL) && (z2 != NULL || uv2 == NULL) && (z3 != NULL || uv3 == NULL))
break;
}
//Copy over uvs
if (uv0 != NULL)
{
vertex[0].x = p0[0];
vertex[0].y = p0[1];
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}
if (uv1 != NULL)
{
vertex[1].x = p1[0];
vertex[1].y = p1[1];
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}
else
{
if (w != -1 && h != -1)
{
vertex[1].x = p0[0];
vertex[1].y = p0[1] + h;
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}
}
if (uv2 != NULL)
{
vertex[2].x = p2[0];
vertex[2].y = p2[1];
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}
else
{
if (w != -1 && h != -1)
{
vertex[2].x = p0[0] + w;
vertex[2].y = p0[1] + h;
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}
}
if (uv3 != NULL)
{
vertex[3].x = p3[0];
vertex[3].y = p3[1];
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}
else
{
if (w != -1 && h != -1)
{
vertex[3].x = p0[0] + w;
vertex[3].y = p0[1];
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}
}
#else
assert(uv0);
if (!uv1) uv1 = uv0;
if (!uv2) uv2 = uv0;
if (!uv3) uv3 = uv0;
const unsigned char bright = 2;
vertex[0].u = uv0[0];
vertex[0].v = uv0[1];
vertex[0].bright = bright;
vertex[0].dither = dither;
vertex[0].page = page;
vertex[0].clut = clut;
vertex[1].u = uv1[0];
vertex[1].v = uv1[1];
vertex[1].bright = bright;
vertex[1].dither = dither;
vertex[1].page = page;
vertex[1].clut = clut;
vertex[2].u = uv2[0];
vertex[2].v = uv2[1];
vertex[2].bright = bright;
vertex[2].dither = dither;
vertex[2].page = page;
vertex[2].clut = clut;
vertex[3].u = uv3[0];
vertex[3].v = uv3[1];
vertex[3].bright = bright;
vertex[3].dither = dither;
vertex[3].page = page;
vertex[3].clut = clut;
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#endif
}
void Emulator_GenerateTexcoordArrayRect(struct Vertex* vertex, unsigned char* uv, short page, short clut, short w, short h)
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{
assert(uv);
//assert(int(uv[0]) + w <= 255);
//assert(int(uv[1]) + h <= 255);
// TODO
if (int(uv[0]) + w > 255) w = 255 - uv[0];
if (int(uv[1]) + h > 255) h = 255 - uv[1];
const unsigned char bright = 2;
const unsigned char dither = 0;
vertex[0].u = uv[0];
vertex[0].v = uv[1];
vertex[0].bright = bright;
vertex[0].dither = dither;
vertex[0].page = page;
vertex[0].clut = clut;
vertex[1].u = uv[0];
vertex[1].v = uv[1] + h;
vertex[1].bright = bright;
vertex[1].dither = dither;
vertex[1].page = page;
vertex[1].clut = clut;
vertex[2].u = uv[0] + w;
vertex[2].v = uv[1] + h;
vertex[2].bright = bright;
vertex[2].dither = dither;
vertex[2].page = page;
vertex[2].clut = clut;
vertex[3].u = uv[0] + w;
vertex[3].v = uv[1];
vertex[3].bright = bright;
vertex[3].dither = dither;
vertex[3].page = page;
vertex[3].clut = clut;
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}
void Emulator_GenerateTexcoordArrayZero(struct Vertex* vertex, unsigned char dither)
{
const unsigned char bright = 1;
vertex[0].u = 0;
vertex[0].v = 0;
vertex[0].bright = bright;
vertex[0].dither = dither;
vertex[0].page = 0;
vertex[0].clut = 0;
vertex[1].u = 0;
vertex[1].v = 0;
vertex[1].bright = bright;
vertex[1].dither = dither;
vertex[1].page = 0;
vertex[1].clut = 0;
vertex[2].u = 0;
vertex[2].v = 0;
vertex[2].bright = bright;
vertex[2].dither = dither;
vertex[2].page = 0;
vertex[2].clut = 0;
vertex[3].u = 0;
vertex[3].v = 0;
vertex[3].bright = bright;
vertex[3].dither = dither;
vertex[3].page = 0;
vertex[3].clut = 0;
}
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void Emulator_GenerateColourArrayQuad(struct Vertex* vertex, unsigned char* col0, unsigned char* col1, unsigned char* col2, unsigned char* col3)
{
assert(col0);
if (!col1) col1 = col0;
if (!col2) col2 = col0;
if (!col3) col3 = col0;
vertex[0].r = col0[0];
vertex[0].g = col0[1];
vertex[0].b = col0[2];
vertex[0].a = 255;
vertex[1].r = col1[0];
vertex[1].g = col1[1];
vertex[1].b = col1[2];
vertex[1].a = 255;
vertex[2].r = col2[0];
vertex[2].g = col2[1];
vertex[2].b = col2[2];
vertex[2].a = 255;
vertex[3].r = col3[0];
vertex[3].g = col3[1];
vertex[3].b = col3[2];
vertex[3].a = 255;
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}
ShaderID g_gte_shader_4;
ShaderID g_gte_shader_8;
ShaderID g_gte_shader_16;
ShaderID g_blit_shader;
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#if defined(OGLES) || defined(OGL)
GLint u_Projection;
const char* gte_shader_4 =
"varying vec4 v_texcoord;\n"
"varying vec4 v_color;\n"
"varying vec4 v_page_clut;\n"
"#ifdef VERTEX\n"
" attribute vec4 a_position;\n"
" attribute vec4 a_texcoord; // uv, color multiplier, dither\n"
" attribute vec4 a_color;\n"
" uniform mat4 Projection;\n"
" void main() {\n"
" v_texcoord = a_texcoord;\n"
" v_color = a_color;\n"
" v_color.xyz *= a_texcoord.z;\n"
" v_page_clut.x = fract(a_position.z / 16.0) * 1024.0;\n"
" v_page_clut.y = floor(a_position.z / 16.0) * 256.0;\n"
" v_page_clut.z = fract(a_position.w / 64.0);\n"
" v_page_clut.w = floor(a_position.w / 64.0) / 512.0;\n"
" gl_Position = Projection * vec4(a_position.xy, 0.0, 1.0);\n"
" }\n"
"#else\n"
" uniform sampler2D s_texture;\n"
" void main() {\n"
" vec2 uv = (v_texcoord.xy * vec2(0.25, 1.0) + v_page_clut.xy) * vec2(1.0 / 1024.0, 1.0 / 512.0);\n"
" vec2 comp = texture2D(s_texture, uv).rg;\n"
" int index = int(fract(v_texcoord.x / 4.0 + 0.0001) * 4.0);\n"
"\n"
" float v = comp[index / 2] * (255.0 / 16.0);\n"
" float f = floor(v);\n"
"\n"
" vec2 c = vec2( (v - f) * 16.0, f );\n"
"\n"
" vec2 clut_pos = v_page_clut.zw;\n"
" clut_pos.x += mix(c[0], c[1], fract(float(index) / 2.0) * 2.0) / 1024.0;\n"
" vec2 clut_color = texture2D(s_texture, clut_pos).rg * 255.0;\n"
"\n"
" float color_16 = clut_color.y * 256.0 + clut_color.x;\n"
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" if (color_16 == 0.0) { discard; }\n"
"\n"
" vec4 color = fract(floor(color_16 / vec4(1.0, 32.0, 1024.0, 32768.0)) / 32.0);\n"
"\n"
" fragColor = color * v_color;\n"
" mat4 dither = mat4(\n"
" -4.0, +0.0, -3.0, +1.0,\n"
" +2.0, -2.0, +3.0, -1.0,\n"
" -3.0, +1.0, -4.0, +0.0,\n"
" +3.0, -1.0, +2.0, -2.0) / 255.0;\n"
" ivec2 dc = ivec2(fract(gl_FragCoord.xy / 4.0) * 4.0);\n"
" fragColor.xyz += vec3(dither[dc.x][dc.y] * v_texcoord.w);\n"
" }\n"
"#endif\n";
const char* gte_shader_8 =
"varying vec4 v_texcoord;\n"
"varying vec4 v_color;\n"
"varying vec4 v_page_clut;\n"
"#ifdef VERTEX\n"
" attribute vec4 a_position;\n"
" attribute vec4 a_texcoord; // uv, color multiplier, dither\n"
" attribute vec4 a_color;\n"
" uniform mat4 Projection;\n"
" void main() {\n"
" v_texcoord = a_texcoord;\n"
" v_color = a_color;\n"
" v_color.xyz *= a_texcoord.z;\n"
" v_page_clut.x = fract(a_position.z / 16.0) * 1024.0;\n"
" v_page_clut.y = floor(a_position.z / 16.0) * 256.0;\n"
" v_page_clut.z = fract(a_position.w / 64.0);\n"
" v_page_clut.w = floor(a_position.w / 64.0) / 512.0;\n"
" gl_Position = Projection * vec4(a_position.xy, 0.0, 1.0);\n"
" }\n"
"#else\n"
" uniform sampler2D s_texture;\n"
" void main() {\n"
" vec2 uv = (v_texcoord.xy * vec2(0.5, 1.0) + v_page_clut.xy) * vec2(1.0 / 1024.0, 1.0 / 512.0);\n"
" vec2 comp = texture2D(s_texture, uv).rg;\n"
"\n"
" vec2 clut_pos = v_page_clut.zw;\n"
" clut_pos.x += comp[int(mod(v_texcoord.x, 2.0))] * 255.0 / 1024.0;\n"
" vec2 clut_color = texture2D(s_texture, clut_pos).rg * 255.0;\n"
"\n"
" float color_16 = clut_color.y * 256.0 + clut_color.x;\n"
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" if (color_16 == 0.0) { discard; }\n"
"\n"
" vec4 color = fract(floor(color_16 / vec4(1.0, 32.0, 1024.0, 32768.0)) / 32.0);\n"
"\n"
" fragColor = color * v_color;\n"
" mat4 dither = mat4(\n"
" -4.0, +0.0, -3.0, +1.0,\n"
" +2.0, -2.0, +3.0, -1.0,\n"
" -3.0, +1.0, -4.0, +0.0,\n"
" +3.0, -1.0, +2.0, -2.0) / 255.0;\n"
" ivec2 dc = ivec2(fract(gl_FragCoord.xy / 4.0) * 4.0);\n"
" fragColor.xyz += vec3(dither[dc.x][dc.y] * v_texcoord.w);\n"
" }\n"
"#endif\n";
const char* gte_shader_16 =
"varying vec4 v_texcoord;\n"
"varying vec4 v_color;\n"
"#ifdef VERTEX\n"
" attribute vec4 a_position;\n"
" attribute vec4 a_texcoord; // uv, color multiplier, dither\n"
" attribute vec4 a_color;\n"
" uniform mat4 Projection;\n"
" void main() {\n"
" vec2 page\n;"
" page.x = fract(a_position.z / 16.0) * 1024.0\n;"
" page.y = floor(a_position.z / 16.0) * 256.0;\n;"
" v_texcoord = a_texcoord;\n"
" v_texcoord.xy += page;\n"
" v_texcoord.xy *= vec2(1.0 / 1024.0, 1.0 / 512.0);\n"
" v_color = a_color;\n"
" v_color.xyz *= a_texcoord.z;\n"
" gl_Position = Projection * vec4(a_position.xy, 0.0, 1.0);\n"
" }\n"
"#else\n"
" uniform sampler2D s_texture;\n"
" void main() {\n"
" vec2 color_rg = texture2D(s_texture, v_texcoord.xy).rg * 255.0;\n"
" float color_16 = color_rg.y * 256.0 + color_rg.x;\n"
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" if (color_16 == 0.0) { discard; }\n"
"\n"
" fragColor = fract(floor(color_16 / vec4(1.0, 32.0, 1024.0, 32768.0)) / 32.0);\n"
"\n"
" fragColor *= v_color;\n"
" mat4 dither = mat4(\n"
" -4.0, +0.0, -3.0, +1.0,\n"
" +2.0, -2.0, +3.0, -1.0,\n"
" -3.0, +1.0, -4.0, +0.0,\n"
" +3.0, -1.0, +2.0, -2.0) / 255.0;\n"
" ivec2 dc = ivec2(fract(gl_FragCoord.xy / 4.0) * 4.0);\n"
" fragColor.xyz += vec3(dither[dc.x][dc.y] * v_texcoord.w);\n"
" }\n"
"#endif\n";
const char* blit_shader =
"varying vec4 v_texcoord;\n"
"#ifdef VERTEX\n"
" attribute vec4 a_position;\n"
" attribute vec4 a_texcoord;\n"
" void main() {\n"
" v_texcoord = a_texcoord * vec4(8.0 / 1024.0, 8.0 / 512.0, 0.0, 0.0);\n"
" gl_Position = vec4(a_position.xy, 0.0, 1.0);\n"
" }\n"
"#else\n"
" uniform sampler2D s_texture;\n"
" void main() {\n"
" vec2 color_rg = texture2D(s_texture, v_texcoord.xy).rg * 255.0;\n"
" float color_16 = color_rg.y * 256.0 + color_rg.x;\n"
" fragColor = fract(floor(color_16 / vec4(1.0, 32.0, 1024.0, 32768.0)) / 32.0);\n"
" fragColor.a = 1.0;\n"
" }\n"
"#endif\n";
void Shader_CheckShaderStatus(GLuint shader)
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{
char info[1024];
glGetShaderInfoLog(shader, sizeof(info), NULL, info);
if (info[0] && strlen(info) > 8)
{
eprinterr("%s\n", info);
assert(false);
}
}
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void Shader_CheckProgramStatus(GLuint program)
{
char info[1024];
glGetProgramInfoLog(program, sizeof(info), NULL, info);
if (info[0] && strlen(info) > 8)
{
eprinterr("%s\n", info);
assert(false);
}
}
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ShaderID Shader_Compile(const char *source)
{
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#if defined(ES2_SHADERS)
const char *GLSL_HEADER_VERT =
"#version 100\n"
"precision lowp int;\n"
"precision highp float;\n"
"#define VERTEX\n";
const char *GLSL_HEADER_FRAG =
"#version 100\n"
"precision lowp int;\n"
"precision highp float;\n"
"#define fragColor gl_FragColor\n";
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#elif defined(ES3_SHADERS)
const char *GLSL_HEADER_VERT =
"#version 300 es\n"
"precision lowp int;\n"
"precision highp float;\n"
"#define VERTEX\n"
"#define varying out\n"
"#define attribute in\n"
"#define texture2D texture\n";
const char *GLSL_HEADER_FRAG =
"#version 300 es\n"
"precision lowp int;\n"
"precision highp float;\n"
"#define varying in\n"
"#define texture2D texture\n"
"out vec4 fragColor;\n";
#else
const char *GLSL_HEADER_VERT =
"#version 330\n"
"#define VERTEX\n"
"#define varying out\n"
"#define attribute in\n"
"#define texture2D texture\n";
const char *GLSL_HEADER_FRAG =
"#version 330\n"
"#define varying in\n"
"#define texture2D texture\n"
"out vec4 fragColor;\n";
#endif
const char *vs_list[] = { GLSL_HEADER_VERT, source };
const char *fs_list[] = { GLSL_HEADER_FRAG, source };
GLuint program = glCreateProgram();
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 2, vs_list, NULL);
glCompileShader(vertexShader);
Shader_CheckShaderStatus(vertexShader);
glAttachShader(program, vertexShader);
glDeleteShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 2, fs_list, NULL);
glCompileShader(fragmentShader);
Shader_CheckShaderStatus(fragmentShader);
glAttachShader(program, fragmentShader);
glDeleteShader(fragmentShader);
glBindAttribLocation(program, a_position, "a_position");
glBindAttribLocation(program, a_texcoord, "a_texcoord");
glBindAttribLocation(program, a_color, "a_color");
glLinkProgram(program);
Shader_CheckProgramStatus(program);
GLint sampler = 0;
glUseProgram(program);
glUniform1iv(glGetUniformLocation(program, "s_texture"), 1, &sampler);
glUseProgram(0);
return program;
}
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#elif defined(D3D9)
#include "shaders/gte_shader_4_vs.h"
#include "shaders/gte_shader_4_ps.h"
#include "shaders/gte_shader_8_vs.h"
#include "shaders/gte_shader_8_ps.h"
#include "shaders/gte_shader_16_vs.h"
#include "shaders/gte_shader_16_ps.h"
#include "shaders/blit_shader_vs.h"
#include "shaders/blit_shader_ps.h"
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// shader registers
const int u_Projection = 0;
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LPDIRECT3DVERTEXDECLARATION9 vertexDecl;
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#define Shader_Compile(name) Shader_Compile_Internal((DWORD*)name##_vs, (DWORD*)name##_ps)
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ShaderID Shader_Compile_Internal(const DWORD *vs_data, const DWORD *ps_data)
{
ShaderID shader;
HRESULT hr;
hr = d3ddev->CreateVertexShader(vs_data, &shader.VS);
assert(!FAILED(hr));
hr = d3ddev->CreatePixelShader(ps_data, &shader.PS);
assert(!FAILED(hr));
return shader;
}
#elif
#error
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#endif
void Emulator_CreateGlobalShaders()
{
g_gte_shader_4 = Shader_Compile(gte_shader_4);
g_gte_shader_8 = Shader_Compile(gte_shader_8);
g_gte_shader_16 = Shader_Compile(gte_shader_16);
g_blit_shader = Shader_Compile(blit_shader);
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#if defined(OGL) || defined(OGLES)
u_Projection = glGetUniformLocation(g_gte_shader_4, "Projection");
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#endif
}
unsigned short vram[VRAM_WIDTH * VRAM_HEIGHT];
void Emulator_GenerateCommonTextures()
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{
unsigned int pixelData = 0xFFFFFFFF;
#if defined(OGL) || defined(OGLES)
glGenTextures(1, &whiteTexture);
glBindTexture(GL_TEXTURE_2D, whiteTexture);
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, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixelData);
glBindTexture(GL_TEXTURE_2D, 0);
#elif defined(D3D9)
HRESULT hr = d3ddev->CreateTexture(1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &whiteTexture, NULL);
assert(!FAILED(hr));
D3DLOCKED_RECT rect;
hr = whiteTexture->LockRect(0, &rect, NULL, 0);
assert(!FAILED(hr));
memcpy(rect.pBits, &pixelData, sizeof(pixelData));
whiteTexture->UnlockRect(0);
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#endif
}
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int Emulator_Initialise()
{
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SDL_memset(vram, 0, VRAM_WIDTH * VRAM_HEIGHT * sizeof(unsigned short));
Emulator_GenerateCommonTextures();
Emulator_CreateGlobalShaders();
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#if defined(OGL) || defined(OGLES)
glDisable(GL_DEPTH_TEST);
glBlendColor(0.5f, 0.5f, 0.5f, 0.25f);
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glGenTextures(1, &vramTexture);
glBindTexture(GL_TEXTURE_2D, vramTexture);
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_RG8, VRAM_WIDTH, VRAM_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glGenBuffers(1, &dynamic_vertex_buffer);
glGenVertexArrays(1, &dynamic_vertex_array);
glBindVertexArray(dynamic_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, dynamic_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * MAX_NUM_POLY_BUFFER_VERTICES, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(a_position);
glEnableVertexAttribArray(a_texcoord);
glEnableVertexAttribArray(a_color);
glVertexAttribPointer(a_position, 4, GL_SHORT, GL_FALSE, sizeof(Vertex), &((Vertex*)NULL)->x);
glVertexAttribPointer(a_texcoord, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(Vertex), &((Vertex*)NULL)->u);
glVertexAttribPointer(a_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), &((Vertex*)NULL)->r);
glBindVertexArray(0);
#elif defined(D3D9)
d3ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
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if (FAILED(d3ddev->CreateTexture(VRAM_WIDTH, VRAM_HEIGHT, 1, 0, D3DFMT_A8L8, D3DPOOL_MANAGED, &vramTexture, NULL)))
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{
eprinterr("Failed to create render target texture!\n");
return FALSE;
}
#define OFFSETOF(T, E) ((size_t)&(((T*)0)->E))
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const D3DVERTEXELEMENT9 VERTEX_DECL[] = {
{0, OFFSETOF(Vertex, x), D3DDECLTYPE_SHORT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, // a_position
{0, OFFSETOF(Vertex, u), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, // a_texcoord
{0, OFFSETOF(Vertex, r), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, // a_color
D3DDECL_END()
};
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d3ddev->CreateVertexDeclaration(VERTEX_DECL, &vertexDecl);
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#undef OFFSETOF
#else
#error
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#endif
Emulator_ResetDevice();
return TRUE;
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}
#if 0
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unsigned int getMemoryType(unsigned int typeBits, VkMemoryPropertyFlags properties, VkBool32* memTypeFound)
{
memTypeFound = NULL;
for (unsigned int i = 0; i < deviceMemoryProperties.memoryTypeCount; i++)
{
if ((typeBits & 1) == 1)
{
if ((deviceMemoryProperties.memoryTypes[i].propertyFlags & properties) == properties)
{
if (memTypeFound)
{
*memTypeFound = true;
}
return i;
}
}
typeBits >>= 1;
}
if (memTypeFound)
{
*memTypeFound = false;
return 0;
}
else
{
eprinterr("Could not find matching memory type!\n");
assert(FALSE);
}
}
int Emulator_Initialise()
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{
//d3ddev->GetRenderTarget(0, &g_defaultRenderTarget);
//d3ddev->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
//d3ddev->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(64, 64, 64, 128));
//d3ddev->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
/* Initialise VRAM */
SDL_memset(vram, 0, VRAM_WIDTH * VRAM_HEIGHT * sizeof(unsigned short));
/* Generate NULL white texture */
//Emulator_GenerateAndBindNullWhite();///@TODO
vramFrameBuffer.width = VRAM_WIDTH;
vramFrameBuffer.height = VRAM_HEIGHT;
// Find a suitable depth format
VkFormat fbDepthFormat;
//VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
//assert(validDepthFormat);
// Color attachment
VkImageCreateInfo imageCreateInfo;
memset(&imageCreateInfo, 0, sizeof(VkImageCreateInfo));
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = VK_FORMAT_R5G5B5A1_UNORM_PACK16;
imageCreateInfo.extent.width = vramFrameBuffer.width;
imageCreateInfo.extent.height = vramFrameBuffer.height;
imageCreateInfo.extent.depth = 1;
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
// We will sample directly from the color attachment
imageCreateInfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VkMemoryAllocateInfo memoryAllocateInfo;
memset(&memoryAllocateInfo, 0, sizeof(VkMemoryAllocateInfo));
VkMemoryRequirements memReqs;
memset(&memReqs, 0, sizeof(VkMemoryRequirements));
if (vkCreateImage(device, &imageCreateInfo, nullptr, &vramFrameBuffer.color.image) != VK_SUCCESS)
{
eprinterr("Failed to create vram image!\n");
return FALSE;
}
vkGetImageMemoryRequirements(device, vramFrameBuffer.color.image, &memReqs);
memoryAllocateInfo.allocationSize = memReqs.size;
memoryAllocateInfo.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, NULL);
if (vkAllocateMemory(device, &memoryAllocateInfo, nullptr, &vramFrameBuffer.color.mem) != VK_SUCCESS)
{
eprinterr("Failed to allocate vram image memory!\n");
return FALSE;
}
if (vkBindImageMemory(device, vramFrameBuffer.color.image, vramFrameBuffer.color.mem, 0) != VK_SUCCESS)
{
eprinterr("Failed to bind vram image memory!\n");
return FALSE;
}
VkImageViewCreateInfo colorImageView;
memset(&colorImageView, 0, sizeof(VkImageViewCreateInfo));
colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = VK_FORMAT_R5G5B5A1_UNORM_PACK16;
colorImageView.subresourceRange = {};
colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorImageView.subresourceRange.baseMipLevel = 0;
colorImageView.subresourceRange.levelCount = 1;
colorImageView.subresourceRange.baseArrayLayer = 0;
colorImageView.subresourceRange.layerCount = 1;
colorImageView.image = vramFrameBuffer.color.image;
if (vkCreateImageView(device, &colorImageView, nullptr, &vramFrameBuffer.color.view) != VK_SUCCESS)
{
eprinterr("Failed to create vram view image!\n");
return FALSE;
}
// Create sampler to sample from the attachment in the fragment shader
VkSamplerCreateInfo samplerInfo;
memset(&samplerInfo, 0, sizeof(VkSamplerCreateInfo));
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = samplerInfo.addressModeU;
samplerInfo.addressModeW = samplerInfo.addressModeU;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.maxAnisotropy = 1.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = 1.0f;
samplerInfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
if (vkCreateSampler(device, &samplerInfo, nullptr, &vramFrameBuffer.sampler) != VK_SUCCESS)
{
eprinterr("Failed to create vram sampler!\n");
return FALSE;
}
// Depth stencil attachment
imageCreateInfo.format = fbDepthFormat;
imageCreateInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
if (vkCreateImage(device, &imageCreateInfo, nullptr, &vramFrameBuffer.depth.image) != VK_SUCCESS)
{
eprinterr("Failed to create depth image!\n");
return FALSE;
}
vkGetImageMemoryRequirements(device, vramFrameBuffer.depth.image, &memReqs);
memoryAllocateInfo.allocationSize = memReqs.size;
memoryAllocateInfo.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, FALSE);
if (vkAllocateMemory(device, &memoryAllocateInfo, nullptr, &vramFrameBuffer.depth.mem) != VK_SUCCESS)
{
eprinterr("Failed to allocate depth image memory!\n");
return FALSE;
}
if (vkBindImageMemory(device, vramFrameBuffer.depth.image, vramFrameBuffer.depth.mem, 0) != VK_SUCCESS)
{
eprinterr("Failed to allocate bind depth image memory!\n");
return FALSE;
}
VkImageViewCreateInfo depthStencilView;
memset(&depthStencilView, 0, sizeof(VkImageViewCreateInfo));
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
depthStencilView.format = fbDepthFormat;
depthStencilView.flags = 0;
depthStencilView.subresourceRange = {};
depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
depthStencilView.subresourceRange.baseMipLevel = 0;
depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.baseArrayLayer = 0;
depthStencilView.subresourceRange.layerCount = 1;
depthStencilView.image = vramFrameBuffer.depth.image;
if (vkCreateImageView(device, &depthStencilView, nullptr, &vramFrameBuffer.depth.view) != VK_SUCCESS)
{
eprinterr("Failed to create depth image view!\n");
return FALSE;
}
// Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering
VkAttachmentDescription attchmentDescriptions[2];
memset(&attchmentDescriptions[0], 0, sizeof(VkAttachmentDescription) * 2);
// Color attachment
attchmentDescriptions[0].format = VK_FORMAT_R5G5B5A1_UNORM_PACK16;
attchmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attchmentDescriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Depth attachment
attchmentDescriptions[1].format = fbDepthFormat;
attchmentDescriptions[1].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
VkAttachmentReference depthReference = { 1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL };
VkSubpassDescription subpassDescription = {};
subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpassDescription.colorAttachmentCount = 1;
subpassDescription.pColorAttachments = &colorReference;
subpassDescription.pDepthStencilAttachment = &depthReference;
// Use subpass dependencies for layout transitions
VkSubpassDependency subPassDependencies[2];
memset(&subPassDependencies[0], 0, sizeof(VkSubpassDependency) * 2);
subPassDependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
subPassDependencies[0].dstSubpass = 0;
subPassDependencies[0].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
subPassDependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
subPassDependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
subPassDependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
subPassDependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
subPassDependencies[1].srcSubpass = 0;
subPassDependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
subPassDependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
subPassDependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
subPassDependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
subPassDependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
subPassDependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
// Create the actual renderpass
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = 2;
renderPassInfo.pAttachments = &attchmentDescriptions[0];
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpassDescription;
renderPassInfo.dependencyCount = 2;
renderPassInfo.pDependencies = &subPassDependencies[0];
if (vkCreateRenderPass(device, &renderPassInfo, nullptr, &vramFrameBuffer.renderPass) != VK_SUCCESS)
{
eprinterr("Failed to create render pass!\n");
return FALSE;
}
VkImageView attachments[2];
attachments[0] = vramFrameBuffer.color.view;
attachments[1] = vramFrameBuffer.depth.view;
VkFramebufferCreateInfo fbufCreateInfo;
memset(&fbufCreateInfo, 0, sizeof(VkFramebufferCreateInfo));
fbufCreateInfo.renderPass = vramFrameBuffer.renderPass;
fbufCreateInfo.attachmentCount = 2;
fbufCreateInfo.pAttachments = attachments;
fbufCreateInfo.width = vramFrameBuffer.width;
fbufCreateInfo.height = vramFrameBuffer.height;
fbufCreateInfo.layers = 1;
if (vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &vramFrameBuffer.frameBuffer) != VK_SUCCESS)
{
eprinterr("Failed to create frame buffer!\n");
return FALSE;
}
// Fill a descriptor for later use in a descriptor set
vramFrameBuffer.descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
vramFrameBuffer.descriptor.imageView = vramFrameBuffer.color.view;
vramFrameBuffer.descriptor.sampler = vramFrameBuffer.sampler;
Emulator_CreateGlobalShaders();
return TRUE;
}
#endif
void Emulator_Ortho2D(float left, float right, float bottom, float top, float znear, float zfar)
{
float a = 2.0f / (right - left);
float b = 2.0f / (top - bottom);
float c = 2.0f / (znear - zfar);
float x = (left + right) / (left - right);
float y = (bottom + top) / (bottom - top);
#if defined(OGL) || defined(OGLES) // -1..1
float z = (znear + zfar) / (znear - zfar);
#elif defined(D3D9) // 0..1
float z = znear / (znear - zfar);
#endif
float ortho[16] = {
a, 0, 0, 0,
0, b, 0, 0,
0, 0, c, 0,
x, y, z, 1
};
#if defined(OGL) || defined(OGLES)
glUniformMatrix4fv(u_Projection, 1, GL_FALSE, ortho);
#elif defined(D3D9)
d3ddev->SetVertexShaderConstantF(u_Projection, ortho, 4);
#endif
}
void Emulator_SetShader(const ShaderID &shader)
{
#if defined(OGL) || defined(OGLES)
glUseProgram(shader);
#elif defined(D3D9)
d3ddev->SetVertexShader(shader.VS);
d3ddev->SetPixelShader(shader.PS);
#elif
#error
#endif
Emulator_Ortho2D(0.0f, activeDispEnv.disp.w, activeDispEnv.disp.h, 0.0f, 0.0f, 1.0f);
}
void Emulator_SetTexture(TextureID texture, TexFormat texFormat)
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{
switch (texFormat)
{
case TF_4_BIT :
Emulator_SetShader(g_gte_shader_4);
break;
case TF_8_BIT :
Emulator_SetShader(g_gte_shader_8);
break;
case TF_16_BIT :
Emulator_SetShader(g_gte_shader_16);
break;
}
if (g_texturelessMode) {
texture = whiteTexture;
}
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if (g_lastBoundTexture == texture) {
return;
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}
#if defined(OGL) || defined(OGLES)
glBindTexture(GL_TEXTURE_2D, texture);
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#elif defined(D3D9)
d3ddev->SetTexture(0, texture);
#endif
g_lastBoundTexture = texture;
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}
void Emulator_DestroyTexture(TextureID texture)
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{
#if defined(OGL) || defined(OGLES)
glDeleteTextures(1, &texture);
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#elif defined(D3D9)
texture->Release();
#elif
#error
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#endif
}
extern void Emulator_Clear(int x, int y, int w, int h, unsigned char r, unsigned char g, unsigned char b)
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{
// TODO clear rect if it's necessary
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#if defined(OGL) || defined(OGLES)
glClearColor(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
#elif defined(D3D9)
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, 0xFF000000 | (r << 16) | (g << 8) | (b), 1.0f, 0);
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#endif
}
#define NOFILE 0
#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
void Emulator_SaveVRAM(const char* outputFileName, int x, int y, int width, int height, int bReadFromFrameBuffer)
{
#if NOFILE
return;
#endif
#if defined(OGL) || defined(OGLES)
FILE* f = fopen(outputFileName, "wb");
if (f == NULL)
{
return;
}
unsigned char TGAheader[12] = { 0,0,2,0,0,0,0,0,0,0,0,0 };
unsigned char header[6];
header[0] = (width % 256);
header[1] = (width / 256);
header[2] = (height % 256);
header[3] = (height / 256);
header[4] = 16;
header[5] = 0;
fwrite(TGAheader, sizeof(unsigned char), 12, f);
fwrite(header, sizeof(unsigned char), 6, f);
//512 const is hdd sector size
int numSectorsToWrite = (width * height * sizeof(unsigned short)) / 512;
int numRemainingSectorsToWrite = (width * height * sizeof(unsigned short)) % 512;
for (int i = 0; i < numSectorsToWrite; i++)
{
fwrite(&vram[i * 512 / sizeof(unsigned short)], 512, 1, f);
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}
for (int i = 0; i < numRemainingSectorsToWrite; i++)
{
fwrite(&vram[numSectorsToWrite * 512 / sizeof(unsigned short)], numRemainingSectorsToWrite, 1, f);
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}
fclose(f);
#elif defined(D3D9)
//D3DXSaveSurfaceToFile(outputFileName, D3DXIFF_TGA, vramFrameBuffer, NULL, NULL);
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#endif
}
#endif
bool vram_need_update = true;
void Emulator_CopyVRAM(unsigned short *src, int x, int y, int w, int h, int dst_x, int dst_y)
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{
vram_need_update = true;
int stride = w;
if (!src) {
src = vram;
stride = VRAM_WIDTH;
}
src += x + y * stride;
unsigned short *dst = vram + dst_x + dst_y * VRAM_WIDTH;
for (int y = 0; y < h; y++) {
SDL_memcpy(dst, src, w * 2);
dst += VRAM_WIDTH;
src += stride;
}
}
void Emulator_UpdateVRAM()
{
if (!vram_need_update) {
return;
}
vram_need_update = false;
#if defined(OGL) || defined(OGLES)
glBindTexture(GL_TEXTURE_2D, vramTexture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VRAM_WIDTH, VRAM_HEIGHT, GL_RG, GL_UNSIGNED_BYTE, vram);
#elif defined(D3D9)
D3DLOCKED_RECT rect;
HRESULT hr = vramTexture->LockRect(0, &rect, NULL, 0);
assert(!FAILED(hr));
memcpy(rect.pBits, vram, VRAM_WIDTH * VRAM_HEIGHT * sizeof(unsigned short));
vramTexture->UnlockRect(0);
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#endif
}
void Emulator_BlitVRAM()
{
if (activeDispEnv.isinter)
{
//Emulator_Clear(0, 0, activeDispEnv.disp.w, activeDispEnv.disp.h, 128, 128, 128);
return;
}
Emulator_SetTexture(vramTexture, TF_16_BIT);
Emulator_SetShader(g_blit_shader);
u_char l = activeDispEnv.disp.x / 8;
u_char t = activeDispEnv.disp.y / 8;
u_char r = activeDispEnv.disp.w / 8 + l;
u_char b = activeDispEnv.disp.h / 8 + t;
Vertex blit_vertices[] =
{
{ +1, +1, 0, 0, r, t, 0, 0, 0, 0, 0, 0 },
{ -1, -1, 0, 0, l, b, 0, 0, 0, 0, 0, 0 },
{ -1, +1, 0, 0, l, t, 0, 0, 0, 0, 0, 0 },
{ +1, -1, 0, 0, r, b, 0, 0, 0, 0, 0, 0 },
{ -1, -1, 0, 0, l, b, 0, 0, 0, 0, 0, 0 },
{ +1, +1, 0, 0, r, t, 0, 0, 0, 0, 0, 0 },
};
Emulator_UpdateVertexBuffer(blit_vertices, 6);
Emulator_SetBlendMode(BM_NONE);
Emulator_DrawTriangles(0, 2);
}
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void Emulator_DoPollEvent()
{
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SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_JOYDEVICEADDED:
if (SDL_IsGameController(event.jbutton.which))
{
padHandle[event.jbutton.which] = SDL_GameControllerOpen(event.jbutton.which);
}
break;
case SDL_JOYDEVICEREMOVED:
SDL_GameControllerClose(padHandle[event.jbutton.which]);
break;
case SDL_QUIT:
Emulator_ShutDown();
break;
case SDL_WINDOWEVENT:
switch (event.window.event)
{
case SDL_WINDOWEVENT_RESIZED:
windowWidth = event.window.data1;
windowHeight = event.window.data2;
Emulator_ResetDevice();
break;
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case SDL_WINDOWEVENT_CLOSE:
Emulator_ShutDown();
break;
}
break;
}
}
}
bool begin_scene_flag = false;
bool vbo_was_dirty_flag = false;
bool Emulator_BeginScene()
{
Emulator_DoPollEvent();
if (begin_scene_flag)
return false;
assert(!begin_scene_flag);
g_lastBoundTexture = NULL;
#if defined(OGL) || defined(OGLES)
glBindVertexArray(dynamic_vertex_array);
#elif defined(D3D9)
d3ddev->BeginScene();
d3ddev->SetVertexDeclaration(vertexDecl);
d3ddev->SetStreamSource(0, dynamic_vertex_buffer, 0, sizeof(Vertex));
#endif
Emulator_UpdateVRAM();
Emulator_SetViewPort(0, 0, windowWidth, windowHeight);
Emulator_SetShader(g_gte_shader_4);
Emulator_Ortho2D(0.0f, activeDispEnv.disp.w, activeDispEnv.disp.h, 0.0f, 0.0f, 1.0f);
begin_scene_flag = true;
if (g_wireframeMode)
{
Emulator_SetWireframe(true);
}
return true;
}
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#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
void Emulator_TakeScreenshot()
{
unsigned char* pixels = new unsigned char[windowWidth * windowHeight * 4];
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#if defined(OGL) || defined(OGLES)
glReadPixels(0, 0, windowWidth, windowHeight, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
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#endif
SDL_Surface* surface = SDL_CreateRGBSurfaceFrom(pixels, windowWidth, windowHeight, 8 * 4, windowWidth * 4, 0, 0, 0, 0);
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SDL_SaveBMP(surface, "SCREENSHOT.BMP");
SDL_FreeSurface(surface);
delete[] pixels;
}
#endif
///@FIXME keyboardState only accessible if padInitDirect called! Let the emulator manage input not the sub library!
void Emulator_DoDebugKeys()
{
static unsigned int currentTime;
static unsigned int lastTime;
currentTime = SDL_GetTicks();
if (currentTime > lastTime + 60)
{
if (keyboardState[SDL_SCANCODE_BACKSPACE])
{
if (g_swapInterval != 0)
{
g_swapInterval = 0;
Emulator_ResetDevice();
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}
}
else
{
if (g_swapInterval != SWAP_INTERVAL)
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{
g_swapInterval = SWAP_INTERVAL;
Emulator_ResetDevice();
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}
}
if (keyboardState[SDL_SCANCODE_1])
{
g_wireframeMode ^= 1;
eprintf("wireframe mode: %d\n", g_wireframeMode);
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}
if (keyboardState[SDL_SCANCODE_2])
{
g_texturelessMode ^= 1;
eprintf("textureless mode: %d\n", g_texturelessMode);
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}
if (keyboardState[SDL_SCANCODE_3])
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{
g_emulatorPaused ^= 1;
}
if (keyboardState[SDL_SCANCODE_UP] && g_emulatorPaused)
{
g_polygonSelected += 3;
}
if (keyboardState[SDL_SCANCODE_DOWN] && g_emulatorPaused)
{
g_polygonSelected -= 3;
}
#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
if (keyboardState[SDL_SCANCODE_4])
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{
eprintf("saving screenshot\n");
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Emulator_TakeScreenshot();
}
#endif
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if (keyboardState[SDL_SCANCODE_5])
{
eprintf("saving VRAM.TGA\n");
Emulator_SaveVRAM("VRAM.TGA", 0, 0, VRAM_WIDTH, VRAM_HEIGHT, TRUE);
}
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lastTime = currentTime;
}
}
void Emulator_UpdateInput()
{
// also poll events here
Emulator_DoPollEvent();
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//Update pad
if (SDL_NumJoysticks() > 0)
{
for (int i = 0; i < MAX_CONTROLLERS; i++)
{
if (padHandle[i] != NULL)
{
padData[i][0] = 0;
padData[i][1] = 0x41;//?
((unsigned short*)padData[i])[1] = UpdateGameControllerInput(padHandle[i]);
}
}
}
else
{
//Update keyboard
if (padData[0] != NULL)
{
((unsigned short*)padData[0])[1] = UpdateKeyboardInput();
}
}
#if defined(__ANDROID__)
///@TODO SDL_NumJoysticks always reports > 0 for some reason on Android.
((unsigned short*)padData[0])[1] = UpdateKeyboardInput();
#endif
Emulator_DoDebugKeys();
}
unsigned int Emulator_GetFPS()
{
#define FPS_INTERVAL 1.0
static unsigned int lastTime = SDL_GetTicks();
static unsigned int currentFps = 0;
static unsigned int passedFrames = 0;
passedFrames++;
if (lastTime < SDL_GetTicks() - FPS_INTERVAL * 1000)
{
lastTime = SDL_GetTicks();
currentFps = passedFrames;
passedFrames = 0;
}
return currentFps;
}
void Emulator_SwapWindow()
{
#if defined(RO_DOUBLE_BUFFERED)
#if defined(OGL)
SDL_GL_SwapWindow(g_window);
#elif defined(OGLES)
eglSwapBuffers(eglDisplay, eglSurface);
#elif defined(D3D9)
if (g_swapInterval == 2) {
// D3D9 support D3DPRESENT_INTERVAL_TWO only in fullscreen mode
// so we add additional one frame wait here, bad hack
Sleep(16 + 4); // 16 ms - 60 Hz
}
if (d3ddev->Present(NULL, NULL, NULL, NULL) == D3DERR_DEVICELOST) {
Emulator_ResetDevice();
}
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#endif
#else
glFinish();
#endif
}
void Emulator_EndScene()
{
if (!begin_scene_flag)
return;
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if (!vbo_was_dirty_flag)
return;
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assert(begin_scene_flag);
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if (g_wireframeMode)
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{
Emulator_SetWireframe(false);
}
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#if defined(OGL) || defined(OGLES)
glBindVertexArray(0);
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#elif defined(D3D9)
d3ddev->EndScene();
#endif
begin_scene_flag = false;
vbo_was_dirty_flag = false;
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Emulator_SwapWindow();
}
void Emulator_ShutDown()
{
#if defined(OGL) || defined(OGLES)
Emulator_DestroyTexture(vramTexture);
Emulator_DestroyTexture(whiteTexture);
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#endif
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
#if defined(VK)
vkDestroySurfaceKHR(instance, surface, 0);
vkDestroyInstance(instance, NULL);
#elif defined(D3D9)
d3ddev->Release();
d3d->Release();
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#endif
SDL_DestroyWindow(g_window);
SDL_Quit();
exit(0);
}
int g_PreviousBlendMode = BM_NONE;
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void Emulator_SetBlendMode(BlendMode blendMode)
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{
if (g_PreviousBlendMode == blendMode)
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{
return;
}
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#if defined(OGL) || defined(OGLES)
if (g_PreviousBlendMode == BM_NONE)
{
glEnable(GL_BLEND);
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}
switch (blendMode)
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{
case BM_NONE:
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glDisable(GL_BLEND);
break;
case BM_AVERAGE:
glBlendFunc(GL_CONSTANT_COLOR, GL_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_ADD);
break;
case BM_ADD:
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
break;
case BM_SUBTRACT:
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
break;
case BM_ADD_QUATER_SOURCE:
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
break;
}
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#elif defined(D3D9)
if (g_PreviousBlendMode == BM_NONE)
{
d3ddev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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}
switch (blendMode)
{
case BM_NONE:
d3ddev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
break;
case BM_AVERAGE:
d3ddev->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(128, 128, 128, 128));
d3ddev->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
d3ddev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_BLENDFACTOR);
d3ddev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_BLENDFACTOR);
break;
case BM_ADD:
d3ddev->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
d3ddev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
d3ddev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
break;
case BM_SUBTRACT:
d3ddev->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
d3ddev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
d3ddev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
break;
case BM_ADD_QUATER_SOURCE:
d3ddev->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(64, 64, 64, 64));
d3ddev->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
d3ddev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_BLENDFACTOR);
d3ddev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
break;
}
#endif
g_PreviousBlendMode = blendMode;
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}
void Emulator_SetPGXPVertexCount(int vertexCount)
{
#if defined(PGXP)
pgxp_vertex_count = vertexCount;
#endif
}
void Emulator_SetViewPort(int x, int y, int width, int height)
{
#if defined(OGL) || defined(OGLES)
glViewport(x, y, width, height);
#elif defined(D3D9)
D3DVIEWPORT9 viewport;
viewport.X = x;
viewport.Y = y;
viewport.Width = width;
viewport.Height = height;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
d3ddev->SetViewport(&viewport);
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#elif defined(VK)
VkViewport viewPort;
viewPort.x = x;
viewPort.y = y;
viewPort.width = width;
viewPort.height = height;
viewPort.minDepth = 0.0f;
viewPort.maxDepth = 1.0f;
//assert(FALSE);//Unfinished see below.
//vkCmdSetViewport(draw_cmd, 0, 1, &viewport);
#endif
}
void Emulator_SetRenderTarget(const RenderTargetID &frameBufferObject)
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{
#if defined(OGL) || defined(OGLES)
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferObject);
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#elif defined(D3D9)
d3ddev->SetRenderTarget(0, frameBufferObject);
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#elif defined(VK)
#error
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#endif
}
void Emulator_SetWireframe(bool enable)
{
#if defined(OGL)
glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL);
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#elif defined(D3D9)
d3ddev->SetRenderState(D3DRS_FILLMODE, enable ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
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#endif
}
void Emulator_UpdateVertexBuffer(const Vertex *vertices, int num_vertices)
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{
assert(num_vertices <= MAX_NUM_POLY_BUFFER_VERTICES);
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#if defined(OGL) || defined(OGLES)
glBufferSubData(GL_ARRAY_BUFFER, 0, num_vertices * sizeof(Vertex), vertices);
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#elif defined(D3D9)
void *ptr;
dynamic_vertex_buffer->Lock(0, 0, &ptr, D3DLOCK_DISCARD);
memcpy(ptr, vertices, num_vertices * sizeof(Vertex));
dynamic_vertex_buffer->Unlock();
#else
#error
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#endif
vbo_was_dirty_flag = true;
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}
void Emulator_DrawTriangles(int start_vertex, int triangles)
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{
#if defined(OGL) || defined(OGLES)
glDrawArrays(GL_TRIANGLES, start_vertex, triangles * 3);
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#elif defined(D3D9)
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, start_vertex, triangles);
#else
#error
#endif
}
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void Emulator_DrawLines(int start_vertex, int lines)
{
#if defined(OGL) || defined(OGLES)
glDrawArrays(GL_LINES, start_vertex, lines * 2);
#elif defined(D3D9)
d3ddev->DrawPrimitive(D3DPT_LINELIST, start_vertex, lines);
#else
#error
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#endif
}