コード例 #1
0
ファイル: COpenGL.cpp プロジェクト: chuckries/snes9x
bool COpenGL::SetFullscreen(bool fullscreen)
{
	if(!initDone)
		return false;

	if(this->fullscreen==fullscreen)
		return true;

	this->fullscreen = fullscreen;

	if(fullscreen) {
		DEVMODE dmScreenSettings={0};
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);
		dmScreenSettings.dmPelsWidth	= GUI.FullscreenMode.width;
		dmScreenSettings.dmPelsHeight	= GUI.FullscreenMode.height;
		dmScreenSettings.dmBitsPerPel	= GUI.FullscreenMode.depth;
		dmScreenSettings.dmDisplayFrequency = GUI.FullscreenMode.rate;
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT|DM_DISPLAYFREQUENCY;
		if(ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) {
			this->fullscreen = false;
			return false;
		}
		ChangeRenderSize(GUI.FullscreenMode.width,GUI.FullscreenMode.height);
	} else {
		ChangeDisplaySettings(NULL,0);
	}

	

	return true;
}
コード例 #2
0
ファイル: CDirect3D.cpp プロジェクト: libretro/snes9x
/*  CDirect3D::ApplyDisplayChanges
calls changerendersize to apply new display settings
-----
returns true if successful, false otherwise
*/
bool CDirect3D::ApplyDisplayChanges(void)
{
	if(GUI.shaderEnabled && GUI.D3DshaderFileName)
		SetShader(GUI.D3DshaderFileName);
	else
		SetShader(NULL);

	return ChangeRenderSize(0,0);
}
コード例 #3
0
ファイル: COpenGL.cpp プロジェクト: chuckries/snes9x
bool COpenGL::ApplyDisplayChanges(void)
{
	if(wglSwapIntervalEXT) {
		wglSwapIntervalEXT(GUI.Vsync?1:0);
	}
	if(GUI.shaderEnabled && GUI.OGLshaderFileName)
		SetShaders(GUI.OGLshaderFileName);
	else
		SetShaders(NULL);

	ChangeRenderSize(0,0);
	return true;
}
コード例 #4
0
ファイル: COpenGL.cpp プロジェクト: chuckries/snes9x
void COpenGL::Render(SSurface Src)
{
	SSurface Dst;
	RECT dstRect;
	unsigned int newFilterScale;
	GLenum error;

	if(!initDone) return;

	//create a new draw surface if the filter scale changes
	//at least factor 2 so we can display unscaled hi-res images
	newFilterScale = max(2,max(GetFilterScale(GUI.ScaleHiRes),GetFilterScale(GUI.Scale)));
	if(newFilterScale!=filterScale) {
		ChangeDrawSurfaceSize(newFilterScale);
	}

	if(pboFunctionsLoaded) {
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, drawBuffer);
		Dst.Surface = (unsigned char *)glMapBuffer(GL_PIXEL_UNPACK_BUFFER,GL_READ_WRITE);
	} else {
		Dst.Surface = noPboBuffer;
	}
	Dst.Height = quadTextureSize;
	Dst.Width = quadTextureSize;
	Dst.Pitch = quadTextureSize * 2;

	RenderMethod (Src, Dst, &dstRect);
	if(!Settings.AutoDisplayMessages) {
		WinSetCustomDisplaySurface((void *)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
		S9xDisplayMessages ((uint16*)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
	}

	if(pboFunctionsLoaded)
		glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);

	if(afterRenderHeight != dstRect.bottom || afterRenderWidth != dstRect.right) {
		afterRenderHeight = dstRect.bottom;
		afterRenderWidth = dstRect.right;

		ChangeRenderSize(0,0);
	}

	glBindTexture(GL_TEXTURE_2D,drawTexture);
	glPixelStorei(GL_UNPACK_ROW_LENGTH, quadTextureSize);
	glTexSubImage2D (GL_TEXTURE_2D,0,0,0,dstRect.right-dstRect.left,dstRect.bottom-dstRect.top,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,pboFunctionsLoaded?0:noPboBuffer);

	if(pboFunctionsLoaded)
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);

	if (shader_type != OGL_SHADER_NONE) {

		if(shader_type == OGL_SHADER_GLSL) {
			GLint location;

			float inputSize[2] = { (float)afterRenderWidth, (float)afterRenderHeight };
			RECT windowSize;
			GetClientRect(hWnd,&windowSize);
			float outputSize[2] = {(float)(GUI.Stretch?windowSize.right:afterRenderWidth),
								(float)(GUI.Stretch?windowSize.bottom:afterRenderHeight) };
			float textureSize[2] = { (float)quadTextureSize, (float)quadTextureSize };
			float frameCnt = (float)++frameCount;
			location = glGetUniformLocation (shaderProgram, "rubyInputSize");
			glUniform2fv (location, 1, inputSize);

			location = glGetUniformLocation (shaderProgram, "rubyOutputSize");
			glUniform2fv (location, 1, outputSize);

			location = glGetUniformLocation (shaderProgram, "rubyTextureSize");
			glUniform2fv (location, 1, textureSize);
		} else if(shader_type == OGL_SHADER_CG) {
			xySize inputSize = { (float)afterRenderWidth, (float)afterRenderHeight };
			RECT windowSize, displayRect;
			GetClientRect(hWnd,&windowSize);
			xySize xywindowSize = { (double)windowSize.right, (double)windowSize.bottom };
			//Get maximum rect respecting AR setting
			displayRect=CalculateDisplayRect(windowSize.right,windowSize.bottom,windowSize.right,windowSize.bottom);
			xySize viewportSize = { (double)(displayRect.right - displayRect.left),
				                    (double)(displayRect.bottom - displayRect.top) };
			xySize textureSize = { (double)quadTextureSize, (double)quadTextureSize };
			cgShader->Render(drawTexture, textureSize, inputSize, viewportSize, xywindowSize);
		}
    }

	if(GUI.BilinearFilter) {
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	} else {
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	}

	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
	glClear(GL_COLOR_BUFFER_BIT);
	glDrawArrays (GL_QUADS, 0, 4);

	glFlush();
	SwapBuffers(hDC);
}
コード例 #5
0
ファイル: COpenGL.cpp プロジェクト: AdmiralCurtiss/snes9x
void COpenGL::Render(SSurface Src)
{
	SSurface Dst;
	RECT dstRect;
	unsigned int newFilterScale;
	GLenum error;

	if(!initDone) return;

	//create a new draw surface if the filter scale changes
	dstRect = GetFilterOutputSize(Src);
	if(outTextureWidth != dstRect.right || outTextureHeight != dstRect.bottom)
		ChangeDrawSurfaceSize(dstRect.right, dstRect.bottom);

	if(pboFunctionsLoaded) {
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, drawBuffer);
		Dst.Surface = (unsigned char *)glMapBuffer(GL_PIXEL_UNPACK_BUFFER,GL_READ_WRITE);
	} else {
		Dst.Surface = noPboBuffer;
	}
	Dst.Height = outTextureHeight;
	Dst.Width = outTextureWidth;
	Dst.Pitch = outTextureWidth * 2;

	RenderMethod (Src, Dst, &dstRect);
	if(!Settings.AutoDisplayMessages) {
		WinSetCustomDisplaySurface((void *)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
		S9xDisplayMessages ((uint16*)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
	}

	if(pboFunctionsLoaded)
		glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);

	if(afterRenderHeight != dstRect.bottom || afterRenderWidth != dstRect.right) {
		afterRenderHeight = dstRect.bottom;
		afterRenderWidth = dstRect.right;

		ChangeRenderSize(0,0);
	}

	glBindTexture(GL_TEXTURE_2D,drawTexture);
	glPixelStorei(GL_UNPACK_ROW_LENGTH, outTextureWidth);
	glTexSubImage2D (GL_TEXTURE_2D,0,0,0,dstRect.right-dstRect.left,dstRect.bottom-dstRect.top,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,pboFunctionsLoaded?0:noPboBuffer);

	if(pboFunctionsLoaded)
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);

	RECT windowSize, displayRect;
	GetClientRect(hWnd, &windowSize);
	//Get maximum rect respecting AR setting
	displayRect = CalculateDisplayRect(windowSize.right, windowSize.bottom, windowSize.right, windowSize.bottom);

	// GLSL class does all the rendering, no output needed
	if (shader_type == OGL_SHADER_GLSL) {
		glslShader->render(drawTexture, afterRenderWidth, afterRenderHeight, displayRect.left, displayRect.top, displayRect.right - displayRect.left, displayRect.bottom - displayRect.top, wOGLViewportCallback);
	}
	else { // for CG shaders and old style .shader files the last pass is done here, same as no shader
		if(shader_type == OGL_SHADER_CG) {
			xySize inputSize = { (float)afterRenderWidth, (float)afterRenderHeight };
			xySize xywindowSize = { (double)windowSize.right, (double)windowSize.bottom };
			xySize viewportSize = { (double)(displayRect.right - displayRect.left),
				                    (double)(displayRect.bottom - displayRect.top) };
			xySize textureSize = { (double)outTextureWidth, (double)outTextureHeight };
			cgShader->Render(drawTexture, textureSize, inputSize, viewportSize, xywindowSize);
		}
		else if (shader_type == OGL_SHADER_GLSL_OLD) {
			GLint location;

			float inputSize[2] = { (float)afterRenderWidth, (float)afterRenderHeight };
			float outputSize[2] = { (float)(GUI.Stretch ? windowSize.right : afterRenderWidth),
				(float)(GUI.Stretch ? windowSize.bottom : afterRenderHeight) };
			float textureSize[2] = { (float)outTextureWidth, (float)outTextureHeight };
			float frameCnt = (float)++frameCount;
			location = glGetUniformLocation(shaderProgram, "rubyInputSize");
			glUniform2fv(location, 1, inputSize);

			location = glGetUniformLocation(shaderProgram, "rubyOutputSize");
			glUniform2fv(location, 1, outputSize);

			location = glGetUniformLocation(shaderProgram, "rubyTextureSize");
			glUniform2fv(location, 1, textureSize);
		}
		if (Settings.BilinearFilter) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		}
		else {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		}

		glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
		glClear(GL_COLOR_BUFFER_BIT);
		glDrawArrays(GL_QUADS, 0, 4);
    }

	glFlush();
	SwapBuffers(hDC);
	if (GUI.ReduceInputLag)
		glFinish();
}