void EmuScreen::render() { if (invalid_) return; if (PSP_CoreParameter().freezeNext) { PSP_CoreParameter().frozen = true; PSP_CoreParameter().freezeNext = false; SaveState::SaveToRam(freezeState_); } else if (PSP_CoreParameter().frozen) { if (CChunkFileReader::ERROR_NONE != SaveState::LoadFromRam(freezeState_)) { ERROR_LOG(HLE, "Failed to load freeze state. Unfreezing."); PSP_CoreParameter().frozen = false; } } // Reapply the graphics state of the PSP ReapplyGfxState(); // We just run the CPU until we get to vblank. This will quickly sync up pretty nicely. // The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully... int blockTicks = usToCycles(1000000 / 10); // Run until CORE_NEXTFRAME while (coreState == CORE_RUNNING) { PSP_RunLoopFor(blockTicks); } // Hopefully coreState is now CORE_NEXTFRAME if (coreState == CORE_NEXTFRAME) { // set back to running for the next frame coreState = CORE_RUNNING; } else if (coreState == CORE_POWERDOWN) { PSP_Shutdown(); ILOG("SELF-POWERDOWN!"); screenManager()->switchScreen(new MainScreen()); invalid_ = true; } if (invalid_) return; bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; if (useBufferedRendering) fbo_unbind(); UIShader_Prepare(); uiTexture->Bind(0); glstate.viewport.set(0, 0, pixel_xres, pixel_yres); glstate.viewport.restore(); ui_draw2d.Begin(UIShader_Get(), DBMODE_NORMAL); if (root_) { UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_); root_->Draw(*screenManager()->getUIContext()); } if (!osm.IsEmpty()) { osm.Draw(ui_draw2d, screenManager()->getUIContext()->GetBounds()); } if (g_Config.bShowDebugStats) { char statbuf[4096] = {0}; __DisplayGetDebugStats(statbuf); if (statbuf[4095]) { ELOG("Statbuf too small! :("); } ui_draw2d.SetFontScale(.7f, .7f); ui_draw2d.DrawText(UBUNTU24, statbuf, 11, 11, 0xc0000000, FLAG_DYNAMIC_ASCII); ui_draw2d.DrawText(UBUNTU24, statbuf, 10, 10, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII); ui_draw2d.SetFontScale(1.0f, 1.0f); } if (g_Config.iShowFPSCounter) { float vps, fps, actual_fps; __DisplayGetFPS(&vps, &fps, &actual_fps); char fpsbuf[256]; switch (g_Config.iShowFPSCounter) { case 1: sprintf(fpsbuf, "Speed: %0.1f%%", vps / (59.94f / 100.0f)); break; case 2: sprintf(fpsbuf, "FPS: %0.1f", actual_fps); break; case 3: sprintf(fpsbuf, "%0.0f/%0.0f (%0.1f%%)", actual_fps, fps, vps / (59.94f / 100.0f)); break; default: return; } const Bounds &bounds = screenManager()->getUIContext()->GetBounds(); ui_draw2d.SetFontScale(0.7f, 0.7f); ui_draw2d.DrawText(UBUNTU24, fpsbuf, bounds.x2() - 8, 12, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII); ui_draw2d.DrawText(UBUNTU24, fpsbuf, bounds.x2() - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII); ui_draw2d.SetFontScale(1.0f, 1.0f); } glsl_bind(UIShader_Get()); ui_draw2d.End(); ui_draw2d.Flush(); // Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it? #if defined(USING_GLES2) bool hasDiscard = gl_extensions.EXT_discard_framebuffer; // TODO if (hasDiscard) { //const GLenum targets[3] = { GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT }; //glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, targets); } #endif }
void EmuScreen::render() { if (invalid_) return; // Reapply the graphics state of the PSP ReapplyGfxState(); // We just run the CPU until we get to vblank. This will quickly sync up pretty nicely. // The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully... int blockTicks = usToCycles(1000000 / 10); // Run until CORE_NEXTFRAME while (coreState == CORE_RUNNING) { u64 nowTicks = CoreTiming::GetTicks(); mipsr4k.RunLoopUntil(nowTicks + blockTicks); } // Hopefully coreState is now CORE_NEXTFRAME if (coreState == CORE_NEXTFRAME) { // set back to running for the next frame coreState = CORE_RUNNING; } else if (coreState == CORE_POWERDOWN) { ILOG("SELF-POWERDOWN!"); if (g_Config.bNewUI) screenManager()->switchScreen(new MainScreen()); else screenManager()->switchScreen(new MenuScreen()); } if (invalid_) return; if (g_Config.bBufferedRendering) fbo_unbind(); UIShader_Prepare(); uiTexture->Bind(0); glstate.viewport.set(0, 0, pixel_xres, pixel_yres); glstate.viewport.restore(); ui_draw2d.Begin(UIShader_Get(), DBMODE_NORMAL); float touchOpacity = g_Config.iTouchButtonOpacity / 100.0f; if (g_Config.bShowTouchControls) DrawGamepad(ui_draw2d, touchOpacity); DrawWatermark(); if (!osm.IsEmpty()) { osm.Draw(ui_draw2d); } if (g_Config.bShowDebugStats) { char statbuf[4096] = {0}; __DisplayGetDebugStats(statbuf); if (statbuf[4095]) ERROR_LOG(HLE, "Statbuf too big"); ui_draw2d.SetFontScale(.7f, .7f); ui_draw2d.DrawText(UBUNTU24, statbuf, 11, 11, 0xc0000000); ui_draw2d.DrawText(UBUNTU24, statbuf, 10, 10, 0xFFFFFFFF); ui_draw2d.SetFontScale(1.0f, 1.0f); } if (g_Config.iShowFPSCounter) { float vps, fps; __DisplayGetFPS(&vps, &fps); char fpsbuf[256]; switch (g_Config.iShowFPSCounter) { case 1: sprintf(fpsbuf, "Speed: %0.1f", vps); break; case 2: sprintf(fpsbuf, "FPS: %0.1f", fps); break; case 3: sprintf(fpsbuf, "Speed: %5.1f\nFPS: %0.1f", vps, fps); break; } ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 8, 12, 0xc0000000, ALIGN_TOPRIGHT); ui_draw2d.DrawText(UBUNTU24, fpsbuf, dp_xres - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT); } glsl_bind(UIShader_Get()); ui_draw2d.End(); ui_draw2d.Flush(); // Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it? #if defined(USING_GLES2) bool hasDiscard = gl_extensions.EXT_discard_framebuffer; // TODO if (hasDiscard) { //const GLenum targets[3] = { GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT }; //glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, targets); } #endif }
void EmuScreen::render() { if (invalid_) { // It's possible this might be set outside PSP_RunLoopFor(). // In this case, we need to double check it here. checkPowerDown(); return; } if (PSP_CoreParameter().freezeNext) { PSP_CoreParameter().frozen = true; PSP_CoreParameter().freezeNext = false; SaveState::SaveToRam(freezeState_); } else if (PSP_CoreParameter().frozen) { if (CChunkFileReader::ERROR_NONE != SaveState::LoadFromRam(freezeState_)) { ERROR_LOG(HLE, "Failed to load freeze state. Unfreezing."); PSP_CoreParameter().frozen = false; } } // Reapply the graphics state of the PSP ReapplyGfxState(); // We just run the CPU until we get to vblank. This will quickly sync up pretty nicely. // The actual number of cycles doesn't matter so much here as we will break due to CORE_NEXTFRAME, most of the time hopefully... int blockTicks = usToCycles(1000000 / 10); // Run until CORE_NEXTFRAME while (coreState == CORE_RUNNING) { PSP_RunLoopFor(blockTicks); } // Hopefully coreState is now CORE_NEXTFRAME if (coreState == CORE_NEXTFRAME) { // set back to running for the next frame coreState = CORE_RUNNING; } checkPowerDown(); if (invalid_) return; bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; if (useBufferedRendering && g_Config.iGPUBackend == GPU_BACKEND_OPENGL) fbo_unbind(); screenManager()->getUIContext()->RebindTexture(); Thin3DContext *thin3d = screenManager()->getThin3DContext(); T3DViewport viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = pixel_xres; viewport.Height = pixel_yres; viewport.MaxDepth = 1.0; viewport.MinDepth = 0.0; thin3d->SetViewports(1, &viewport); thin3d->SetBlendState(thin3d->GetBlendStatePreset(BS_STANDARD_ALPHA)); thin3d->SetRenderState(T3DRenderState::CULL_MODE, T3DCullMode::NO_CULL); thin3d->SetScissorEnabled(false); ui_draw2d.Begin(thin3d->GetShaderSetPreset(SS_TEXTURE_COLOR_2D), DBMODE_NORMAL); if (root_) { UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_); root_->Draw(*screenManager()->getUIContext()); } if (!osm.IsEmpty()) { osm.Draw(ui_draw2d, screenManager()->getUIContext()->GetBounds()); } if (g_Config.bShowDebugStats) { char statbuf[4096] = {0}; __DisplayGetDebugStats(statbuf, sizeof(statbuf)); ui_draw2d.SetFontScale(.7f, .7f); ui_draw2d.DrawText(UBUNTU24, statbuf, 11, 11, 0xc0000000, FLAG_DYNAMIC_ASCII); ui_draw2d.DrawText(UBUNTU24, statbuf, 10, 10, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII); ui_draw2d.SetFontScale(1.0f, 1.0f); } if (g_Config.iShowFPSCounter) { float vps, fps, actual_fps; __DisplayGetFPS(&vps, &fps, &actual_fps); char fpsbuf[256]; switch (g_Config.iShowFPSCounter) { case 1: snprintf(fpsbuf, sizeof(fpsbuf), "Speed: %0.1f%%", vps / (59.94f / 100.0f)); break; case 2: snprintf(fpsbuf, sizeof(fpsbuf), "FPS: %0.1f", actual_fps); break; case 3: snprintf(fpsbuf, sizeof(fpsbuf), "%0.0f/%0.0f (%0.1f%%)", actual_fps, fps, vps / (59.94f / 100.0f)); break; default: return; } const Bounds &bounds = screenManager()->getUIContext()->GetBounds(); ui_draw2d.SetFontScale(0.7f, 0.7f); ui_draw2d.DrawText(UBUNTU24, fpsbuf, bounds.x2() - 8, 12, 0xc0000000, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII); ui_draw2d.DrawText(UBUNTU24, fpsbuf, bounds.x2() - 10, 10, 0xFF3fFF3f, ALIGN_TOPRIGHT | FLAG_DYNAMIC_ASCII); ui_draw2d.SetFontScale(1.0f, 1.0f); } ui_draw2d.End(); ui_draw2d.Flush(); // Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it? #if defined(USING_GLES2) bool hasDiscard = gl_extensions.EXT_discard_framebuffer; // TODO if (hasDiscard) { //const GLenum targets[3] = { GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT }; //glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, targets); } #endif }