// license:BSD-3-Clause // copyright-holders:Miodrag Milanovic,Ryan Holtz,Dario Manesku,Branimir Karadzic,Aaron Giles //============================================================ // // drawbgfx.cpp - BGFX renderer // //============================================================ #define __STDC_LIMIT_MACROS #define __STDC_FORMAT_MACROS #define __STDC_CONSTANT_MACROS #if defined(SDLMAME_WIN32) || defined(OSD_WINDOWS) // standard windows headers #define WIN32_LEAN_AND_MEAN #include #if defined(SDLMAME_WIN32) #include #endif #else #include "sdlinc.h" #endif // MAMEOS headers #include "emu.h" #include "window.h" #include #include #include #include #include #include "drawbgfx.h" #include "bgfx/texturemanager.h" #include "bgfx/shadermanager.h" #include "bgfx/effectmanager.h" #include "bgfx/effect.h" #include "bgfx/texture.h" //============================================================ // DEBUGGING //============================================================ //============================================================ // CONSTANTS //============================================================ //============================================================ // MACROS //============================================================ #define GIBBERISH (0) //============================================================ // INLINES //============================================================ //============================================================ // TYPES //============================================================ //============================================================ // renderer_bgfx::create //============================================================ #ifdef OSD_SDL static void* sdlNativeWindowHandle(SDL_Window* _window) { SDL_SysWMinfo wmi; SDL_VERSION(&wmi.version); if (!SDL_GetWindowWMInfo(_window, &wmi)) { return nullptr; } # if BX_PLATFORM_LINUX || BX_PLATFORM_BSD return (void*)wmi.info.x11.window; # elif BX_PLATFORM_OSX return wmi.info.cocoa.window; # elif BX_PLATFORM_WINDOWS return wmi.info.win.window; # elif BX_PLATFORM_STEAMLINK return wmi.info.vivante.window; # elif BX_PLATFORM_EMSCRIPTEN return nullptr; # endif // BX_PLATFORM_ } #endif int renderer_bgfx::create() { // create renderer osd_dim wdim = window().get_size(); if (window().m_index == 0) { #ifdef OSD_WINDOWS bgfx::winSetHwnd(window().m_hwnd); #else bgfx::sdlSetWindow(window().sdl_window()); #endif bgfx::init(); bgfx::reset(wdim.width(), wdim.height(), video_config.waitvsync ? BGFX_RESET_VSYNC : BGFX_RESET_NONE); // Enable debug text. bgfx::setDebug(BGFX_DEBUG_TEXT); //BGFX_DEBUG_STATS m_dimensions = osd_dim(wdim.width(), wdim.height()); } else { #ifdef OSD_WINDOWS m_framebuffer = bgfx::createFrameBuffer(window().m_hwnd, wdim.width(), wdim.height()); #else m_framebuffer = bgfx::createFrameBuffer(sdlNativeWindowHandle(window().sdl_window()), wdim.width(), wdim.height()); #endif bgfx::touch(window().m_index); } ScreenVertex::init(); m_textures = new texture_manager(); m_shaders = new shader_manager(); m_effects = new effect_manager(*m_shaders); // Create program from shaders. m_gui_effect[0] = m_effects->effect("gui_opaque"); m_gui_effect[1] = m_effects->effect("gui_blend"); m_gui_effect[2] = m_effects->effect("gui_multiply"); m_gui_effect[3] = m_effects->effect("gui_add"); m_screen_effect[0] = m_effects->effect("screen_opaque"); m_screen_effect[1] = m_effects->effect("screen_blend"); m_screen_effect[2] = m_effects->effect("screen_multiply"); m_screen_effect[3] = m_effects->effect("screen_add"); uint32_t flags = BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP | BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT; m_texture_cache = m_textures->create_texture("#cache", bgfx::TextureFormat::RGBA8, CACHE_SIZE, CACHE_SIZE, nullptr, flags); memset(m_white, 0xff, sizeof(uint32_t) * 16 * 16); m_texinfo.push_back(rectangle_packer::packable_rectangle(WHITE_HASH, PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32), 16, 16, 16, nullptr, m_white)); return 0; } //============================================================ // destructor //============================================================ renderer_bgfx::~renderer_bgfx() { if (window().m_index > 0) { bgfx::destroyFrameBuffer(m_framebuffer); } // Cleanup. delete m_effects; delete m_shaders; delete m_textures; bgfx::shutdown(); } //============================================================ // drawsdl_xy_to_render_target //============================================================ #ifdef OSD_SDL int renderer_bgfx::xy_to_render_target(int x, int y, int *xt, int *yt) { *xt = x; *yt = y; if (*xt<0 || *xt >= m_dimensions.width()) return 0; if (*yt<0 || *yt >= m_dimensions.height()) return 0; return 1; } #endif //============================================================ // drawbgfx_window_draw //============================================================ bgfx::VertexDecl renderer_bgfx::ScreenVertex::ms_decl; void renderer_bgfx::put_packed_quad(render_primitive *prim, UINT32 hash, ScreenVertex* vertex) { rectangle_packer::packed_rectangle& rect = m_hash_to_entry[hash]; float u0 = float(rect.x()) / float(CACHE_SIZE); float v0 = float(rect.y()) / float(CACHE_SIZE); float u1 = u0 + float(rect.width()) / float(CACHE_SIZE); float v1 = v0 + float(rect.height()) / float(CACHE_SIZE); u1 -= 0.5f / float(CACHE_SIZE); v1 -= 0.5f / float(CACHE_SIZE); u0 += 0.5f / float(CACHE_SIZE); v0 += 0.5f / float(CACHE_SIZE); UINT32 rgba = u32Color(prim->color.r * 255, prim->color.g * 255, prim->color.b * 255, prim->color.a * 255); float x[4] = { prim->bounds.x0, prim->bounds.x1, prim->bounds.x0, prim->bounds.x1 }; float y[4] = { prim->bounds.y0, prim->bounds.y0, prim->bounds.y1, prim->bounds.y1 }; float u[4] = { u0, u1, u0, u1 }; float v[4] = { v0, v0, v1, v1 }; if (PRIMFLAG_GET_TEXORIENT(prim->flags) & ORIENTATION_SWAP_XY) { std::swap(u[1], u[2]); std::swap(v[1], v[2]); } if (PRIMFLAG_GET_TEXORIENT(prim->flags) & ORIENTATION_FLIP_X) { std::swap(u[0], u[1]); std::swap(v[0], v[1]); std::swap(u[2], u[3]); std::swap(v[2], v[3]); } if (PRIMFLAG_GET_TEXORIENT(prim->flags) & ORIENTATION_FLIP_Y) { std::swap(u[0], u[2]); std::swap(v[0], v[2]); std::swap(u[1], u[3]); std::swap(v[1], v[3]); } vertex[0].m_x = x[0]; // 0 vertex[0].m_y = y[0]; vertex[0].m_z = 0; vertex[0].m_rgba = rgba; vertex[0].m_u = u[0]; vertex[0].m_v = v[0]; vertex[1].m_x = x[1]; // 1 vertex[1].m_y = y[1]; vertex[1].m_z = 0; vertex[1].m_rgba = rgba; vertex[1].m_u = u[1]; vertex[1].m_v = v[1]; vertex[2].m_x = x[3]; // 3 vertex[2].m_y = y[3]; vertex[2].m_z = 0; vertex[2].m_rgba = rgba; vertex[2].m_u = u[3]; vertex[2].m_v = v[3]; vertex[3].m_x = x[3]; // 3 vertex[3].m_y = y[3]; vertex[3].m_z = 0; vertex[3].m_rgba = rgba; vertex[3].m_u = u[3]; vertex[3].m_v = v[3]; vertex[4].m_x = x[2]; // 2 vertex[4].m_y = y[2]; vertex[4].m_z = 0; vertex[4].m_rgba = rgba; vertex[4].m_u = u[2]; vertex[4].m_v = v[2]; vertex[5].m_x = x[0]; // 0 vertex[5].m_y = y[0]; vertex[5].m_z = 0; vertex[5].m_rgba = rgba; vertex[5].m_u = u[0]; vertex[5].m_v = v[0]; } void renderer_bgfx::render_textured_quad(int view, render_primitive* prim, bgfx::TransientVertexBuffer* buffer) { ScreenVertex* vertex = (ScreenVertex*)buffer->data; UINT32 rgba = u32Color(prim->color.r * 255, prim->color.g * 255, prim->color.b * 255, prim->color.a * 255); vertex[0].m_x = prim->bounds.x0; vertex[0].m_y = prim->bounds.y0; vertex[0].m_z = 0; vertex[0].m_rgba = rgba; vertex[0].m_u = prim->texcoords.tl.u; vertex[0].m_v = prim->texcoords.tl.v; vertex[1].m_x = prim->bounds.x1; vertex[1].m_y = prim->bounds.y0; vertex[1].m_z = 0; vertex[1].m_rgba = rgba; vertex[1].m_u = prim->texcoords.tr.u; vertex[1].m_v = prim->texcoords.tr.v; vertex[2].m_x = prim->bounds.x1; vertex[2].m_y = prim->bounds.y1; vertex[2].m_z = 0; vertex[2].m_rgba = rgba; vertex[2].m_u = prim->texcoords.br.u; vertex[2].m_v = prim->texcoords.br.v; vertex[3].m_x = prim->bounds.x1; vertex[3].m_y = prim->bounds.y1; vertex[3].m_z = 0; vertex[3].m_rgba = rgba; vertex[3].m_u = prim->texcoords.br.u; vertex[3].m_v = prim->texcoords.br.v; vertex[4].m_x = prim->bounds.x0; vertex[4].m_y = prim->bounds.y1; vertex[4].m_z = 0; vertex[4].m_rgba = rgba; vertex[4].m_u = prim->texcoords.bl.u; vertex[4].m_v = prim->texcoords.bl.v; vertex[5].m_x = prim->bounds.x0; vertex[5].m_y = prim->bounds.y0; vertex[5].m_z = 0; vertex[5].m_rgba = rgba; vertex[5].m_u = prim->texcoords.tl.u; vertex[5].m_v = prim->texcoords.tl.v; bgfx::setVertexBuffer(buffer); uint32_t texture_flags = BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP; if (video_config.filter == 0) { texture_flags |= BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT; } const bgfx::Memory* mem = mame_texture_data_to_bgfx_texture_data(prim->flags & PRIMFLAG_TEXFORMAT_MASK, prim->texture.width, prim->texture.height, prim->texture.rowpixels, prim->texture.palette, prim->texture.base); bgfx::TextureHandle texture = bgfx::createTexture2D((uint16_t)prim->texture.width, (uint16_t)prim->texture.height, 1, bgfx::TextureFormat::RGBA8, texture_flags, mem); bgfx_effect** effects = PRIMFLAG_GET_SCREENTEX(prim->flags) ? m_screen_effect : m_gui_effect; UINT32 blend = PRIMFLAG_GET_BLENDMODE(prim->flags); bgfx::setTexture(0, effects[blend]->uniform("s_tex")->handle(), texture); effects[blend]->submit(view); bgfx::destroyTexture(texture); } #define MAX_TEMP_COORDS 100 void renderer_bgfx::put_polygon(const float* coords, UINT32 num_coords, float r, UINT32 rgba, ScreenVertex* vertex) { float tempCoords[MAX_TEMP_COORDS * 3]; float tempNormals[MAX_TEMP_COORDS * 2]; rectangle_packer::packed_rectangle& rect = m_hash_to_entry[WHITE_HASH]; float u0 = float(rect.x()) / float(CACHE_SIZE); float v0 = float(rect.y()) / float(CACHE_SIZE); num_coords = num_coords < MAX_TEMP_COORDS ? num_coords : MAX_TEMP_COORDS; for (uint32_t ii = 0, jj = num_coords - 1; ii < num_coords; jj = ii++) { const float* v0 = &coords[jj * 3]; const float* v1 = &coords[ii * 3]; float dx = v1[0] - v0[0]; float dy = v1[1] - v0[1]; float d = sqrtf(dx * dx + dy * dy); if (d > 0) { d = 1.0f / d; dx *= d; dy *= d; } tempNormals[jj * 2 + 0] = dy; tempNormals[jj * 2 + 1] = -dx; } for (uint32_t ii = 0, jj = num_coords - 1; ii < num_coords; jj = ii++) { float dlx0 = tempNormals[jj * 2 + 0]; float dly0 = tempNormals[jj * 2 + 1]; float dlx1 = tempNormals[ii * 2 + 0]; float dly1 = tempNormals[ii * 2 + 1]; float dmx = (dlx0 + dlx1) * 0.5f; float dmy = (dly0 + dly1) * 0.5f; float dmr2 = dmx * dmx + dmy * dmy; if (dmr2 > 0.000001f) { float scale = 1.0f / dmr2; if (scale > 10.0f) { scale = 10.0f; } dmx *= scale; dmy *= scale; } tempCoords[ii * 3 + 0] = coords[ii * 3 + 0] + dmx * r; tempCoords[ii * 3 + 1] = coords[ii * 3 + 1] + dmy * r; tempCoords[ii * 3 + 2] = coords[ii * 3 + 2]; } int vertIndex = 0; UINT32 trans = rgba & 0x00ffffff; for (uint32_t ii = 0, jj = num_coords - 1; ii < num_coords; jj = ii++) { vertex[vertIndex].m_x = coords[ii * 3 + 0]; vertex[vertIndex].m_y = coords[ii * 3 + 1]; vertex[vertIndex].m_z = coords[ii * 3 + 2]; vertex[vertIndex].m_rgba = rgba; vertex[vertIndex].m_u = u0; vertex[vertIndex].m_v = v0; vertIndex++; vertex[vertIndex].m_x = coords[jj * 3 + 0]; vertex[vertIndex].m_y = coords[jj * 3 + 1]; vertex[vertIndex].m_z = coords[jj * 3 + 2]; vertex[vertIndex].m_rgba = rgba; vertex[vertIndex].m_u = u0; vertex[vertIndex].m_v = v0; vertIndex++; vertex[vertIndex].m_x = tempCoords[jj * 3 + 0]; vertex[vertIndex].m_y = tempCoords[jj * 3 + 1]; vertex[vertIndex].m_z = tempCoords[jj * 3 + 2]; vertex[vertIndex].m_rgba = trans; vertex[vertIndex].m_u = u0; vertex[vertIndex].m_v = v0; vertIndex++; vertex[vertIndex].m_x = tempCoords[jj * 3 + 0]; vertex[vertIndex].m_y = tempCoords[jj * 3 + 1]; vertex[vertIndex].m_z = tempCoords[jj * 3 + 2]; vertex[vertIndex].m_rgba = trans; vertex[vertIndex].m_u = u0; vertex[vertIndex].m_v = v0; vertIndex++; vertex[vertIndex].m_x = tempCoords[ii * 3 + 0]; vertex[vertIndex].m_y = tempCoords[ii * 3 + 1]; vertex[vertIndex].m_z = tempCoords[ii * 3 + 2]; vertex[vertIndex].m_rgba = trans; vertex[vertIndex].m_u = u0; vertex[vertIndex].m_v = v0; vertIndex++; vertex[vertIndex].m_x = coords[ii * 3 + 0]; vertex[vertIndex].m_y = coords[ii * 3 + 1]; vertex[vertIndex].m_z = coords[ii * 3 + 2]; vertex[vertIndex].m_rgba = rgba; vertex[vertIndex].m_u = u0; vertex[vertIndex].m_v = v0; vertIndex++; } for (uint32_t ii = 2; ii < num_coords; ++ii) { vertex[vertIndex].m_x = coords[0]; vertex[vertIndex].m_y = coords[1]; vertex[vertIndex].m_z = coords[2]; vertex[vertIndex].m_rgba = rgba; vertex[vertIndex].m_u = u0; vertex[vertIndex].m_v = v0; vertIndex++; vertex[vertIndex].m_x = coords[(ii - 1) * 3 + 0]; vertex[vertIndex].m_y = coords[(ii - 1) * 3 + 1]; vertex[vertIndex].m_z = coords[(ii - 1) * 3 + 2]; vertex[vertIndex].m_rgba = rgba; vertex[vertIndex].m_u = u0; vertex[vertIndex].m_v = v0; vertIndex++; vertex[vertIndex].m_x = coords[ii * 3 + 0]; vertex[vertIndex].m_y = coords[ii * 3 + 1]; vertex[vertIndex].m_z = coords[ii * 3 + 2]; vertex[vertIndex].m_rgba = rgba; vertex[vertIndex].m_u = u0; vertex[vertIndex].m_v = v0; vertIndex++; } } void renderer_bgfx::put_line(float x0, float y0, float x1, float y1, float r, UINT32 rgba, ScreenVertex* vertex, float fth) { float dx = x1 - x0; float dy = y1 - y0; float d = sqrtf(dx * dx + dy * dy); if (d > 0.0001f) { d = 1.0f / d; dx *= d; dy *= d; } float nx = dy; float ny = -dx; float verts[4 * 3]; r -= fth; r *= 0.5f; if (r < 0.01f) { r = 0.01f; } dx *= r; dy *= r; nx *= r; ny *= r; verts[0] = x0 - dx - nx; verts[1] = y0 - dy - ny; verts[2] = 0; verts[3] = x0 - dx + nx; verts[4] = y0 - dy + ny; verts[5] = 0; verts[6] = x1 + dx + nx; verts[7] = y1 + dy + ny; verts[8] = 0; verts[9] = x1 + dx - nx; verts[10] = y1 + dy - ny; verts[11] = 0; put_polygon(verts, 4, fth, rgba, vertex); } uint32_t renderer_bgfx::u32Color(uint32_t r, uint32_t g, uint32_t b, uint32_t a = 255) { return (a << 24) | (b << 16) | (g << 8) | r; } //============================================================ // copyline_palette16 //============================================================ static inline void copyline_palette16(UINT32 *dst, const UINT16 *src, int width, const rgb_t *palette) { for (int x = 0; x < width; x++) { rgb_t srcpixel = palette[*src++]; *dst++ = 0xff000000 | (srcpixel.b() << 16) | (srcpixel.g() << 8) | srcpixel.r(); } } //============================================================ // copyline_palettea16 //============================================================ static inline void copyline_palettea16(UINT32 *dst, const UINT16 *src, int width, const rgb_t *palette) { for (int x = 0; x < width; x++) { rgb_t srcpixel = palette[*src++]; *dst++ = (srcpixel.a() << 24) | (srcpixel.b() << 16) | (srcpixel.g() << 8) | srcpixel.r(); } } //============================================================ // copyline_rgb32 //============================================================ static inline void copyline_rgb32(UINT32 *dst, const UINT32 *src, int width, const rgb_t *palette) { int x; // palette (really RGB map) case if (palette != nullptr) { for (x = 0; x < width; x++) { rgb_t srcpix = *src++; *dst++ = 0xff000000 | palette[0x200 + srcpix.b()] | palette[0x100 + srcpix.g()] | palette[srcpix.r()]; } } // direct case else { for (x = 0; x < width; x++) { rgb_t srcpix = *src++; *dst++ = 0xff000000 | (srcpix.b() << 16) | (srcpix.g() << 8) | srcpix.r(); } } } //============================================================ // copyline_argb32 //============================================================ static inline void copyline_argb32(UINT32 *dst, const UINT32 *src, int width, const rgb_t *palette) { int x; // palette (really RGB map) case if (palette != nullptr) { for (x = 0; x < width; x++) { rgb_t srcpix = *src++; *dst++ = (srcpix & 0xff000000) | palette[0x200 + srcpix.b()] | palette[0x100 + srcpix.g()] | palette[srcpix.r()]; } } // direct case else { for (x = 0; x < width; x++) { rgb_t srcpix = *src++; *dst++ = (srcpix.a() << 24) | (srcpix.b() << 16) | (srcpix.g() << 8) | srcpix.r(); } } } static inline UINT32 ycc_to_rgb(UINT8 y, UINT8 cb, UINT8 cr) { /* original equations: C = Y - 16 D = Cb - 128 E = Cr - 128 R = clip(( 298 * C + 409 * E + 128) >> 8) G = clip(( 298 * C - 100 * D - 208 * E + 128) >> 8) B = clip(( 298 * C + 516 * D + 128) >> 8) R = clip(( 298 * (Y - 16) + 409 * (Cr - 128) + 128) >> 8) G = clip(( 298 * (Y - 16) - 100 * (Cb - 128) - 208 * (Cr - 128) + 128) >> 8) B = clip(( 298 * (Y - 16) + 516 * (Cb - 128) + 128) >> 8) R = clip(( 298 * Y - 298 * 16 + 409 * Cr - 409 * 128 + 128) >> 8) G = clip(( 298 * Y - 298 * 16 - 100 * Cb + 100 * 128 - 208 * Cr + 208 * 128 + 128) >> 8) B = clip(( 298 * Y - 298 * 16 + 516 * Cb - 516 * 128 + 128) >> 8) R = clip(( 298 * Y - 298 * 16 + 409 * Cr - 409 * 128 + 128) >> 8) G = clip(( 298 * Y - 298 * 16 - 100 * Cb + 100 * 128 - 208 * Cr + 208 * 128 + 128) >> 8) B = clip(( 298 * Y - 298 * 16 + 516 * Cb - 516 * 128 + 128) >> 8) */ int r, g, b, common; common = 298 * y - 298 * 16; r = (common + 409 * cr - 409 * 128 + 128) >> 8; g = (common - 100 * cb + 100 * 128 - 208 * cr + 208 * 128 + 128) >> 8; b = (common + 516 * cb - 516 * 128 + 128) >> 8; if (r < 0) r = 0; else if (r > 255) r = 255; if (g < 0) g = 0; else if (g > 255) g = 255; if (b < 0) b = 0; else if (b > 255) b = 255; return 0xff000000 | (b << 16) | (g << 8) | r; } //============================================================ // copyline_yuy16_to_argb //============================================================ static inline void copyline_yuy16_to_argb(UINT32 *dst, const UINT16 *src, int width, const rgb_t *palette, int xprescale) { int x; assert(width % 2 == 0); // palette (really RGB map) case if (palette != nullptr) { for (x = 0; x < width / 2; x++) { UINT16 srcpix0 = *src++; UINT16 srcpix1 = *src++; UINT8 cb = srcpix0 & 0xff; UINT8 cr = srcpix1 & 0xff; for (int x2 = 0; x2 < xprescale; x2++) *dst++ = ycc_to_rgb(palette[0x000 + (srcpix0 >> 8)], cb, cr); for (int x2 = 0; x2 < xprescale; x2++) *dst++ = ycc_to_rgb(palette[0x000 + (srcpix1 >> 8)], cb, cr); } } // direct case else { for (x = 0; x < width; x += 2) { UINT16 srcpix0 = *src++; UINT16 srcpix1 = *src++; UINT8 cb = srcpix0 & 0xff; UINT8 cr = srcpix1 & 0xff; for (int x2 = 0; x2 < xprescale; x2++) *dst++ = ycc_to_rgb(srcpix0 >> 8, cb, cr); for (int x2 = 0; x2 < xprescale; x2++) *dst++ = ycc_to_rgb(srcpix1 >> 8, cb, cr); } } } const bgfx::Memory* renderer_bgfx::mame_texture_data_to_bgfx_texture_data(UINT32 format, int width, int height, int rowpixels, const rgb_t *palette, void *base) { const bgfx::Memory* mem = bgfx::alloc(width * height * 4); for (int y = 0; y < height; y++) { switch (format) { case PRIMFLAG_TEXFORMAT(TEXFORMAT_PALETTE16): copyline_palette16((UINT32*)mem->data + y * width, (UINT16*)base + y * rowpixels, width, palette); break; case PRIMFLAG_TEXFORMAT(TEXFORMAT_PALETTEA16): copyline_palettea16((UINT32*)mem->data + y * width, (UINT16*)base + y * rowpixels, width, palette); break; case PRIMFLAG_TEXFORMAT(TEXFORMAT_YUY16): copyline_yuy16_to_argb((UINT32*)mem->data + y * width, (UINT16*)base + y * rowpixels, width, palette, 1); break; case PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32): copyline_argb32((UINT32*)mem->data + y * width, (UINT32*)base + y * rowpixels, width, palette); break; case PRIMFLAG_TEXFORMAT(TEXFORMAT_RGB32): copyline_rgb32((UINT32*)mem->data + y * width, (UINT32*)base + y * rowpixels, width, palette); break; default: break; } } return mem; } int renderer_bgfx::draw(int update) { int index = window().m_index; // Set view 0 default viewport. osd_dim wdim = window().get_size(); int width = wdim.width(); int height = wdim.height(); if (index == 0) { if ((m_dimensions != osd_dim(width, height))) { bgfx::reset(width, height, video_config.waitvsync ? BGFX_RESET_VSYNC : BGFX_RESET_NONE); m_dimensions = osd_dim(width, height); } } else { if ((m_dimensions != osd_dim(width, height))) { bgfx::reset(window().m_main->get_size().width(), window().m_main->get_size().height(), video_config.waitvsync ? BGFX_RESET_VSYNC : BGFX_RESET_NONE); if (bgfx::isValid(m_framebuffer)) { bgfx::destroyFrameBuffer(m_framebuffer); } #ifdef OSD_WINDOWS m_framebuffer = bgfx::createFrameBuffer(window().m_hwnd, width, height); #else m_framebuffer = bgfx::createFrameBuffer(sdlNativeWindowHandle(window().sdl_window()), width, height); #endif bgfx::setViewFrameBuffer(index, m_framebuffer); m_dimensions = osd_dim(width, height); bgfx::setViewClear(index , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH , 0x000000ff , 1.0f , 0 ); bgfx::touch(index); bgfx::frame(); return 0; } } if (index != 0) { bgfx::setViewFrameBuffer(index, m_framebuffer); } bgfx::setViewSeq(index, true); bgfx::setViewRect(index, 0, 0, width, height); // Setup view transform. { float view[16]; bx::mtxIdentity(view); float left = 0.0f; float top = 0.0f; float right = width; float bottom = height; float proj[16]; bx::mtxOrtho(proj, left, right, bottom, top, 0.0f, 100.0f); bgfx::setViewTransform(index, view, proj); } bgfx::setViewClear(index , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH , 0x000000ff , 1.0f , 0 ); // This dummy draw call is here to make sure that view 0 is cleared // if no other draw calls are submitted to view 0. bgfx::touch(index); window().m_primlist->acquire_lock(); // Mark our texture atlas as dirty if we need to do so bool atlas_valid = update_atlas(); render_primitive *prim = window().m_primlist->first(); while (prim != nullptr) { UINT32 blend = PRIMFLAG_GET_BLENDMODE(prim->flags); bgfx::TransientVertexBuffer buffer; allocate_buffer(prim, blend, &buffer); buffer_status status = buffer_primitives(index, atlas_valid, &prim, &buffer); if (status != BUFFER_EMPTY) { bgfx::setVertexBuffer(&buffer); bgfx::setTexture(0, m_gui_effect[blend]->uniform("s_tex")->handle(), m_texture_cache->handle()); m_gui_effect[blend]->submit(index); } if (status != BUFFER_DONE && status != BUFFER_PRE_FLUSH) { prim = prim->next(); } } window().m_primlist->release_lock(); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. if (index==0) bgfx::frame(); return 0; } renderer_bgfx::buffer_status renderer_bgfx::buffer_primitives(int view, bool atlas_valid, render_primitive** prim, bgfx::TransientVertexBuffer* buffer) { int vertices = 0; UINT32 blend = PRIMFLAG_GET_BLENDMODE((*prim)->flags); while (*prim != nullptr) { switch ((*prim)->type) { case render_primitive::LINE: put_line((*prim)->bounds.x0, (*prim)->bounds.y0, (*prim)->bounds.x1, (*prim)->bounds.y1, 1.0f, u32Color((*prim)->color.r * 255, (*prim)->color.g * 255, (*prim)->color.b * 255, (*prim)->color.a * 255), (ScreenVertex*)buffer->data + vertices, 1.0f); vertices += 30; break; case render_primitive::QUAD: if ((*prim)->texture.base == nullptr) { put_packed_quad(*prim, WHITE_HASH, (ScreenVertex*)buffer->data + vertices); vertices += 6; } else { const UINT32 hash = get_texture_hash(*prim); if (atlas_valid && (*prim)->packable(PACKABLE_SIZE) && hash != 0 && m_hash_to_entry[hash].hash()) { put_packed_quad(*prim, hash, (ScreenVertex*)buffer->data + vertices); vertices += 6; } else { if (vertices > 0) { return BUFFER_PRE_FLUSH; } render_textured_quad(view, *prim, buffer); return BUFFER_EMPTY; } } break; default: // Unhandled break; } if ((*prim)->next() != nullptr && PRIMFLAG_GET_BLENDMODE((*prim)->next()->flags) != blend) { break; } *prim = (*prim)->next(); } if (*prim == nullptr) { return BUFFER_DONE; } if (vertices == 0) { return BUFFER_EMPTY; } return BUFFER_FLUSH; } void renderer_bgfx::set_bgfx_state(UINT32 blend) { uint64_t flags = BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_TEST_ALWAYS; switch (blend) { case BLENDMODE_NONE: bgfx::setState(flags); break; case BLENDMODE_ALPHA: bgfx::setState(flags | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)); break; case BLENDMODE_RGB_MULTIPLY: bgfx::setState(flags | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_ZERO)); break; case BLENDMODE_ADD: bgfx::setState(flags | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_ONE)); break; } } bool renderer_bgfx::update_atlas() { bool atlas_dirty = check_for_dirty_atlas(); if (atlas_dirty) { m_hash_to_entry.clear(); std::vector> packed; if (m_packer.pack(m_texinfo, packed, CACHE_SIZE)) { process_atlas_packs(packed); } else { packed.clear(); m_texinfo.clear(); m_texinfo.push_back(rectangle_packer::packable_rectangle(WHITE_HASH, PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32), 16, 16, 16, nullptr, m_white)); m_packer.pack(m_texinfo, packed, CACHE_SIZE); process_atlas_packs(packed); return false; } } return true; } void renderer_bgfx::process_atlas_packs(std::vector>& packed) { for (std::vector pack : packed) { for (rectangle_packer::packed_rectangle rect : pack) { if (rect.hash() == 0xffffffff) { continue; } m_hash_to_entry[rect.hash()] = rect; const bgfx::Memory* mem = mame_texture_data_to_bgfx_texture_data(rect.format(), rect.width(), rect.height(), rect.rowpixels(), rect.palette(), rect.base()); bgfx::updateTexture2D(m_texture_cache->handle(), 0, rect.x(), rect.y(), rect.width(), rect.height(), mem); } } } UINT32 renderer_bgfx::get_texture_hash(render_primitive *prim) { #if GIBBERISH UINT32 xor_value = 0x87; UINT32 hash = 0xdabeefed; int bpp = 2; UINT32 format = PRIMFLAG_GET_TEXFORMAT(prim->flags); if (format == TEXFORMAT_ARGB32 || format == TEXFORMAT_RGB32) { bpp = 4; } for (int y = 0; y < prim->texture.height; y++) { UINT8 *base = reinterpret_cast(prim->texture.base) + prim->texture.rowpixels * y; for (int x = 0; x < prim->texture.width * bpp; x++) { hash += base[x] ^ xor_value; } } return hash; #else return (reinterpret_cast(prim->texture.base)) & 0xffffffff; #endif } bool renderer_bgfx::check_for_dirty_atlas() { bool atlas_dirty = false; std::map acquired_infos; for (render_primitive *prim = window().m_primlist->first(); prim != nullptr; prim = prim->next()) { bool pack = prim->packable(PACKABLE_SIZE); if (prim->type == render_primitive::QUAD && prim->texture.base != nullptr && pack) { const UINT32 hash = get_texture_hash(prim); // If this texture is packable and not currently in the atlas, prepare the texture for putting in the atlas if ((hash != 0 && m_hash_to_entry[hash].hash() == 0 && acquired_infos[hash].hash() == 0) || (hash != 0 && m_hash_to_entry[hash].hash() != hash && acquired_infos[hash].hash() == 0)) { // Create create the texture and mark the atlas dirty atlas_dirty = true; m_texinfo.push_back(rectangle_packer::packable_rectangle(hash, prim->flags & PRIMFLAG_TEXFORMAT_MASK, prim->texture.width, prim->texture.height, prim->texture.rowpixels, prim->texture.palette, prim->texture.base)); acquired_infos[hash] = m_texinfo[m_texinfo.size() - 1]; } } } if (m_texinfo.size() == 1) { atlas_dirty = true; } return atlas_dirty; } void renderer_bgfx::allocate_buffer(render_primitive *prim, UINT32 blend, bgfx::TransientVertexBuffer *buffer) { int vertices = 0; bool mode_switched = false; while (prim != nullptr && !mode_switched) { switch (prim->type) { case render_primitive::LINE: vertices += 30; break; case render_primitive::QUAD: if (!prim->packable(PACKABLE_SIZE)) { if (prim->texture.base == nullptr) { vertices += 6; } else { mode_switched = true; if (vertices == 0) { vertices += 6; } } } else { vertices += 6; } break; default: // Do nothing break; } prim = prim->next(); if (prim != nullptr && PRIMFLAG_GET_BLENDMODE(prim->flags) != blend) { mode_switched = true; } } if (vertices > 0 && bgfx::checkAvailTransientVertexBuffer(vertices, ScreenVertex::ms_decl)) { bgfx::allocTransientVertexBuffer(buffer, vertices, ScreenVertex::ms_decl); } }