mame/src/osd/modules/render/drawbgfx.cpp

1246 lines
35 KiB
C++

// license:BSD-3-Clause
// copyright-holders:Miodrag Milanovic,Ryan Holtz,Dario Manesku,Branimir Karadzic,Aaron Giles
//============================================================
//
// drawbgfx.cpp - BGFX renderer
//
//============================================================
#include <bx/math.h>
#include <bx/readerwriter.h>
#if defined(SDLMAME_WIN32) || defined(OSD_WINDOWS) || defined(OSD_UWP)
// standard windows headers
#include <windows.h>
#if defined(SDLMAME_WIN32)
#include <SDL2/SDL_syswm.h>
#endif
#else
#include <SDL2/SDL_syswm.h>
#endif
// MAMEOS headers
#include "emu.h"
#include "window.h"
#include "rendutil.h"
#include "aviwrite.h"
#include <bgfx/bgfx.h>
#include <bgfx/platform.h>
#include <algorithm>
#include "drawbgfx.h"
#include "bgfxutil.h"
#include "bgfx/texturemanager.h"
#include "bgfx/targetmanager.h"
#include "bgfx/shadermanager.h"
#include "bgfx/effectmanager.h"
#include "bgfx/chainmanager.h"
#include "bgfx/effect.h"
#include "bgfx/texture.h"
#include "bgfx/target.h"
#include "bgfx/chain.h"
#include "bgfx/vertex.h"
#include "bgfx/uniform.h"
#include "bgfx/slider.h"
#include "bgfx/target.h"
#include "bgfx/view.h"
#include "imgui/imgui.h"
//============================================================
// DEBUGGING
//============================================================
//============================================================
// CONSTANTS
//============================================================
const uint16_t renderer_bgfx::CACHE_SIZE = 1024;
const uint32_t renderer_bgfx::PACKABLE_SIZE = 128;
const uint32_t renderer_bgfx::WHITE_HASH = 0x87654321;
const char* renderer_bgfx::WINDOW_PREFIX = "Window 0, ";
//============================================================
// MACROS
//============================================================
#define GIBBERISH (0)
#define SCENE_VIEW (0)
//============================================================
// STATICS
//============================================================
bool renderer_bgfx::s_window_set = false;
uint32_t renderer_bgfx::s_current_view = 0;
//============================================================
// renderer_bgfx - constructor
//============================================================
renderer_bgfx::renderer_bgfx(std::shared_ptr<osd_window> w)
: osd_renderer(w, FLAG_NONE)
, m_options(downcast<osd_options &>(w->machine().options()))
, m_framebuffer(nullptr)
, m_texture_cache(nullptr)
, m_dimensions(0, 0)
, m_textures(nullptr)
, m_targets(nullptr)
, m_shaders(nullptr)
, m_effects(nullptr)
, m_chains(nullptr)
, m_ortho_view(nullptr)
, m_max_view(0)
, m_avi_view(nullptr)
, m_avi_writer(nullptr)
, m_avi_target(nullptr)
{
}
//============================================================
// renderer_bgfx - destructor
//============================================================
renderer_bgfx::~renderer_bgfx()
{
bgfx::reset(0, 0, BGFX_RESET_NONE);
bgfx::touch(0);
bgfx::frame();
if (m_avi_writer != nullptr && m_avi_writer->recording())
{
m_avi_writer->stop();
m_targets->destroy_target("avibuffer0");
m_avi_target = nullptr;
bgfx::destroy(m_avi_texture);
delete m_avi_writer;
delete [] m_avi_data;
delete m_avi_view;
}
// Cleanup.
delete m_chains;
delete m_effects;
delete m_shaders;
delete m_textures;
delete m_targets;
}
//============================================================
// renderer_bgfx::create
//============================================================
#ifdef OSD_WINDOWS
inline void winSetHwnd(::HWND _window)
{
bgfx::PlatformData pd;
pd.ndt = NULL;
pd.nwh = _window;
pd.context = NULL;
pd.backBuffer = NULL;
pd.backBufferDS = NULL;
bgfx::setPlatformData(pd);
}
#elif defined(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 || BX_PLATFORM_RPI
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 || BX_PLATFORM_ANDROID
return nullptr;
# endif // BX_PLATFORM_
}
inline bool sdlSetWindow(SDL_Window* _window)
{
SDL_SysWMinfo wmi;
SDL_VERSION(&wmi.version);
if (!SDL_GetWindowWMInfo(_window, &wmi) )
{
return false;
}
bgfx::PlatformData pd;
# if BX_PLATFORM_LINUX || BX_PLATFORM_BSD
pd.ndt = wmi.info.x11.display;
pd.nwh = (void*)(uintptr_t)wmi.info.x11.window;
# elif BX_PLATFORM_OSX
pd.ndt = NULL;
pd.nwh = wmi.info.cocoa.window;
# elif BX_PLATFORM_WINDOWS
pd.ndt = NULL;
pd.nwh = wmi.info.win.window;
# elif BX_PLATFORM_STEAMLINK
pd.ndt = wmi.info.vivante.display;
pd.nwh = wmi.info.vivante.window;
# endif // BX_PLATFORM_
pd.context = NULL;
pd.backBuffer = NULL;
pd.backBufferDS = NULL;
bgfx::setPlatformData(pd);
return true;
}
#elif defined(OSD_UWP)
inline void winrtSetWindow(::IUnknown* _window)
{
bgfx::PlatformData pd;
pd.ndt = NULL;
pd.nwh = _window;
pd.context = NULL;
pd.backBuffer = NULL;
pd.backBufferDS = NULL;
bgfx::setPlatformData(pd);
}
IInspectable* AsInspectable(Platform::Agile<Windows::UI::Core::CoreWindow> win)
{
return reinterpret_cast<IInspectable*>(win.Get());
}
#endif
int renderer_bgfx::create()
{
// create renderer
std::shared_ptr<osd_window> win = assert_window();
osd_dim wdim = win->get_size();
m_width[win->m_index] = wdim.width();
m_height[win->m_index] = wdim.height();
if (win->m_index == 0)
{
if (!s_window_set)
{
s_window_set = true;
ScreenVertex::init();
}
else
{
bgfx::shutdown();
bgfx::PlatformData blank_pd;
memset(&blank_pd, 0, sizeof(bgfx::PlatformData));
bgfx::setPlatformData(blank_pd);
}
#ifdef OSD_WINDOWS
winSetHwnd(std::static_pointer_cast<win_window_info>(win)->platform_window());
#elif defined(OSD_UWP)
winrtSetWindow(AsInspectable(std::static_pointer_cast<uwp_window_info>(win)->platform_window()));
#else
sdlSetWindow(std::dynamic_pointer_cast<sdl_window_info>(win)->platform_window());
#endif
std::string backend(m_options.bgfx_backend());
if (backend == "auto")
{
bgfx::init();
}
else if (backend == "dx9" || backend == "d3d9")
{
bgfx::init(bgfx::RendererType::Direct3D9);
}
else if (backend == "dx11" || backend == "d3d11")
{
bgfx::init(bgfx::RendererType::Direct3D11);
}
else if (backend == "gles")
{
bgfx::init(bgfx::RendererType::OpenGLES);
}
else if (backend == "glsl" || backend == "opengl")
{
bgfx::init(bgfx::RendererType::OpenGL);
}
else if (backend == "metal")
{
bgfx::init(bgfx::RendererType::Metal);
}
else
{
printf("Unknown backend type '%s', going with auto-detection\n", backend.c_str());
bgfx::init();
}
bgfx::reset(m_width[win->m_index], m_height[win->m_index], video_config.waitvsync ? BGFX_RESET_VSYNC : BGFX_RESET_NONE);
// Enable debug text.
bgfx::setDebug(m_options.bgfx_debug() ? BGFX_DEBUG_STATS : BGFX_DEBUG_TEXT);
m_dimensions = osd_dim(m_width[0], m_height[0]);
}
m_textures = new texture_manager();
m_targets = new target_manager(*m_textures);
m_shaders = new shader_manager(m_options);
m_effects = new effect_manager(m_options, *m_shaders);
if (win->m_index != 0)
{
#ifdef OSD_WINDOWS
m_framebuffer = m_targets->create_backbuffer(std::static_pointer_cast<win_window_info>(win)->platform_window(), m_width[win->m_index], m_height[win->m_index]);
#elif defined(OSD_UWP)
m_framebuffer = m_targets->create_backbuffer(AsInspectable(std::static_pointer_cast<uwp_window_info>(win)->platform_window()), m_width[win->m_index], m_height[win->m_index]);
#else
m_framebuffer = m_targets->create_backbuffer(sdlNativeWindowHandle(std::dynamic_pointer_cast<sdl_window_info>(win)->platform_window()), m_width[win->m_index], m_height[win->m_index]);
#endif
bgfx::touch(win->m_index);
if (m_ortho_view) {
m_ortho_view->set_backbuffer(m_framebuffer);
}
}
// 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");
if ( m_gui_effect[0] == nullptr || m_gui_effect[1] == nullptr || m_gui_effect[2] == nullptr || m_gui_effect[3] == nullptr ||
m_screen_effect[0] == nullptr || m_screen_effect[1] == nullptr || m_screen_effect[2] == nullptr || m_screen_effect[3] == nullptr)
{
fatalerror("BGFX: Unable to load required shaders. Please check and reinstall the %s folder\n", m_options.bgfx_path());
}
m_chains = new chain_manager(win->machine(), m_options, *m_textures, *m_targets, *m_effects, win->m_index, *this);
m_sliders_dirty = true;
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));
imguiCreate();
return 0;
}
//============================================================
// renderer_bgfx::record
//============================================================
void renderer_bgfx::record()
{
std::shared_ptr<osd_window> win = assert_window();
if (win->m_index > 0)
{
return;
}
if (m_avi_writer == nullptr)
{
m_avi_writer = new avi_write(win->machine(), m_width[0], m_height[0]);
m_avi_data = new uint8_t[m_width[0] * m_height[0] * 4];
m_avi_bitmap.allocate(m_width[0], m_height[0]);
}
if (m_avi_writer->recording())
{
m_avi_writer->stop();
m_targets->destroy_target("avibuffer0");
m_avi_target = nullptr;
bgfx::destroy(m_avi_texture);
delete m_avi_view;
m_avi_view = nullptr;
}
else
{
m_avi_writer->record(m_options.bgfx_avi_name());
m_avi_target = m_targets->create_target("avibuffer", bgfx::TextureFormat::RGBA8, m_width[0], m_height[0], TARGET_STYLE_CUSTOM, false, true, 1, 0);
m_avi_texture = bgfx::createTexture2D(m_width[0], m_height[0], false, 1, bgfx::TextureFormat::RGBA8, BGFX_TEXTURE_BLIT_DST | BGFX_TEXTURE_READ_BACK);
if (m_avi_view == nullptr)
{
m_avi_view = new bgfx_ortho_view(this, 10, m_avi_target, m_seen_views);
}
}
}
bool renderer_bgfx::init(running_machine &machine)
{
const char *bgfx_path = downcast<osd_options &>(machine.options()).bgfx_path();
osd::directory::ptr directory = osd::directory::open(bgfx_path);
if (directory == nullptr)
{
osd_printf_verbose("Unable to find the %s folder. Please reinstall it to use the BGFX renderer\n", bgfx_path);
return true;
}
return false;
}
void renderer_bgfx::exit()
{
imguiDestroy();
bgfx::shutdown();
s_window_set = false;
}
//============================================================
// 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 ScreenVertex::ms_decl;
void renderer_bgfx::put_packed_quad(render_primitive *prim, uint32_t hash, ScreenVertex* vertices)
{
rectangle_packer::packed_rectangle& rect = m_hash_to_entry[hash];
float size = float(CACHE_SIZE);
float u0 = (float(rect.x()) + 0.5f) / size;
float v0 = (float(rect.y()) + 0.5f) / size;
float u1 = u0 + (float(rect.width()) - 1.0f) / size;
float v1 = v0 + (float(rect.height()) - 1.0f) / size;
uint32_t 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(&vertices[0], x[0], y[0], 0, rgba, u[0], v[0]);
vertex(&vertices[1], x[1], y[1], 0, rgba, u[1], v[1]);
vertex(&vertices[2], x[3], y[3], 0, rgba, u[3], v[3]);
vertex(&vertices[3], x[3], y[3], 0, rgba, u[3], v[3]);
vertex(&vertices[4], x[2], y[2], 0, rgba, u[2], v[2]);
vertex(&vertices[5], x[0], y[0], 0, rgba, u[0], v[0]);
}
void renderer_bgfx::vertex(ScreenVertex* vertex, float x, float y, float z, uint32_t rgba, float u, float v)
{
vertex->m_x = x;
vertex->m_y = y;
vertex->m_z = z;
vertex->m_rgba = rgba;
vertex->m_u = u;
vertex->m_v = v;
}
void renderer_bgfx::render_post_screen_quad(int view, render_primitive* prim, bgfx::TransientVertexBuffer* buffer, int32_t screen)
{
ScreenVertex* vertices = reinterpret_cast<ScreenVertex*>(buffer->data);
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] = { prim->texcoords.tl.u, prim->texcoords.tr.u, prim->texcoords.bl.u, prim->texcoords.br.u };
float v[4] = { prim->texcoords.tl.v, prim->texcoords.tr.v, prim->texcoords.bl.v, prim->texcoords.br.v };
vertex(&vertices[0], x[0], y[0], 0, 0xffffffff, u[0], v[0]);
vertex(&vertices[1], x[1], y[1], 0, 0xffffffff, u[1], v[1]);
vertex(&vertices[2], x[3], y[3], 0, 0xffffffff, u[3], v[3]);
vertex(&vertices[3], x[3], y[3], 0, 0xffffffff, u[3], v[3]);
vertex(&vertices[4], x[2], y[2], 0, 0xffffffff, u[2], v[2]);
vertex(&vertices[5], x[0], y[0], 0, 0xffffffff, u[0], v[0]);
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;
}
uint32_t blend = PRIMFLAG_GET_BLENDMODE(prim->flags);
bgfx::setVertexBuffer(0,buffer);
bgfx::setTexture(0, m_screen_effect[blend]->uniform("s_tex")->handle(), m_targets->target(screen, "output")->texture(), texture_flags);
m_screen_effect[blend]->submit(m_ortho_view->get_index());
}
void renderer_bgfx::render_avi_quad()
{
m_avi_view->set_index(s_current_view);
m_avi_view->setup();
bgfx::setViewRect(s_current_view, 0, 0, m_width[0], m_height[0]);
bgfx::setViewClear(s_current_view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x00000000, 1.0f, 0);
bgfx::TransientVertexBuffer buffer;
bgfx::allocTransientVertexBuffer(&buffer, 6, ScreenVertex::ms_decl);
ScreenVertex* vertices = reinterpret_cast<ScreenVertex*>(buffer.data);
float x[4] = { 0.0f, float(m_width[0]), 0.0f, float(m_width[0]) };
float y[4] = { 0.0f, 0.0f, float(m_height[0]), float(m_height[0]) };
float u[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
float v[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
uint32_t rgba = 0xffffffff;
vertex(&vertices[0], x[0], y[0], 0, rgba, u[0], v[0]);
vertex(&vertices[1], x[1], y[1], 0, rgba, u[1], v[1]);
vertex(&vertices[2], x[3], y[3], 0, rgba, u[3], v[3]);
vertex(&vertices[3], x[3], y[3], 0, rgba, u[3], v[3]);
vertex(&vertices[4], x[2], y[2], 0, rgba, u[2], v[2]);
vertex(&vertices[5], x[0], y[0], 0, rgba, u[0], v[0]);
bgfx::setVertexBuffer(0,&buffer);
bgfx::setTexture(0, m_gui_effect[PRIMFLAG_GET_BLENDMODE(BLENDMODE_NONE)]->uniform("s_tex")->handle(), m_avi_target->texture());
m_gui_effect[PRIMFLAG_GET_BLENDMODE(BLENDMODE_NONE)]->submit(s_current_view);
s_current_view++;
}
void renderer_bgfx::render_textured_quad(render_primitive* prim, bgfx::TransientVertexBuffer* buffer)
{
ScreenVertex* vertices = reinterpret_cast<ScreenVertex*>(buffer->data);
uint32_t 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] = { prim->texcoords.tl.u, prim->texcoords.tr.u, prim->texcoords.bl.u, prim->texcoords.br.u };
float v[4] = { prim->texcoords.tl.v, prim->texcoords.tr.v, prim->texcoords.bl.v, prim->texcoords.br.v };
vertex(&vertices[0], x[0], y[0], 0, rgba, u[0], v[0]);
vertex(&vertices[1], x[1], y[1], 0, rgba, u[1], v[1]);
vertex(&vertices[2], x[3], y[3], 0, rgba, u[3], v[3]);
vertex(&vertices[3], x[3], y[3], 0, rgba, u[3], v[3]);
vertex(&vertices[4], x[2], y[2], 0, rgba, u[2], v[2]);
vertex(&vertices[5], x[0], y[0], 0, rgba, u[0], v[0]);
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;
}
uint16_t tex_width(prim->texture.width);
uint16_t tex_height(prim->texture.height);
bgfx::TextureHandle texture = m_textures->create_or_update_mame_texture(prim->flags & PRIMFLAG_TEXFORMAT_MASK
, tex_width, tex_height, prim->texture.rowpixels, prim->texture.palette, prim->texture.base, prim->texture.seqid
, texture_flags, prim->texture.unique_id, prim->texture.old_id);
bgfx_effect** effects = PRIMFLAG_GET_SCREENTEX(prim->flags) ? m_screen_effect : m_gui_effect;
uint32_t blend = PRIMFLAG_GET_BLENDMODE(prim->flags);
bgfx::setVertexBuffer(0,buffer);
bgfx::setTexture(0, effects[blend]->uniform("s_tex")->handle(), texture);
effects[blend]->submit(m_ortho_view->get_index());
}
#define MAX_TEMP_COORDS 100
void renderer_bgfx::put_polygon(const float* coords, uint32_t num_coords, float r, uint32_t 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_t 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_packed_line(render_primitive *prim, ScreenVertex* vertex)
{
float width = prim->width < 0.5f ? 0.5f : prim->width;
float x0 = prim->bounds.x0;
float y0 = prim->bounds.y0;
float x1 = prim->bounds.x1;
float y1 = prim->bounds.y1;
uint32_t rgba = u32Color(prim->color.r * 255, prim->color.g * 255, prim->color.b * 255, prim->color.a * 255);
put_line(x0, y0, x1, y1, width, rgba, vertex, 1.0f);
}
void renderer_bgfx::put_line(float x0, float y0, float x1, float y1, float r, uint32_t 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;
}
// create diamond shape for points
else
{
// set distance to unit vector length (1,1)
dx = dy = 0.70710678f;
}
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;
}
int renderer_bgfx::draw(int update)
{
std::shared_ptr<osd_window> win = assert_window();
int window_index = win->m_index;
m_seen_views.clear();
if (m_ortho_view) {
m_ortho_view->set_index(UINT_MAX);
}
osd_dim wdim = win->get_size();
m_width[window_index] = wdim.width();
m_height[window_index] = wdim.height();
// Set view 0 default viewport.
if (window_index == 0)
{
s_current_view = 0;
}
win->m_primlist->acquire_lock();
s_current_view += m_chains->handle_screen_chains(s_current_view, win->m_primlist->first(), *win.get());
win->m_primlist->release_lock();
bool skip_frame = update_dimensions();
if (skip_frame)
{
return 0;
}
if (s_current_view > m_max_view)
{
m_max_view = s_current_view;
}
else
{
s_current_view = m_max_view;
}
win->m_primlist->acquire_lock();
// Mark our texture atlas as dirty if we need to do so
bool atlas_valid = update_atlas();
render_primitive *prim = win->m_primlist->first();
std::vector<void*> sources;
while (prim != nullptr)
{
uint32_t blend = PRIMFLAG_GET_BLENDMODE(prim->flags);
bgfx::TransientVertexBuffer buffer;
allocate_buffer(prim, blend, &buffer);
int32_t screen = -1;
if (PRIMFLAG_GET_SCREENTEX(prim->flags))
{
for (screen = 0; screen < sources.size(); screen++)
{
if (sources[screen] == prim)
{
break;
}
}
if (screen == sources.size())
{
sources.push_back(prim);
}
}
buffer_status status = buffer_primitives(atlas_valid, &prim, &buffer, screen);
if (status != BUFFER_EMPTY && status != BUFFER_SCREEN)
{
bgfx::setVertexBuffer(0,&buffer);
bgfx::setTexture(0, m_gui_effect[blend]->uniform("s_tex")->handle(), m_texture_cache->texture());
m_gui_effect[blend]->submit(m_ortho_view->get_index());
}
if (status != BUFFER_DONE && status != BUFFER_PRE_FLUSH)
{
prim = prim->next();
}
}
win->m_primlist->release_lock();
// 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(s_current_view > 0 ? s_current_view - 1 : 0);
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
if (window_index == 0)
{
if (m_avi_writer != nullptr && m_avi_writer->recording() && window_index == 0)
{
render_avi_quad();
bgfx::touch(s_current_view);
update_recording();
}
bgfx::frame();
}
return 0;
}
void renderer_bgfx::update_recording()
{
bgfx::blit(s_current_view > 0 ? s_current_view - 1 : 0, m_avi_texture, 0, 0, bgfx::getTexture(m_avi_target->target()));
bgfx::readTexture(m_avi_texture, m_avi_data);
int i = 0;
for (int y = 0; y < m_avi_bitmap.height(); y++)
{
uint32_t *dst = &m_avi_bitmap.pix32(y);
for (int x = 0; x < m_avi_bitmap.width(); x++)
{
*dst++ = 0xff000000 | (m_avi_data[i + 0] << 16) | (m_avi_data[i + 1] << 8) | m_avi_data[i + 2];
i += 4;
}
}
m_avi_writer->video_frame(m_avi_bitmap);
}
void renderer_bgfx::add_audio_to_recording(const int16_t *buffer, int samples_this_frame)
{
std::shared_ptr<osd_window> win = assert_window();
if (m_avi_writer != nullptr && m_avi_writer->recording() && win->m_index == 0)
{
m_avi_writer->audio_frame(buffer, samples_this_frame);
}
}
bool renderer_bgfx::update_dimensions()
{
std::shared_ptr<osd_window> win = assert_window();
const uint32_t window_index = win->m_index;
const uint32_t width = m_width[window_index];
const uint32_t height = m_height[window_index];
if (window_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(win->main_window()->get_size().width(), win->main_window()->get_size().height(), video_config.waitvsync ? BGFX_RESET_VSYNC : BGFX_RESET_NONE);
m_dimensions = osd_dim(width, height);
delete m_framebuffer;
#ifdef OSD_WINDOWS
m_framebuffer = m_targets->create_backbuffer(std::static_pointer_cast<win_window_info>(win)->platform_window(), width, height);
#elif defined(OSD_UWP)
m_framebuffer = m_targets->create_backbuffer(AsInspectable(std::static_pointer_cast<uwp_window_info>(win)->platform_window()), width, height);
#else
m_framebuffer = m_targets->create_backbuffer(sdlNativeWindowHandle(std::dynamic_pointer_cast<sdl_window_info>(win)->platform_window()), width, height);
#endif
if (m_ortho_view)
m_ortho_view->set_backbuffer(m_framebuffer);
bgfx::setViewFrameBuffer(s_current_view, m_framebuffer->target());
bgfx::setViewClear(s_current_view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x00000000, 1.0f, 0);
bgfx::setViewMode(s_current_view, bgfx::ViewMode::Sequential);
bgfx::touch(s_current_view);
bgfx::frame();
return true;
}
}
return false;
}
void renderer_bgfx::setup_ortho_view()
{
if (!m_ortho_view)
{
m_ortho_view = new bgfx_ortho_view(this, s_current_view, m_framebuffer, m_seen_views);
}
m_ortho_view->update();
if (m_ortho_view->get_index() == UINT_MAX) {
m_ortho_view->set_index(s_current_view);
m_ortho_view->setup();
s_current_view++;
}
}
renderer_bgfx::buffer_status renderer_bgfx::buffer_primitives(bool atlas_valid, render_primitive** prim, bgfx::TransientVertexBuffer* buffer, int32_t screen)
{
int vertices = 0;
uint32_t blend = PRIMFLAG_GET_BLENDMODE((*prim)->flags);
while (*prim != nullptr)
{
switch ((*prim)->type)
{
case render_primitive::LINE:
setup_ortho_view();
put_packed_line(*prim, (ScreenVertex*)buffer->data + vertices);
vertices += 30;
break;
case render_primitive::QUAD:
if ((*prim)->texture.base == nullptr)
{
setup_ortho_view();
put_packed_quad(*prim, WHITE_HASH, (ScreenVertex*)buffer->data + vertices);
vertices += 6;
}
else
{
const uint32_t hash = get_texture_hash(*prim);
if (atlas_valid && (*prim)->packable(PACKABLE_SIZE) && hash != 0 && m_hash_to_entry[hash].hash())
{
setup_ortho_view();
put_packed_quad(*prim, hash, (ScreenVertex*)buffer->data + vertices);
vertices += 6;
}
else
{
if (vertices > 0)
{
return BUFFER_PRE_FLUSH;
}
if (PRIMFLAG_GET_SCREENTEX((*prim)->flags) && m_chains->has_applicable_chain(screen))
{
#if SCENE_VIEW
setup_view(s_current_view, true);
render_post_screen_quad(s_current_view, *prim, buffer, screen);
s_current_view++;
#else
setup_ortho_view();
render_post_screen_quad(m_ortho_view->get_index(), *prim, buffer, screen);
#endif
return BUFFER_SCREEN;
}
else
{
setup_ortho_view();
render_textured_quad(*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_t blend)
{
uint64_t flags = BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_TEST_ALWAYS;
bgfx::setState(flags | bgfx_util::get_blend_state(blend));
}
bool renderer_bgfx::update_atlas()
{
bool atlas_dirty = check_for_dirty_atlas();
if (atlas_dirty)
{
m_hash_to_entry.clear();
std::vector<std::vector<rectangle_packer::packed_rectangle>> 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<std::vector<rectangle_packer::packed_rectangle>>& packed)
{
for (std::vector<rectangle_packer::packed_rectangle> 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 = bgfx_util::mame_texture_data_to_bgfx_texture_data(rect.format(), rect.width(), rect.height(), rect.rowpixels(), rect.palette(), rect.base());
bgfx::updateTexture2D(m_texture_cache->texture(), 0, 0, rect.x(), rect.y(), rect.width(), rect.height(), mem);
}
}
}
uint32_t renderer_bgfx::get_texture_hash(render_primitive *prim)
{
#if GIBBERISH
uint32_t xor_value = 0x87;
uint32_t hash = 0xdabeefed;
int bpp = 2;
uint32_t 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_t *base = reinterpret_cast<uint8_t*>(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<size_t>(prim->texture.base)) & 0xffffffff;
#endif
}
bool renderer_bgfx::check_for_dirty_atlas()
{
bool atlas_dirty = false;
std::shared_ptr<osd_window> win = assert_window();
std::map<uint32_t, rectangle_packer::packable_rectangle> acquired_infos;
for (render_primitive &prim : *win->m_primlist)
{
bool pack = prim.packable(PACKABLE_SIZE);
if (prim.type == render_primitive::QUAD && prim.texture.base != nullptr && pack)
{
const uint32_t 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_t 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
{
if (vertices == 0)
{
vertices += 6;
}
mode_switched = true;
}
}
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 && vertices==bgfx::getAvailTransientVertexBuffer(vertices, ScreenVertex::ms_decl))
{
bgfx::allocTransientVertexBuffer(buffer, vertices, ScreenVertex::ms_decl);
}
}
std::vector<ui::menu_item> renderer_bgfx::get_slider_list()
{
m_sliders_dirty = false;
return m_chains->get_slider_list();
}
void renderer_bgfx::set_sliders_dirty()
{
m_sliders_dirty = true;
}
uint32_t renderer_bgfx::get_window_width(uint32_t index) const {
return m_width[index];
}
uint32_t renderer_bgfx::get_window_height(uint32_t index) const {
return m_height[index];
}