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|
/***************************************************************************
PluginGLView.m
PeopsSoftGPU
Created by Gil Pedersen on Sun April 18 2004.
Copyright (c) 2004 Gil Pedersen.
***************************************************************************/
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. See also the license.txt file for *
* additional informations. *
* *
***************************************************************************/
#import <Cocoa/Cocoa.h>
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#import "PluginGLView.h"
#import "SGPUPreferences.h"
#include "externals.h"
#undef BOOL
#include "gpu.h"
#include "swap.h"
#include <time.h>
extern time_t tStart;
static int mylog2(int val)
{
int i;
for (i=1; i<31; i++)
if (val <= (1 << i))
return (1 << i);
return -1;
}
@implementation PluginGLView
{
GLubyte *image_base;
GLubyte *image[IMAGE_COUNT];
GLboolean useShader;
float shaderQuality;
GLint buffers;
GLuint vertexShader;
GLuint fragmentShader;
GLuint program;
//GLint frame_rate;
GLenum texture_hint;
GLboolean rect_texture;
GLboolean client_storage;
GLboolean texture_range;
struct timeval cycle_time;
BOOL noDisplay;
BOOL drawBG;
int image_width;
int image_height;
int image_width2;
int image_height2;
int image_depth;
int image_type;
float image_tx;
float image_ty;
int whichImage;
BOOL isFullscreen;
}
@synthesize glLock;
//- (id)initWithFrame:(NSRect)frameRect
- (id) initWithCoder: (NSCoder *) coder
{
if ((self = [super initWithCoder:coder]) == nil)
return nil;
glLock = [[NSLock alloc] init];
if (nil == glLock) {
return nil;
}
const GLubyte * strExt;
// Init pixel format attribs
static const NSOpenGLPixelFormatAttribute attrs[] =
{
NSOpenGLPFAAccelerated,
NSOpenGLPFANoRecovery,
NSOpenGLPFADoubleBuffer,
0
};
// Get pixel format from OpenGL
NSOpenGLPixelFormat* pixFmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
if (!pixFmt)
{
NSLog(@"No Accelerated OpenGL pixel format found\n");
static const NSOpenGLPixelFormatAttribute attrs2[] =
{
NSOpenGLPFANoRecovery,
0
};
// Get pixel format from OpenGL
pixFmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs2];
if (!pixFmt) {
NSLog(@"No OpenGL pixel format found!\n");
return nil;
}
}
[self setPixelFormat:pixFmt];
/*
long swapInterval = 1 ;
[[self openGLContext]
setValues:&swapInterval
forParameter:NSOpenGLCPSwapInterval];
*/
[glLock lock];
[[self openGLContext] makeCurrentContext];
// Init object members
strExt = glGetString (GL_EXTENSIONS);
texture_range = gluCheckExtension ((const unsigned char *)"GL_APPLE_texture_range", strExt) ? GL_TRUE : GL_FALSE;
texture_hint = GL_STORAGE_SHARED_APPLE ;
client_storage = gluCheckExtension ((const unsigned char *)"GL_APPLE_client_storage", strExt) ? GL_TRUE : GL_FALSE;
rect_texture = gluCheckExtension((const unsigned char *)"GL_EXT_texture_rectangle", strExt) ? GL_TRUE : GL_FALSE;
// Setup some basic OpenGL stuff
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Loads the shaders
if(isShaderEnabled()){
rect_texture = GL_FALSE;
// --- Params ---
shaderQuality = PSXShaderQuality();
vertexShader = [self loadShader:GL_VERTEX_SHADER location:PSXVertexShader()];
fragmentShader = [self loadShader:GL_FRAGMENT_SHADER location:PSXFragmentShader()];
//--- shader loading ---
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glUseProgram(program);
}
[NSOpenGLContext clearCurrentContext];
[glLock unlock];
image_width = 1024;
image_height = 512;
image_depth = 16;
image_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
image_base = (GLubyte *) calloc(((IMAGE_COUNT * image_width * image_height) / 3) * 4, image_depth >> 3);
if (image_base == nil) {
return nil;
}
// Create and load textures for the first time
[self loadTextures:GL_TRUE];
// Init fps timer
//gettimeofday(&cycle_time, NULL);
drawBG = YES;
// Call for a redisplay
noDisplay = YES;
PSXDisplay.Disabled = 1;
[self setNeedsDisplay:YES];
return self;
}
- (void)dealloc
{
int i;
[glLock lock];
[[self openGLContext] makeCurrentContext];
for(i = 0; i < IMAGE_COUNT; i++)
{
GLuint dt = i+1;
glDeleteTextures(1, &dt);
}
if(texture_range)
glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_EXT, IMAGE_COUNT * image_width * image_height * (image_depth >> 3), image_base);
[NSOpenGLContext clearCurrentContext];
[glLock unlock];
if (image_base) {
free(image_base);
}
}
- (BOOL)isOpaque
{
return YES;
}
- (BOOL)acceptsFirstResponder
{
return NO;
}
- (void)drawRect:(NSRect)aRect
{
// Check if an update has occured to the buffer
if ([self lockFocusIfCanDraw]) {
// Make this context current
if (drawBG) {
[[NSColor blackColor] setFill];
[NSBezierPath fillRect:[self visibleRect]];
}
//glFinish() ;
// Swap buffer to screen
//[[self openGLContext] flushBuffer];
[self unlockFocus];
}
}
#if 0
- (void)update // moved or resized
{
NSRect rect;
[super update];
[[self openGLContext] makeCurrentContext];
[[self openGLContext] update];
rect = [self bounds];
glViewport(0, 0, (int) rect.size.width, (int) rect.size.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//[self setNeedsDisplay:true];
}
#endif
- (void)reshape // scrolled, moved or resized
{
[glLock lock];
[super reshape];
NSOpenGLContext *oglContext = [self openGLContext];
NSRect rect;
[oglContext makeCurrentContext];
[oglContext update];
rect = [[oglContext view] bounds];
glViewport(0, 0, (int) rect.size.width, (int) rect.size.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawBG = YES;
[NSOpenGLContext clearCurrentContext];
//[self setNeedsDisplay:true];
[self renderScreen];
[glLock unlock];
}
- (void)renderScreen
{
int bufferIndex = whichImage;
if (1/*[glLock tryLock]*/) {
// Make this context current
[[self openGLContext] makeCurrentContext];
if (PSXDisplay.Disabled) {
glClear(GL_COLOR_BUFFER_BIT);
} else {
// Bind, update and draw new image
if(rect_texture && isShaderEnabled() == NO) // cant go in there if we use shaders
{
//printf("Texture Rectangle\n");
//glActiveTexture(bufferIndex+1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, bufferIndex+1);
glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, image_width, image_height, GL_BGRA, image_type, image[bufferIndex]);
glBegin(GL_QUADS);
{
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, 1.0f);
glTexCoord2f(0.0f, image_height);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(image_width, image_height);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(image_width, 0.0f);
glVertex2f(1.0f, 1.0f);
}
glEnd();
}
else
{
NSRect rect = [[[self openGLContext] view] bounds];
//printf("Texture 2D normale de taille : %d, %d sur un ecran : %f x %f \n",image_width,image_height,rect.size.width,rect.size.height);
//glActiveTexture(whichImage+1);
glBindTexture(GL_TEXTURE_2D, whichImage+1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image_width2, image_height2, GL_BGRA, image_type, image[bufferIndex]);
if(isShaderEnabled()){
glUseProgram(program);
int loc = glGetUniformLocation(program, "OGL2Texture");
glUniform1i(loc,0);
int loc2 = glGetUniformLocation(program, "OGL2Param");
float param[4];
param[2] = shaderQuality;
param[0] = param[2] / image_width;
param[1] = param[2] / image_height;
//param[2]=2.0;
param[3] = 0.0;
int loc3 = glGetUniformLocation(program, "OGL2Size");
float size[4];
//NSRect rect = [[[self openGLContext] view] bounds];
size[0] = image_width;
size[1] = image_height;
size[2] = rect.size.width;
size[3] = rect.size.height;
int loc4 = glGetUniformLocation(program, "OGL2InvSize");
float invSize[4];
invSize[0] = 1.0/size[0];
invSize[1] = 1.0/size[1];
invSize[2] = 1.0/size[2];
invSize[3] = 1.0/size[3];
//invSize[4]=1.0/size[4]; //Did we goof here?
glUniform4fv(loc2, 1, param);
glUniform4fv(loc3, 1, size);
glUniform4fv(loc4, 1, invSize);
}
glBegin(GL_QUADS);
{
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, 1.0f);
glTexCoord2f(0.0f, image_ty);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(image_tx, image_ty);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(image_tx, 0.0f);
glVertex2f(1.0f, 1.0f);
}
glEnd();
}
}
// FPS Display
if(ulKeybits&KEY_SHOWFPS)
{
int len, i;
if(szDebugText[0] && ((time(NULL) - tStart) < 2))
{
strlcpy(szDispBuf, szDebugText, 63);
}
else
{
szDebugText[0]=0;
if (szMenuBuf) {
strncat(szDispBuf, szMenuBuf, 63 - strlen(szDispBuf));
}
}
NSRect rect = [[[self openGLContext] view] bounds];
len = (int) strlen(szDispBuf);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
gluOrtho2D(0.0, rect.size.width, 0.0, rect.size.height);
glDisable(rect_texture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D);
glColor4f(0.0, 0.0, 0.0, 0.5);
glRasterPos2f(3.0, rect.size.height - 14.0);
for (i = 0; i < len; i++) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, szDispBuf[i]);
}
glColor3f(1.0, 1.0, 1.0);
glRasterPos2f(2.0, rect.size.height - 13.0);
for (i = 0; i < len; i++) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, szDispBuf[i]);
}
glEnable(rect_texture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D);
glPopMatrix();
}
//printProgramInfoLog(program);
//printf("\n\n\n");
[[self openGLContext] flushBuffer];
[NSOpenGLContext clearCurrentContext];
//[glLock unlock];
}
}
- (void)loadTextures:(GLboolean)first
{
GLint i;
printf("Loading texture\n");
//[glLock lock];
[[self openGLContext] makeCurrentContext];
image_width = PreviousPSXDisplay.Range.x1;
image_height = PreviousPSXDisplay.DisplayMode.y;
if (PSXDisplay.RGB24) {
image_depth = 32;
image_type = GL_UNSIGNED_INT_8_8_8_8_REV;
} else {
image_depth = 16;
image_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
//image_width >>= 1;
}
if (image_width * image_height * (image_depth >> 3) > ((1024*512*2)/3)*4)
printf("Fatal error: desired dimension are too large! (%ix%i %ibpp)\n",
image_width, image_height, image_depth);
for(i = 0; i < IMAGE_COUNT; i++)
image[i] = image_base + i * image_width * image_height * (image_depth >> 3);
if(rect_texture)
{
image_width2 = image_width;
image_height2 = image_height;
image_tx = (float)image_width;
image_ty = (float)image_height;
if(texture_range) glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_EXT, IMAGE_COUNT * image_width * image_height * (image_depth >> 3), image_base);
else glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_EXT, 0, NULL);
for(i = 0; i < IMAGE_COUNT; i++)
{
if(!first)
{
GLuint dt = i+1;
glDeleteTextures(1, &dt);
}
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_EXT);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, i+1);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_STORAGE_HINT_APPLE , texture_hint);
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, client_storage);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, GL_RGBA, image_width,
image_height, 0, GL_BGRA, image_type, image[i]);
}
}
else
{
image_width2 = mylog2(image_width);
image_height2 = mylog2(image_height);
image_tx = (float)image_width/(float)image_width2;
image_ty = (float)image_height/(float)image_height2;
glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_EXT, 0, NULL);
if(texture_range) glTextureRangeAPPLE(GL_TEXTURE_2D, IMAGE_COUNT * image_width2 * image_height2 * (image_depth >> 3), image_base);
else glTextureRangeAPPLE(GL_TEXTURE_2D, 0, NULL);
for(i = 0; i < IMAGE_COUNT; i++)
{
if(!first)
{
GLuint dt = i+1;
glDeleteTextures(1, &dt);
}
glDisable(GL_TEXTURE_RECTANGLE_EXT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, i+1);
//if(texture_range) glTextureRangeAPPLE(GL_TEXTURE_2D, IMAGE_COUNT * image_width2 * image_height2 * (image_depth >> 3), image_base);
//else glTextureRangeAPPLE(GL_TEXTURE_2D, 0, NULL);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_STORAGE_HINT_APPLE , texture_hint);
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, client_storage);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width2,
image_height2, 0, GL_BGRA, image_type, image[i]);
}
}
[NSOpenGLContext clearCurrentContext];
//[glLock unlock];
}
- (void)swapBuffer
{
RunOnMainThreadSync(^{
//printf("y=%i",PSXDisplay.DisplayPosition.y);
unsigned char * surf;
long x = PSXDisplay.DisplayPosition.x;
long y = PSXDisplay.DisplayPosition.y;
GLuint lu;
unsigned short row,column;
unsigned short dx=PreviousPSXDisplay.Range.x1;
unsigned short dy=PreviousPSXDisplay.DisplayMode.y;
long lPitch;
if ([glLock tryLock]) {
// make sure the texture area is ready to be written to
glFinishObjectAPPLE(GL_TEXTURE, 2-whichImage);
if ((image_width != PreviousPSXDisplay.Range.x1) ||
(image_height != PreviousPSXDisplay.DisplayMode.y) ||
((PSXDisplay.RGB24 ? 32 : 16) != image_depth)) {
[self loadTextures:GL_FALSE];
}
surf = image[1-whichImage];
lPitch=image_width2<<(image_depth >> 4);
if(PreviousPSXDisplay.Range.y0) // centering needed?
{
surf+=PreviousPSXDisplay.Range.y0*lPitch;
dy-=PreviousPSXDisplay.Range.y0;
}
if(PSXDisplay.RGB24)
{
unsigned char * pD;
size_t startxy;
surf+=PreviousPSXDisplay.Range.x0<<2;
for(column=0;column<dy;column++)
{
startxy = (1024 * (column + y)) + x;
pD = (unsigned char *)&psxVuw[startxy];
row = 0;
// make sure the reads are aligned
while ((intptr_t)pD & 0x3) {
*((unsigned long *)((surf)+(column*lPitch)+(row<<2))) =
(*(pD+0)<<16)|(*(pD+1)<<8)|*(pD+2);
pD+=3;
row++;
}
for(;row<dx;row+=4)
{
GLuint lu1 = *((GLuint *)pD);
GLuint lu2 = *((GLuint *)pD+1);
GLuint lu3 = *((GLuint *)pD+2);
GLuint *dst = ((GLuint *)((surf)+(column*lPitch)+(row<<2)));
#ifdef __BIG_ENDIAN__
*(dst)=
(((lu1>>24)&0xff)<<16)|(((lu1>>16)&0xff)<<8)|(((lu1>>8)&0xff));
*(dst+1)=
(((lu1>>0)&0xff)<<16)|(((lu2>>24)&0xff)<<8)|(((lu2>>16)&0xff));
*(dst+2)=
(((lu2>>8)&0xff)<<16)|(((lu2>>0)&0xff)<<8)|(((lu3>>24)&0xff));
*(dst+3)=
(((lu3>>16)&0xff)<<16)|(((lu3>>8)&0xff)<<8)|(((lu3>>0)&0xff));
#else
*(dst)=
(((lu1>>0)&0xff)<<16)|(((lu1>>8)&0xff)<<8)|(((lu1>>16)&0xff));
*(dst+1)=
(((lu1>>24)&0xff)<<16)|(((lu2>>0)&0xff)<<8)|(((lu2>>8)&0xff));
*(dst+2)=
(((lu2>>16)&0xff)<<16)|(((lu2>>24)&0xff)<<8)|(((lu3>>0)&0xff));
*(dst+3)=
(((lu3>>8)&0xff)<<16)|(((lu3>>16)&0xff)<<8)|(((lu3>>24)&0xff));
#endif
pD+=12;
}
//for(;row<dx;row+=4)
/*while (pD&0x3) {
*((unsigned long *)((surf)+(column*lPitch)+(row<<2)))=
(*(pD+0)<<16)|(*(pD+1)<<8)|(*(pD+2)&0xff));
pD+=3;
row++;
}*/
}
}
else
{
long LineOffset,SurfOffset;
GLuint * SRCPtr = (GLuint *)(psxVuw + (y << 10) + x);
GLuint * DSTPtr =
((GLuint *)surf) + (PreviousPSXDisplay.Range.x0 >> 1);
dx >>= 1;
LineOffset = 512 - dx;
SurfOffset = (lPitch >> 2) - dx;
for(column=0;column<dy;column++)
{
for(row=0;row<dx;row++)
{
#ifdef __BIG_ENDIAN__
lu=GETLE16D(SRCPtr++);
#else
lu=*SRCPtr++;
#endif
*DSTPtr++=
((lu << 10) & 0x7c007c00)|
((lu) & 0x3e003e0)|
((lu >> 10) & 0x1f001f);
}
SRCPtr += LineOffset;
DSTPtr += SurfOffset;
}
}
// Swap image buffer
whichImage = 1 - whichImage;
[self renderScreen];
[glLock unlock];
}
});
}
- (void)clearBuffer:(BOOL)display
{
if (display == NO) {
//[[self openGLContext] makeCurrentContext];
//glClear(GL_COLOR_BUFFER_BIT);
//[self loadTextures:NO];
} else {
noDisplay = YES;
//[self setNeedsDisplay:true];
}
}
- (GLuint)loadShader:(GLenum)type location:(NSURL*)filename
{
GLuint myShader = 0;
GLsizei logsize = 0;
GLint compile_status = GL_TRUE;
char *log = NULL;
char *src = NULL;
/* creation d'un shader de sommet */
myShader = glCreateShader(type);
if(myShader == 0)
{
NSLog(@"impossible de creer le shader");
return 0;
}
/* chargement du code source */
src = [PluginGLView loadSource:filename];
if(src == NULL)
{
/* theoriquement, la fonction LoadSource a deja affiche un message
d'erreur, nous nous contenterons de supprimer notre shader
et de retourner 0 */
glDeleteShader(myShader);
return 0;
}
/* assignation du code source */
glShaderSource(myShader, 1, (const GLchar**)&src, NULL);
/* compilation du shader */
glCompileShader(myShader);
/* liberation de la memoire du code source */
free(src);
src = NULL;
/* verification du succes de la compilation */
glGetShaderiv(myShader, GL_COMPILE_STATUS, &compile_status);
if(compile_status != GL_TRUE)
{
/* erreur a la compilation recuperation du log d'erreur */
/* on recupere la taille du message d'erreur */
glGetShaderiv(myShader, GL_INFO_LOG_LENGTH, &logsize);
/* on alloue un espace memoire dans lequel OpenGL ecrira le message */
log = calloc(logsize + 1, 1);
if(log == NULL)
{
NSLog(@"impossible d'allouer de la memoire!");
return 0;
}
glGetShaderInfoLog(myShader, logsize, &logsize, log);
NSLog(@"impossible de compiler le shader '%@' :\n%s",
[filename path], log);
/* ne pas oublier de liberer la memoire et notre shader */
free(log);
glDeleteShader(myShader);
return 0;
}
return myShader;
}
+ (char*)loadSource:(NSURL *)filename
{
//Since we're passing Cocoa NSURLs, let's use Cocoa's methods
if (filename == nil) {
return NULL;
}
NSUInteger len;
NSMutableData *shaderData = [[NSMutableData alloc] initWithContentsOfURL:filename];
[shaderData appendBytes:"\0" length:1];
len = [shaderData length];
char *shaderText = malloc(len);
[shaderData getBytes:shaderText length:len];
return shaderText;
}
@end
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