BizHawk/libmupen64plus/mupen64plus-video-z64/src/rgl.h

280 lines
7.1 KiB
C

/*
* z64
*
* Copyright (C) 2007 ziggy
*
* 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.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*
**/
#ifndef _RGL_H_
#define _RGL_H_
#include "queue.h"
#include "rgl_assert.h"
#include "rdp.h"
#include <glew.h>
#if defined(__MACOSX__)
#include <OpenGL/gl.h>
#elif defined(__MACOS__)
#include <gl.h>
#else
#include <GL/gl.h>
#endif
#ifdef RDP_DEBUG
//#include <IL/il.h>
#endif
#include "glshader.h"
#include <limits.h> //for PATH_MAX
#define DWORD unsigned int
extern GFX_INFO gfx;
#define rdram ((uint32_t*)gfx.RDRAM)
#define rsp_imem ((uint32_t*)gfx.IMEM)
#define rsp_dmem ((uint32_t*)gfx.DMEM)
#define vi_origin (*(uint32_t*)gfx.VI_ORIGIN_REG)
#define vi_width (*(uint32_t*)gfx.VI_WIDTH_REG)
#define vi_control (*(uint32_t*)gfx.VI_STATUS_REG)
#define dp_start (*(uint32_t*)gfx.DPC_START_REG)
#define dp_end (*(uint32_t*)gfx.DPC_END_REG)
#define dp_current (*(uint32_t*)gfx.DPC_CURRENT_REG)
#define dp_status (*(uint32_t*)gfx.DPC_STATUS_REG)
// highly experimental AND slow
//#define RGL_EXACT_BLEND
struct rglSettings_t {
int hiresFb;
int resX, resY;
int fsResX, fsResY;
int fbInfo;
int forceSwap;
int threaded;
int async;
int noNpotFbos;
int lowres;
int fullscreen;
};
extern rglSettings_t rglSettings;
extern void (*render_callback)(int);
struct rglDepthBuffer_t {
uint32_t address;
int width, height;
GLuint zbid;
};
#define MAX_DEPTH_BUFFERS 16
extern rglDepthBuffer_t zBuffers[MAX_DEPTH_BUFFERS];
extern int nbZBuffers;
struct rglRenderBuffer_t;
struct rglDepthSection_t {
rglRenderBuffer_t * buffer;
int chunkId;
};
#define RGL_MAX_DEPTH_SECTIONS 16
struct rglRenderBuffer_t {
CIRCLEQ_ENTRY(rglRenderBuffer_t) link;
uint32_t addressStart, addressStop;
int format, size, fbWidth, line;
int width, height;
int flags;
GLuint texid, fbid;
#ifdef RGL_EXACT_BLEND
GLuint texid2, fbid2;
#endif
int realWidth, realHeight;
int fboWidth, fboHeight;
int redimensionStamp;
rdpRect_t area;
rdpRect_t mod;
rglDepthBuffer_t * depthBuffer;
int chunkId;
rglDepthSection_t depthSections[16];
int nbDepthSections;
};
#define RGL_RB_DEPTH 1
#define RGL_RB_FULL 2
#define RGL_RB_ERASED 4
#define RGL_RB_FBMOD 8 // the GL framebuffer was modified
#define RGL_RB_RAMMOD 16 // the framebuffer was modified in rdram
#define RGL_RB_HASTRIANGLES 32 // we assume it's not a depth buffer in this case
CIRCLEQ_HEAD(rglRenderBufferHead_t, rglRenderBuffer_t);
#define MAX_RENDER_BUFFERS 64
extern rglRenderBuffer_t rBuffers[MAX_RENDER_BUFFERS];
extern int nbRBuffers;
extern rglRenderBuffer_t * curRBuffer;
extern rglRenderBuffer_t * curZBuffer;
extern rglRenderBufferHead_t rBufferHead;
extern int rglTexCacheCounter;
struct rglTexture_t {
CIRCLEQ_ENTRY(rglTexture_t) byCrc, byUsage;
GLuint id, zid;
uint32_t crc;
int w, h, fmt;
int clipw, cliph;
GLuint ws, wt, filter; // current settings
};
CIRCLEQ_HEAD(rglTextureHead_t, rglTexture_t);
#define RGL_TEX_CACHE_SIZE 1024
extern rglTexture_t rglTextures[RGL_TEX_CACHE_SIZE];
struct rglTexCache_t {
int counter;
rglTexture_t * tex;
};
extern rglTexCache_t rglTexCache[0x1000];
extern uint8_t rglTmpTex[];
extern uint8_t rglTmpTex2[];
struct rglTile_t : public rdpTile_t {
rglTexture_t * tex;
rglRenderBuffer_t * hiresBuffer;
uint32_t hiresAddress;
GLuint ws, wt; // GL clamping modes
GLuint filter; // GL filter mode
};
struct rglVertex_t {
float x, y, z, w;
float s, t;
uint8_t r, g, b, a;
};
struct rglStrip_t {
int tilenum;
int nbVtxs;
int flags;
rglVertex_t * vtxs;
};
#define RGL_STRIP_TEX1 1
#define RGL_STRIP_TEX2 2
#define RGL_STRIP_SHADE 4
#define RGL_STRIP_ZBUFFER 8
struct rglRenderChunk_t {
rdpState_t rdpState;
rglTile_t tiles[8];
rglRenderBuffer_t * renderBuffer;
uint32_t depthAddress;
int flags;
int nbStrips;
rglStrip_t * strips;
#ifdef RDP_DEBUG
rglShader_t * shader;
int tracePos;
#endif
};
// first 8 bits used for tile usage
#define RGL_CHUNK_CLEAR (1<<8)
#define MAX_RENDER_CHUNKS 40000
extern rglRenderChunk_t chunks[MAX_RENDER_CHUNKS];
extern rglRenderChunk_t * curChunk;
extern int nbChunks;
#define MAX_STRIPS 80000
extern rglStrip_t strips[MAX_STRIPS];
extern rglVertex_t vtxs[6*MAX_STRIPS];
extern int nbStrips, nbVtxs;
struct rglRenderMode_t {
rdpOtherModes_t otherModes;
rdpCombineModes_t combineModes;
uint32_t flags;
};
#define RGL_RM_DEPTH 1
// TODO use a hash table
#define MAX_RENDER_MODES 1024
extern rglRenderMode_t renderModesDb[MAX_RENDER_MODES];
extern int nbRenderModes;
extern rglShader_t * rglCopyShader;
extern rglShader_t * rglCopyDepthShader;
#define RGL_COMB_FMT_RGBA 0
#define RGL_COMB_FMT_I 1
#define RGL_COMB_FMT_DEPTH 2
#define RGL_COMB_FMT 3
#define RGL_COMB_IN0_DEPTH 4
#define RGL_COMB_IN0 4
#define RGL_COMB_IN1_DEPTH 8
#define RGL_COMB_IN1 8
#define RGL_COMB_TILE7 16
extern volatile int rglStatus, rglNextStatus;
#define RGL_STATUS_CLOSED 0
#define RGL_STATUS_WINDOWED 1
#define RGL_STATUS_FULLSCREEN 2
void rglUpdateStatus();
void rglTouchTMEM();
void rglResetTextureCache();
void rglTile(rdpTile_t & tile, rglTile_t & rtile, int recth);
void rglRenderMode(rglRenderChunk_t & chunk);
void rglBlender(rglRenderChunk_t & chunk);
void rglClearCombiners();
void rglSetCombiner(rglRenderChunk_t & chunk, int format);
void rglPrepareRendering(int texturing, int tilenum, int recth, int depth);
rglRenderBuffer_t * rglSelectRenderBuffer(uint32_t addr, int width, int size, int format);
char * rglCombiner2String(rdpState_t & state);
int rglInit();
void rglClose();
int rglOpenScreen();
void rglCloseScreen();
int rglReadSettings();
void rglUpdate();
void rglFullSync();
void rglTextureRectangle(rdpTexRect_t * rect, int flip);
void rglFillRectangle(rdpRect_t * rect);
void rglTriangle(uint32_t w1, uint32_t w2, int shade, int texture, int zbuffer,
uint32_t * rdp_cmd);
void rglRenderChunks();
void rglDisplayFramebuffers();
int rglT1Usage(rdpState_t & state);
int rglT2Usage(rdpState_t & state);
void rglDebugger();
void rglCloseDebugger();
void rglFramebuffer2Rdram(rglRenderBuffer_t & buffer, uint32_t start, uint32_t stop);
void rglRdram2Framebuffer(rglRenderBuffer_t & buffer, uint32_t start, uint32_t stop);
void rglRenderChunks(rglRenderBuffer_t * upto);
void rglRenderChunks(int upto);
float rglZscale(uint16_t z);
void rglSwapBuffers();
extern int screen_width, screen_height;
extern void check();
#endif