OpenGL ES Renderer: Add a new OpenGL ES 3.0 renderer.
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0e88f9aa94
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@ -36,6 +36,25 @@ extern const char *FogFragShader_150;
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extern const char *FramebufferOutputVtxShader_150;
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extern const char *FramebufferOutput6665FragShader_150;
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// A port that wants to use the OpenGL 3.2 renderer must assign the two following functions
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// to OGLLoadEntryPoints_3_2_Func and OGLCreateRenderer_3_2_Func, respectively.
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//
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// In addition, the port must add the following GPU3DInterface objects to core3DList:
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// - gpu3Dgl: Automatically selects the most fully featured version of standard OpenGL that
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// is available on the host system, prefering OpenGL 3.2 Core Profile.
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// - gpu3Dgl_3_2: Selects the OpenGL 3.2 Core Profile renderer, and returns an error if it
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// is not available on the host system.
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//
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// Finally, the port must call GPU->Set3DRendererByID() and pass in the index where
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// gpu3Dgl_3_2 exists in core3DList so that the emulator can create the appropriate
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// OpenGLRenderer object.
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//
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// Example code:
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// OGLLoadEntryPoints_3_2_Func = &OGLLoadEntryPoints_3_2;
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// OGLCreateRenderer_3_2_Func = &OGLCreateRenderer_3_2;
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// GPU3DInterface *core3DList[] = { &gpu3DNull, &gpu3DRasterize, &gpu3Dgl_3_2, NULL };
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// GPU->Set3DRendererByID(2);
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void OGLLoadEntryPoints_3_2();
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void OGLCreateRenderer_3_2(OpenGLRenderer **rendererPtr);
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@ -0,0 +1,889 @@
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/*
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Copyright (C) 2024 DeSmuME team
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This file is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This file is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with the this software. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "OGLRender_ES3.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <algorithm>
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#include <string>
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#include <sstream>
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#include "utils/bits.h"
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#include "common.h"
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#include "debug.h"
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#include "NDSSystem.h"
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// Vertex shader for geometry, GLSL ES 3.00
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static const char *GeometryVtxShader_ES300 = {"\
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IN_VTX_POSITION vec4 inPosition;\n\
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IN_VTX_TEXCOORD0 vec2 inTexCoord0;\n\
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IN_VTX_COLOR vec3 inColor; \n\
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\n\
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#if IS_USING_UBO_POLY_STATES\n\
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layout (std140) uniform PolyStates\n\
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{\n\
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ivec4 value[4096];\n\
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} polyState;\n\
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#elif IS_USING_TBO_POLY_STATES\n\
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uniform highp isamplerBuffer PolyStates;\n\
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#else\n\
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uniform highp isampler2D PolyStates;\n\
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#endif\n\
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uniform mediump int polyIndex;\n\
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uniform bool polyDrawShadow;\n\
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\n\
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out vec2 vtxTexCoord;\n\
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out vec4 vtxColor;\n\
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flat out lowp int polyID;\n\
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flat out lowp int polyMode;\n\
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flat out lowp int polyIsWireframe;\n\
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flat out lowp int polyEnableFog;\n\
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flat out lowp int polySetNewDepthForTranslucent;\n\
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flat out lowp int polyEnableTexture;\n\
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flat out lowp int texSingleBitAlpha;\n\
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flat out lowp int polyIsBackFacing;\n\
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flat out lowp int isPolyDrawable;\n\
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\n\
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void main()\n\
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{\n\
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#if IS_USING_UBO_POLY_STATES\n\
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ivec4 polyStateVec = polyState.value[polyIndex >> 2];\n\
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int polyStateBits = polyStateVec[polyIndex & 0x03];\n\
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#elif IS_USING_TBO_POLY_STATES\n\
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int polyStateBits = texelFetch(PolyStates, polyIndex).r;\n\
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#else\n\
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int polyStateBits = texelFetch(PolyStates, ivec2(polyIndex & 0x00FF, (polyIndex >> 8) & 0x007F), 0).r;\n\
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#endif\n\
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int texSizeShiftS = (polyStateBits >> 18) & 0x07;\n\
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int texSizeShiftT = (polyStateBits >> 21) & 0x07;\n\
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\n\
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float polyAlpha = float((polyStateBits >> 8) & 0x1F) / 31.0;\n\
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vec2 polyTexScale = vec2(1.0 / float(8 << texSizeShiftS), 1.0 / float(8 << texSizeShiftT));\n\
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\n\
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polyID = (polyStateBits >> 0) & 0x3F;\n\
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polyMode = (polyStateBits >> 6) & 0x03;\n\
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polyIsWireframe = (polyStateBits >> 13) & 0x01;\n\
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polyEnableFog = (polyStateBits >> 14) & 0x01;\n\
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polySetNewDepthForTranslucent = (polyStateBits >> 15) & 0x01;\n\
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polyEnableTexture = (polyStateBits >> 16) & 0x01;\n\
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texSingleBitAlpha = (polyStateBits >> 17) & 0x01;\n\
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polyIsBackFacing = (polyStateBits >> 24) & 0x01;\n\
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\n\
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isPolyDrawable = int((polyMode != 3) || polyDrawShadow);\n\
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\n\
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mat2 texScaleMtx = mat2( vec2(polyTexScale.x, 0.0), \n\
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vec2( 0.0, polyTexScale.y)); \n\
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\n\
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vtxTexCoord = (texScaleMtx * inTexCoord0) / 16.0;\n\
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vtxColor = vec4(inColor / 63.0, polyAlpha);\n\
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gl_Position = inPosition / 4096.0;\n\
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}\n\
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"};
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// Fragment shader for geometry, GLSL ES 3.00
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static const char *GeometryFragShader_ES300 = {"\
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in vec2 vtxTexCoord;\n\
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in vec4 vtxColor;\n\
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flat in lowp int polyID;\n\
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flat in lowp int polyMode;\n\
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flat in lowp int polyIsWireframe;\n\
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flat in lowp int polyEnableFog;\n\
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flat in lowp int polySetNewDepthForTranslucent;\n\
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flat in lowp int polyEnableTexture;\n\
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flat in lowp int texSingleBitAlpha;\n\
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flat in lowp int polyIsBackFacing;\n\
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flat in lowp int isPolyDrawable;\n\
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\n\
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layout (std140) uniform RenderStates\n\
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{\n\
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bool enableAntialiasing;\n\
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bool enableFogAlphaOnly;\n\
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int clearPolyID;\n\
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float clearDepth;\n\
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float alphaTestRef;\n\
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float fogOffset;\n\
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float fogStep;\n\
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float pad_0;\n\
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vec4 fogColor;\n\
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vec4 edgeColor[8];\n\
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vec4 toonColor[32];\n\
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} state;\n\
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\n\
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uniform sampler2D texRenderObject;\n\
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uniform bool texDrawOpaque;\n\
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uniform bool drawModeDepthEqualsTest;\n\
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uniform bool polyDrawShadow;\n\
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uniform float polyDepthOffset;\n\
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\n\
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OUT_COLOR vec4 outFragColor;\n\
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\n\
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#if DRAW_MODE_OPAQUE\n\
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OUT_WORKING_BUFFER vec4 outDstBackFacing;\n\
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#elif USE_DEPTH_LEQUAL_POLYGON_FACING\n\
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uniform sampler2D inDstBackFacing;\n\
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#endif\n\
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\n\
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#if ENABLE_EDGE_MARK\n\
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OUT_POLY_ID vec4 outPolyID;\n\
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#endif\n\
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#if ENABLE_FOG\n\
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OUT_FOG_ATTRIBUTES vec4 outFogAttributes;\n\
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#endif\n\
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\n\
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void main()\n\
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{\n\
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#if USE_DEPTH_LEQUAL_POLYGON_FACING && !DRAW_MODE_OPAQUE\n\
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bool isOpaqueDstBackFacing = bool( texelFetch(inDstBackFacing, ivec2(gl_FragCoord.xy), 0).r );\n\
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if ( drawModeDepthEqualsTest && (bool(polyIsBackFacing) || !isOpaqueDstBackFacing) )\n\
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{\n\
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discard;\n\
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}\n\
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#endif\n\
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\n\
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vec4 mainTexColor = (ENABLE_TEXTURE_SAMPLING && bool(polyEnableTexture)) ? texture(texRenderObject, vtxTexCoord) : vec4(1.0, 1.0, 1.0, 1.0);\n\
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\n\
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if (!bool(texSingleBitAlpha))\n\
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{\n\
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if (texDrawOpaque)\n\
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{\n\
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if ( (polyMode != 1) && (mainTexColor.a <= 0.999) )\n\
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{\n\
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discard;\n\
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}\n\
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}\n\
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else\n\
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{\n\
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if ( ((polyMode != 1) && (mainTexColor.a * vtxColor.a > 0.999)) || ((polyMode == 1) && (vtxColor.a > 0.999)) )\n\
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{\n\
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discard;\n\
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}\n\
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}\n\
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}\n\
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#if USE_TEXTURE_SMOOTHING\n\
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else\n\
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{\n\
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if (mainTexColor.a < 0.500)\n\
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{\n\
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mainTexColor.a = 0.0;\n\
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}\n\
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else\n\
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{\n\
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mainTexColor.rgb = mainTexColor.rgb / mainTexColor.a;\n\
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mainTexColor.a = 1.0;\n\
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}\n\
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}\n\
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#endif\n\
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\n\
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outFragColor = mainTexColor * vtxColor;\n\
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\n\
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if (polyMode == 1)\n\
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{\n\
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outFragColor.rgb = (ENABLE_TEXTURE_SAMPLING && bool(polyEnableTexture)) ? mix(vtxColor.rgb, mainTexColor.rgb, mainTexColor.a) : vtxColor.rgb;\n\
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outFragColor.a = vtxColor.a;\n\
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}\n\
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else if (polyMode == 2)\n\
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{\n\
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vec3 newToonColor = state.toonColor[int((vtxColor.r * 31.0) + 0.5)].rgb;\n\
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#if TOON_SHADING_MODE\n\
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outFragColor.rgb = min((mainTexColor.rgb * vtxColor.r) + newToonColor.rgb, 1.0);\n\
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#else\n\
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outFragColor.rgb = mainTexColor.rgb * newToonColor.rgb;\n\
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#endif\n\
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}\n\
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else if ((polyMode == 3) && polyDrawShadow)\n\
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{\n\
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outFragColor = vtxColor;\n\
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}\n\
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\n\
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if ( (isPolyDrawable != 0) && ((outFragColor.a < 0.001) || (ENABLE_ALPHA_TEST && outFragColor.a < state.alphaTestRef)) )\n\
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{\n\
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discard;\n\
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}\n\
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#if ENABLE_EDGE_MARK\n\
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outPolyID = (isPolyDrawable != 0) ? vec4( float(polyID)/63.0, float(polyIsWireframe == 1), 0.0, float(outFragColor.a > 0.999) ) : vec4(0.0, 0.0, 0.0, 0.0);\n\
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#endif\n\
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#if ENABLE_FOG\n\
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outFogAttributes = (isPolyDrawable != 0) ? vec4( float(polyEnableFog), 0.0, 0.0, float((outFragColor.a > 0.999) ? 1.0 : 0.5) ) : vec4(0.0, 0.0, 0.0, 0.0);\n\
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#endif\n\
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#if DRAW_MODE_OPAQUE\n\
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outDstBackFacing = vec4(float(polyIsBackFacing), 0.0, 0.0, 1.0);\n\
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#endif\n\
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\n\
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#if USE_NDS_DEPTH_CALCULATION || ENABLE_FOG\n\
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// It is tempting to perform the NDS depth calculation in the vertex shader rather than in the fragment shader.\n\
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// Resist this temptation! It is much more reliable to do the depth calculation in the fragment shader due to\n\
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// subtle interpolation differences between various GPUs and/or drivers. If the depth calculation is not done\n\
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// here, then it is very possible for the user to experience Z-fighting in certain rendering situations.\n\
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\n\
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#if ENABLE_W_DEPTH\n\
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gl_FragDepth = clamp( ((1.0/gl_FragCoord.w) * (4096.0/16777215.0)) + polyDepthOffset, 0.0, 1.0 );\n\
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#else\n\
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// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly\n\
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gl_FragDepth = clamp( (floor(gl_FragCoord.z * 4194303.0) * (4.0/16777215.0)) + polyDepthOffset, 0.0, 1.0 );\n\
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#endif\n\
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#endif\n\
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}\n\
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"};
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void OGLLoadEntryPoints_ES_3_0()
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{
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OGLLoadEntryPoints_3_2();
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}
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void OGLCreateRenderer_ES_3_0(OpenGLRenderer **rendererPtr)
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{
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if (IsOpenGLDriverVersionSupported(3, 0, 0))
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{
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*rendererPtr = new OpenGLESRenderer_3_0;
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(*rendererPtr)->SetVersion(3, 0, 0);
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}
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}
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OpenGLESRenderer_3_0::OpenGLESRenderer_3_0()
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{
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_variantID = OpenGLVariantID_ES_3_0;
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}
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Render3DError OpenGLESRenderer_3_0::InitExtensions()
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{
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OGLRenderRef &OGLRef = *this->ref;
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Render3DError error = OGLERROR_NOERR;
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// Get OpenGL extensions
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std::set<std::string> oglExtensionSet;
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this->GetExtensionSet(&oglExtensionSet);
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// Get host GPU device properties
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GLint maxUBOSize = 0;
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUBOSize);
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this->_is64kUBOSupported = (maxUBOSize >= 65536);
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// TBOs are only supported in ES 3.2.
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this->_isTBOSupported = IsOpenGLDriverVersionSupported(3, 2, 0);
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GLfloat maxAnisotropyOGL = 1.0f;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropyOGL);
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this->_deviceInfo.maxAnisotropy = (float)maxAnisotropyOGL;
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// OpenGL ES 3.0 needs to look up the best format and data type for glReadPixels.
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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &OGLRef.readPixelsBestFormat);
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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &OGLRef.readPixelsBestDataType);
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this->_deviceInfo.isEdgeMarkSupported = true;
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this->_deviceInfo.isFogSupported = true;
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// Need to generate this texture first because FBO creation needs it.
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// This texture is only required by shaders, and so if shader creation
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// fails, then we can immediately delete this texture if an error occurs.
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glGenTextures(1, &OGLRef.texFinalColorID);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FinalColor);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texFinalColorID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glActiveTexture(GL_TEXTURE0);
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// OpenGL ES v3.0 should have all the necessary features to be able to flip and convert the framebuffer.
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this->willFlipOnlyFramebufferOnGPU = true;
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this->willFlipAndConvertFramebufferOnGPU = true;
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this->_enableTextureSmoothing = CommonSettings.GFX3D_Renderer_TextureSmoothing;
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this->_emulateShadowPolygon = CommonSettings.OpenGL_Emulation_ShadowPolygon;
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this->_emulateSpecialZeroAlphaBlending = CommonSettings.OpenGL_Emulation_SpecialZeroAlphaBlending;
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this->_emulateNDSDepthCalculation = CommonSettings.OpenGL_Emulation_NDSDepthCalculation;
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this->_emulateDepthLEqualPolygonFacing = CommonSettings.OpenGL_Emulation_DepthLEqualPolygonFacing;
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// Load and create shaders. Return on any error, since ES 3.0 makes shaders mandatory.
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this->isShaderSupported = true;
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error = this->CreateGeometryPrograms();
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if (error != OGLERROR_NOERR)
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{
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glUseProgram(0);
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this->DestroyGeometryPrograms();
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this->isShaderSupported = false;
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return error;
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}
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error = this->CreateGeometryZeroDstAlphaProgram(GeometryZeroDstAlphaPixelMaskVtxShader_150, GeometryZeroDstAlphaPixelMaskFragShader_150);
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if (error != OGLERROR_NOERR)
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{
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glUseProgram(0);
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this->DestroyGeometryPrograms();
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this->isShaderSupported = false;
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return error;
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}
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INFO("OpenGL: Successfully created geometry shaders.\n");
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error = this->InitPostprocessingPrograms(EdgeMarkVtxShader_150,
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EdgeMarkFragShader_150,
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FramebufferOutputVtxShader_150,
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FramebufferOutput6665FragShader_150,
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NULL);
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if (error != OGLERROR_NOERR)
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{
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glUseProgram(0);
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this->DestroyGeometryPrograms();
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this->DestroyGeometryZeroDstAlphaProgram();
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this->isShaderSupported = false;
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return error;
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}
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this->isVBOSupported = true;
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this->CreateVBOs();
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this->isPBOSupported = true;
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this->CreatePBOs();
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this->isVAOSupported = true;
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this->CreateVAOs();
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// Load and create FBOs. Return on any error, since v3.2 Core Profile makes FBOs mandatory.
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this->isFBOSupported = true;
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error = this->CreateFBOs();
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if (error != OGLERROR_NOERR)
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{
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this->isFBOSupported = false;
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return error;
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}
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this->isMultisampledFBOSupported = true;
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this->_selectedMultisampleSize = CommonSettings.GFX3D_Renderer_MultisampleSize;
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|
||||
GLint maxSamplesOGL = 0;
|
||||
glGetIntegerv(GL_MAX_SAMPLES, &maxSamplesOGL);
|
||||
this->_deviceInfo.maxSamples = (u8)maxSamplesOGL;
|
||||
|
||||
if (this->_deviceInfo.maxSamples >= 2)
|
||||
{
|
||||
// Try and initialize the multisampled FBOs with the GFX3D_Renderer_MultisampleSize.
|
||||
// However, if the client has this set to 0, then set sampleSize to 2 in order to
|
||||
// force the generation and the attachments of the buffers at a meaningful sample
|
||||
// size. If GFX3D_Renderer_MultisampleSize is 0, then we can deallocate the buffer
|
||||
// memory afterwards.
|
||||
GLsizei sampleSize = this->GetLimitedMultisampleSize();
|
||||
if (sampleSize == 0)
|
||||
{
|
||||
sampleSize = 2;
|
||||
}
|
||||
|
||||
error = this->CreateMultisampledFBO(sampleSize);
|
||||
if (error != OGLERROR_NOERR)
|
||||
{
|
||||
this->isMultisampledFBOSupported = false;
|
||||
}
|
||||
|
||||
// If GFX3D_Renderer_MultisampleSize is 0, then we can deallocate the buffers now
|
||||
// in order to save some memory.
|
||||
if (this->_selectedMultisampleSize == 0)
|
||||
{
|
||||
this->ResizeMultisampledFBOs(0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this->isMultisampledFBOSupported = false;
|
||||
INFO("OpenGL: Driver does not support at least 2x multisampled FBOs.\n");
|
||||
}
|
||||
|
||||
this->_isDepthLEqualPolygonFacingSupported = true;
|
||||
this->_enableMultisampledRendering = ((this->_selectedMultisampleSize >= 2) && this->isMultisampledFBOSupported);
|
||||
|
||||
this->InitFinalRenderStates(&oglExtensionSet); // This must be done last
|
||||
|
||||
return OGLERROR_NOERR;
|
||||
}
|
||||
|
||||
Render3DError OpenGLESRenderer_3_0::CreateGeometryPrograms()
|
||||
{
|
||||
Render3DError error = OGLERROR_NOERR;
|
||||
OGLRenderRef &OGLRef = *this->ref;
|
||||
|
||||
// Create shader resources.
|
||||
if (OGLRef.uboRenderStatesID == 0)
|
||||
{
|
||||
glGenBuffers(1, &OGLRef.uboRenderStatesID);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, OGLRef.uboRenderStatesID);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(OGLRenderStates), NULL, GL_DYNAMIC_DRAW);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, OGLBindingPointID_RenderStates, OGLRef.uboRenderStatesID);
|
||||
}
|
||||
|
||||
if (this->_is64kUBOSupported)
|
||||
{
|
||||
// Try transferring the polygon states through a UBO first. This is the fastest method,
|
||||
// but requires a GPU that supports 64k UBO transfers.
|
||||
if (OGLRef.uboPolyStatesID == 0)
|
||||
{
|
||||
glGenBuffers(1, &OGLRef.uboPolyStatesID);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, OGLRef.uboPolyStatesID);
|
||||
glBufferData(GL_UNIFORM_BUFFER, MAX_CLIPPED_POLY_COUNT_FOR_UBO * sizeof(OGLPolyStates), NULL, GL_DYNAMIC_DRAW);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, OGLBindingPointID_PolyStates, OGLRef.uboPolyStatesID);
|
||||
}
|
||||
}
|
||||
#ifdef GL_ES_VERSION_3_2
|
||||
else if (this->_isTBOSupported)
|
||||
{
|
||||
// If for some reason the GPU doesn't support 64k UBOs but still supports OpenGL ES 3.2,
|
||||
// then use a TBO as the second fastest method.
|
||||
if (OGLRef.tboPolyStatesID == 0)
|
||||
{
|
||||
// Set up poly states TBO
|
||||
glGenBuffers(1, &OGLRef.tboPolyStatesID);
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, OGLRef.tboPolyStatesID);
|
||||
glBufferData(GL_TEXTURE_BUFFER, CLIPPED_POLYLIST_SIZE * sizeof(OGLPolyStates), NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
glGenTextures(1, &OGLRef.texPolyStatesID);
|
||||
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_PolyStates);
|
||||
glBindTexture(GL_TEXTURE_BUFFER, OGLRef.texPolyStatesID);
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, OGLRef.tboPolyStatesID);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
else
|
||||
{
|
||||
// For compatibility reasons, we can transfer the polygon states through a plain old
|
||||
// integer texture.
|
||||
glGenTextures(1, &OGLRef.texPolyStatesID);
|
||||
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_PolyStates);
|
||||
glBindTexture(GL_TEXTURE_2D, OGLRef.texPolyStatesID);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, 256, 128, 0, GL_RED_INTEGER, GL_INT, NULL);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
glGenTextures(1, &OGLRef.texFogDensityTableID);
|
||||
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_LookupTable);
|
||||
glBindTexture(GL_TEXTURE_2D, OGLRef.texFogDensityTableID);
|
||||
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);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 32, 1, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
OGLGeometryFlags programFlags;
|
||||
programFlags.value = 0;
|
||||
|
||||
std::stringstream shaderHeader;
|
||||
shaderHeader << "#version 300 es\n";
|
||||
shaderHeader << "precision highp float;\n";
|
||||
shaderHeader << "precision highp int;\n";
|
||||
shaderHeader << "\n";
|
||||
|
||||
std::stringstream vsHeader;
|
||||
vsHeader << "#define IN_VTX_POSITION layout (location = " << OGLVertexAttributeID_Position << ") in\n";
|
||||
vsHeader << "#define IN_VTX_TEXCOORD0 layout (location = " << OGLVertexAttributeID_TexCoord0 << ") in\n";
|
||||
vsHeader << "#define IN_VTX_COLOR layout (location = " << OGLVertexAttributeID_Color << ") in\n";
|
||||
vsHeader << "\n";
|
||||
vsHeader << "#define IS_USING_UBO_POLY_STATES " << ((OGLRef.uboPolyStatesID != 0) ? 1 : 0) << "\n";
|
||||
vsHeader << "#define IS_USING_TBO_POLY_STATES " << ((OGLRef.tboPolyStatesID != 0) ? 1 : 0) << "\n";
|
||||
vsHeader << "#define DEPTH_EQUALS_TEST_TOLERANCE " << DEPTH_EQUALS_TEST_TOLERANCE << ".0\n";
|
||||
vsHeader << "\n";
|
||||
|
||||
std::string vtxShaderCode = shaderHeader.str() + vsHeader.str() + std::string(GeometryVtxShader_ES300);
|
||||
|
||||
for (size_t flagsValue = 0; flagsValue < 128; flagsValue++, programFlags.value++)
|
||||
{
|
||||
std::stringstream shaderFlags;
|
||||
if (this->_isShaderFixedLocationSupported)
|
||||
{
|
||||
shaderFlags << "#define OUT_COLOR layout (location = 0) out\n";
|
||||
shaderFlags << "#define OUT_WORKING_BUFFER layout (location = " << GeometryAttachmentWorkingBuffer[programFlags.DrawBuffersMode] << ") out\n";
|
||||
shaderFlags << "#define OUT_POLY_ID layout (location = " << GeometryAttachmentPolyID[programFlags.DrawBuffersMode] << ") out\n";
|
||||
shaderFlags << "#define OUT_FOG_ATTRIBUTES layout (location = " << GeometryAttachmentFogAttributes[programFlags.DrawBuffersMode] << ") out\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
shaderFlags << "#define OUT_COLOR out\n";
|
||||
shaderFlags << "#define OUT_WORKING_BUFFER out\n";
|
||||
shaderFlags << "#define OUT_POLY_ID out\n";
|
||||
shaderFlags << "#define OUT_FOG_ATTRIBUTES out\n";
|
||||
}
|
||||
shaderFlags << "\n";
|
||||
shaderFlags << "#define USE_TEXTURE_SMOOTHING " << ((this->_enableTextureSmoothing) ? 1 : 0) << "\n";
|
||||
shaderFlags << "#define USE_NDS_DEPTH_CALCULATION " << ((this->_emulateNDSDepthCalculation) ? 1 : 0) << "\n";
|
||||
shaderFlags << "#define USE_DEPTH_LEQUAL_POLYGON_FACING " << ((this->_emulateDepthLEqualPolygonFacing) ? 1 : 0) << "\n";
|
||||
shaderFlags << "\n";
|
||||
shaderFlags << "#define ENABLE_W_DEPTH " << ((programFlags.EnableWDepth) ? 1 : 0) << "\n";
|
||||
shaderFlags << "#define ENABLE_ALPHA_TEST " << ((programFlags.EnableAlphaTest) ? "true\n" : "false\n");
|
||||
shaderFlags << "#define ENABLE_TEXTURE_SAMPLING " << ((programFlags.EnableTextureSampling) ? "true\n" : "false\n");
|
||||
shaderFlags << "#define TOON_SHADING_MODE " << ((programFlags.ToonShadingMode) ? 1 : 0) << "\n";
|
||||
shaderFlags << "#define ENABLE_FOG " << ((programFlags.EnableFog) ? 1 : 0) << "\n";
|
||||
shaderFlags << "#define ENABLE_EDGE_MARK " << ((programFlags.EnableEdgeMark) ? 1 : 0) << "\n";
|
||||
shaderFlags << "#define DRAW_MODE_OPAQUE " << ((programFlags.OpaqueDrawMode) ? 1 : 0) << "\n";
|
||||
shaderFlags << "\n";
|
||||
|
||||
std::string fragShaderCode = shaderHeader.str() + shaderFlags.str() + std::string(GeometryFragShader_ES300);
|
||||
|
||||
error = this->ShaderProgramCreate(OGLRef.vertexGeometryShaderID,
|
||||
OGLRef.fragmentGeometryShaderID[flagsValue],
|
||||
OGLRef.programGeometryID[flagsValue],
|
||||
vtxShaderCode.c_str(),
|
||||
fragShaderCode.c_str());
|
||||
if (error != OGLERROR_NOERR)
|
||||
{
|
||||
INFO("OpenGL: Failed to create the GEOMETRY shader program.\n");
|
||||
glUseProgram(0);
|
||||
this->DestroyGeometryPrograms();
|
||||
return error;
|
||||
}
|
||||
|
||||
glLinkProgram(OGLRef.programGeometryID[flagsValue]);
|
||||
if (!this->ValidateShaderProgramLink(OGLRef.programGeometryID[flagsValue]))
|
||||
{
|
||||
INFO("OpenGL: Failed to link the GEOMETRY shader program.\n");
|
||||
glUseProgram(0);
|
||||
this->DestroyGeometryPrograms();
|
||||
return OGLERROR_SHADER_CREATE_ERROR;
|
||||
}
|
||||
|
||||
glValidateProgram(OGLRef.programGeometryID[flagsValue]);
|
||||
glUseProgram(OGLRef.programGeometryID[flagsValue]);
|
||||
|
||||
// Set up render states UBO
|
||||
const GLuint uniformBlockRenderStates = glGetUniformBlockIndex(OGLRef.programGeometryID[flagsValue], "RenderStates");
|
||||
glUniformBlockBinding(OGLRef.programGeometryID[flagsValue], uniformBlockRenderStates, OGLBindingPointID_RenderStates);
|
||||
|
||||
GLint uboSize = 0;
|
||||
glGetActiveUniformBlockiv(OGLRef.programGeometryID[flagsValue], uniformBlockRenderStates, GL_UNIFORM_BLOCK_DATA_SIZE, &uboSize);
|
||||
assert(uboSize == sizeof(OGLRenderStates));
|
||||
|
||||
const GLint uniformTexRenderObject = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "texRenderObject");
|
||||
glUniform1i(uniformTexRenderObject, 0);
|
||||
|
||||
if (OGLRef.uboPolyStatesID != 0)
|
||||
{
|
||||
const GLuint uniformBlockPolyStates = glGetUniformBlockIndex(OGLRef.programGeometryID[flagsValue], "PolyStates");
|
||||
glUniformBlockBinding(OGLRef.programGeometryID[flagsValue], uniformBlockPolyStates, OGLBindingPointID_PolyStates);
|
||||
}
|
||||
else
|
||||
{
|
||||
const GLint uniformTexBufferPolyStates = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "PolyStates");
|
||||
glUniform1i(uniformTexBufferPolyStates, OGLTextureUnitID_PolyStates);
|
||||
}
|
||||
|
||||
if (this->_emulateDepthLEqualPolygonFacing && !programFlags.OpaqueDrawMode)
|
||||
{
|
||||
const GLint uniformTexBackfacing = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "inDstBackFacing");
|
||||
glUniform1i(uniformTexBackfacing, OGLTextureUnitID_FinalColor);
|
||||
}
|
||||
|
||||
OGLRef.uniformTexDrawOpaque[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "texDrawOpaque");
|
||||
OGLRef.uniformDrawModeDepthEqualsTest[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "drawModeDepthEqualsTest");
|
||||
OGLRef.uniformPolyDrawShadow[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyDrawShadow");
|
||||
OGLRef.uniformPolyStateIndex[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyIndex");
|
||||
OGLRef.uniformPolyDepthOffset[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyDepthOffset");
|
||||
}
|
||||
|
||||
return error;
|
||||
}
|
||||
|
||||
Render3DError OpenGLESRenderer_3_0::CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString)
|
||||
{
|
||||
Render3DError error = OGLERROR_NOERR;
|
||||
OGLRenderRef &OGLRef = *this->ref;
|
||||
|
||||
if ( (vtxShaderCString == NULL) || (fragShaderCString == NULL) )
|
||||
{
|
||||
return error;
|
||||
}
|
||||
|
||||
std::stringstream shaderHeader;
|
||||
shaderHeader << "#version 300 es\n";
|
||||
shaderHeader << "precision highp float;\n";
|
||||
shaderHeader << "precision highp int;\n";
|
||||
shaderHeader << "\n";
|
||||
|
||||
std::stringstream vsHeader;
|
||||
vsHeader << "#define IN_VTX_POSITION layout (location = " << OGLVertexAttributeID_Position << ") in\n";
|
||||
vsHeader << "#define IN_VTX_TEXCOORD0 layout (location = " << OGLVertexAttributeID_TexCoord0 << ") in\n";
|
||||
vsHeader << "#define IN_VTX_COLOR layout (location = " << OGLVertexAttributeID_Color << ") in\n";
|
||||
|
||||
std::string vtxShaderCode = shaderHeader.str() + vsHeader.str() + std::string(vtxShaderCString);
|
||||
std::string fragShaderCode = shaderHeader.str() + std::string(fragShaderCString);
|
||||
|
||||
error = this->ShaderProgramCreate(OGLRef.vtxShaderGeometryZeroDstAlphaID,
|
||||
OGLRef.fragShaderGeometryZeroDstAlphaID,
|
||||
OGLRef.programGeometryZeroDstAlphaID,
|
||||
vtxShaderCode.c_str(),
|
||||
fragShaderCode.c_str());
|
||||
if (error != OGLERROR_NOERR)
|
||||
{
|
||||
INFO("OpenGL: Failed to create the GEOMETRY ZERO DST ALPHA shader program.\n");
|
||||
glUseProgram(0);
|
||||
this->DestroyGeometryZeroDstAlphaProgram();
|
||||
return error;
|
||||
}
|
||||
|
||||
glLinkProgram(OGLRef.programGeometryZeroDstAlphaID);
|
||||
if (!this->ValidateShaderProgramLink(OGLRef.programGeometryZeroDstAlphaID))
|
||||
{
|
||||
INFO("OpenGL: Failed to link the GEOMETRY ZERO DST ALPHA shader program.\n");
|
||||
glUseProgram(0);
|
||||
this->DestroyGeometryZeroDstAlphaProgram();
|
||||
return OGLERROR_SHADER_CREATE_ERROR;
|
||||
}
|
||||
|
||||
glValidateProgram(OGLRef.programGeometryZeroDstAlphaID);
|
||||
glUseProgram(OGLRef.programGeometryZeroDstAlphaID);
|
||||
|
||||
const GLint uniformTexGColor = glGetUniformLocation(OGLRef.programGeometryZeroDstAlphaID, "texInFragColor");
|
||||
glUniform1i(uniformTexGColor, OGLTextureUnitID_GColor);
|
||||
|
||||
return OGLERROR_NOERR;
|
||||
}
|
||||
|
||||
Render3DError OpenGLESRenderer_3_0::CreateEdgeMarkProgram(const char *vtxShaderCString, const char *fragShaderCString)
|
||||
{
|
||||
Render3DError error = OGLERROR_NOERR;
|
||||
OGLRenderRef &OGLRef = *this->ref;
|
||||
|
||||
if ( (vtxShaderCString == NULL) || (fragShaderCString == NULL) )
|
||||
{
|
||||
return error;
|
||||
}
|
||||
|
||||
std::stringstream shaderHeader;
|
||||
shaderHeader << "#version 300 es\n";
|
||||
shaderHeader << "precision highp float;\n";
|
||||
shaderHeader << "precision highp int;\n";
|
||||
shaderHeader << "\n";
|
||||
shaderHeader << "#define FRAMEBUFFER_SIZE_X " << this->_framebufferWidth << ".0 \n";
|
||||
shaderHeader << "#define FRAMEBUFFER_SIZE_Y " << this->_framebufferHeight << ".0 \n";
|
||||
shaderHeader << "\n";
|
||||
|
||||
std::stringstream vsHeader;
|
||||
vsHeader << "#define IN_VTX_POSITION layout (location = " << OGLVertexAttributeID_Position << ") in\n";
|
||||
vsHeader << "#define IN_VTX_TEXCOORD0 layout (location = " << OGLVertexAttributeID_TexCoord0 << ") in\n";
|
||||
vsHeader << "#define IN_VTX_COLOR layout (location = " << OGLVertexAttributeID_Color << ") in\n";
|
||||
|
||||
std::stringstream fsHeader;
|
||||
fsHeader << "#define OUT_COLOR layout (location = 0) out\n";
|
||||
|
||||
std::string vtxShaderCode = shaderHeader.str() + vsHeader.str() + std::string(vtxShaderCString);
|
||||
std::string fragShaderCode = shaderHeader.str() + fsHeader.str() + std::string(fragShaderCString);
|
||||
|
||||
error = this->ShaderProgramCreate(OGLRef.vertexEdgeMarkShaderID,
|
||||
OGLRef.fragmentEdgeMarkShaderID,
|
||||
OGLRef.programEdgeMarkID,
|
||||
vtxShaderCode.c_str(),
|
||||
fragShaderCode.c_str());
|
||||
if (error != OGLERROR_NOERR)
|
||||
{
|
||||
INFO("OpenGL: Failed to create the EDGE MARK shader program.\n");
|
||||
glUseProgram(0);
|
||||
this->DestroyEdgeMarkProgram();
|
||||
return error;
|
||||
}
|
||||
|
||||
glLinkProgram(OGLRef.programEdgeMarkID);
|
||||
if (!this->ValidateShaderProgramLink(OGLRef.programEdgeMarkID))
|
||||
{
|
||||
INFO("OpenGL: Failed to link the EDGE MARK shader program.\n");
|
||||
glUseProgram(0);
|
||||
this->DestroyEdgeMarkProgram();
|
||||
return OGLERROR_SHADER_CREATE_ERROR;
|
||||
}
|
||||
|
||||
glValidateProgram(OGLRef.programEdgeMarkID);
|
||||
glUseProgram(OGLRef.programEdgeMarkID);
|
||||
|
||||
const GLuint uniformBlockRenderStates = glGetUniformBlockIndex(OGLRef.programEdgeMarkID, "RenderStates");
|
||||
glUniformBlockBinding(OGLRef.programEdgeMarkID, uniformBlockRenderStates, OGLBindingPointID_RenderStates);
|
||||
|
||||
const GLint uniformTexGDepth = glGetUniformLocation(OGLRef.programEdgeMarkID, "texInFragDepth");
|
||||
const GLint uniformTexGPolyID = glGetUniformLocation(OGLRef.programEdgeMarkID, "texInPolyID");
|
||||
glUniform1i(uniformTexGDepth, OGLTextureUnitID_DepthStencil);
|
||||
glUniform1i(uniformTexGPolyID, OGLTextureUnitID_GPolyID);
|
||||
|
||||
return OGLERROR_NOERR;
|
||||
}
|
||||
|
||||
Render3DError OpenGLESRenderer_3_0::CreateFogProgram(const OGLFogProgramKey fogProgramKey, const char *vtxShaderCString, const char *fragShaderCString)
|
||||
{
|
||||
Render3DError error = OGLERROR_NOERR;
|
||||
OGLRenderRef &OGLRef = *this->ref;
|
||||
|
||||
if (vtxShaderCString == NULL)
|
||||
{
|
||||
INFO("OpenGL: The FOG vertex shader is unavailable.\n");
|
||||
error = OGLERROR_VERTEX_SHADER_PROGRAM_LOAD_ERROR;
|
||||
return error;
|
||||
}
|
||||
else if (fragShaderCString == NULL)
|
||||
{
|
||||
INFO("OpenGL: The FOG fragment shader is unavailable.\n");
|
||||
error = OGLERROR_FRAGMENT_SHADER_PROGRAM_LOAD_ERROR;
|
||||
return error;
|
||||
}
|
||||
|
||||
const s32 fogOffset = fogProgramKey.offset;
|
||||
const GLfloat fogOffsetf = (GLfloat)fogOffset / 32767.0f;
|
||||
const s32 fogStep = 0x0400 >> fogProgramKey.shift;
|
||||
|
||||
std::stringstream shaderHeader;
|
||||
shaderHeader << "#version 300 es\n";
|
||||
shaderHeader << "precision highp float;\n";
|
||||
shaderHeader << "precision highp int;\n";
|
||||
shaderHeader << "\n";
|
||||
|
||||
std::stringstream vsHeader;
|
||||
vsHeader << "#define IN_VTX_POSITION layout (location = " << OGLVertexAttributeID_Position << ") in\n";
|
||||
vsHeader << "#define IN_VTX_TEXCOORD0 layout (location = " << OGLVertexAttributeID_TexCoord0 << ") in\n";
|
||||
vsHeader << "#define IN_VTX_COLOR layout (location = " << OGLVertexAttributeID_Color << ") in\n";
|
||||
|
||||
std::stringstream fsHeader;
|
||||
fsHeader << "#define USE_DUAL_SOURCE_BLENDING " << ((this->_isDualSourceBlendingSupported) ? 1 : 0) << "\n";
|
||||
fsHeader << "\n";
|
||||
fsHeader << "#define FOG_OFFSET " << fogOffset << "\n";
|
||||
fsHeader << "#define FOG_OFFSETF " << fogOffsetf << (((fogOffsetf == 0.0f) || (fogOffsetf == 1.0f)) ? ".0" : "") << "\n";
|
||||
fsHeader << "#define FOG_STEP " << fogStep << "\n";
|
||||
fsHeader << "\n";
|
||||
fsHeader << "#define OUT_FOG_COLOR layout (location = 0, index = 0) out\n";
|
||||
fsHeader << "#define OUT_FOG_WEIGHT layout (location = 0, index = 1) out\n";
|
||||
fsHeader << "#define OUT_COLOR layout (location = 0) out\n";
|
||||
|
||||
std::string vtxShaderCode = shaderHeader.str() + vsHeader.str() + std::string(vtxShaderCString);
|
||||
std::string fragShaderCode = shaderHeader.str() + fsHeader.str() + std::string(fragShaderCString);
|
||||
|
||||
OGLFogShaderID shaderID;
|
||||
shaderID.program = 0;
|
||||
shaderID.fragShader = 0;
|
||||
|
||||
error = this->ShaderProgramCreate(OGLRef.vertexFogShaderID,
|
||||
shaderID.fragShader,
|
||||
shaderID.program,
|
||||
vtxShaderCode.c_str(),
|
||||
fragShaderCode.c_str());
|
||||
|
||||
this->_fogProgramMap[fogProgramKey.key] = shaderID;
|
||||
|
||||
if (error != OGLERROR_NOERR)
|
||||
{
|
||||
INFO("OpenGL: Failed to create the FOG shader program.\n");
|
||||
glUseProgram(0);
|
||||
this->DestroyFogProgram(fogProgramKey);
|
||||
return error;
|
||||
}
|
||||
|
||||
glLinkProgram(shaderID.program);
|
||||
if (!this->ValidateShaderProgramLink(shaderID.program))
|
||||
{
|
||||
INFO("OpenGL: Failed to link the FOG shader program.\n");
|
||||
glUseProgram(0);
|
||||
this->DestroyFogProgram(fogProgramKey);
|
||||
return OGLERROR_SHADER_CREATE_ERROR;
|
||||
}
|
||||
|
||||
glValidateProgram(shaderID.program);
|
||||
glUseProgram(shaderID.program);
|
||||
|
||||
const GLuint uniformBlockRenderStates = glGetUniformBlockIndex(shaderID.program, "RenderStates");
|
||||
glUniformBlockBinding(shaderID.program, uniformBlockRenderStates, OGLBindingPointID_RenderStates);
|
||||
|
||||
const GLint uniformTexGDepth = glGetUniformLocation(shaderID.program, "texInFragDepth");
|
||||
const GLint uniformTexGFog = glGetUniformLocation(shaderID.program, "texInFogAttributes");
|
||||
const GLint uniformTexFogDensityTable = glGetUniformLocation(shaderID.program, "texFogDensityTable");
|
||||
glUniform1i(uniformTexGDepth, OGLTextureUnitID_DepthStencil);
|
||||
glUniform1i(uniformTexGFog, OGLTextureUnitID_FogAttr);
|
||||
glUniform1i(uniformTexFogDensityTable, OGLTextureUnitID_LookupTable);
|
||||
|
||||
const GLint uniformTexGColor = glGetUniformLocation(shaderID.program, "texInFragColor");
|
||||
glUniform1i(uniformTexGColor, OGLTextureUnitID_GColor);
|
||||
|
||||
return OGLERROR_NOERR;
|
||||
}
|
||||
|
||||
Render3DError OpenGLESRenderer_3_0::CreateFramebufferOutput6665Program(const size_t outColorIndex, const char *vtxShaderCString, const char *fragShaderCString)
|
||||
{
|
||||
Render3DError error = OGLERROR_NOERR;
|
||||
OGLRenderRef &OGLRef = *this->ref;
|
||||
|
||||
if ( (vtxShaderCString == NULL) || (fragShaderCString == NULL) )
|
||||
{
|
||||
return error;
|
||||
}
|
||||
|
||||
std::stringstream shaderHeader;
|
||||
shaderHeader << "#version 300 es\n";
|
||||
shaderHeader << "precision highp float;\n";
|
||||
shaderHeader << "precision highp int;\n";
|
||||
shaderHeader << "\n";
|
||||
shaderHeader << "#define FRAMEBUFFER_SIZE_X " << this->_framebufferWidth << ".0 \n";
|
||||
shaderHeader << "#define FRAMEBUFFER_SIZE_Y " << this->_framebufferHeight << ".0 \n";
|
||||
shaderHeader << "\n";
|
||||
|
||||
std::stringstream vsHeader;
|
||||
vsHeader << "#define IN_VTX_POSITION layout (location = " << OGLVertexAttributeID_Position << ") in\n";
|
||||
vsHeader << "#define IN_VTX_TEXCOORD0 layout (location = " << OGLVertexAttributeID_TexCoord0 << ") in\n";
|
||||
vsHeader << "#define IN_VTX_COLOR layout (location = " << OGLVertexAttributeID_Color << ") in\n";
|
||||
|
||||
std::stringstream fsHeader;
|
||||
fsHeader << "#define OUT_COLOR layout (location = 0) out\n";
|
||||
|
||||
std::string vtxShaderCode = shaderHeader.str() + vsHeader.str() + std::string(vtxShaderCString);
|
||||
std::string fragShaderCode = shaderHeader.str() + fsHeader.str() + std::string(fragShaderCString);
|
||||
|
||||
error = this->ShaderProgramCreate(OGLRef.vertexFramebufferOutput6665ShaderID,
|
||||
OGLRef.fragmentFramebufferRGBA6665OutputShaderID,
|
||||
OGLRef.programFramebufferRGBA6665OutputID[outColorIndex],
|
||||
vtxShaderCode.c_str(),
|
||||
fragShaderCode.c_str());
|
||||
if (error != OGLERROR_NOERR)
|
||||
{
|
||||
INFO("OpenGL: Failed to create the FRAMEBUFFER OUTPUT RGBA6665 shader program.\n");
|
||||
glUseProgram(0);
|
||||
this->DestroyFramebufferOutput6665Programs();
|
||||
return error;
|
||||
}
|
||||
|
||||
glLinkProgram(OGLRef.programFramebufferRGBA6665OutputID[outColorIndex]);
|
||||
if (!this->ValidateShaderProgramLink(OGLRef.programFramebufferRGBA6665OutputID[outColorIndex]))
|
||||
{
|
||||
INFO("OpenGL: Failed to link the FRAMEBUFFER OUTPUT RGBA6665 shader program.\n");
|
||||
glUseProgram(0);
|
||||
this->DestroyFramebufferOutput6665Programs();
|
||||
return OGLERROR_SHADER_CREATE_ERROR;
|
||||
}
|
||||
|
||||
glValidateProgram(OGLRef.programFramebufferRGBA6665OutputID[outColorIndex]);
|
||||
glUseProgram(OGLRef.programFramebufferRGBA6665OutputID[outColorIndex]);
|
||||
|
||||
const GLint uniformTexGColor = glGetUniformLocation(OGLRef.programFramebufferRGBA6665OutputID[outColorIndex], "texInFragColor");
|
||||
if (outColorIndex == 0)
|
||||
{
|
||||
glUniform1i(uniformTexGColor, OGLTextureUnitID_FinalColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
glUniform1i(uniformTexGColor, OGLTextureUnitID_GColor);
|
||||
}
|
||||
|
||||
return OGLERROR_NOERR;
|
||||
}
|
|
@ -0,0 +1,58 @@
|
|||
/*
|
||||
Copyright (C) 2024 DeSmuME team
|
||||
|
||||
This file 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 file 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 the this software. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef OGLRENDER_ES3_H
|
||||
#define OGLRENDER_ES3_H
|
||||
|
||||
#include "OGLRender_3_2.h"
|
||||
|
||||
// A port that wants to use the OpenGL ES renderer must assign the two following functions
|
||||
// to OGLLoadEntryPoints_ES_3_0_Func and OGLCreateRenderer_ES_3_0_Func, respectively.
|
||||
//
|
||||
// In addition, the port must add the following GPU3DInterface objects to core3DList:
|
||||
// - gpu3Dgl_ES_3_0: Selects the OpenGL ES 3.0 renderer, and returns an error if it is
|
||||
// not available on the host system.
|
||||
//
|
||||
// Finally, the port must call GPU->Set3DRendererByID() and pass in the index where
|
||||
// gpu3Dgl_ES_3_0 exists in core3DList so that the emulator can create the appropriate
|
||||
// OpenGLRenderer object.
|
||||
//
|
||||
// Example code:
|
||||
// OGLLoadEntryPoints_ES_3_0_Func = &OGLLoadEntryPoints_ES_3_0;
|
||||
// OGLCreateRenderer_ES_3_0_Func = &OGLCreateRenderer_ES_3_0;
|
||||
// GPU3DInterface *core3DList[] = { &gpu3DNull, &gpu3DRasterize, &gpu3Dgl_ES_3_0, NULL };
|
||||
// GPU->Set3DRendererByID(2);
|
||||
|
||||
void OGLLoadEntryPoints_ES_3_0();
|
||||
void OGLCreateRenderer_ES_3_0(OpenGLRenderer **rendererPtr);
|
||||
|
||||
class OpenGLESRenderer_3_0 : public OpenGLRenderer_3_2
|
||||
{
|
||||
protected:
|
||||
virtual Render3DError CreateGeometryPrograms();
|
||||
virtual Render3DError CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString);
|
||||
virtual Render3DError CreateEdgeMarkProgram(const char *vtxShaderCString, const char *fragShaderCString);
|
||||
virtual Render3DError CreateFogProgram(const OGLFogProgramKey fogProgramKey, const char *vtxShaderCString, const char *fragShaderCString);
|
||||
virtual Render3DError CreateFramebufferOutput6665Program(const size_t outColorIndex, const char *vtxShaderCString, const char *fragShaderCString);
|
||||
|
||||
public:
|
||||
OpenGLESRenderer_3_0();
|
||||
|
||||
virtual Render3DError InitExtensions();
|
||||
};
|
||||
|
||||
#endif // OGLRENDER_ES3_H
|
Loading…
Reference in New Issue