OpenGL Renderer: Fix various rendering bugs.

- Fix a potential unaligned access crashing bug in ES when clear images are to be rendered.
- Fix an ES bug where clear images would fail to render when MSAA is enabled.
- Fix a legacy OpenGL bug where toon table colors were not ignoring their alpha bit, according to GBATEK.
This commit is contained in:
rogerman 2024-07-23 21:28:15 -07:00
parent f323dc464f
commit e2a25e2412
6 changed files with 392 additions and 54 deletions

View File

@ -38,27 +38,6 @@
#include "./utils/colorspacehandler/colorspacehandler_SSE2.h" #include "./utils/colorspacehandler/colorspacehandler_SSE2.h"
#endif #endif
#if defined(OPENGL_VARIANT_STANDARD)
#if MSB_FIRST
#define OGL_TEXTURE_SRC_CI_COLOR GL_UNSIGNED_SHORT_1_5_5_5_REV
#define OGL_TEXTURE_SRC_CI_FOG GL_UNSIGNED_INT_8_8_8_8_REV
#define OGL_TEXTURE_SRC_EDGE_COLOR GL_UNSIGNED_INT_8_8_8_8
#define OGL_TEXTURE_SRC_TOON_TABLE GL_UNSIGNED_SHORT_1_5_5_5_REV
#else
#define OGL_TEXTURE_SRC_CI_COLOR GL_UNSIGNED_SHORT_1_5_5_5_REV
#define OGL_TEXTURE_SRC_CI_FOG GL_UNSIGNED_INT_8_8_8_8_REV
#define OGL_TEXTURE_SRC_EDGE_COLOR GL_UNSIGNED_INT_8_8_8_8_REV
#define OGL_TEXTURE_SRC_TOON_TABLE GL_UNSIGNED_SHORT_1_5_5_5_REV
#endif
#elif defined(OPENGL_VARIANT_ES)
#define OGL_TEXTURE_SRC_CI_COLOR GL_UNSIGNED_BYTE
#define OGL_TEXTURE_SRC_CI_FOG GL_UNSIGNED_BYTE
#define OGL_TEXTURE_SRC_EDGE_COLOR GL_UNSIGNED_BYTE
#define OGL_TEXTURE_SRC_TOON_TABLE GL_UNSIGNED_BYTE
#else
#error Unknown OpenGL variant.
#endif
typedef struct typedef struct
{ {
unsigned int major; unsigned int major;
@ -1229,7 +1208,7 @@ GPU3DInterface gpu3Dgl_3_2 = {
// OpenGL ES 3.0 (this is the only version of ES that is supported right now) // OpenGL ES 3.0 (this is the only version of ES that is supported right now)
GPU3DInterface gpu3Dgl_ES_3_0 = { GPU3DInterface gpu3Dgl_ES_3_0 = {
"OpenGL ES 3.0", "OpenGL ES 3.0",
OpenGLRendererCreate<OpenGLVariantID_ES_3_0>, OpenGLRendererCreate<OpenGLVariantID_ES3_3_0>,
OpenGLRendererDestroy OpenGLRendererDestroy
}; };
@ -1270,7 +1249,7 @@ OpenGLRenderer::OpenGLRenderer()
_emulateDepthLEqualPolygonFacing = false; _emulateDepthLEqualPolygonFacing = false;
// Init OpenGL rendering states // Init OpenGL rendering states
ref = (OGLRenderRef *)malloc(sizeof(OGLRenderRef)); ref = (OGLRenderRef *)malloc_alignedPage(sizeof(OGLRenderRef));
memset(ref, 0, sizeof(OGLRenderRef)); memset(ref, 0, sizeof(OGLRenderRef));
_mappedFramebuffer = NULL; _mappedFramebuffer = NULL;
@ -1294,7 +1273,7 @@ OpenGLRenderer::~OpenGLRenderer()
free_aligned(this->_workingTextureUnpackBuffer); free_aligned(this->_workingTextureUnpackBuffer);
// Destroy OpenGL rendering states // Destroy OpenGL rendering states
free(this->ref); free_aligned(this->ref);
this->ref = NULL; this->ref = NULL;
} }
@ -2771,11 +2750,10 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glActiveTexture(GL_TEXTURE0);
CACHE_ALIGN GLint tempClearImageBuffer[GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT]; CACHE_ALIGN GLint tempClearImageBuffer[GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT];
memset(tempClearImageBuffer, 0, sizeof(tempClearImageBuffer)); memset(tempClearImageBuffer, 0, sizeof(tempClearImageBuffer));
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIColor);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIColorID); glBindTexture(GL_TEXTURE_2D, OGLRef.texCIColorID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 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_MAG_FILTER, GL_NEAREST);
@ -2783,6 +2761,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, OGL_TEXTURE_SRC_CI_COLOR, tempClearImageBuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, OGL_TEXTURE_SRC_CI_COLOR, tempClearImageBuffer);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIDepth);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID); glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 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_MAG_FILTER, GL_NEAREST);
@ -2791,6 +2770,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, tempClearImageBuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, tempClearImageBuffer);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIFogAttr);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIFogAttrID); glBindTexture(GL_TEXTURE_2D, OGLRef.texCIFogAttrID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 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_MAG_FILTER, GL_NEAREST);
@ -2813,7 +2793,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs()
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, OGLRef.texGDepthStencilID, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, OGLRef.texGDepthStencilID, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, OGLRef.texGDepthStencilID, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, OGLRef.texGDepthStencilID, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE) if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
{ {
INFO("OpenGL: Failed to create FBOs!\n"); INFO("OpenGL: Failed to create FBOs!\n");
this->DestroyFBOs(); this->DestroyFBOs();
@ -2931,6 +2911,7 @@ void OpenGLRenderer_1_2::DestroyFBOs()
OGLRef.fboClearImageID = 0; OGLRef.fboClearImageID = 0;
OGLRef.fboRenderID = 0; OGLRef.fboRenderID = 0;
OGLRef.fboRenderMutableID = 0;
OGLRef.fboColorOutMainID = 0; OGLRef.fboColorOutMainID = 0;
OGLRef.fboColorOutWorkingID = 0; OGLRef.fboColorOutWorkingID = 0;
OGLRef.texCIColorID = 0; OGLRef.texCIColorID = 0;
@ -3309,6 +3290,18 @@ void OpenGLRenderer_1_2::DestroyGeometryZeroDstAlphaProgram()
OGLRef.fragShaderGeometryZeroDstAlphaID = 0; OGLRef.fragShaderGeometryZeroDstAlphaID = 0;
} }
Render3DError OpenGLRenderer_1_2::CreateClearImageProgram(const char *vsCString, const char *fsCString)
{
Render3DError error = OGLERROR_NOERR;
// TODO: Add support for ancient GPUs that support shaders but not GL_EXT_framebuffer_blit.
return error;
}
void OpenGLRenderer_1_2::DestroyClearImageProgram()
{
// Do nothing for now.
}
Render3DError OpenGLRenderer_1_2::CreateEdgeMarkProgram(const bool isMultisample, const char *vtxShaderCString, const char *fragShaderCString) Render3DError OpenGLRenderer_1_2::CreateEdgeMarkProgram(const bool isMultisample, const char *vtxShaderCString, const char *fragShaderCString)
{ {
Render3DError error = OGLERROR_NOERR; Render3DError error = OGLERROR_NOERR;
@ -3825,11 +3818,10 @@ Render3DError OpenGLRenderer_1_2::UploadClearImage(const u16 *__restrict colorBu
const bool didDepthStencilChange = (memcmp(OGLRef.workingCIDepthStencilBuffer[this->_clearImageIndex], OGLRef.workingCIDepthStencilBuffer[this->_clearImageIndex ^ 0x01], GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * sizeof(GLuint)) != 0); const bool didDepthStencilChange = (memcmp(OGLRef.workingCIDepthStencilBuffer[this->_clearImageIndex], OGLRef.workingCIDepthStencilBuffer[this->_clearImageIndex ^ 0x01], GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * sizeof(GLuint)) != 0);
const bool didFogAttributesChange = this->_enableFog && this->_deviceInfo.isFogSupported && (memcmp(OGLRef.workingCIFogAttributesBuffer[this->_clearImageIndex], OGLRef.workingCIFogAttributesBuffer[this->_clearImageIndex ^ 0x01], GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * sizeof(GLuint)) != 0); const bool didFogAttributesChange = this->_enableFog && this->_deviceInfo.isFogSupported && (memcmp(OGLRef.workingCIFogAttributesBuffer[this->_clearImageIndex], OGLRef.workingCIFogAttributesBuffer[this->_clearImageIndex ^ 0x01], GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * sizeof(GLuint)) != 0);
glActiveTexture(GL_TEXTURE0);
if (didColorChange) if (didColorChange)
{ {
memcpy(OGLRef.workingCIColorBuffer16, colorBuffer, GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * sizeof(u16)); memcpy(OGLRef.workingCIColorBuffer16, colorBuffer, GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * sizeof(u16));
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIColor);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIColorID); glBindTexture(GL_TEXTURE_2D, OGLRef.texCIColorID);
if (OGL_TEXTURE_SRC_CI_COLOR == GL_UNSIGNED_BYTE) if (OGL_TEXTURE_SRC_CI_COLOR == GL_UNSIGNED_BYTE)
@ -3845,16 +3837,19 @@ Render3DError OpenGLRenderer_1_2::UploadClearImage(const u16 *__restrict colorBu
if (didDepthStencilChange) if (didDepthStencilChange)
{ {
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIDepth);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID); glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, OGLRef.workingCIDepthStencilBuffer[this->_clearImageIndex]); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, OGLRef.workingCIDepthStencilBuffer[this->_clearImageIndex]);
} }
if (didFogAttributesChange) if (didFogAttributesChange)
{ {
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIFogAttr);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIFogAttrID); glBindTexture(GL_TEXTURE_2D, OGLRef.texCIFogAttrID);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GL_RGBA, OGL_TEXTURE_SRC_CI_FOG, OGLRef.workingCIFogAttributesBuffer[this->_clearImageIndex]); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GL_RGBA, OGL_TEXTURE_SRC_CI_FOG, OGLRef.workingCIFogAttributesBuffer[this->_clearImageIndex]);
} }
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
return OGLERROR_NOERR; return OGLERROR_NOERR;
@ -4419,7 +4414,7 @@ Render3DError OpenGLRenderer_1_2::BeginRender(const GFX3D_State &renderState, co
if (OGL_TEXTURE_SRC_TOON_TABLE == GL_UNSIGNED_BYTE) if (OGL_TEXTURE_SRC_TOON_TABLE == GL_UNSIGNED_BYTE)
{ {
ColorspaceConvertBuffer5551To8888<false, false, BESwapDst>(renderState.toonTable16, OGLRef.toonTable32, 32); ColorspaceConvertBuffer555xTo8888Opaque<false, false, BESwapDst>(renderState.toonTable16, OGLRef.toonTable32, 32);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 32, GL_RGBA, OGL_TEXTURE_SRC_TOON_TABLE, OGLRef.toonTable32); glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 32, GL_RGBA, OGL_TEXTURE_SRC_TOON_TABLE, OGLRef.toonTable32);
} }
else else
@ -5693,7 +5688,7 @@ Render3DError OpenGLRenderer_2_0::BeginRender(const GFX3D_State &renderState, co
if (OGL_TEXTURE_SRC_TOON_TABLE == GL_UNSIGNED_BYTE) if (OGL_TEXTURE_SRC_TOON_TABLE == GL_UNSIGNED_BYTE)
{ {
ColorspaceConvertBuffer5551To8888<false, false, BESwapDst>(renderState.toonTable16, OGLRef.toonTable32, 32); ColorspaceConvertBuffer555xTo8888Opaque<false, false, BESwapDst>(renderState.toonTable16, OGLRef.toonTable32, 32);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 32, GL_RGBA, OGL_TEXTURE_SRC_TOON_TABLE, OGLRef.toonTable32); glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 32, GL_RGBA, OGL_TEXTURE_SRC_TOON_TABLE, OGLRef.toonTable32);
} }
else else

View File

@ -385,6 +385,27 @@ EXTERNOGLEXT(PFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT)
#define OGL_CI_FOGATTRIBUTES_ATTACHMENT_ID GL_COLOR_ATTACHMENT1_EXT #define OGL_CI_FOGATTRIBUTES_ATTACHMENT_ID GL_COLOR_ATTACHMENT1_EXT
#endif #endif
#if defined(OPENGL_VARIANT_STANDARD)
#if MSB_FIRST
#define OGL_TEXTURE_SRC_CI_COLOR GL_UNSIGNED_SHORT_1_5_5_5_REV
#define OGL_TEXTURE_SRC_CI_FOG GL_UNSIGNED_INT_8_8_8_8_REV
#define OGL_TEXTURE_SRC_EDGE_COLOR GL_UNSIGNED_INT_8_8_8_8
#define OGL_TEXTURE_SRC_TOON_TABLE GL_UNSIGNED_SHORT_1_5_5_5_REV
#else
#define OGL_TEXTURE_SRC_CI_COLOR GL_UNSIGNED_SHORT_1_5_5_5_REV
#define OGL_TEXTURE_SRC_CI_FOG GL_UNSIGNED_INT_8_8_8_8_REV
#define OGL_TEXTURE_SRC_EDGE_COLOR GL_UNSIGNED_INT_8_8_8_8_REV
#define OGL_TEXTURE_SRC_TOON_TABLE GL_UNSIGNED_SHORT_1_5_5_5_REV
#endif
#elif defined(OPENGL_VARIANT_ES)
#define OGL_TEXTURE_SRC_CI_COLOR GL_UNSIGNED_BYTE
#define OGL_TEXTURE_SRC_CI_FOG GL_UNSIGNED_BYTE
#define OGL_TEXTURE_SRC_EDGE_COLOR GL_UNSIGNED_BYTE
#define OGL_TEXTURE_SRC_TOON_TABLE GL_UNSIGNED_BYTE
#else
#error Unknown OpenGL variant.
#endif
enum OpenGLVariantID enum OpenGLVariantID
{ {
OpenGLVariantID_Unknown = 0, OpenGLVariantID_Unknown = 0,
@ -394,7 +415,18 @@ enum OpenGLVariantID
OpenGLVariantID_Legacy_2_1 = 0x1021, OpenGLVariantID_Legacy_2_1 = 0x1021,
OpenGLVariantID_CoreProfile_3_2 = 0x2032, OpenGLVariantID_CoreProfile_3_2 = 0x2032,
OpenGLVariantID_StandardAuto = 0x3000, OpenGLVariantID_StandardAuto = 0x3000,
OpenGLVariantID_ES_3_0 = 0x4030 OpenGLVariantID_ES3_Auto = 0x4000,
OpenGLVariantID_ES3_3_0 = 0x4030,
OpenGLVariantID_ES_Auto = 0x6000
};
enum OpenGLVariantFamily
{
OpenGLVariantFamily_Standard = (3 << 12),
OpenGLVariantFamily_Legacy = (1 << 12),
OpenGLVariantFamily_CoreProfile = (1 << 13),
OpenGLVariantFamily_ES = (3 << 14),
OpenGLVariantFamily_ES3 = (1 << 14)
}; };
enum OGLVertexAttributeID enum OGLVertexAttributeID
@ -413,7 +445,10 @@ enum OGLTextureUnitID
OGLTextureUnitID_GPolyID, OGLTextureUnitID_GPolyID,
OGLTextureUnitID_FogAttr, OGLTextureUnitID_FogAttr,
OGLTextureUnitID_PolyStates, OGLTextureUnitID_PolyStates,
OGLTextureUnitID_LookupTable OGLTextureUnitID_LookupTable,
OGLTextureUnitID_CIColor,
OGLTextureUnitID_CIDepth,
OGLTextureUnitID_CIFogAttr
}; };
enum OGLBindingPointID enum OGLBindingPointID
@ -640,6 +675,7 @@ struct OGLRenderRef
GLuint fboRenderMutableID; GLuint fboRenderMutableID;
GLuint fboColorOutMainID; GLuint fboColorOutMainID;
GLuint fboColorOutWorkingID; GLuint fboColorOutWorkingID;
GLuint fboMSClearImageID;
GLuint fboMSIntermediateColorOutMainID; GLuint fboMSIntermediateColorOutMainID;
GLuint fboMSIntermediateRenderID; GLuint fboMSIntermediateRenderID;
GLuint fboMSIntermediateRenderMutableID; GLuint fboMSIntermediateRenderMutableID;
@ -655,6 +691,10 @@ struct OGLRenderRef
GLuint fragShaderGeometryZeroDstAlphaID; GLuint fragShaderGeometryZeroDstAlphaID;
GLuint programGeometryZeroDstAlphaID; GLuint programGeometryZeroDstAlphaID;
GLuint vsClearImageID;
GLuint fsClearImageID;
GLuint pgClearImageID;
GLuint vtxShaderMSGeometryZeroDstAlphaID; GLuint vtxShaderMSGeometryZeroDstAlphaID;
GLuint fragShaderMSGeometryZeroDstAlphaID; GLuint fragShaderMSGeometryZeroDstAlphaID;
GLuint programMSGeometryZeroDstAlphaID; GLuint programMSGeometryZeroDstAlphaID;
@ -896,6 +936,8 @@ protected:
virtual Render3DError CreateGeometryPrograms() = 0; virtual Render3DError CreateGeometryPrograms() = 0;
virtual void DestroyGeometryPrograms() = 0; virtual void DestroyGeometryPrograms() = 0;
virtual Render3DError CreateClearImageProgram(const char *vsCString, const char *fsCString) = 0;
virtual void DestroyClearImageProgram() = 0;
virtual Render3DError CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString) = 0; virtual Render3DError CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString) = 0;
virtual void DestroyGeometryZeroDstAlphaProgram() = 0; virtual void DestroyGeometryZeroDstAlphaProgram() = 0;
virtual Render3DError CreateEdgeMarkProgram(const bool isMultisample, const char *vtxShaderCString, const char *fragShaderCString) = 0; virtual Render3DError CreateEdgeMarkProgram(const bool isMultisample, const char *vtxShaderCString, const char *fragShaderCString) = 0;
@ -972,6 +1014,8 @@ protected:
virtual Render3DError CreateGeometryPrograms(); virtual Render3DError CreateGeometryPrograms();
virtual void DestroyGeometryPrograms(); virtual void DestroyGeometryPrograms();
virtual Render3DError CreateClearImageProgram(const char *vsCString, const char *fsCString);
virtual void DestroyClearImageProgram();
virtual Render3DError CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString); virtual Render3DError CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString);
virtual void DestroyGeometryZeroDstAlphaProgram(); virtual void DestroyGeometryZeroDstAlphaProgram();
virtual Render3DError CreateEdgeMarkProgram(const bool isMultisample, const char *vtxShaderCString, const char *fragShaderCString); virtual Render3DError CreateEdgeMarkProgram(const bool isMultisample, const char *vtxShaderCString, const char *fragShaderCString);

View File

@ -393,6 +393,38 @@ void main()\n\
}\n\ }\n\
"}; "};
// Vertex shader for drawing the NDS Clear Image, GLSL 1.50
const char *ClearImageVtxShader_150 = {"\
IN_VTX_POSITION vec2 inPosition;\n\
IN_VTX_TEXCOORD0 vec2 inTexCoord0;\n\
out vec2 texCoord;\n\
\n\
void main()\n\
{\n\
texCoord = vec2(inTexCoord0.x, 1.0 - inTexCoord0.y);\n\
gl_Position = vec4(inPosition, 0.0, 1.0);\n\
}\n\
"};
// Fragment shader for drawing the NDS Clear Image, GLSL 1.50
const char *ClearImageFragShader_150 = {"\
in vec2 texCoord;\n\
\n\
uniform sampler2D texCIColor;\n\
uniform sampler2D texCIFogAttr;\n\
uniform sampler2D texCIDepth;\n\
\n\
OUT_FOGATTR vec4 outGFogAttr;\n\
OUT_COLOR vec4 outGColor;\n\
\n\
void main()\n\
{\n\
outGFogAttr = texture(texCIFogAttr, texCoord);\n\
outGColor = texture(texCIColor, texCoord);\n\
gl_FragDepth = texture(texCIDepth, texCoord).r;\n\
}\n\
"};
// Vertex shader for applying edge marking, GLSL 1.50 // Vertex shader for applying edge marking, GLSL 1.50
const char *EdgeMarkVtxShader_150 = {"\ const char *EdgeMarkVtxShader_150 = {"\
IN_VTX_POSITION vec2 inPosition;\n\ IN_VTX_POSITION vec2 inPosition;\n\
@ -823,11 +855,22 @@ Render3DError OpenGLRenderer_3_2::InitExtensions()
return error; return error;
} }
error = this->CreateClearImageProgram(ClearImageVtxShader_150, ClearImageFragShader_150);
if (error != OGLERROR_NOERR)
{
glUseProgram(0);
this->DestroyGeometryPrograms();
this->isShaderSupported = false;
return error;
}
error = this->CreateGeometryZeroDstAlphaProgram(GeometryZeroDstAlphaPixelMaskVtxShader_150, GeometryZeroDstAlphaPixelMaskFragShader_150); error = this->CreateGeometryZeroDstAlphaProgram(GeometryZeroDstAlphaPixelMaskVtxShader_150, GeometryZeroDstAlphaPixelMaskFragShader_150);
if (error != OGLERROR_NOERR) if (error != OGLERROR_NOERR)
{ {
glUseProgram(0); glUseProgram(0);
this->DestroyGeometryPrograms(); this->DestroyGeometryPrograms();
this->DestroyClearImageProgram();
this->isShaderSupported = false; this->isShaderSupported = false;
return error; return error;
@ -852,6 +895,7 @@ Render3DError OpenGLRenderer_3_2::InitExtensions()
{ {
glUseProgram(0); glUseProgram(0);
this->DestroyGeometryPrograms(); this->DestroyGeometryPrograms();
this->DestroyClearImageProgram();
this->DestroyGeometryZeroDstAlphaProgram(); this->DestroyGeometryZeroDstAlphaProgram();
this->DestroyMSGeometryZeroDstAlphaProgram(); this->DestroyMSGeometryZeroDstAlphaProgram();
this->isShaderSupported = false; this->isShaderSupported = false;
@ -985,18 +1029,18 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glActiveTexture(GL_TEXTURE0);
CACHE_ALIGN GLint tempClearImageBuffer[GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT]; CACHE_ALIGN GLint tempClearImageBuffer[GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT];
memset(tempClearImageBuffer, 0, sizeof(tempClearImageBuffer)); memset(tempClearImageBuffer, 0, sizeof(tempClearImageBuffer));
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIColor);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIColorID); glBindTexture(GL_TEXTURE_2D, OGLRef.texCIColorID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempClearImageBuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, OGL_TEXTURE_SRC_CI_COLOR, tempClearImageBuffer);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIDepth);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID); glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 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_MAG_FILTER, GL_NEAREST);
@ -1005,13 +1049,15 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, tempClearImageBuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, tempClearImageBuffer);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIFogAttr);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIFogAttrID); glBindTexture(GL_TEXTURE_2D, OGLRef.texCIFogAttrID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempClearImageBuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, OGL_TEXTURE_SRC_CI_FOG, tempClearImageBuffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
// Set up FBOs // Set up FBOs
@ -1211,12 +1257,39 @@ Render3DError OpenGLRenderer_3_2::CreateMultisampledFBO(GLsizei numSamples)
} }
// Set up multisampled rendering FBO // Set up multisampled rendering FBO
glGenFramebuffers(1, &OGLRef.fboMSClearImageID);
glGenFramebuffers(1, &OGLRef.fboMSIntermediateColorOutMainID); glGenFramebuffers(1, &OGLRef.fboMSIntermediateColorOutMainID);
glGenFramebuffers(1, &OGLRef.fboMSIntermediateRenderID); glGenFramebuffers(1, &OGLRef.fboMSIntermediateRenderID);
glGenFramebuffers(1, &OGLRef.fboMSIntermediateRenderMutableID); glGenFramebuffers(1, &OGLRef.fboMSIntermediateRenderMutableID);
glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.fboMSIntermediateColorOutMainID); glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.fboMSClearImageID);
#ifdef GL_VERSION_3_2
if (this->_isSampleShadingSupported)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, OGLRef.texMSGColorID, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, OGLRef.texMSGFogAttrID, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, OGLRef.texMSGDepthStencilID, 0);
}
else
#endif
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, OGLRef.rboMSGColorID);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, OGLRef.rboMSGFogAttrID);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, OGLRef.rboMSGDepthStencilID);
}
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
INFO("OpenGL: Failed to create multisampled FBO. Multisample antialiasing will be disabled.\n");
this->DestroyMultisampledFBO();
return OGLERROR_FBO_CREATE_ERROR;
}
const GLenum ciDrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, ciDrawBuffers);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.fboMSIntermediateColorOutMainID);
#ifdef GL_VERSION_3_2 #ifdef GL_VERSION_3_2
if (this->_isSampleShadingSupported) if (this->_isSampleShadingSupported)
{ {
@ -1239,12 +1312,10 @@ Render3DError OpenGLRenderer_3_2::CreateMultisampledFBO(GLsizei numSamples)
return OGLERROR_FBO_CREATE_ERROR; return OGLERROR_FBO_CREATE_ERROR;
} }
glDrawBuffer(GL_COLOR_ATTACHMENT0); glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_COLOR_ATTACHMENT0); glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.fboMSIntermediateRenderID); glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.fboMSIntermediateRenderID);
#ifdef GL_VERSION_3_2 #ifdef GL_VERSION_3_2
if (this->_isSampleShadingSupported) if (this->_isSampleShadingSupported)
{ {
@ -1264,7 +1335,6 @@ Render3DError OpenGLRenderer_3_2::CreateMultisampledFBO(GLsizei numSamples)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, OGL_FOGATTRIBUTES_ATTACHMENT_ID, GL_RENDERBUFFER, OGLRef.rboMSGFogAttrID); glFramebufferRenderbuffer(GL_FRAMEBUFFER, OGL_FOGATTRIBUTES_ATTACHMENT_ID, GL_RENDERBUFFER, OGLRef.rboMSGFogAttrID);
} }
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{ {
INFO("OpenGL: Failed to create multisampled FBO. Multisample antialiasing will be disabled.\n"); INFO("OpenGL: Failed to create multisampled FBO. Multisample antialiasing will be disabled.\n");
@ -1272,12 +1342,10 @@ Render3DError OpenGLRenderer_3_2::CreateMultisampledFBO(GLsizei numSamples)
return OGLERROR_FBO_CREATE_ERROR; return OGLERROR_FBO_CREATE_ERROR;
} }
glDrawBuffer(GL_COLOR_ATTACHMENT0); glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_COLOR_ATTACHMENT0); glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.fboMSIntermediateRenderMutableID); glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.fboMSIntermediateRenderMutableID);
#ifdef GL_VERSION_3_2 #ifdef GL_VERSION_3_2
if (this->_isSampleShadingSupported) if (this->_isSampleShadingSupported)
{ {
@ -1304,7 +1372,6 @@ Render3DError OpenGLRenderer_3_2::CreateMultisampledFBO(GLsizei numSamples)
return OGLERROR_FBO_CREATE_ERROR; return OGLERROR_FBO_CREATE_ERROR;
} }
glDrawBuffer(GL_COLOR_ATTACHMENT0); glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_COLOR_ATTACHMENT0); glReadBuffer(GL_COLOR_ATTACHMENT0);
@ -1723,6 +1790,120 @@ void OpenGLRenderer_3_2::DestroyGeometryPrograms()
OpenGLRenderer_2_1::DestroyGeometryPrograms(); OpenGLRenderer_2_1::DestroyGeometryPrograms();
} }
Render3DError OpenGLRenderer_3_2::CreateClearImageProgram(const char *vsCString, const char *fsCString)
{
Render3DError error = OGLERROR_NOERR;
OGLRenderRef &OGLRef = *this->ref;
std::stringstream shaderHeader;
if (this->_isShaderFixedLocationSupported)
{
shaderHeader << "#version 330\n";
}
else
{
shaderHeader << "#version 150\n";
}
shaderHeader << "\n";
std::stringstream vsHeader;
if (this->_isShaderFixedLocationSupported)
{
vsHeader << "#define IN_VTX_POSITION layout (location = " << OGLVertexAttributeID_Position << ") in\n";
vsHeader << "#define IN_VTX_TEXCOORD0 layout (location = " << OGLVertexAttributeID_TexCoord0 << ") in\n";
}
else
{
vsHeader << "#define IN_VTX_POSITION in\n";
vsHeader << "#define IN_VTX_TEXCOORD0 in\n";
}
vsHeader << "\n";
std::string vtxShaderCode = shaderHeader.str() + vsHeader.str() + std::string(vsCString);
std::stringstream fsHeader;
if (this->_isShaderFixedLocationSupported)
{
fsHeader << "#define OUT_COLOR layout (location = 0) out\n";
fsHeader << "#define OUT_FOGATTR layout (location = 1) out\n";
}
else
{
fsHeader << "#define OUT_COLOR out\n";
fsHeader << "#define OUT_FOG_ATTRIBUTES out\n";
}
fsHeader << "\n";
std::string fragShaderCodeFogColor = shaderHeader.str() + fsHeader.str() + std::string(fsCString);
error = this->ShaderProgramCreate(OGLRef.vsClearImageID,
OGLRef.fsClearImageID,
OGLRef.pgClearImageID,
vtxShaderCode.c_str(),
fragShaderCodeFogColor.c_str());
if (error != OGLERROR_NOERR)
{
INFO("OpenGL: Failed to create the CLEAR_IMAGE shader program.\n");
glUseProgram(0);
this->DestroyClearImageProgram();
return error;
}
#if defined(GL_VERSION_3_0)
if (!this->_isShaderFixedLocationSupported)
{
glBindAttribLocation(OGLRef.pgClearImageID, OGLVertexAttributeID_Position, "inPosition");
glBindAttribLocation(OGLRef.pgClearImageID, OGLVertexAttributeID_TexCoord0, "inTexCoord0");
glBindFragDataLocation(OGLRef.pgClearImageID, 0, "outGColor");
glBindFragDataLocation(OGLRef.pgClearImageID, 1, "outGFogAttr");
}
#endif
glLinkProgram(OGLRef.pgClearImageID);
if (!this->ValidateShaderProgramLink(OGLRef.pgClearImageID))
{
INFO("OpenGL: Failed to link the CLEAR_IMAGE shader color/fog program.\n");
glUseProgram(0);
this->DestroyClearImageProgram();
return OGLERROR_SHADER_CREATE_ERROR;
}
glValidateProgram(OGLRef.pgClearImageID);
glUseProgram(OGLRef.pgClearImageID);
const GLint uniformTexCIColor = glGetUniformLocation(OGLRef.pgClearImageID, "texCIColor");
const GLint uniformTexCIFogAttr = glGetUniformLocation(OGLRef.pgClearImageID, "texCIFogAttr");
const GLint uniformTexCIDepthCF = glGetUniformLocation(OGLRef.pgClearImageID, "texCIDepth");
glUniform1i(uniformTexCIColor, OGLTextureUnitID_CIColor);
glUniform1i(uniformTexCIFogAttr, OGLTextureUnitID_CIFogAttr);
glUniform1i(uniformTexCIDepthCF, OGLTextureUnitID_CIDepth);
return error;
}
void OpenGLRenderer_3_2::DestroyClearImageProgram()
{
if (!this->isShaderSupported)
{
return;
}
OGLRenderRef &OGLRef = *this->ref;
if (OGLRef.vsClearImageID == 0)
{
return;
}
glDetachShader(OGLRef.pgClearImageID, OGLRef.vsClearImageID);
glDetachShader(OGLRef.pgClearImageID, OGLRef.fsClearImageID);
glDeleteShader(OGLRef.vsClearImageID);
glDeleteShader(OGLRef.fsClearImageID);
glDeleteProgram(OGLRef.pgClearImageID);
OGLRef.vsClearImageID = 0;
OGLRef.fsClearImageID = 0;
OGLRef.pgClearImageID = 0;
}
Render3DError OpenGLRenderer_3_2::CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString) Render3DError OpenGLRenderer_3_2::CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString)
{ {
Render3DError error = OGLERROR_NOERR; Render3DError error = OGLERROR_NOERR;
@ -2905,17 +3086,44 @@ Render3DError OpenGLRenderer_3_2::ClearUsingImage(const u16 *__restrict colorBuf
glClearBufferfv(GL_COLOR, GeometryAttachmentPolyID[this->_geometryProgramFlags.DrawBuffersMode], oglPolyID); glClearBufferfv(GL_COLOR, GeometryAttachmentPolyID[this->_geometryProgramFlags.DrawBuffersMode], oglPolyID);
} }
if (this->_enableFog) if (this->_variantID & OpenGLVariantFamily_Standard)
{ {
glReadBuffer(OGL_FOGATTRIBUTES_ATTACHMENT_ID); // Standard OpenGL supports blitting from non-multisampled to multisampled
glDrawBuffer(OGL_FOGATTRIBUTES_ATTACHMENT_ID); // framebuffers, so do that for best performance.
glBlitFramebuffer(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); if (this->_enableFog)
{
glReadBuffer(OGL_FOGATTRIBUTES_ATTACHMENT_ID);
glBlitFramebuffer(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
// Blit the color and depth/stencil buffers. Do this last so that color attachment 0 is set to the read FBO.
glReadBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, OGLRef.fboMSIntermediateColorOutMainID);
glBlitFramebuffer(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
}
else
{
// Other OpenGL variants may support blitting from multisampled to non-multisampled
// framebuffers, but NOT from non-multisampled to multisampled. So instead, we'll use
// the alternative method of copying the clear image data via a rendered quad.
glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.fboMSClearImageID);
glStencilMask(0xFF);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, opaquePolyID);
glUseProgram(OGLRef.pgClearImageID);
glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboPostprocessVtxID);
glBindVertexArray(OGLRef.vaoPostprocessStatesID);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glUseProgram(OGLRef.programGeometryID[this->_geometryProgramFlags.value]);
glDepthFunc(GL_LESS);
} }
// Blit the color and depth/stencil buffers. Do this last so that color attachment 0 is set to the read FBO.
glReadBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glBlitFramebuffer(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
} }
glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.selectedRenderingFBO); glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.selectedRenderingFBO);

View File

@ -29,6 +29,8 @@ extern const char *GeometryFragShader_150;
extern const char *GeometryZeroDstAlphaPixelMaskVtxShader_150; extern const char *GeometryZeroDstAlphaPixelMaskVtxShader_150;
extern const char *GeometryZeroDstAlphaPixelMaskFragShader_150; extern const char *GeometryZeroDstAlphaPixelMaskFragShader_150;
extern const char *MSGeometryZeroDstAlphaPixelMaskFragShader_150; extern const char *MSGeometryZeroDstAlphaPixelMaskFragShader_150;
extern const char *ClearImageVtxShader_150;
extern const char *ClearImageFragShader_150;
extern const char *EdgeMarkVtxShader_150; extern const char *EdgeMarkVtxShader_150;
extern const char *EdgeMarkFragShader_150; extern const char *EdgeMarkFragShader_150;
extern const char *FogVtxShader_150; extern const char *FogVtxShader_150;
@ -81,6 +83,8 @@ protected:
virtual Render3DError CreateGeometryPrograms(); virtual Render3DError CreateGeometryPrograms();
virtual void DestroyGeometryPrograms(); virtual void DestroyGeometryPrograms();
virtual Render3DError CreateClearImageProgram(const char *vsCString, const char *fsCString);
virtual void DestroyClearImageProgram();
virtual Render3DError CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString); virtual Render3DError CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString);
virtual Render3DError CreateMSGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString); virtual Render3DError CreateMSGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString);
virtual void DestroyMSGeometryZeroDstAlphaProgram(); virtual void DestroyMSGeometryZeroDstAlphaProgram();

View File

@ -258,7 +258,7 @@ void OGLCreateRenderer_ES_3_0(OpenGLRenderer **rendererPtr)
OpenGLESRenderer_3_0::OpenGLESRenderer_3_0() OpenGLESRenderer_3_0::OpenGLESRenderer_3_0()
{ {
_variantID = OpenGLVariantID_ES_3_0; _variantID = OpenGLVariantID_ES3_3_0;
} }
Render3DError OpenGLESRenderer_3_0::InitExtensions() Render3DError OpenGLESRenderer_3_0::InitExtensions()
@ -342,11 +342,22 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
return error; return error;
} }
error = this->CreateClearImageProgram(ClearImageVtxShader_150, ClearImageFragShader_150);
if (error != OGLERROR_NOERR)
{
glUseProgram(0);
this->DestroyGeometryPrograms();
this->isShaderSupported = false;
return error;
}
error = this->CreateGeometryZeroDstAlphaProgram(GeometryZeroDstAlphaPixelMaskVtxShader_150, GeometryZeroDstAlphaPixelMaskFragShader_150); error = this->CreateGeometryZeroDstAlphaProgram(GeometryZeroDstAlphaPixelMaskVtxShader_150, GeometryZeroDstAlphaPixelMaskFragShader_150);
if (error != OGLERROR_NOERR) if (error != OGLERROR_NOERR)
{ {
glUseProgram(0); glUseProgram(0);
this->DestroyGeometryPrograms(); this->DestroyGeometryPrograms();
this->DestroyClearImageProgram();
this->isShaderSupported = false; this->isShaderSupported = false;
return error; return error;
@ -362,6 +373,7 @@ Render3DError OpenGLESRenderer_3_0::InitExtensions()
{ {
glUseProgram(0); glUseProgram(0);
this->DestroyGeometryPrograms(); this->DestroyGeometryPrograms();
this->DestroyClearImageProgram();
this->DestroyGeometryZeroDstAlphaProgram(); this->DestroyGeometryZeroDstAlphaProgram();
this->isShaderSupported = false; this->isShaderSupported = false;
@ -622,6 +634,80 @@ Render3DError OpenGLESRenderer_3_0::CreateGeometryPrograms()
return error; return error;
} }
Render3DError OpenGLESRenderer_3_0::CreateClearImageProgram(const char *vsCString, const char *fsCString)
{
Render3DError error = OGLERROR_NOERR;
OGLRenderRef &OGLRef = *this->ref;
std::stringstream shaderHeader;
shaderHeader << "#version 300 es\n";
shaderHeader << "precision highp float;\n";
shaderHeader << "precision highp int;\n";
shaderHeader << "\n";
std::stringstream vsHeader;
if (this->_isShaderFixedLocationSupported)
{
vsHeader << "#define IN_VTX_POSITION layout (location = " << OGLVertexAttributeID_Position << ") in\n";
vsHeader << "#define IN_VTX_TEXCOORD0 layout (location = " << OGLVertexAttributeID_TexCoord0 << ") in\n";
}
else
{
vsHeader << "#define IN_VTX_POSITION in\n";
vsHeader << "#define IN_VTX_TEXCOORD0 in\n";
}
vsHeader << "\n";
std::string vtxShaderCode = shaderHeader.str() + vsHeader.str() + std::string(vsCString);
std::stringstream fsHeader;
if (this->_isShaderFixedLocationSupported)
{
fsHeader << "#define OUT_COLOR layout (location = 0) out\n";
fsHeader << "#define OUT_FOGATTR layout (location = 1) out\n";
}
else
{
fsHeader << "#define OUT_COLOR out\n";
fsHeader << "#define OUT_FOG_ATTRIBUTES out\n";
}
fsHeader << "\n";
std::string fragShaderCodeFogColor = shaderHeader.str() + fsHeader.str() + std::string(fsCString);
error = this->ShaderProgramCreate(OGLRef.vsClearImageID,
OGLRef.fsClearImageID,
OGLRef.pgClearImageID,
vtxShaderCode.c_str(),
fragShaderCodeFogColor.c_str());
if (error != OGLERROR_NOERR)
{
INFO("OpenGL ES: Failed to create the CLEAR_IMAGE shader program.\n");
glUseProgram(0);
this->DestroyClearImageProgram();
return error;
}
glLinkProgram(OGLRef.pgClearImageID);
if (!this->ValidateShaderProgramLink(OGLRef.pgClearImageID))
{
INFO("OpenGL ES: Failed to link the CLEAR_IMAGE shader color/fog program.\n");
glUseProgram(0);
this->DestroyClearImageProgram();
return OGLERROR_SHADER_CREATE_ERROR;
}
glValidateProgram(OGLRef.pgClearImageID);
glUseProgram(OGLRef.pgClearImageID);
const GLint uniformTexCIColor = glGetUniformLocation(OGLRef.pgClearImageID, "texCIColor");
const GLint uniformTexCIFogAttr = glGetUniformLocation(OGLRef.pgClearImageID, "texCIFogAttr");
const GLint uniformTexCIDepthCF = glGetUniformLocation(OGLRef.pgClearImageID, "texCIDepth");
glUniform1i(uniformTexCIColor, OGLTextureUnitID_CIColor);
glUniform1i(uniformTexCIFogAttr, OGLTextureUnitID_CIFogAttr);
glUniform1i(uniformTexCIDepthCF, OGLTextureUnitID_CIDepth);
return error;
}
Render3DError OpenGLESRenderer_3_0::CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString) Render3DError OpenGLESRenderer_3_0::CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString)
{ {
Render3DError error = OGLERROR_NOERR; Render3DError error = OGLERROR_NOERR;

View File

@ -44,6 +44,7 @@ class OpenGLESRenderer_3_0 : public OpenGLRenderer_3_2
{ {
protected: protected:
virtual Render3DError CreateGeometryPrograms(); virtual Render3DError CreateGeometryPrograms();
virtual Render3DError CreateClearImageProgram(const char *vsCString, const char *fsCString);
virtual Render3DError CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString); virtual Render3DError CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString);
virtual Render3DError CreateEdgeMarkProgram(const bool isMultisample, const char *vtxShaderCString, const char *fragShaderCString); virtual Render3DError CreateEdgeMarkProgram(const bool isMultisample, const char *vtxShaderCString, const char *fragShaderCString);
virtual Render3DError CreateFogProgram(const OGLFogProgramKey fogProgramKey, const bool isMultisample, const char *vtxShaderCString, const char *fragShaderCString); virtual Render3DError CreateFogProgram(const OGLFogProgramKey fogProgramKey, const bool isMultisample, const char *vtxShaderCString, const char *fragShaderCString);