desmume/desmume/src/OGLRender.cpp

5607 lines
207 KiB
C++

/*
Copyright (C) 2006 yopyop
Copyright (C) 2006-2007 shash
Copyright (C) 2008-2025 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/>.
*/
#include "OGLRender.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <algorithm>
#include <string>
#include <sstream>
#include "common.h"
#include "debug.h"
#include "NDSSystem.h"
#include "./filter/filter.h"
#include "./filter/xbrz.h"
#ifdef ENABLE_SSE2
#include <emmintrin.h>
#include "./utils/colorspacehandler/colorspacehandler_SSE2.h"
#endif
typedef struct
{
unsigned int major;
unsigned int minor;
unsigned int revision;
} OGLVersion;
static OGLVersion _OGLDriverVersion = {0, 0, 0};
// Lookup Tables
CACHE_ALIGN const GLfloat divide5bitBy31_LUT[32] = {0.0, 0.0322580645161, 0.0645161290323, 0.0967741935484,
0.1290322580645, 0.1612903225806, 0.1935483870968, 0.2258064516129,
0.2580645161290, 0.2903225806452, 0.3225806451613, 0.3548387096774,
0.3870967741935, 0.4193548387097, 0.4516129032258, 0.4838709677419,
0.5161290322581, 0.5483870967742, 0.5806451612903, 0.6129032258065,
0.6451612903226, 0.6774193548387, 0.7096774193548, 0.7419354838710,
0.7741935483871, 0.8064516129032, 0.8387096774194, 0.8709677419355,
0.9032258064516, 0.9354838709677, 0.9677419354839, 1.0};
CACHE_ALIGN const GLfloat divide6bitBy63_LUT[64] = {0.0, 0.0158730158730, 0.0317460317460, 0.0476190476191,
0.0634920634921, 0.0793650793651, 0.0952380952381, 0.1111111111111,
0.1269841269841, 0.1428571428571, 0.1587301587302, 0.1746031746032,
0.1904761904762, 0.2063492063492, 0.2222222222222, 0.2380952380952,
0.2539682539683, 0.2698412698413, 0.2857142857143, 0.3015873015873,
0.3174603174603, 0.3333333333333, 0.3492063492064, 0.3650793650794,
0.3809523809524, 0.3968253968254, 0.4126984126984, 0.4285714285714,
0.4444444444444, 0.4603174603175, 0.4761904761905, 0.4920634920635,
0.5079365079365, 0.5238095238095, 0.5396825396825, 0.5555555555556,
0.5714285714286, 0.5873015873016, 0.6031746031746, 0.6190476190476,
0.6349206349206, 0.6507936507937, 0.6666666666667, 0.6825396825397,
0.6984126984127, 0.7142857142857, 0.7301587301587, 0.7460317460318,
0.7619047619048, 0.7777777777778, 0.7936507936508, 0.8095238095238,
0.8253968253968, 0.8412698412698, 0.8571428571429, 0.8730158730159,
0.8888888888889, 0.9047619047619, 0.9206349206349, 0.9365079365079,
0.9523809523810, 0.9682539682540, 0.9841269841270, 1.0};
const GLfloat PostprocessVtxBuffer[16] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f};
static const GLenum GeometryDrawBuffersEnumStandard[8][4] = {
{ OGL_COLOROUT_ATTACHMENT_ID, GL_NONE, GL_NONE, GL_NONE },
{ OGL_COLOROUT_ATTACHMENT_ID, OGL_FOGATTRIBUTES_ATTACHMENT_ID, GL_NONE, GL_NONE },
{ OGL_COLOROUT_ATTACHMENT_ID, OGL_POLYID_ATTACHMENT_ID, GL_NONE, GL_NONE },
{ OGL_COLOROUT_ATTACHMENT_ID, OGL_POLYID_ATTACHMENT_ID, OGL_FOGATTRIBUTES_ATTACHMENT_ID, GL_NONE },
{ OGL_COLOROUT_ATTACHMENT_ID, OGL_WORKING_ATTACHMENT_ID, GL_NONE, GL_NONE },
{ OGL_COLOROUT_ATTACHMENT_ID, OGL_WORKING_ATTACHMENT_ID, OGL_FOGATTRIBUTES_ATTACHMENT_ID, GL_NONE },
{ OGL_COLOROUT_ATTACHMENT_ID, OGL_WORKING_ATTACHMENT_ID, OGL_POLYID_ATTACHMENT_ID, GL_NONE },
{ OGL_COLOROUT_ATTACHMENT_ID, OGL_WORKING_ATTACHMENT_ID, OGL_POLYID_ATTACHMENT_ID, OGL_FOGATTRIBUTES_ATTACHMENT_ID }
};
static const GLint GeometryAttachmentWorkingBufferStandard[8] = { 0,0,0,0,1,1,1,1 };
static const GLint GeometryAttachmentPolyIDStandard[8] = { 0,0,1,1,0,0,2,2 };
static const GLint GeometryAttachmentFogAttributesStandard[8] = { 0,1,0,2,0,2,0,3 };
// OPENGL RENDERER OBJECT CREATION FUNCTION POINTERS
void (*OGLLoadEntryPoints_3_2_Func)() = NULL;
void (*OGLCreateRenderer_3_2_Func)(OpenGLRenderer **rendererPtr) = NULL;
void (*OGLLoadEntryPoints_ES_3_0_Func)() = NULL;
void (*OGLCreateRenderer_ES_3_0_Func)(OpenGLRenderer **rendererPtr) = NULL;
// OPENGL CLIENT CONTEXT FUNCTION POINTERS
bool (*oglrender_init)() = NULL;
void (*oglrender_deinit)() = NULL;
bool (*oglrender_beginOpenGL)() = NULL;
void (*oglrender_endOpenGL)() = NULL;
bool (*oglrender_framebufferDidResizeCallback)(const bool isFBOSupported, size_t w, size_t h) = NULL;
bool (*__BeginOpenGL)() = NULL;
void (*__EndOpenGL)() = NULL;
bool BEGINGL()
{
if (__BeginOpenGL != NULL)
return __BeginOpenGL();
else
return true;
}
void ENDGL()
{
if (__EndOpenGL != NULL)
__EndOpenGL();
}
//------------------------------------------------------------
// Textures
#if !defined(GLX_H)
OGLEXT(PFNGLACTIVETEXTUREPROC, glActiveTexture) // Core in v1.3
#endif
// Blending
#if !defined(GLX_H)
OGLEXT(PFNGLBLENDCOLORPROC, glBlendColor) // Core in v1.2
OGLEXT(PFNGLBLENDEQUATIONPROC, glBlendEquation) // Core in v1.2
#endif
OGLEXT(PFNGLBLENDFUNCSEPARATEPROC, glBlendFuncSeparate) // Core in v1.4
OGLEXT(PFNGLBLENDEQUATIONSEPARATEPROC, glBlendEquationSeparate) // Core in v2.0
// Shaders
OGLEXT(PFNGLCREATESHADERPROC, glCreateShader) // Core in v2.0
OGLEXT(PFNGLSHADERSOURCEPROC, glShaderSource) // Core in v2.0
OGLEXT(PFNGLCOMPILESHADERPROC, glCompileShader) // Core in v2.0
OGLEXT(PFNGLCREATEPROGRAMPROC, glCreateProgram) // Core in v2.0
OGLEXT(PFNGLATTACHSHADERPROC, glAttachShader) // Core in v2.0
OGLEXT(PFNGLDETACHSHADERPROC, glDetachShader) // Core in v2.0
OGLEXT(PFNGLLINKPROGRAMPROC, glLinkProgram) // Core in v2.0
OGLEXT(PFNGLUSEPROGRAMPROC, glUseProgram) // Core in v2.0
OGLEXT(PFNGLGETSHADERIVPROC, glGetShaderiv) // Core in v2.0
OGLEXT(PFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog) // Core in v2.0
OGLEXT(PFNGLDELETESHADERPROC, glDeleteShader) // Core in v2.0
OGLEXT(PFNGLDELETEPROGRAMPROC, glDeleteProgram) // Core in v2.0
OGLEXT(PFNGLGETPROGRAMIVPROC, glGetProgramiv) // Core in v2.0
OGLEXT(PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog) // Core in v2.0
OGLEXT(PFNGLVALIDATEPROGRAMPROC, glValidateProgram) // Core in v2.0
OGLEXT(PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation) // Core in v2.0
OGLEXT(PFNGLUNIFORM1IPROC, glUniform1i) // Core in v2.0
OGLEXT(PFNGLUNIFORM1IVPROC, glUniform1iv) // Core in v2.0
OGLEXT(PFNGLUNIFORM1FPROC, glUniform1f) // Core in v2.0
OGLEXT(PFNGLUNIFORM1FVPROC, glUniform1fv) // Core in v2.0
OGLEXT(PFNGLUNIFORM2FPROC, glUniform2f) // Core in v2.0
OGLEXT(PFNGLUNIFORM4FPROC, glUniform4f) // Core in v2.0
OGLEXT(PFNGLUNIFORM4FVPROC, glUniform4fv) // Core in v2.0
OGLEXT(PFNGLDRAWBUFFERSPROC, glDrawBuffers) // Core in v2.0
// Generic vertex attributes
OGLEXT(PFNGLBINDATTRIBLOCATIONPROC, glBindAttribLocation) // Core in v2.0
OGLEXT(PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray) // Core in v2.0
OGLEXT(PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray) // Core in v2.0
OGLEXT(PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer) // Core in v2.0
// VAO (always available in Apple's implementation of OpenGL, including old versions)
OGLEXT(PFNGLGENVERTEXARRAYSPROC, glGenVertexArrays) // Core in v3.0 and ES v3.0
OGLEXT(PFNGLDELETEVERTEXARRAYSPROC, glDeleteVertexArrays) // Core in v3.0 and ES v3.0
OGLEXT(PFNGLBINDVERTEXARRAYPROC, glBindVertexArray) // Core in v3.0 and ES v3.0
OGLEXT(PFNGLGENBUFFERSPROC, glGenBuffers) // Core in v1.5
OGLEXT(PFNGLDELETEBUFFERSPROC, glDeleteBuffers) // Core in v1.5
OGLEXT(PFNGLBINDBUFFERPROC, glBindBuffer) // Core in v1.5
OGLEXT(PFNGLBUFFERDATAPROC, glBufferData) // Core in v1.5
OGLEXT(PFNGLBUFFERSUBDATAPROC, glBufferSubData) // Core in v1.5
#if defined(GL_VERSION_1_5)
OGLEXT(PFNGLMAPBUFFERPROC, glMapBuffer) // Core in v1.5
#endif
OGLEXT(PFNGLUNMAPBUFFERPROC, glUnmapBuffer) // Core in v1.5
#ifdef GL_EXT_framebuffer_object
// FBO
OGLEXT(PFNGLGENFRAMEBUFFERSEXTPROC, glGenFramebuffersEXT)
OGLEXT(PFNGLBINDFRAMEBUFFEREXTPROC, glBindFramebufferEXT)
OGLEXT(PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC, glFramebufferRenderbufferEXT)
OGLEXT(PFNGLFRAMEBUFFERTEXTURE2DEXTPROC, glFramebufferTexture2DEXT)
OGLEXT(PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC, glCheckFramebufferStatusEXT)
OGLEXT(PFNGLDELETEFRAMEBUFFERSEXTPROC, glDeleteFramebuffersEXT)
OGLEXT(PFNGLBLITFRAMEBUFFEREXTPROC, glBlitFramebufferEXT)
// Multisampled FBO
OGLEXT(PFNGLGENRENDERBUFFERSEXTPROC, glGenRenderbuffersEXT)
OGLEXT(PFNGLBINDRENDERBUFFEREXTPROC, glBindRenderbufferEXT)
OGLEXT(PFNGLRENDERBUFFERSTORAGEEXTPROC, glRenderbufferStorageEXT)
OGLEXT(PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC, glRenderbufferStorageMultisampleEXT)
OGLEXT(PFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT)
#endif // GL_EXT_framebuffer_object
static void OGLLoadEntryPoints_Legacy()
{
// Textures
#if !defined(GLX_H)
INITOGLEXT(PFNGLACTIVETEXTUREPROC, glActiveTexture) // Core in v1.3
#endif
// Blending
#if !defined(GLX_H)
INITOGLEXT(PFNGLBLENDCOLORPROC, glBlendColor) // Core in v1.2
INITOGLEXT(PFNGLBLENDEQUATIONPROC, glBlendEquation) // Core in v1.2
#endif
INITOGLEXT(PFNGLBLENDFUNCSEPARATEPROC, glBlendFuncSeparate) // Core in v1.4
INITOGLEXT(PFNGLBLENDEQUATIONSEPARATEPROC, glBlendEquationSeparate) // Core in v2.0
// Shaders
INITOGLEXT(PFNGLCREATESHADERPROC, glCreateShader) // Core in v2.0
INITOGLEXT(PFNGLSHADERSOURCEPROC, glShaderSource) // Core in v2.0
INITOGLEXT(PFNGLCOMPILESHADERPROC, glCompileShader) // Core in v2.0
INITOGLEXT(PFNGLCREATEPROGRAMPROC, glCreateProgram) // Core in v2.0
INITOGLEXT(PFNGLATTACHSHADERPROC, glAttachShader) // Core in v2.0
INITOGLEXT(PFNGLDETACHSHADERPROC, glDetachShader) // Core in v2.0
INITOGLEXT(PFNGLLINKPROGRAMPROC, glLinkProgram) // Core in v2.0
INITOGLEXT(PFNGLUSEPROGRAMPROC, glUseProgram) // Core in v2.0
INITOGLEXT(PFNGLGETSHADERIVPROC, glGetShaderiv) // Core in v2.0
INITOGLEXT(PFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog) // Core in v2.0
INITOGLEXT(PFNGLDELETESHADERPROC, glDeleteShader) // Core in v2.0
INITOGLEXT(PFNGLDELETEPROGRAMPROC, glDeleteProgram) // Core in v2.0
INITOGLEXT(PFNGLGETPROGRAMIVPROC, glGetProgramiv) // Core in v2.0
INITOGLEXT(PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog) // Core in v2.0
INITOGLEXT(PFNGLVALIDATEPROGRAMPROC, glValidateProgram) // Core in v2.0
INITOGLEXT(PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation) // Core in v2.0
INITOGLEXT(PFNGLUNIFORM1IPROC, glUniform1i) // Core in v2.0
INITOGLEXT(PFNGLUNIFORM1IVPROC, glUniform1iv) // Core in v2.0
INITOGLEXT(PFNGLUNIFORM1FPROC, glUniform1f) // Core in v2.0
INITOGLEXT(PFNGLUNIFORM1FVPROC, glUniform1fv) // Core in v2.0
INITOGLEXT(PFNGLUNIFORM2FPROC, glUniform2f) // Core in v2.0
INITOGLEXT(PFNGLUNIFORM4FPROC, glUniform4f) // Core in v2.0
INITOGLEXT(PFNGLUNIFORM4FVPROC, glUniform4fv) // Core in v2.0
INITOGLEXT(PFNGLDRAWBUFFERSPROC, glDrawBuffers) // Core in v2.0
// Generic vertex attributes
INITOGLEXT(PFNGLBINDATTRIBLOCATIONPROC, glBindAttribLocation) // Core in v2.0
INITOGLEXT(PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray) // Core in v2.0
INITOGLEXT(PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray) // Core in v2.0
INITOGLEXT(PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer) // Core in v2.0
// Buffer Objects
INITOGLEXT(PFNGLGENBUFFERSPROC, glGenBuffers) // Core in v1.5
INITOGLEXT(PFNGLDELETEBUFFERSPROC, glDeleteBuffers) // Core in v1.5
INITOGLEXT(PFNGLBINDBUFFERPROC, glBindBuffer) // Core in v1.5
INITOGLEXT(PFNGLBUFFERDATAPROC, glBufferData) // Core in v1.5
INITOGLEXT(PFNGLBUFFERSUBDATAPROC, glBufferSubData) // Core in v1.5
#if defined(GL_VERSION_1_5)
INITOGLEXT(PFNGLMAPBUFFERPROC, glMapBuffer) // Core in v1.5
#endif
INITOGLEXT(PFNGLUNMAPBUFFERPROC, glUnmapBuffer) // Core in v1.5
// VAO (always available in Apple's implementation of OpenGL, including old versions)
INITOGLEXT(PFNGLGENVERTEXARRAYSPROC, glGenVertexArrays) // Core in v3.0 and ES v3.0
INITOGLEXT(PFNGLDELETEVERTEXARRAYSPROC, glDeleteVertexArrays) // Core in v3.0 and ES v3.0
INITOGLEXT(PFNGLBINDVERTEXARRAYPROC, glBindVertexArray) // Core in v3.0 and ES v3.0
#ifdef GL_EXT_framebuffer_object
// FBO
INITOGLEXT(PFNGLGENFRAMEBUFFERSEXTPROC, glGenFramebuffersEXT)
INITOGLEXT(PFNGLBINDFRAMEBUFFEREXTPROC, glBindFramebufferEXT)
INITOGLEXT(PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC, glFramebufferRenderbufferEXT)
INITOGLEXT(PFNGLFRAMEBUFFERTEXTURE2DEXTPROC, glFramebufferTexture2DEXT)
INITOGLEXT(PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC, glCheckFramebufferStatusEXT)
INITOGLEXT(PFNGLDELETEFRAMEBUFFERSEXTPROC, glDeleteFramebuffersEXT)
INITOGLEXT(PFNGLBLITFRAMEBUFFEREXTPROC, glBlitFramebufferEXT)
// Multisampled FBO
INITOGLEXT(PFNGLGENRENDERBUFFERSEXTPROC, glGenRenderbuffersEXT)
INITOGLEXT(PFNGLBINDRENDERBUFFEREXTPROC, glBindRenderbufferEXT)
INITOGLEXT(PFNGLRENDERBUFFERSTORAGEEXTPROC, glRenderbufferStorageEXT)
INITOGLEXT(PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC, glRenderbufferStorageMultisampleEXT)
INITOGLEXT(PFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT)
#endif // GL_EXT_framebuffer_object
}
// Vertex Shader GLSL 1.00
static const char *GeometryVtxShader_100 = {"\
attribute vec4 inPosition; \n\
attribute vec2 inTexCoord0; \n\
attribute vec3 inColor; \n\
\n\
uniform int polyMode;\n\
uniform bool polyDrawShadow;\n\
\n\
uniform float polyAlpha; \n\
uniform vec2 polyTexScale; \n\
\n\
varying vec2 vtxTexCoord; \n\
varying vec4 vtxColor; \n\
varying float isPolyDrawable;\n\
\n\
void main() \n\
{ \n\
mat2 texScaleMtx = mat2( vec2(polyTexScale.x, 0.0), \n\
vec2( 0.0, polyTexScale.y)); \n\
\n\
vtxTexCoord = (texScaleMtx * inTexCoord0) / 16.0; \n\
vtxColor = vec4(inColor / 63.0, polyAlpha); \n\
isPolyDrawable = ((polyMode != 3) || polyDrawShadow) ? 1.0 : -1.0;\n\
\n\
gl_Position = vec4(inPosition.x, -inPosition.y, inPosition.z, inPosition.w) / 4096.0;\n\
} \n\
"};
// Fragment Shader GLSL 1.00
static const char *GeometryFragShader_100 = {"\
varying vec2 vtxTexCoord;\n\
varying vec4 vtxColor;\n\
varying float isPolyDrawable;\n\
\n\
uniform sampler2D texRenderObject;\n\
uniform sampler1D texToonTable;\n\
\n\
uniform float stateAlphaTestRef;\n\
\n\
uniform int polyMode;\n\
uniform bool polyIsWireframe;\n\
uniform bool polySetNewDepthForTranslucent;\n\
uniform int polyID;\n\
\n\
uniform bool polyEnableTexture;\n\
uniform bool polyEnableFog;\n\
uniform bool texDrawOpaque;\n\
uniform bool texSingleBitAlpha;\n\
uniform bool polyIsBackFacing;\n\
\n\
uniform bool drawModeDepthEqualsTest;\n\
uniform bool polyDrawShadow;\n\
uniform float polyDepthOffset;\n\
\n\
#if USE_DEPTH_LEQUAL_POLYGON_FACING && !DRAW_MODE_OPAQUE\n\
uniform sampler2D inDstBackFacing;\n\
#endif\n\
\n\
void main()\n\
{\n\
#if USE_DEPTH_LEQUAL_POLYGON_FACING && !DRAW_MODE_OPAQUE\n\
bool isOpaqueDstBackFacing = bool( texture2D(inDstBackFacing, vec2(gl_FragCoord.x/FRAMEBUFFER_SIZE_X, gl_FragCoord.y/FRAMEBUFFER_SIZE_Y)).r );\n\
if (drawModeDepthEqualsTest && (polyIsBackFacing || !isOpaqueDstBackFacing))\n\
{\n\
discard;\n\
}\n\
#endif\n\
\n\
vec4 mainTexColor = (ENABLE_TEXTURE_SAMPLING && polyEnableTexture) ? texture2D(texRenderObject, vtxTexCoord) : vec4(1.0, 1.0, 1.0, 1.0);\n\
vec3 newToonColor = texture1D(texToonTable, vtxColor.r).rgb;\n\
\n\
if (!texSingleBitAlpha)\n\
{\n\
if (texDrawOpaque && (polyMode != 1) && (mainTexColor.a <= 0.999))\n\
{\n\
discard;\n\
}\n\
}\n\
#if USE_TEXTURE_SMOOTHING\n\
else\n\
{\n\
if (mainTexColor.a < 0.500)\n\
{\n\
mainTexColor.a = 0.0;\n\
}\n\
else\n\
{\n\
mainTexColor.rgb = mainTexColor.rgb / mainTexColor.a;\n\
mainTexColor.a = 1.0;\n\
}\n\
}\n\
#endif\n\
\n\
vec4 newFragColor = mainTexColor * vtxColor;\n\
\n\
if (polyMode == 1)\n\
{\n\
newFragColor.rgb = (ENABLE_TEXTURE_SAMPLING && polyEnableTexture) ? mix(vtxColor.rgb, mainTexColor.rgb, mainTexColor.a) : vtxColor.rgb;\n\
newFragColor.a = vtxColor.a;\n\
}\n\
else if (polyMode == 2)\n\
{\n\
#if TOON_SHADING_MODE\n\
newFragColor.rgb = min((mainTexColor.rgb * vtxColor.r) + newToonColor.rgb, 1.0);\n\
#else\n\
newFragColor.rgb = mainTexColor.rgb * newToonColor.rgb;\n\
#endif\n\
}\n\
else if ((polyMode == 3) && polyDrawShadow)\n\
{\n\
newFragColor = vtxColor;\n\
}\n\
\n\
if ( (isPolyDrawable > 0.0) && ((newFragColor.a < 0.001) || (ENABLE_ALPHA_TEST && (newFragColor.a < stateAlphaTestRef))) )\n\
{\n\
discard;\n\
}\n\
\n\
OUTFRAGCOLOR = newFragColor;\n\
\n\
#if ENABLE_EDGE_MARK\n\
gl_FragData[ATTACHMENT_POLY_ID] = (isPolyDrawable > 0.0) ? vec4( float(polyID)/63.0, float(polyIsWireframe), 0.0, float(newFragColor.a > 0.999) ) : vec4(0.0, 0.0, 0.0, 0.0);\n\
#endif\n\
#if ENABLE_FOG\n\
gl_FragData[ATTACHMENT_FOG_ATTRIBUTES] = (isPolyDrawable > 0.0) ? vec4( float(polyEnableFog), 0.0, 0.0, float((newFragColor.a > 0.999) ? 1.0 : 0.5) ) : vec4(0.0, 0.0, 0.0, 0.0);\n\
#endif\n\
#if DRAW_MODE_OPAQUE\n\
gl_FragData[ATTACHMENT_WORKING_BUFFER] = vec4(float(polyIsBackFacing), 0.0, 0.0, 1.0);\n\
#endif\n\
\n\
#if USE_NDS_DEPTH_CALCULATION || ENABLE_FOG\n\
// It is tempting to perform the NDS depth calculation in the vertex shader rather than in the fragment shader.\n\
// Resist this temptation! It is much more reliable to do the depth calculation in the fragment shader due to\n\
// subtle interpolation differences between various GPUs and/or drivers. If the depth calculation is not done\n\
// here, then it is very possible for the user to experience Z-fighting in certain rendering situations.\n\
\n\
#if ENABLE_W_DEPTH\n\
gl_FragDepth = clamp( ((1.0/gl_FragCoord.w) * (4096.0/16777215.0)) + polyDepthOffset, 0.0, 1.0 );\n\
#else\n\
// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly\n\
gl_FragDepth = clamp( (floor(gl_FragCoord.z * 4194303.0) * (4.0/16777215.0)) + polyDepthOffset, 0.0, 1.0 );\n\
#endif\n\
#endif\n\
}\n\
"};
// Vertex shader for determining which pixels have a zero alpha, GLSL 1.00
static const char *GeometryZeroDstAlphaPixelMaskVtxShader_100 = {"\
attribute vec2 inPosition;\n\
attribute vec2 inTexCoord0;\n\
varying vec2 texCoord;\n\
\n\
void main()\n\
{\n\
texCoord = inTexCoord0;\n\
gl_Position = vec4(inPosition, 0.0, 1.0);\n\
}\n\
"};
// Fragment shader for determining which pixels have a zero alpha, GLSL 1.00
static const char *GeometryZeroDstAlphaPixelMaskFragShader_100 = {"\
varying vec2 texCoord;\n\
uniform sampler2D texInFragColor;\n\
\n\
void main()\n\
{\n\
vec4 inFragColor = texture2D(texInFragColor, texCoord);\n\
\n\
if (inFragColor.a <= 0.001)\n\
{\n\
discard;\n\
}\n\
}\n\
"};
// Vertex shader for applying edge marking, GLSL 1.00
static const char *EdgeMarkVtxShader_100 = {"\
attribute vec2 inPosition;\n\
attribute vec2 inTexCoord0;\n\
varying vec2 texCoord[5];\n\
\n\
void main()\n\
{\n\
vec2 texInvScale = vec2(1.0/FRAMEBUFFER_SIZE_X, 1.0/FRAMEBUFFER_SIZE_Y);\n\
\n\
texCoord[0] = inTexCoord0; // Center\n\
texCoord[1] = inTexCoord0 + (vec2( 1.0, 0.0) * texInvScale); // Right\n\
texCoord[2] = inTexCoord0 + (vec2( 0.0, 1.0) * texInvScale); // Down\n\
texCoord[3] = inTexCoord0 + (vec2(-1.0, 0.0) * texInvScale); // Left\n\
texCoord[4] = inTexCoord0 + (vec2( 0.0,-1.0) * texInvScale); // Up\n\
\n\
gl_Position = vec4(inPosition, 0.0, 1.0);\n\
}\n\
"};
// Fragment shader for applying edge marking, GLSL 1.00
static const char *EdgeMarkFragShader_100 = {"\
varying vec2 texCoord[5];\n\
\n\
uniform sampler2D texInFragDepth;\n\
uniform sampler2D texInPolyID;\n\
uniform sampler1D texEdgeColor;\n\
\n\
uniform int clearPolyID;\n\
uniform float clearDepth;\n\
\n\
void main()\n\
{\n\
vec4 polyIDInfo[5];\n\
polyIDInfo[0] = texture2D(texInPolyID, texCoord[0]);\n\
polyIDInfo[1] = texture2D(texInPolyID, texCoord[1]);\n\
polyIDInfo[2] = texture2D(texInPolyID, texCoord[2]);\n\
polyIDInfo[3] = texture2D(texInPolyID, texCoord[3]);\n\
polyIDInfo[4] = texture2D(texInPolyID, texCoord[4]);\n\
\n\
vec4 edgeColor[5];\n\
edgeColor[0] = texture1D(texEdgeColor, polyIDInfo[0].r);\n\
edgeColor[1] = texture1D(texEdgeColor, polyIDInfo[1].r);\n\
edgeColor[2] = texture1D(texEdgeColor, polyIDInfo[2].r);\n\
edgeColor[3] = texture1D(texEdgeColor, polyIDInfo[3].r);\n\
edgeColor[4] = texture1D(texEdgeColor, polyIDInfo[4].r);\n\
\n\
float depth[5];\n\
depth[0] = texture2D(texInFragDepth, texCoord[0]).r;\n\
depth[1] = texture2D(texInFragDepth, texCoord[1]).r;\n\
depth[2] = texture2D(texInFragDepth, texCoord[2]).r;\n\
depth[3] = texture2D(texInFragDepth, texCoord[3]).r;\n\
depth[4] = texture2D(texInFragDepth, texCoord[4]).r;\n\
\n\
bool isWireframe[5];\n\
isWireframe[0] = bool(polyIDInfo[0].g);\n\
\n\
vec4 newEdgeColor = vec4(0.0, 0.0, 0.0, 0.0);\n\
\n\
if (!isWireframe[0])\n\
{\n\
int polyID[5];\n\
polyID[0] = int((polyIDInfo[0].r * 63.0) + 0.5);\n\
polyID[1] = int((polyIDInfo[1].r * 63.0) + 0.5);\n\
polyID[2] = int((polyIDInfo[2].r * 63.0) + 0.5);\n\
polyID[3] = int((polyIDInfo[3].r * 63.0) + 0.5);\n\
polyID[4] = int((polyIDInfo[4].r * 63.0) + 0.5);\n\
\n\
isWireframe[1] = bool(polyIDInfo[1].g);\n\
isWireframe[2] = bool(polyIDInfo[2].g);\n\
isWireframe[3] = bool(polyIDInfo[3].g);\n\
isWireframe[4] = bool(polyIDInfo[4].g);\n\
\n\
bool isEdgeMarkingClearValues = ((polyID[0] != clearPolyID) && (depth[0] < clearDepth) && !isWireframe[0]);\n\
\n\
if ( ((gl_FragCoord.x >= FRAMEBUFFER_SIZE_X-1.0) ? isEdgeMarkingClearValues : ((polyID[0] != polyID[1]) && (depth[0] >= depth[1]) && !isWireframe[1])) )\n\
{\n\
newEdgeColor = (gl_FragCoord.x >= FRAMEBUFFER_SIZE_X-1.0) ? edgeColor[0] : edgeColor[1];\n\
}\n\
else if ( ((gl_FragCoord.y >= FRAMEBUFFER_SIZE_Y-1.0) ? isEdgeMarkingClearValues : ((polyID[0] != polyID[2]) && (depth[0] >= depth[2]) && !isWireframe[2])) )\n\
{\n\
newEdgeColor = (gl_FragCoord.y >= FRAMEBUFFER_SIZE_Y-1.0) ? edgeColor[0] : edgeColor[2];\n\
}\n\
else if ( ((gl_FragCoord.x < 1.0) ? isEdgeMarkingClearValues : ((polyID[0] != polyID[3]) && (depth[0] >= depth[3]) && !isWireframe[3])) )\n\
{\n\
newEdgeColor = (gl_FragCoord.x < 1.0) ? edgeColor[0] : edgeColor[3];\n\
}\n\
else if ( ((gl_FragCoord.y < 1.0) ? isEdgeMarkingClearValues : ((polyID[0] != polyID[4]) && (depth[0] >= depth[4]) && !isWireframe[4])) )\n\
{\n\
newEdgeColor = (gl_FragCoord.y < 1.0) ? edgeColor[0] : edgeColor[4];\n\
}\n\
}\n\
\n\
gl_FragColor = newEdgeColor;\n\
}\n\
"};
// Vertex shader for applying fog, GLSL 1.00
static const char *FogVtxShader_100 = {"\
attribute vec2 inPosition;\n\
attribute vec2 inTexCoord0;\n\
varying vec2 texCoord;\n\
\n\
void main() \n\
{ \n\
texCoord = inTexCoord0;\n\
gl_Position = vec4(inPosition, 0.0, 1.0);\n\
}\n\
"};
// Fragment shader for applying fog, GLSL 1.00
static const char *FogFragShader_100 = {"\
varying vec2 texCoord;\n\
\n\
uniform sampler2D texInFragDepth;\n\
uniform sampler2D texInFogAttributes;\n\
uniform sampler1D texFogDensityTable;\n\
uniform bool stateEnableFogAlphaOnly;\n\
\n\
void main()\n\
{\n\
float inFragDepth = texture2D(texInFragDepth, texCoord).r;\n\
vec4 inFogAttributes = texture2D(texInFogAttributes, texCoord);\n\
bool polyEnableFog = (inFogAttributes.r > 0.999);\n\
float densitySelect = (FOG_STEP == 0) ? ((inFragDepth <= FOG_OFFSETF) ? 0.0 : 1.0) : (inFragDepth * (1024.0/float(FOG_STEP))) + (((-float(FOG_OFFSET)/float(FOG_STEP)) - 0.5) / 32.0);\n\
float fogMixWeight = texture1D(texFogDensityTable, densitySelect).r;\n\
\n\
gl_FragColor = (polyEnableFog) ? ((stateEnableFogAlphaOnly) ? vec4(vec3(0.0), fogMixWeight) : vec4(fogMixWeight)) : vec4(0.0);\n\
}\n\
"};
// Vertex shader for the final framebuffer, GLSL 1.00
static const char *FramebufferOutputVtxShader_100 = {"\
attribute vec2 inPosition;\n\
attribute vec2 inTexCoord0;\n\
varying vec2 texCoord;\n\
\n\
void main()\n\
{\n\
texCoord = inTexCoord0;\n\
gl_Position = vec4(inPosition, 0.0, 1.0);\n\
}\n\
"};
// Fragment shader for the final BGRA6665 formatted framebuffer, GLSL 1.00
static const char *FramebufferOutputBGRA6665FragShader_100 = {"\
varying vec2 texCoord;\n\
\n\
uniform sampler2D texInFragColor;\n\
\n\
void main()\n\
{\n\
// Note that we swap B and R since pixel readbacks are done in BGRA format for fastest\n\
// performance. The final color is still in RGBA format.\n\
vec4 colorRGBA6665 = texture2D(texInFragColor, texCoord).bgra;\n\
colorRGBA6665 = floor((colorRGBA6665 * 255.0) + 0.5);\n\
colorRGBA6665.rgb = floor(colorRGBA6665.rgb / 4.0);\n\
colorRGBA6665.a = floor(colorRGBA6665.a / 8.0);\n\
\n\
gl_FragColor = (colorRGBA6665 / 255.0);\n\
}\n\
"};
// Fragment shader for the final BGRA8888 formatted framebuffer, GLSL 1.00
static const char *FramebufferOutputBGRA8888FragShader_100 = {"\
varying vec2 texCoord;\n\
\n\
uniform sampler2D texInFragColor;\n\
\n\
void main()\n\
{\n\
// Note that we swap B and R since pixel readbacks are done in BGRA format for fastest\n\
// performance. The final color is still in RGBA format.\n\
gl_FragColor = texture2D(texInFragColor, texCoord).bgra;\n\
}\n\
"};
// Fragment shader for the final RGBA6665 formatted framebuffer, GLSL 1.00
static const char *FramebufferOutputRGBA6665FragShader_100 = {"\
varying vec2 texCoord;\n\
\n\
uniform sampler2D texInFragColor;\n\
\n\
void main()\n\
{\n\
vec4 colorRGBA6665 = texture2D(texInFragColor, texCoord);\n\
colorRGBA6665 = floor((colorRGBA6665 * 255.0) + 0.5);\n\
colorRGBA6665.rgb = floor(colorRGBA6665.rgb / 4.0);\n\
colorRGBA6665.a = floor(colorRGBA6665.a / 8.0);\n\
\n\
gl_FragColor = (colorRGBA6665 / 255.0);\n\
}\n\
"};
// Fragment shader for the final RGBA8888 formatted framebuffer, GLSL 1.00
static const char *FramebufferOutputRGBA8888FragShader_100 = {"\
varying vec2 texCoord;\n\
\n\
uniform sampler2D texInFragColor;\n\
\n\
void main()\n\
{\n\
gl_FragColor = texture2D(texInFragColor, texCoord);\n\
}\n\
"};
bool IsOpenGLDriverVersionSupported(unsigned int checkVersionMajor, unsigned int checkVersionMinor, unsigned int checkVersionRevision)
{
bool result = false;
if ( (_OGLDriverVersion.major > checkVersionMajor) ||
(_OGLDriverVersion.major >= checkVersionMajor && _OGLDriverVersion.minor > checkVersionMinor) ||
(_OGLDriverVersion.major >= checkVersionMajor && _OGLDriverVersion.minor >= checkVersionMinor && _OGLDriverVersion.revision >= checkVersionRevision) )
{
result = true;
}
return result;
}
static void OGLGetDriverVersion(const char *oglVersionString,
unsigned int *versionMajor,
unsigned int *versionMinor,
unsigned int *versionRevision)
{
size_t versionStringLength = 0;
if (oglVersionString == NULL)
{
return;
}
// First, check for the dot in the revision string. There should be at
// least one present.
const char *versionStrDot = strstr(oglVersionString, ".");
if (versionStrDot == NULL)
{
return;
}
// Next, check for a space that is after the dot, but before the vendor-specific info (if present).
versionStringLength = strlen(oglVersionString); // Set our default string length here
const size_t endCheckLength = versionStringLength - (versionStrDot - oglVersionString); // Maximum possible length to check
const char *checkStringLimit = (endCheckLength < 10) ? versionStrDot + endCheckLength : versionStrDot + 10; // But we're going to limit ourselves to checking only the first 10 characters
char *versionStrEnd = (char *)versionStrDot;
while (versionStrEnd < checkStringLimit)
{
versionStrEnd++;
if (*versionStrEnd == ' ')
{
versionStringLength = versionStrEnd - oglVersionString;
break;
}
}
// Check for any spaces before the dot. There shouldn't be any text before the version number, so
// this step shouldn't be necessary. However, some drivers can defy the OpenGL spec and include
// text before the version number, and so we need to handle such non-compliant drivers just in case.
char *versionStrStart = (char *)versionStrDot;
while (versionStrStart > oglVersionString)
{
versionStrStart--;
if (*versionStrStart == ' ')
{
versionStrStart++; // Don't include the space we just checked.
versionStringLength -= versionStrStart - oglVersionString;
break;
}
}
// Copy the version substring and parse it.
char *versionSubstring = (char *)malloc((versionStringLength + 1) * sizeof(char));
versionSubstring[versionStringLength] = '\0';
strncpy(versionSubstring, versionStrStart, versionStringLength);
unsigned int major = 0;
unsigned int minor = 0;
unsigned int revision = 0;
sscanf(versionSubstring, "%u.%u.%u", &major, &minor, &revision);
free(versionSubstring);
versionSubstring = NULL;
if (versionMajor != NULL)
{
*versionMajor = major;
}
if (versionMinor != NULL)
{
*versionMinor = minor;
}
if (versionRevision != NULL)
{
*versionRevision = revision;
}
}
OpenGLTexture::OpenGLTexture(TEXIMAGE_PARAM texAttributes, u32 palAttributes) : Render3DTexture(texAttributes, palAttributes)
{
_cacheSize = GetUnpackSizeUsingFormat(TexFormat_32bpp);
_invSizeS = 1.0f / (float)_sizeS;
_invSizeT = 1.0f / (float)_sizeT;
_isTexInited = false;
_upscaleBuffer = NULL;
glGenTextures(1, &_texID);
}
OpenGLTexture::~OpenGLTexture()
{
glDeleteTextures(1, &this->_texID);
}
void OpenGLTexture::Load(bool forceTextureInit)
{
u32 *textureSrc = (u32 *)this->_deposterizeSrcSurface.Surface;
this->Unpack<TexFormat_32bpp>(textureSrc);
if (this->_useDeposterize)
{
RenderDeposterize(this->_deposterizeSrcSurface, this->_deposterizeDstSurface);
}
glBindTexture(GL_TEXTURE_2D, this->_texID);
switch (this->_scalingFactor)
{
case 1:
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
if (forceTextureInit || !this->_isTexInited)
{
this->_isTexInited = true;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_sizeS, this->_sizeT, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureSrc);
}
else
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, this->_sizeS, this->_sizeT, GL_RGBA, GL_UNSIGNED_BYTE, textureSrc);
}
break;
}
case 2:
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
this->_Upscale<2>(textureSrc, this->_upscaleBuffer);
if (forceTextureInit || !this->_isTexInited)
{
this->_isTexInited = true;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_sizeS*2, this->_sizeT*2, 0, GL_RGBA, GL_UNSIGNED_BYTE, this->_upscaleBuffer);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, this->_sizeS*1, this->_sizeT*1, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureSrc);
}
else
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, this->_sizeS*2, this->_sizeT*2, GL_RGBA, GL_UNSIGNED_BYTE, this->_upscaleBuffer);
glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, this->_sizeS*1, this->_sizeT*1, GL_RGBA, GL_UNSIGNED_BYTE, textureSrc);
}
break;
}
case 4:
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
this->_Upscale<4>(textureSrc, this->_upscaleBuffer);
if (forceTextureInit || !this->_isTexInited)
{
this->_isTexInited = true;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_sizeS*4, this->_sizeT*4, 0, GL_RGBA, GL_UNSIGNED_BYTE, this->_upscaleBuffer);
this->_Upscale<2>(textureSrc, this->_upscaleBuffer);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, this->_sizeS*2, this->_sizeT*2, 0, GL_RGBA, GL_UNSIGNED_BYTE, this->_upscaleBuffer);
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, this->_sizeS*1, this->_sizeT*1, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureSrc);
}
else
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, this->_sizeS*4, this->_sizeT*4, GL_RGBA, GL_UNSIGNED_BYTE, this->_upscaleBuffer);
this->_Upscale<2>(textureSrc, this->_upscaleBuffer);
glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, this->_sizeS*2, this->_sizeT*2, GL_RGBA, GL_UNSIGNED_BYTE, this->_upscaleBuffer);
glTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, this->_sizeS*1, this->_sizeT*1, GL_RGBA, GL_UNSIGNED_BYTE, textureSrc);
}
break;
}
default:
break;
}
this->_isLoadNeeded = false;
}
GLuint OpenGLTexture::GetID() const
{
return this->_texID;
}
GLfloat OpenGLTexture::GetInvWidth() const
{
return this->_invSizeS;
}
GLfloat OpenGLTexture::GetInvHeight() const
{
return this->_invSizeT;
}
void OpenGLTexture::SetUnpackBuffer(void *unpackBuffer)
{
this->_deposterizeSrcSurface.Surface = (unsigned char *)unpackBuffer;
}
void OpenGLTexture::SetDeposterizeBuffer(void *dstBuffer, void *workingBuffer)
{
this->_deposterizeDstSurface.Surface = (unsigned char *)dstBuffer;
this->_deposterizeDstSurface.workingSurface[0] = (unsigned char *)workingBuffer;
}
void OpenGLTexture::SetUpscalingBuffer(void *upscaleBuffer)
{
this->_upscaleBuffer = (u32 *)upscaleBuffer;
}
template <OpenGLVariantID VARIANTID>
static Render3D* OpenGLRendererCreate()
{
OpenGLRenderer *newRenderer = NULL;
Render3DError error = OGLERROR_NOERR;
CACHE_ALIGN char variantStringFull[32] = {0};
CACHE_ALIGN char variantFamilyString[32] = {0};
switch (VARIANTID)
{
case OpenGLVariantID_Legacy_1_2:
strncpy(variantStringFull, "OpenGL 1.2 (forced)", sizeof(variantStringFull));
strncpy(variantFamilyString, "OpenGL", sizeof(variantFamilyString));
break;
case OpenGLVariantID_Legacy_2_0:
strncpy(variantStringFull, "OpenGL 2.0 (forced)", sizeof(variantStringFull));
strncpy(variantFamilyString, "OpenGL", sizeof(variantFamilyString));
break;
case OpenGLVariantID_Legacy_2_1:
strncpy(variantStringFull, "OpenGL 2.1 (forced)", sizeof(variantStringFull));
strncpy(variantFamilyString, "OpenGL", sizeof(variantFamilyString));
break;
case OpenGLVariantID_CoreProfile_3_2:
strncpy(variantStringFull, "OpenGL 3.2 (forced)", sizeof(variantStringFull));
strncpy(variantFamilyString, "OpenGL", sizeof(variantFamilyString));
break;
case OpenGLVariantID_LegacyAuto:
case OpenGLVariantID_StandardAuto:
strncpy(variantStringFull, "OpenGL (auto)", sizeof(variantStringFull));
strncpy(variantFamilyString, "OpenGL", sizeof(variantFamilyString));
break;
case OpenGLVariantID_ES3_3_0:
strncpy(variantStringFull, "OpenGL ES 3.0", sizeof(variantStringFull));
strncpy(variantFamilyString, "OpenGL ES", sizeof(variantFamilyString));
break;
default:
strncpy(variantStringFull, "OpenGL UNKNOWN", sizeof(variantStringFull));
strncpy(variantFamilyString, "OpenGL UNKNOWN", sizeof(variantFamilyString));
break;
}
if (oglrender_init == NULL)
{
INFO("%s: oglrender_init is unassigned. Clients must assign this function pointer and have a working context before running OpenGL.\n",
variantStringFull);
return newRenderer;
}
if (oglrender_beginOpenGL == NULL)
{
INFO("%s: oglrender_beginOpenGL is unassigned. Clients must assign this function pointer before running OpenGL.\n",
variantStringFull);
return newRenderer;
}
if (oglrender_endOpenGL == NULL)
{
INFO("%s: oglrender_endOpenGL is unassigned. Clients must assign this function pointer before running OpenGL.\n",
variantStringFull);
return newRenderer;
}
if (!oglrender_init())
{
return newRenderer;
}
__BeginOpenGL = oglrender_beginOpenGL;
__EndOpenGL = oglrender_endOpenGL;
if (!BEGINGL())
{
INFO("%s: Could not initialize -- BEGINGL() failed.\n", variantStringFull);
return newRenderer;
}
// Get OpenGL info
const char *oglVersionString = (const char *)glGetString(GL_VERSION);
const char *oglVendorString = (const char *)glGetString(GL_VENDOR);
const char *oglRendererString = (const char *)glGetString(GL_RENDERER);
// Writing to gl_FragDepth causes the driver to fail miserably on systems equipped
// with a Intel G965 graphic card. Warn the user and fail gracefully.
// http://forums.desmume.org/viewtopic.php?id=9286
if(!strcmp(oglVendorString,"Intel") && strstr(oglRendererString,"965"))
{
INFO("%s: Incompatible graphic card detected. Disabling OpenGL support.\n",
variantStringFull);
ENDGL();
return newRenderer;
}
// Check the driver's OpenGL version
OGLGetDriverVersion(oglVersionString, &_OGLDriverVersion.major, &_OGLDriverVersion.minor, &_OGLDriverVersion.revision);
if (VARIANTID & OpenGLVariantFamily_Standard)
{
if (!IsOpenGLDriverVersionSupported(OGLRENDER_STANDARD_MINIMUM_CONTEXT_VERSION_REQUIRED_MAJOR,
OGLRENDER_STANDARD_MINIMUM_CONTEXT_VERSION_REQUIRED_MINOR,
OGLRENDER_STANDARD_MINIMUM_CONTEXT_VERSION_REQUIRED_REVISION))
{
INFO("%s: This context does not support OpenGL v%u.%u.%u or later. Disabling 3D renderer.\n[ Context Info -\n Version: %s\n Vendor: %s\n Renderer: %s ]\n",
variantStringFull,
OGLRENDER_STANDARD_MINIMUM_CONTEXT_VERSION_REQUIRED_MAJOR,
OGLRENDER_STANDARD_MINIMUM_CONTEXT_VERSION_REQUIRED_MINOR,
OGLRENDER_STANDARD_MINIMUM_CONTEXT_VERSION_REQUIRED_REVISION,
oglVersionString, oglVendorString, oglRendererString);
ENDGL();
return newRenderer;
}
}
else if (VARIANTID & OpenGLVariantFamily_ES)
{
if (!IsOpenGLDriverVersionSupported(OGLRENDER_ES_MINIMUM_CONTEXT_VERSION_REQUIRED_MAJOR,
OGLRENDER_ES_MINIMUM_CONTEXT_VERSION_REQUIRED_MINOR,
OGLRENDER_ES_MINIMUM_CONTEXT_VERSION_REQUIRED_REVISION))
{
INFO("%s: This context does not support OpenGL ES v%u.%u.%u or later. Disabling 3D renderer.\n[ Context Info -\n Version: %s\n Vendor: %s\n Renderer: %s ]\n",
variantStringFull,
OGLRENDER_ES_MINIMUM_CONTEXT_VERSION_REQUIRED_MAJOR,
OGLRENDER_ES_MINIMUM_CONTEXT_VERSION_REQUIRED_MINOR,
OGLRENDER_ES_MINIMUM_CONTEXT_VERSION_REQUIRED_REVISION,
oglVersionString, oglVendorString, oglRendererString);
ENDGL();
return newRenderer;
}
}
else
{
INFO("%s: This renderer does not support the OpenGL variant requested by this context. Disabling 3D renderer.\n[ Context Info -\n Version: %s\n Vendor: %s\n Renderer: %s ]\n",
variantStringFull,
oglVersionString, oglVendorString, oglRendererString);
ENDGL();
return newRenderer;
}
// Create new OpenGL rendering object
if (VARIANTID == OpenGLVariantID_ES3_3_0)
{
if ( (OGLLoadEntryPoints_ES_3_0_Func != NULL) && (OGLCreateRenderer_ES_3_0_Func != NULL) )
{
OGLLoadEntryPoints_ES_3_0_Func();
OGLLoadEntryPoints_Legacy();
OGLCreateRenderer_ES_3_0_Func(&newRenderer);
}
else
{
ENDGL();
return newRenderer;
}
}
else
{
if ( (VARIANTID == OpenGLVariantID_StandardAuto) || (VARIANTID == OpenGLVariantID_CoreProfile_3_2) )
{
if ( (OGLLoadEntryPoints_3_2_Func != NULL) && (OGLCreateRenderer_3_2_Func != NULL) )
{
OGLLoadEntryPoints_3_2_Func();
OGLLoadEntryPoints_Legacy(); //zero 04-feb-2013 - this seems to be necessary as well
OGLCreateRenderer_3_2_Func(&newRenderer);
}
else if (VARIANTID == OpenGLVariantID_CoreProfile_3_2)
{
ENDGL();
return newRenderer;
}
}
if ( (VARIANTID == OpenGLVariantID_StandardAuto) || (VARIANTID == OpenGLVariantID_LegacyAuto) )
{
// If the renderer doesn't initialize with OpenGL v3.2 or higher, fall back
// to one of the lower versions.
if (newRenderer == NULL)
{
OGLLoadEntryPoints_Legacy();
if (IsOpenGLDriverVersionSupported(2, 1, 0))
{
newRenderer = new OpenGLRenderer_2_1;
newRenderer->SetVersion(2, 1, 0);
}
else if (IsOpenGLDriverVersionSupported(2, 0, 0))
{
newRenderer = new OpenGLRenderer_2_0;
newRenderer->SetVersion(2, 0, 0);
}
else if (IsOpenGLDriverVersionSupported(1, 2, 0))
{
newRenderer = new OpenGLRenderer_1_2;
newRenderer->SetVersion(1, 2, 0);
}
}
}
else if (VARIANTID == OpenGLVariantID_Legacy_2_1)
{
OGLLoadEntryPoints_Legacy();
if (IsOpenGLDriverVersionSupported(2, 1, 0))
{
newRenderer = new OpenGLRenderer_2_1;
newRenderer->SetVersion(2, 1, 0);
}
}
else if (VARIANTID == OpenGLVariantID_Legacy_2_0)
{
OGLLoadEntryPoints_Legacy();
if (IsOpenGLDriverVersionSupported(2, 0, 0))
{
newRenderer = new OpenGLRenderer_2_0;
newRenderer->SetVersion(2, 0, 0);
}
}
else if (VARIANTID == OpenGLVariantID_Legacy_1_2)
{
OGLLoadEntryPoints_Legacy();
if (IsOpenGLDriverVersionSupported(1, 2, 0))
{
newRenderer = new OpenGLRenderer_1_2;
newRenderer->SetVersion(1, 2, 0);
}
}
}
if (newRenderer == NULL)
{
INFO("%s: Renderer did not initialize. Disabling 3D renderer.\n[ Context Info -\n Version: %s\n Vendor: %s\n Renderer: %s ]\n",
variantStringFull,
oglVersionString, oglVendorString, oglRendererString);
ENDGL();
return newRenderer;
}
// Initialize OpenGL extensions
error = newRenderer->InitExtensions();
if (error != OGLERROR_NOERR)
{
if (error == OGLERROR_DRIVER_VERSION_TOO_OLD)
{
INFO("%s: This driver does not support the minimum feature set required to run this renderer. Disabling 3D renderer.\n[ Context Info -\n Version: %s\n Vendor: %s\n Renderer: %s ]\n",
variantFamilyString,
oglVersionString, oglVendorString, oglRendererString);
}
else if (newRenderer->IsVersionSupported(1, 5, 0) && (error == OGLERROR_VBO_UNSUPPORTED))
{
INFO("%s: VBOs are not available, even though this version of OpenGL requires them. Disabling 3D renderer.\n[ Context Info -\n Version: %s\n Vendor: %s\n Renderer: %s ]\n",
variantFamilyString,
oglVersionString, oglVendorString, oglRendererString);
}
else if ( newRenderer->IsVersionSupported(2, 0, 0) &&
(error == OGLERROR_SHADER_CREATE_ERROR ||
error == OGLERROR_VERTEX_SHADER_PROGRAM_LOAD_ERROR ||
error == OGLERROR_FRAGMENT_SHADER_PROGRAM_LOAD_ERROR) )
{
INFO("%s: Shaders are not working, even though they should be on this version of OpenGL. Disabling 3D renderer.\n[ Context Info -\n Version: %s\n Vendor: %s\n Renderer: %s ]\n",
variantFamilyString,
oglVersionString, oglVendorString, oglRendererString);
}
else if (newRenderer->IsVersionSupported(2, 1, 0) && (error == OGLERROR_PBO_UNSUPPORTED))
{
INFO("%s: PBOs are not available, even though this version of OpenGL requires them. Disabling 3D renderer.\n[ Context Info -\n Version: %s\n Vendor: %s\n Renderer: %s ]\n",
variantFamilyString,
oglVersionString, oglVendorString, oglRendererString);
}
else if ( newRenderer->IsVersionSupported(3, 0, 0) && (error == OGLERROR_FBO_CREATE_ERROR) &&
((OGLLoadEntryPoints_3_2_Func != NULL) || (OGLLoadEntryPoints_ES_3_0_Func != NULL)) )
{
INFO("%s: FBOs are not available, even though this version of OpenGL requires them. Disabling 3D renderer.\n[ Context Info -\n Version: %s\n Vendor: %s\n Renderer: %s ]\n",
variantFamilyString,
oglVersionString, oglVendorString, oglRendererString);
}
delete newRenderer;
newRenderer = NULL;
ENDGL();
return newRenderer;
}
ENDGL();
// Initialization finished -- reset the renderer
newRenderer->Reset();
unsigned int major = 0;
unsigned int minor = 0;
unsigned int revision = 0;
newRenderer->GetVersion(&major, &minor, &revision);
INFO("%s: Renderer initialized successfully (v%u.%u.%u).\n[ Context Info -\n Version: %s\n Vendor: %s\n Renderer: %s ]\n",
variantFamilyString, major, minor, revision, oglVersionString, oglVendorString, oglRendererString);
return newRenderer;
}
static void OpenGLRendererDestroy()
{
if (!BEGINGL())
return;
if (CurrentRenderer != BaseRenderer)
{
OpenGLRenderer *oldRenderer = (OpenGLRenderer *)CurrentRenderer;
CurrentRenderer = BaseRenderer;
delete oldRenderer;
}
ENDGL();
__BeginOpenGL = NULL;
__EndOpenGL = NULL;
if (oglrender_deinit != NULL)
{
oglrender_deinit();
}
}
//automatically select 3.2 or old profile depending on whether 3.2 is available
GPU3DInterface gpu3Dgl = {
"OpenGL",
OpenGLRendererCreate<OpenGLVariantID_StandardAuto>,
OpenGLRendererDestroy
};
//forcibly use old profile
GPU3DInterface gpu3DglOld = {
"OpenGL Old",
OpenGLRendererCreate<OpenGLVariantID_LegacyAuto>,
OpenGLRendererDestroy
};
//forcibly use new profile
GPU3DInterface gpu3Dgl_3_2 = {
"OpenGL 3.2",
OpenGLRendererCreate<OpenGLVariantID_CoreProfile_3_2>,
OpenGLRendererDestroy
};
// OpenGL ES 3.0 (this is the only version of ES that is supported right now)
GPU3DInterface gpu3Dgl_ES_3_0 = {
"OpenGL ES 3.0",
OpenGLRendererCreate<OpenGLVariantID_ES3_3_0>,
OpenGLRendererDestroy
};
OpenGLRenderer::OpenGLRenderer()
{
_variantID = OpenGLVariantID_LegacyAuto;
_deviceInfo.renderID = RENDERID_OPENGL_AUTO;
_deviceInfo.renderName = "OpenGL";
_deviceInfo.isTexturingSupported = true;
_deviceInfo.isEdgeMarkSupported = true;
_deviceInfo.isFogSupported = true;
_deviceInfo.isTextureSmoothingSupported = true;
_deviceInfo.maxAnisotropy = 1.0f;
_deviceInfo.maxSamples = 0;
_internalRenderingFormat = NDSColorFormat_BGR888_Rev;
versionMajor = 0;
versionMinor = 0;
versionRevision = 0;
isVBOSupported = false;
isPBOSupported = false;
isFBOSupported = false;
_isFBOBlitSupported = false;
isMultisampledFBOSupported = false;
isShaderSupported = false;
_isSampleShadingSupported = false;
isVAOSupported = false;
_isDepthLEqualPolygonFacingSupported = false;
_willConvertFramebufferOnGPU = false;
_willUseMultisampleShaders = false;
_emulateShadowPolygon = true;
_emulateSpecialZeroAlphaBlending = true;
_emulateNDSDepthCalculation = true;
_emulateDepthLEqualPolygonFacing = false;
// Init OpenGL rendering states
ref = (OGLRenderRef *)malloc_alignedPage(sizeof(OGLRenderRef));
memset(ref, 0, sizeof(OGLRenderRef));
_mappedFramebuffer = NULL;
_workingTextureUnpackBuffer = (Color4u8 *)malloc_alignedPage(1024 * 1024 * sizeof(Color4u8));
_pixelReadNeedsFinish = false;
_needsZeroDstAlphaPass = true;
_currentPolyIndex = 0;
_enableAlphaBlending = true;
_geometryProgramFlags.value = 0;
_fogProgramKey.key = 0;
_fogProgramMap.clear();
_clearImageIndex = 0;
_geometryAttachmentWorkingBuffer = NULL;
_geometryAttachmentPolyID = NULL;
_geometryAttachmentFogAttributes = NULL;
memset(&_pendingRenderStates, 0, sizeof(_pendingRenderStates));
}
OpenGLRenderer::~OpenGLRenderer()
{
free_aligned(this->_framebufferColor);
free_aligned(this->_workingTextureUnpackBuffer);
// Destroy OpenGL rendering states
free_aligned(this->ref);
this->ref = NULL;
}
bool OpenGLRenderer::IsExtensionPresent(const std::set<std::string> *oglExtensionSet, const std::string extensionName) const
{
if (oglExtensionSet == NULL || oglExtensionSet->size() == 0)
{
return false;
}
return (oglExtensionSet->find(extensionName) != oglExtensionSet->end());
}
Render3DError OpenGLRenderer::ShaderProgramCreate(GLuint &vtxShaderID,
GLuint &fragShaderID,
GLuint &programID,
const char *vtxShaderCString,
const char *fragShaderCString)
{
Render3DError error = OGLERROR_NOERR;
if (vtxShaderID == 0)
{
vtxShaderID = glCreateShader(GL_VERTEX_SHADER);
if (vtxShaderID == 0)
{
INFO("OpenGL: Failed to create the vertex shader.\n");
return OGLERROR_SHADER_CREATE_ERROR;
}
const char *vtxShaderCStringPtr = vtxShaderCString;
glShaderSource(vtxShaderID, 1, (const GLchar **)&vtxShaderCStringPtr, NULL);
glCompileShader(vtxShaderID);
if (!this->ValidateShaderCompile(GL_VERTEX_SHADER, vtxShaderID))
{
error = OGLERROR_SHADER_CREATE_ERROR;
return error;
}
}
if (fragShaderID == 0)
{
fragShaderID = glCreateShader(GL_FRAGMENT_SHADER);
if (fragShaderID == 0)
{
INFO("OpenGL: Failed to create the fragment shader.\n");
error = OGLERROR_SHADER_CREATE_ERROR;
return error;
}
const char *fragShaderCStringPtr = fragShaderCString;
glShaderSource(fragShaderID, 1, (const GLchar **)&fragShaderCStringPtr, NULL);
glCompileShader(fragShaderID);
if (!this->ValidateShaderCompile(GL_FRAGMENT_SHADER, fragShaderID))
{
error = OGLERROR_SHADER_CREATE_ERROR;
return error;
}
}
programID = glCreateProgram();
if (programID == 0)
{
INFO("OpenGL: Failed to create the shader program.\n");
error = OGLERROR_SHADER_CREATE_ERROR;
return error;
}
glAttachShader(programID, vtxShaderID);
glAttachShader(programID, fragShaderID);
return error;
}
bool OpenGLRenderer::ValidateShaderCompile(GLenum shaderType, GLuint theShader) const
{
bool isCompileValid = false;
GLint status = GL_FALSE;
glGetShaderiv(theShader, GL_COMPILE_STATUS, &status);
if(status == GL_TRUE)
{
isCompileValid = true;
}
else
{
GLint logSize;
GLchar *log = NULL;
glGetShaderiv(theShader, GL_INFO_LOG_LENGTH, &logSize);
log = new GLchar[logSize];
glGetShaderInfoLog(theShader, logSize, &logSize, log);
switch (shaderType)
{
case GL_VERTEX_SHADER:
INFO("OpenGL: FAILED TO COMPILE VERTEX SHADER:\n%s\n", log);
break;
case GL_FRAGMENT_SHADER:
INFO("OpenGL: FAILED TO COMPILE FRAGMENT SHADER:\n%s\n", log);
break;
default:
INFO("OpenGL: FAILED TO COMPILE SHADER:\n%s\n", log);
break;
}
delete[] log;
}
return isCompileValid;
}
bool OpenGLRenderer::ValidateShaderProgramLink(GLuint theProgram) const
{
bool isLinkValid = false;
GLint status = GL_FALSE;
glGetProgramiv(theProgram, GL_LINK_STATUS, &status);
if(status == GL_TRUE)
{
isLinkValid = true;
}
else
{
GLint logSize;
GLchar *log = NULL;
glGetProgramiv(theProgram, GL_INFO_LOG_LENGTH, &logSize);
log = new GLchar[logSize];
glGetProgramInfoLog(theProgram, logSize, &logSize, log);
INFO("OpenGL: FAILED TO LINK SHADER PROGRAM:\n%s\n", log);
delete[] log;
}
return isLinkValid;
}
void OpenGLRenderer::GetVersion(unsigned int *major, unsigned int *minor, unsigned int *revision) const
{
*major = this->versionMajor;
*minor = this->versionMinor;
*revision = this->versionRevision;
}
void OpenGLRenderer::SetVersion(unsigned int major, unsigned int minor, unsigned int revision)
{
this->versionMajor = major;
this->versionMinor = minor;
this->versionRevision = revision;
}
bool OpenGLRenderer::IsVersionSupported(unsigned int checkVersionMajor, unsigned int checkVersionMinor, unsigned int checkVersionRevision) const
{
bool result = false;
if ( (this->versionMajor > checkVersionMajor) ||
(this->versionMajor >= checkVersionMajor && this->versionMinor > checkVersionMinor) ||
(this->versionMajor >= checkVersionMajor && this->versionMinor >= checkVersionMinor && this->versionRevision >= checkVersionRevision) )
{
result = true;
}
return result;
}
template <bool SWAP_RB>
Render3DError OpenGLRenderer::_FlushFramebufferConvertOnCPU(const Color4u8 *__restrict srcFramebuffer,
Color4u8 *__restrict dstFramebufferMain, u16 *__restrict dstFramebuffer16,
bool doFramebufferConvert)
{
if ( ((dstFramebufferMain == NULL) && (dstFramebuffer16 == NULL)) || (srcFramebuffer == NULL) )
{
return RENDER3DERROR_NOERR;
}
size_t i = 0;
if ( !doFramebufferConvert || (this->_outputFormat == NDSColorFormat_BGR888_Rev) )
{
if ( (dstFramebufferMain != NULL) && (dstFramebuffer16 != NULL) )
{
#ifdef ENABLE_SSE2
const size_t ssePixCount = this->_framebufferPixCount - (this->_framebufferPixCount % 8);
for (; i < ssePixCount; i += 8)
{
const __m128i srcColorLo = _mm_load_si128((__m128i *)(srcFramebuffer + i + 0));
const __m128i srcColorHi = _mm_load_si128((__m128i *)(srcFramebuffer + i + 4));
_mm_store_si128((__m128i *)(dstFramebufferMain + i + 0), ColorspaceCopy32_SSE2<SWAP_RB>(srcColorLo));
_mm_store_si128((__m128i *)(dstFramebufferMain + i + 4), ColorspaceCopy32_SSE2<SWAP_RB>(srcColorHi));
_mm_store_si128( (__m128i *)(dstFramebuffer16 + i), ColorspaceConvert8888To5551_SSE2<SWAP_RB>(srcColorLo, srcColorHi) );
}
#pragma LOOPVECTORIZE_DISABLE
#endif
for (; i < this->_framebufferPixCount; i++)
{
dstFramebufferMain[i].value = ColorspaceCopy32<SWAP_RB>(srcFramebuffer[i]);
dstFramebuffer16[i] = ColorspaceConvert8888To5551<SWAP_RB>(srcFramebuffer[i]);
}
this->_renderNeedsFlushMain = false;
this->_renderNeedsFlush16 = false;
}
else if (dstFramebufferMain != NULL)
{
ColorspaceCopyBuffer32<SWAP_RB, false>((u32 *)srcFramebuffer, (u32 *)dstFramebufferMain, this->_framebufferPixCount);
this->_renderNeedsFlushMain = false;
}
else
{
ColorspaceConvertBuffer8888To5551<SWAP_RB, false>((u32 *)srcFramebuffer, dstFramebuffer16, this->_framebufferPixCount);
this->_renderNeedsFlush16 = false;
}
}
else if (this->_outputFormat == NDSColorFormat_BGR666_Rev)
{
if ( (dstFramebufferMain != NULL) && (dstFramebuffer16 != NULL) )
{
#ifdef ENABLE_SSE2
const size_t ssePixCount = this->_framebufferPixCount - (this->_framebufferPixCount % 8);
for (; i < ssePixCount; i += 8)
{
const __m128i srcColorLo = _mm_load_si128((__m128i *)(srcFramebuffer + i + 0));
const __m128i srcColorHi = _mm_load_si128((__m128i *)(srcFramebuffer + i + 4));
_mm_store_si128( (__m128i *)(dstFramebufferMain + i + 0), ColorspaceConvert8888To6665_SSE2<SWAP_RB>(srcColorLo) );
_mm_store_si128( (__m128i *)(dstFramebufferMain + i + 4), ColorspaceConvert8888To6665_SSE2<SWAP_RB>(srcColorHi) );
_mm_store_si128( (__m128i *)(dstFramebuffer16 + i), ColorspaceConvert8888To5551_SSE2<SWAP_RB>(srcColorLo, srcColorHi) );
}
#pragma LOOPVECTORIZE_DISABLE
#endif
for (; i < this->_framebufferPixCount; i++)
{
dstFramebufferMain[i].value = ColorspaceConvert8888To6665<SWAP_RB>(srcFramebuffer[i]);
dstFramebuffer16[i] = ColorspaceConvert8888To5551<SWAP_RB>(srcFramebuffer[i]);
}
this->_renderNeedsFlushMain = false;
this->_renderNeedsFlush16 = false;
}
else if (dstFramebufferMain != NULL)
{
ColorspaceConvertBuffer8888To6665<SWAP_RB, false>((u32 *)srcFramebuffer, (u32 *)dstFramebufferMain, this->_framebufferPixCount);
this->_renderNeedsFlushMain = false;
}
else
{
ColorspaceConvertBuffer8888To5551<SWAP_RB, false>((u32 *)srcFramebuffer, dstFramebuffer16, this->_framebufferPixCount);
this->_renderNeedsFlush16 = false;
}
}
return RENDER3DERROR_NOERR;
}
Render3DError OpenGLRenderer::FlushFramebuffer(const Color4u8 *__restrict srcFramebuffer, Color4u8 *__restrict dstFramebufferMain, u16 *__restrict dstFramebuffer16)
{
OGLRenderRef &OGLRef = *this->ref;
if (this->_willConvertFramebufferOnGPU && this->isPBOSupported)
{
this->_renderNeedsFlushMain = false;
return Render3D::FlushFramebuffer(srcFramebuffer, NULL, dstFramebuffer16);
}
else
{
if (OGLRef.readPixelsBestFormat == GL_BGRA)
{
return this->_FlushFramebufferConvertOnCPU<true>(srcFramebuffer,
dstFramebufferMain, dstFramebuffer16,
!this->_willConvertFramebufferOnGPU);
}
else
{
return this->_FlushFramebufferConvertOnCPU<false>(srcFramebuffer,
dstFramebufferMain, dstFramebuffer16,
!this->_willConvertFramebufferOnGPU);
}
}
return RENDER3DERROR_NOERR;
}
Color4u8* OpenGLRenderer::GetFramebuffer()
{
return (this->_willConvertFramebufferOnGPU && this->isPBOSupported) ? this->_mappedFramebuffer : GPU->GetEngineMain()->Get3DFramebufferMain();
}
GLsizei OpenGLRenderer::GetLimitedMultisampleSize() const
{
u32 deviceMultisamples = this->_deviceInfo.maxSamples;
u32 workingMultisamples = (u32)this->_selectedMultisampleSize;
if (workingMultisamples == 1)
{
// If this->_selectedMultisampleSize is 1, then just set workingMultisamples to 2
// by default. This is done to prevent the multisampled FBOs from being resized to
// a meaningless sample size of 1.
//
// As an side, if someone wants to bring back automatic MSAA sample size selection
// in the future, then this would be the place to reimplement it.
workingMultisamples = 2;
}
else
{
// Ensure that workingMultisamples is a power-of-two, which is what OpenGL likes.
//
// If workingMultisamples is not a power-of-two, then workingMultisamples is
// increased to the next largest power-of-two.
workingMultisamples--;
workingMultisamples |= workingMultisamples >> 1;
workingMultisamples |= workingMultisamples >> 2;
workingMultisamples |= workingMultisamples >> 4;
workingMultisamples |= workingMultisamples >> 8;
workingMultisamples |= workingMultisamples >> 16;
workingMultisamples++;
}
if (deviceMultisamples > workingMultisamples)
{
deviceMultisamples = workingMultisamples;
}
return (GLsizei)deviceMultisamples;
}
OpenGLTexture* OpenGLRenderer::GetLoadedTextureFromPolygon(const POLY &thePoly, bool enableTexturing)
{
OpenGLTexture *theTexture = (OpenGLTexture *)texCache.GetTexture(thePoly.texParam, thePoly.texPalette);
const bool isNewTexture = (theTexture == NULL);
if (isNewTexture)
{
theTexture = new OpenGLTexture(thePoly.texParam, thePoly.texPalette);
theTexture->SetUnpackBuffer(this->_workingTextureUnpackBuffer);
texCache.Add(theTexture);
}
const NDSTextureFormat packFormat = theTexture->GetPackFormat();
const bool isTextureEnabled = ( (packFormat != TEXMODE_NONE) && enableTexturing );
theTexture->SetSamplingEnabled(isTextureEnabled);
if (theTexture->IsLoadNeeded() && isTextureEnabled)
{
const size_t previousScalingFactor = theTexture->GetScalingFactor();
theTexture->SetDeposterizeBuffer(this->_workingTextureUnpackBuffer, this->_textureDeposterizeDstSurface.workingSurface[0]);
theTexture->SetUpscalingBuffer(this->_textureUpscaleBuffer);
theTexture->SetUseDeposterize(this->_enableTextureDeposterize);
theTexture->SetScalingFactor(this->_textureScalingFactor);
theTexture->Load(isNewTexture || (previousScalingFactor != this->_textureScalingFactor));
}
return theTexture;
}
template <OGLPolyDrawMode DRAWMODE>
size_t OpenGLRenderer::DrawPolygonsForIndexRange(const POLY *rawPolyList, const CPoly *clippedPolyList, const size_t clippedPolyCount, size_t firstIndex, size_t lastIndex, size_t &indexOffset, POLYGON_ATTR &lastPolyAttr)
{
OGLRenderRef &OGLRef = *this->ref;
if (lastIndex > (clippedPolyCount - 1))
{
lastIndex = clippedPolyCount - 1;
}
if (firstIndex > lastIndex)
{
return 0;
}
// Map GFX3D_QUADS and GFX3D_QUAD_STRIP to GL_TRIANGLES since we will convert them.
//
// Also map GFX3D_TRIANGLE_STRIP to GL_TRIANGLES. This is okay since this is actually
// how the POLY struct stores triangle strip vertices, which is in sets of 3 vertices
// each. This redefinition is necessary since uploading more than 3 indices at a time
// will cause glDrawElements() to draw the triangle strip incorrectly.
static const GLenum oglPrimitiveType[] = {
GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_STRIP, GL_LINE_STRIP, // Normal polygons
GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_LOOP // Wireframe polygons
};
static const GLsizei indexIncrementLUT[] = {
3, 6, 3, 6, 3, 4, 3, 4, // Normal polygons
3, 4, 3, 4, 3, 4, 3, 4 // Wireframe polygons
};
// Set up the initial polygon
const CPoly &initialClippedPoly = clippedPolyList[firstIndex];
const POLY &initialRawPoly = rawPolyList[initialClippedPoly.index];
TEXIMAGE_PARAM lastTexParams = initialRawPoly.texParam;
u32 lastTexPalette = initialRawPoly.texPalette;
GFX3D_Viewport lastViewport = initialRawPoly.viewport;
this->SetupTexture(initialRawPoly, firstIndex);
this->SetupViewport(initialRawPoly.viewport);
// Enumerate through all polygons and render
GLsizei vertIndexCount = 0;
GLushort *indexBufferPtr = (this->isVBOSupported) ? (GLushort *)NULL + indexOffset : OGLRef.vertIndexBuffer + indexOffset;
for (size_t i = firstIndex; i <= lastIndex; i++)
{
const CPoly &clippedPoly = clippedPolyList[i];
const POLY &rawPoly = rawPolyList[clippedPoly.index];
// Set up the polygon if it changed
if (lastPolyAttr.value != rawPoly.attribute.value)
{
lastPolyAttr = rawPoly.attribute;
this->SetupPolygon(rawPoly, (DRAWMODE != OGLPolyDrawMode_DrawOpaquePolys), (DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass), clippedPoly.isPolyBackFacing);
}
// Set up the texture if it changed
if (lastTexParams.value != rawPoly.texParam.value || lastTexPalette != rawPoly.texPalette)
{
lastTexParams = rawPoly.texParam;
lastTexPalette = rawPoly.texPalette;
this->SetupTexture(rawPoly, i);
}
// Set up the viewport if it changed
if (lastViewport.value != rawPoly.viewport.value)
{
lastViewport = rawPoly.viewport;
this->SetupViewport(rawPoly.viewport);
}
// In wireframe mode, redefine all primitives as GL_LINE_LOOP rather than
// setting the polygon mode to GL_LINE though glPolygonMode(). Not only is
// drawing more accurate this way, but it also allows GFX3D_QUADS and
// GFX3D_QUAD_STRIP primitives to properly draw as wireframe without the
// extra diagonal line.
const size_t LUTIndex = (!GFX3D_IsPolyWireframe(rawPoly)) ? rawPoly.vtxFormat : (0x08 | rawPoly.vtxFormat);
const GLenum polyPrimitive = oglPrimitiveType[LUTIndex];
// Increment the vertex count
vertIndexCount += indexIncrementLUT[LUTIndex];
// Look ahead to the next polygon to see if we can simply buffer the indices
// instead of uploading them now. We can buffer if all polygon states remain
// the same and we're not drawing a line loop or line strip.
if (i+1 <= lastIndex)
{
const CPoly &nextClippedPoly = clippedPolyList[i+1];
const POLY &nextRawPoly = rawPolyList[nextClippedPoly.index];
if (lastPolyAttr.value == nextRawPoly.attribute.value &&
lastTexParams.value == nextRawPoly.texParam.value &&
lastTexPalette == nextRawPoly.texPalette &&
lastViewport.value == nextRawPoly.viewport.value &&
polyPrimitive == oglPrimitiveType[nextRawPoly.vtxFormat] &&
polyPrimitive != GL_LINE_LOOP &&
polyPrimitive != GL_LINE_STRIP &&
oglPrimitiveType[nextRawPoly.vtxFormat] != GL_LINE_LOOP &&
oglPrimitiveType[nextRawPoly.vtxFormat] != GL_LINE_STRIP &&
clippedPoly.isPolyBackFacing == nextClippedPoly.isPolyBackFacing)
{
continue;
}
}
// Render the polygons
this->SetPolygonIndex(i);
if (rawPoly.attribute.Mode == POLYGON_MODE_SHADOW)
{
if ((DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass) && this->_emulateShadowPolygon)
{
this->DrawShadowPolygon(polyPrimitive,
vertIndexCount,
indexBufferPtr,
rawPoly.attribute.DepthEqualTest_Enable,
rawPoly.attribute.TranslucentDepthWrite_Enable,
(DRAWMODE == OGLPolyDrawMode_DrawTranslucentPolys), rawPoly.attribute.PolygonID);
}
}
else if ( (rawPoly.texParam.PackedFormat == TEXMODE_A3I5) || (rawPoly.texParam.PackedFormat == TEXMODE_A5I3) )
{
this->DrawAlphaTexturePolygon<DRAWMODE>(polyPrimitive,
vertIndexCount,
indexBufferPtr,
rawPoly.attribute.DepthEqualTest_Enable,
rawPoly.attribute.TranslucentDepthWrite_Enable,
GFX3D_IsPolyWireframe(rawPoly) || GFX3D_IsPolyOpaque(rawPoly),
rawPoly.attribute.PolygonID,
!clippedPoly.isPolyBackFacing);
}
else
{
this->DrawOtherPolygon<DRAWMODE>(polyPrimitive,
vertIndexCount,
indexBufferPtr,
rawPoly.attribute.DepthEqualTest_Enable,
rawPoly.attribute.TranslucentDepthWrite_Enable,
rawPoly.attribute.PolygonID,
!clippedPoly.isPolyBackFacing);
}
indexBufferPtr += vertIndexCount;
indexOffset += vertIndexCount;
vertIndexCount = 0;
}
return indexOffset;
}
template <OGLPolyDrawMode DRAWMODE>
Render3DError OpenGLRenderer::DrawAlphaTexturePolygon(const GLenum polyPrimitive,
const GLsizei vertIndexCount,
const GLushort *indexBufferPtr,
const bool performDepthEqualTest,
const bool enableAlphaDepthWrite,
const bool canHaveOpaqueFragments,
const u8 opaquePolyID,
const bool isPolyFrontFacing)
{
const OGLRenderRef &OGLRef = *this->ref;
if (this->isShaderSupported)
{
if ((DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass) && performDepthEqualTest && this->_emulateNDSDepthCalculation)
{
if (DRAWMODE == OGLPolyDrawMode_DrawTranslucentPolys)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
// Use the stencil buffer to determine which fragments pass the lower-side tolerance.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], (float)DEPTH_EQUALS_TEST_TOLERANCE / 16777215.0f);
glDepthFunc(GL_LEQUAL);
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
glStencilOp(GL_ZERO, GL_ZERO, GL_REPLACE);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
if (canHaveOpaqueFragments)
{
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_TRUE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_FALSE);
}
// Use the stencil buffer to determine which fragments pass the higher-side tolerance.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], (float)-DEPTH_EQUALS_TEST_TOLERANCE / 16777215.0f);
glDepthFunc(GL_GEQUAL);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glStencilOp(GL_ZERO, GL_ZERO, GL_KEEP);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
if (canHaveOpaqueFragments)
{
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_TRUE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_FALSE);
}
// Set up the actual drawing of the polygon, using the mask within the stencil buffer to determine which fragments should pass.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], 0.0f);
glDepthFunc(GL_ALWAYS);
// First do the transparent polygon ID check for the translucent fragments.
glStencilFunc(GL_NOTEQUAL, 0x40 | opaquePolyID, 0x7F);
glStencilOp(GL_ZERO, GL_ZERO, GL_KEEP);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Draw the translucent fragments.
glStencilFunc(GL_EQUAL, 0xC0 | opaquePolyID, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x7F);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask((enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Draw the opaque fragments if they might exist.
if (canHaveOpaqueFragments)
{
glStencilFunc(GL_EQUAL, 0x80 | opaquePolyID, 0x80);
glDepthMask(GL_TRUE);
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_TRUE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_FALSE);
}
// Clear bit 7 (0x80) now so that future polygons don't get confused.
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glStencilMask(0x80);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
if (canHaveOpaqueFragments)
{
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_TRUE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_FALSE);
}
// Finally, reset the rendering states.
glStencilFunc(GL_NOTEQUAL, 0x40 | opaquePolyID, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFF);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask((enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
}
else
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_TRUE);
// Use the stencil buffer to determine which fragments pass the lower-side tolerance.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], (float)DEPTH_EQUALS_TEST_TOLERANCE / 16777215.0f);
glDepthFunc(GL_LEQUAL);
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
glStencilOp(GL_ZERO, GL_ZERO, GL_REPLACE);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Use the stencil buffer to determine which fragments pass the higher-side tolerance.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], (float)-DEPTH_EQUALS_TEST_TOLERANCE / 16777215.0f);
glDepthFunc(GL_GEQUAL);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glStencilOp(GL_ZERO, GL_ZERO, GL_KEEP);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Set up the actual drawing of the polygon, using the mask within the stencil buffer to determine which fragments should pass.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], 0.0f);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glDepthFunc(GL_ALWAYS);
glStencilFunc(GL_EQUAL, 0x80 | opaquePolyID, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x7F);
// Draw the polygon as completely opaque.
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Clear bit 7 (0x80) now so that future polygons don't get confused.
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Finally, reset the rendering states.
glStencilFunc(GL_ALWAYS, opaquePolyID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFF);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_FALSE);
}
}
else if (DRAWMODE != OGLPolyDrawMode_DrawOpaquePolys)
{
// Draw the translucent fragments.
if (this->_emulateDepthLEqualPolygonFacing && this->_isDepthLEqualPolygonFacingSupported && isPolyFrontFacing)
{
glDepthFunc(GL_EQUAL);
glUniform1i(OGLRef.uniformDrawModeDepthEqualsTest[this->_geometryProgramFlags.value], GL_TRUE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glDepthFunc(GL_LESS);
glUniform1i(OGLRef.uniformDrawModeDepthEqualsTest[this->_geometryProgramFlags.value], GL_FALSE);
}
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Draw the opaque fragments if they might exist.
if (canHaveOpaqueFragments)
{
if (DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass)
{
glStencilFunc(GL_ALWAYS, opaquePolyID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glDepthMask(GL_TRUE);
}
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_TRUE);
if (this->_emulateDepthLEqualPolygonFacing && this->_isDepthLEqualPolygonFacingSupported && isPolyFrontFacing)
{
glDepthFunc(GL_EQUAL);
glUniform1i(OGLRef.uniformDrawModeDepthEqualsTest[this->_geometryProgramFlags.value], GL_TRUE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glDepthFunc(GL_LESS);
glUniform1i(OGLRef.uniformDrawModeDepthEqualsTest[this->_geometryProgramFlags.value], GL_FALSE);
}
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_FALSE);
if (DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass)
{
glStencilFunc(GL_NOTEQUAL, 0x40 | opaquePolyID, 0x7F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glDepthMask((enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
}
}
}
else // Draw the polygon as completely opaque.
{
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_TRUE);
if (this->_emulateDepthLEqualPolygonFacing && this->_isDepthLEqualPolygonFacingSupported)
{
if (isPolyFrontFacing)
{
glDepthFunc(GL_EQUAL);
glStencilFunc(GL_EQUAL, 0x40 | opaquePolyID, 0x40);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glStencilMask(0x40);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
glStencilFunc(GL_ALWAYS, opaquePolyID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFF);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
else
{
glStencilFunc(GL_ALWAYS, 0x40 | opaquePolyID, 0x40);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glStencilFunc(GL_ALWAYS, opaquePolyID, 0x3F);
}
}
else
{
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
glUniform1i(OGLRef.uniformTexDrawOpaque[this->_geometryProgramFlags.value], GL_FALSE);
}
}
else
{
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
return OGLERROR_NOERR;
}
template <OGLPolyDrawMode DRAWMODE>
Render3DError OpenGLRenderer::DrawOtherPolygon(const GLenum polyPrimitive,
const GLsizei vertIndexCount,
const GLushort *indexBufferPtr,
const bool performDepthEqualTest,
const bool enableAlphaDepthWrite,
const u8 opaquePolyID,
const bool isPolyFrontFacing)
{
OGLRenderRef &OGLRef = *this->ref;
if ((DRAWMODE != OGLPolyDrawMode_ZeroAlphaPass) && performDepthEqualTest && this->_emulateNDSDepthCalculation && this->isShaderSupported)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
// Use the stencil buffer to determine which fragments pass the lower-side tolerance.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], (float)DEPTH_EQUALS_TEST_TOLERANCE / 16777215.0f);
glDepthFunc(GL_LEQUAL);
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
glStencilOp(GL_ZERO, GL_ZERO, GL_REPLACE);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Use the stencil buffer to determine which fragments pass the higher-side tolerance.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], (float)-DEPTH_EQUALS_TEST_TOLERANCE / 16777215.0f);
glDepthFunc(GL_GEQUAL);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glStencilOp(GL_ZERO, GL_ZERO, GL_KEEP);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Set up the actual drawing of the polygon.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], 0.0f);
glDepthFunc(GL_ALWAYS);
// If this is a transparent polygon, then we need to do the transparent polygon ID check.
if (DRAWMODE == OGLPolyDrawMode_DrawTranslucentPolys)
{
glStencilFunc(GL_NOTEQUAL, 0x40 | opaquePolyID, 0x7F);
glStencilOp(GL_ZERO, GL_ZERO, GL_KEEP);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
// Draw the polygon using the mask within the stencil buffer to determine which fragments should pass.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(((DRAWMODE == OGLPolyDrawMode_DrawOpaquePolys) || enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
glStencilFunc(GL_EQUAL, (DRAWMODE == OGLPolyDrawMode_DrawTranslucentPolys) ? 0xC0 | opaquePolyID : 0x80 | opaquePolyID, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x7F);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Clear bit 7 (0x80) now so that future polygons don't get confused.
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Finally, reset the rendering states.
if (DRAWMODE == OGLPolyDrawMode_DrawTranslucentPolys)
{
glStencilFunc(GL_NOTEQUAL, 0x40 | opaquePolyID, 0x7F);
}
else
{
glStencilFunc(GL_ALWAYS, opaquePolyID, 0x3F);
}
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFF);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(((DRAWMODE == OGLPolyDrawMode_DrawOpaquePolys) || enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
}
else if (DRAWMODE == OGLPolyDrawMode_DrawOpaquePolys)
{
if (this->_emulateDepthLEqualPolygonFacing && this->_isDepthLEqualPolygonFacingSupported)
{
if (isPolyFrontFacing)
{
glDepthFunc(GL_EQUAL);
glStencilFunc(GL_EQUAL, 0x40 | opaquePolyID, 0x40);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glStencilMask(0x40);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
glStencilFunc(GL_ALWAYS, opaquePolyID, 0x3F);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFF);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
else
{
glStencilFunc(GL_ALWAYS, 0x40 | opaquePolyID, 0x40);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glStencilFunc(GL_ALWAYS, opaquePolyID, 0x3F);
}
}
else
{
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
}
else
{
if (this->_emulateDepthLEqualPolygonFacing && this->_isDepthLEqualPolygonFacingSupported && isPolyFrontFacing)
{
glDepthFunc(GL_EQUAL);
glUniform1i(OGLRef.uniformDrawModeDepthEqualsTest[this->_geometryProgramFlags.value], GL_TRUE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glDepthFunc(GL_LESS);
glUniform1i(OGLRef.uniformDrawModeDepthEqualsTest[this->_geometryProgramFlags.value], GL_FALSE);
}
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer::ApplyRenderingSettings(const GFX3D_State &renderState)
{
Render3DError error = RENDER3DERROR_NOERR;
const bool didSelectedMultisampleSizeChange = (this->_selectedMultisampleSize != CommonSettings.GFX3D_Renderer_MultisampleSize);
const bool didEmulateNDSDepthCalculationChange = (this->_emulateNDSDepthCalculation != CommonSettings.OpenGL_Emulation_NDSDepthCalculation);
const bool didEnableTextureSmoothingChange = (this->_enableTextureSmoothing != CommonSettings.GFX3D_Renderer_TextureSmoothing);
const bool didEmulateDepthLEqualPolygonFacingChange = (this->_emulateDepthLEqualPolygonFacing != (CommonSettings.OpenGL_Emulation_DepthLEqualPolygonFacing && this->_isDepthLEqualPolygonFacingSupported));
this->_emulateShadowPolygon = CommonSettings.OpenGL_Emulation_ShadowPolygon;
this->_emulateSpecialZeroAlphaBlending = CommonSettings.OpenGL_Emulation_SpecialZeroAlphaBlending;
this->_emulateNDSDepthCalculation = CommonSettings.OpenGL_Emulation_NDSDepthCalculation;
this->_emulateDepthLEqualPolygonFacing = CommonSettings.OpenGL_Emulation_DepthLEqualPolygonFacing && this->_isDepthLEqualPolygonFacingSupported;
this->_selectedMultisampleSize = CommonSettings.GFX3D_Renderer_MultisampleSize;
const bool oldMultisampleShadingFlag = this->_willUseMultisampleShaders;
this->_enableMultisampledRendering = ((this->_selectedMultisampleSize >= 2) && this->isMultisampledFBOSupported);
this->_willUseMultisampleShaders = this->_isSampleShadingSupported && this->_enableMultisampledRendering;
if (this->_willUseMultisampleShaders != oldMultisampleShadingFlag)
{
// Fog program IDs don't have their own multisampled versions of the IDs, and so we
// need to reset all of the existing IDs so that the fog programs can be regenerated
this->DestroyFogPrograms();
}
error = Render3D::ApplyRenderingSettings(renderState);
if (error != RENDER3DERROR_NOERR)
{
return error;
}
if (didSelectedMultisampleSizeChange ||
didEmulateNDSDepthCalculationChange ||
didEnableTextureSmoothingChange ||
didEmulateDepthLEqualPolygonFacingChange)
{
if (!BEGINGL())
{
return OGLERROR_BEGINGL_FAILED;
}
if (didSelectedMultisampleSizeChange)
{
GLsizei sampleSize = this->GetLimitedMultisampleSize();
this->ResizeMultisampledFBOs(sampleSize);
}
if ( this->isShaderSupported &&
(didEmulateNDSDepthCalculationChange ||
didEnableTextureSmoothingChange ||
didEmulateDepthLEqualPolygonFacingChange) )
{
glUseProgram(0);
this->DestroyGeometryPrograms();
error = this->CreateGeometryPrograms();
if (error != OGLERROR_NOERR)
{
glUseProgram(0);
this->DestroyGeometryPrograms();
this->isShaderSupported = false;
ENDGL();
return error;
}
}
ENDGL();
}
return error;
}
OpenGLRenderer_1_2::OpenGLRenderer_1_2()
{
_variantID = OpenGLVariantID_Legacy_1_2;
_geometryDrawBuffersEnum = GeometryDrawBuffersEnumStandard;
_geometryAttachmentWorkingBuffer = GeometryAttachmentWorkingBufferStandard;
_geometryAttachmentPolyID = GeometryAttachmentPolyIDStandard;
_geometryAttachmentFogAttributes = GeometryAttachmentFogAttributesStandard;
#if defined(GL_VERSION_1_2)
#if MSB_FIRST
ref->textureSrcTypeCIColor = GL_UNSIGNED_SHORT_1_5_5_5_REV;
ref->textureSrcTypeCIFog = GL_UNSIGNED_INT_8_8_8_8_REV;
ref->textureSrcTypeEdgeColor = GL_UNSIGNED_INT_8_8_8_8;
ref->textureSrcTypeToonTable = GL_UNSIGNED_SHORT_1_5_5_5_REV;
#else
ref->textureSrcTypeCIColor = GL_UNSIGNED_SHORT_1_5_5_5_REV;
ref->textureSrcTypeCIFog = GL_UNSIGNED_INT_8_8_8_8_REV;
ref->textureSrcTypeEdgeColor = GL_UNSIGNED_INT_8_8_8_8_REV;
ref->textureSrcTypeToonTable = GL_UNSIGNED_SHORT_1_5_5_5_REV;
#endif
#endif
}
OpenGLRenderer_1_2::~OpenGLRenderer_1_2()
{
glFinish();
_pixelReadNeedsFinish = false;
free_aligned(ref->position4fBuffer);
ref->position4fBuffer = NULL;
free_aligned(ref->texCoord2fBuffer);
ref->texCoord2fBuffer = NULL;
free_aligned(ref->color4fBuffer);
ref->color4fBuffer = NULL;
if (this->isShaderSupported)
{
glUseProgram(0);
this->DestroyGeometryPrograms();
this->DestroyGeometryZeroDstAlphaProgram();
this->DestroyEdgeMarkProgram();
this->DestroyFogPrograms();
this->DestroyFramebufferOutput6665Programs();
this->DestroyFramebufferOutput8888Programs();
}
isShaderSupported = false;
DestroyVAOs();
DestroyVBOs();
DestroyPBOs();
DestroyFBOs();
DestroyMultisampledFBO();
// Kill the texture cache now before all of our texture IDs disappear.
texCache.Reset();
glDeleteTextures(1, &ref->texFinalColorID);
ref->texFinalColorID = 0;
glFinish();
}
Render3DError OpenGLRenderer_1_2::InitExtensions()
{
OGLRenderRef &OGLRef = *this->ref;
Render3DError error = OGLERROR_NOERR;
// Get OpenGL extensions
std::set<std::string> oglExtensionSet;
this->GetExtensionSet(&oglExtensionSet);
#if defined(GL_VERSION_1_2)
if (!this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_multitexture"))
{
return OGLERROR_DRIVER_VERSION_TOO_OLD;
}
else
{
GLint maxFixedFunctionTexUnitsOGL = 0;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxFixedFunctionTexUnitsOGL);
if (maxFixedFunctionTexUnitsOGL < 4)
{
return OGLERROR_DRIVER_VERSION_TOO_OLD;
}
}
#endif
// Mirrored Repeat Mode Support
const bool isTexMirroredRepeatSupported = this->IsVersionSupported(1, 4, 0) || this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_texture_mirrored_repeat");
OGLRef.stateTexMirroredRepeat = (isTexMirroredRepeatSupported) ? GL_MIRRORED_REPEAT : GL_REPEAT;
// Blending Support
this->_isBlendFuncSeparateSupported = this->IsVersionSupported(1, 4, 0) || this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_blend_func_separate");
this->_isBlendEquationSeparateSupported = this->IsVersionSupported(2, 0, 0) || this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_blend_equation_separate");
// Get host GPU device properties
GLfloat maxAnisotropyOGL = 1.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropyOGL);
this->_deviceInfo.maxAnisotropy = maxAnisotropyOGL;
// Need to generate this texture first because FBO creation needs it.
// This texture is only required by shaders, and so if shader creation
// fails, then we can immediately delete this texture if an error occurs.
glGenTextures(1, &OGLRef.texFinalColorID);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FinalColor);
glBindTexture(GL_TEXTURE_2D, OGLRef.texFinalColorID);
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_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glActiveTexture(GL_TEXTURE0);
this->isVBOSupported = this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_vertex_buffer_object");
if (this->isVBOSupported)
{
this->CreateVBOs();
}
else if (this->IsVersionSupported(1, 5, 0))
{
error = OGLERROR_VBO_UNSUPPORTED;
return error;
}
this->isPBOSupported = this->isVBOSupported &&
(this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_pixel_buffer_object") ||
this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_pixel_buffer_object"));
if (this->isPBOSupported)
{
this->CreatePBOs();
}
else if (this->IsVersionSupported(2, 1, 0))
{
error = OGLERROR_PBO_UNSUPPORTED;
return error;
}
// Don't use ARB versions since we're using the EXT versions for backwards compatibility.
this->isFBOSupported = this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_framebuffer_object") &&
this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_packed_depth_stencil");
if (this->isFBOSupported)
{
GLint maxColorAttachments = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &maxColorAttachments);
if (maxColorAttachments >= 4)
{
error = this->CreateFBOs();
if (error != OGLERROR_NOERR)
{
this->isFBOSupported = false;
}
}
else
{
INFO("OpenGL: Driver does not support at least 4 FBO color attachments.\n");
this->isFBOSupported = false;
}
}
if (!this->isFBOSupported)
{
INFO("OpenGL: FBOs are unsupported. Some emulation features will be disabled.\n");
}
// The internal format of FBOs is GL_RGBA, so we will match that format for glReadPixels.
// But the traditional format before FBOs was GL_BGRA, which is also the fastest format
// for glReadPixels when using legacy back buffers.
OGLRef.readPixelsBestFormat = (this->isFBOSupported) ? GL_RGBA : GL_BGRA;
OGLRef.readPixelsBestDataType = GL_UNSIGNED_BYTE;
this->_isFBOBlitSupported = this->isFBOSupported &&
this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_framebuffer_blit");
if (!this->_isFBOBlitSupported)
{
INFO("OpenGL: FBO blitting is unsupported. Some emulation features will be disabled.\n");
}
this->_selectedMultisampleSize = CommonSettings.GFX3D_Renderer_MultisampleSize;
// Don't use ARB versions since we're using the EXT versions for backwards compatibility.
this->isMultisampledFBOSupported = this->_isFBOBlitSupported &&
this->IsExtensionPresent(&oglExtensionSet, "GL_EXT_framebuffer_multisample");
if (this->isMultisampledFBOSupported)
{
GLint maxSamplesOGL = 0;
glGetIntegerv(GL_MAX_SAMPLES_EXT, &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");
}
}
if (!this->isMultisampledFBOSupported)
{
INFO("OpenGL: Multisampled FBOs are unsupported. Multisample antialiasing will be disabled.\n");
}
this->isShaderSupported = this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_shader_objects") &&
this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_vertex_shader") &&
this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_fragment_shader") &&
this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_vertex_program");
if (this->isShaderSupported)
{
GLint maxColorAttachmentsOGL = 0;
GLint maxDrawBuffersOGL = 0;
GLint maxShaderTexUnitsOGL = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &maxColorAttachmentsOGL);
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffersOGL);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxShaderTexUnitsOGL);
if ( (maxColorAttachmentsOGL >= 4) && (maxDrawBuffersOGL >= 4) && (maxShaderTexUnitsOGL >= 8) )
{
this->_enableTextureSmoothing = CommonSettings.GFX3D_Renderer_TextureSmoothing;
this->_emulateShadowPolygon = CommonSettings.OpenGL_Emulation_ShadowPolygon;
this->_emulateSpecialZeroAlphaBlending = CommonSettings.OpenGL_Emulation_SpecialZeroAlphaBlending;
this->_emulateNDSDepthCalculation = CommonSettings.OpenGL_Emulation_NDSDepthCalculation;
this->_emulateDepthLEqualPolygonFacing = CommonSettings.OpenGL_Emulation_DepthLEqualPolygonFacing;
error = this->CreateGeometryPrograms();
if (error == OGLERROR_NOERR)
{
error = this->CreateGeometryZeroDstAlphaProgram(GeometryZeroDstAlphaPixelMaskVtxShader_100, GeometryZeroDstAlphaPixelMaskFragShader_100);
if (error == OGLERROR_NOERR)
{
INFO("OpenGL: Successfully created geometry shaders.\n");
if (OGLRef.readPixelsBestFormat == GL_BGRA)
{
error = this->InitPostprocessingPrograms(EdgeMarkVtxShader_100,
EdgeMarkFragShader_100,
FramebufferOutputVtxShader_100,
FramebufferOutputBGRA6665FragShader_100,
FramebufferOutputBGRA8888FragShader_100);
}
else
{
error = this->InitPostprocessingPrograms(EdgeMarkVtxShader_100,
EdgeMarkFragShader_100,
FramebufferOutputVtxShader_100,
FramebufferOutputRGBA6665FragShader_100,
FramebufferOutputRGBA8888FragShader_100);
}
}
}
if (error != OGLERROR_NOERR)
{
glUseProgram(0);
this->DestroyGeometryPrograms();
this->DestroyGeometryZeroDstAlphaProgram();
this->isShaderSupported = false;
}
}
else
{
INFO("OpenGL: Driver does not support at least 4 color attachments, 4 draw buffers, and 8 texture image units.\n");
this->isShaderSupported = false;
}
}
if (!this->isShaderSupported)
{
INFO("OpenGL: Shaders are unsupported. Disabling shaders and using fixed-function pipeline. Some emulation features will be disabled.\n");
glDeleteTextures(1, &OGLRef.texFinalColorID);
OGLRef.texFinalColorID = 0;
if (this->IsVersionSupported(2, 0, 0))
{
return error;
}
// If shaders aren't available, we need to take care of the vertex data format
// conversion on the CPU instead of on the GPU using these client-side buffers.
OGLRef.position4fBuffer = (GLfloat *)malloc_alignedPage(VERTLIST_SIZE * sizeof(GLfloat) * 4);
OGLRef.texCoord2fBuffer = (GLfloat *)malloc_alignedPage(VERTLIST_SIZE * sizeof(GLfloat) * 2);
OGLRef.color4fBuffer = (GLfloat *)malloc_alignedPage(VERTLIST_SIZE * sizeof(GLfloat) * 4);
}
this->isVAOSupported = this->isVBOSupported &&
(this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_vertex_array_object") ||
this->IsExtensionPresent(&oglExtensionSet, "GL_APPLE_vertex_array_object"));
if (this->isVAOSupported)
{
this->CreateVAOs();
}
// Set rendering support flags based on driver features.
this->_willConvertFramebufferOnGPU = this->isShaderSupported && this->isVBOSupported;
this->_deviceInfo.isEdgeMarkSupported = this->isShaderSupported && this->isVBOSupported && this->isFBOSupported;
this->_deviceInfo.isFogSupported = this->isShaderSupported && this->isVBOSupported && this->isFBOSupported;
this->_deviceInfo.isTextureSmoothingSupported = this->isShaderSupported;
this->_isDepthLEqualPolygonFacingSupported = this->isShaderSupported && this->isVBOSupported && this->isFBOSupported;
this->_enableMultisampledRendering = ((this->_selectedMultisampleSize >= 2) && this->isMultisampledFBOSupported);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::CreateVBOs()
{
OGLRenderRef &OGLRef = *this->ref;
glGenBuffers(1, &OGLRef.vboGeometryVtxID);
glGenBuffers(1, &OGLRef.iboGeometryIndexID);
glGenBuffers(1, &OGLRef.vboPostprocessVtxID);
glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboGeometryVtxID);
glBufferData(GL_ARRAY_BUFFER, VERTLIST_SIZE * sizeof(NDSVertex), NULL, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OGLRef.iboGeometryIndexID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OGLRef.vertIndexBuffer), NULL, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboPostprocessVtxID);
glBufferData(GL_ARRAY_BUFFER, sizeof(PostprocessVtxBuffer), PostprocessVtxBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::DestroyVBOs()
{
if (!this->isVBOSupported)
{
return;
}
OGLRenderRef &OGLRef = *this->ref;
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &OGLRef.vboGeometryVtxID);
glDeleteBuffers(1, &OGLRef.iboGeometryIndexID);
glDeleteBuffers(1, &OGLRef.vboPostprocessVtxID);
this->isVBOSupported = false;
}
Render3DError OpenGLRenderer_1_2::CreatePBOs()
{
OGLRenderRef &OGLRef = *this->ref;
glGenBuffers(1, &OGLRef.pboRenderDataID);
glBindBuffer(GL_PIXEL_PACK_BUFFER, OGLRef.pboRenderDataID);
glBufferData(GL_PIXEL_PACK_BUFFER, this->_framebufferColorSizeBytes, NULL, GL_STREAM_READ);
this->_mappedFramebuffer = (Color4u8 *__restrict)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::DestroyPBOs()
{
if (!this->isPBOSupported)
{
return;
}
if (this->_mappedFramebuffer != NULL)
{
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
this->_mappedFramebuffer = NULL;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteBuffers(1, &this->ref->pboRenderDataID);
this->isPBOSupported = false;
}
Render3DError OpenGLRenderer_1_2::CreateVAOs()
{
OGLRenderRef &OGLRef = *this->ref;
glGenVertexArrays(1, &OGLRef.vaoGeometryStatesID);
glGenVertexArrays(1, &OGLRef.vaoPostprocessStatesID);
glBindVertexArray(OGLRef.vaoGeometryStatesID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OGLRef.iboGeometryIndexID);
if (this->isShaderSupported)
{
glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboGeometryVtxID);
glEnableVertexAttribArray(OGLVertexAttributeID_Position);
glEnableVertexAttribArray(OGLVertexAttributeID_TexCoord0);
glEnableVertexAttribArray(OGLVertexAttributeID_Color);
glVertexAttribPointer(OGLVertexAttributeID_Position, 4, GL_INT, GL_FALSE, sizeof(NDSVertex), (const GLvoid *)offsetof(NDSVertex, position));
glVertexAttribPointer(OGLVertexAttributeID_TexCoord0, 2, GL_INT, GL_FALSE, sizeof(NDSVertex), (const GLvoid *)offsetof(NDSVertex, texCoord));
glVertexAttribPointer(OGLVertexAttributeID_Color, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(NDSVertex), (const GLvoid *)offsetof(NDSVertex, color));
}
#if defined(GL_VERSION_1_2)
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(4, GL_FLOAT, 0, OGLRef.position4fBuffer);
glTexCoordPointer(2, GL_FLOAT, 0, OGLRef.texCoord2fBuffer);
glColorPointer(4, GL_FLOAT, 0, OGLRef.color4fBuffer);
}
#endif
glBindVertexArray(0);
glBindVertexArray(OGLRef.vaoPostprocessStatesID);
if (this->isShaderSupported)
{
glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboPostprocessVtxID);
glEnableVertexAttribArray(OGLVertexAttributeID_Position);
glEnableVertexAttribArray(OGLVertexAttributeID_TexCoord0);
glVertexAttribPointer(OGLVertexAttributeID_Position, 2, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(OGLVertexAttributeID_TexCoord0, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(sizeof(GLfloat) * 8));
}
else
{
// Do nothing. Framebuffer post-processing requires shaders.
}
glBindVertexArray(0);
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::DestroyVAOs()
{
if (!this->isVAOSupported)
{
return;
}
OGLRenderRef &OGLRef = *this->ref;
glBindVertexArray(0);
glDeleteVertexArrays(1, &OGLRef.vaoGeometryStatesID);
glDeleteVertexArrays(1, &OGLRef.vaoPostprocessStatesID);
this->isVAOSupported = false;
}
Render3DError OpenGLRenderer_1_2::CreateFBOs()
{
OGLRenderRef &OGLRef = *this->ref;
// Set up FBO render targets
glGenTextures(1, &OGLRef.texCIColorID);
glGenTextures(1, &OGLRef.texCIFogAttrID);
glGenTextures(1, &OGLRef.texCIDepthStencilID);
glGenTextures(1, &OGLRef.texGColorID);
glGenTextures(1, &OGLRef.texGFogAttrID);
glGenTextures(1, &OGLRef.texGPolyID);
glGenTextures(1, &OGLRef.texGDepthStencilID);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_DepthStencil);
glBindTexture(GL_TEXTURE_2D, OGLRef.texGDepthStencilID);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GColor);
glBindTexture(GL_TEXTURE_2D, OGLRef.texGColorID);
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_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID);
glBindTexture(GL_TEXTURE_2D, OGLRef.texGPolyID);
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_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr);
glBindTexture(GL_TEXTURE_2D, OGLRef.texGFogAttrID);
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_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GLint *tempClearImageBuffer = (GLint *)calloc(GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT, sizeof(GLint));
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIColor);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIColorID);
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_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, OGLRef.textureSrcTypeCIColor, tempClearImageBuffer);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIDepth);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIDepthStencilID);
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);
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);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIFogAttr);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIFogAttrID);
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_RGBA8, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, OGLRef.textureSrcTypeCIFog, tempClearImageBuffer);
glBindTexture(GL_TEXTURE_2D, 0);
free(tempClearImageBuffer);
tempClearImageBuffer = NULL;
// Set up FBOs
glGenFramebuffersEXT(1, &OGLRef.fboClearImageID);
glGenFramebuffersEXT(1, &OGLRef.fboRenderID);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboClearImageID);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, OGL_CI_COLOROUT_ATTACHMENT_ID, GL_TEXTURE_2D, OGLRef.texCIColorID, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, OGL_CI_FOGATTRIBUTES_ATTACHMENT_ID, GL_TEXTURE_2D, OGLRef.texCIFogAttrID, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, OGLRef.texCIDepthStencilID, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, OGLRef.texCIDepthStencilID, 0);
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
{
INFO("OpenGL: Failed to create FBOs!\n");
this->DestroyFBOs();
return OGLERROR_FBO_CREATE_ERROR;
}
// Assign the default read/draw buffers.
glReadBuffer(OGL_CI_COLOROUT_ATTACHMENT_ID);
glDrawBuffer(GL_NONE);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, OGL_COLOROUT_ATTACHMENT_ID, GL_TEXTURE_2D, OGLRef.texGColorID, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, OGL_POLYID_ATTACHMENT_ID, GL_TEXTURE_2D, OGLRef.texGPolyID, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, OGL_FOGATTRIBUTES_ATTACHMENT_ID, GL_TEXTURE_2D, OGLRef.texGFogAttrID, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, OGL_WORKING_ATTACHMENT_ID, GL_TEXTURE_2D, OGLRef.texFinalColorID, 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);
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
{
INFO("OpenGL: Failed to create FBOs!\n");
this->DestroyFBOs();
return OGLERROR_FBO_CREATE_ERROR;
}
// Assign the default read/draw buffers.
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glReadBuffer(OGL_COLOROUT_ATTACHMENT_ID);
OGLRef.selectedRenderingFBO = OGLRef.fboRenderID;
INFO("OpenGL: Successfully created FBOs.\n");
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::DestroyFBOs()
{
if (!this->isFBOSupported)
{
return;
}
OGLRenderRef &OGLRef = *this->ref;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT(1, &OGLRef.fboClearImageID);
glDeleteFramebuffersEXT(1, &OGLRef.fboRenderID);
glDeleteTextures(1, &OGLRef.texCIColorID);
glDeleteTextures(1, &OGLRef.texCIFogAttrID);
glDeleteTextures(1, &OGLRef.texCIDepthStencilID);
glDeleteTextures(1, &OGLRef.texGColorID);
glDeleteTextures(1, &OGLRef.texGPolyID);
glDeleteTextures(1, &OGLRef.texGFogAttrID);
glDeleteTextures(1, &OGLRef.texGDepthStencilID);
OGLRef.fboClearImageID = 0;
OGLRef.fboRenderID = 0;
OGLRef.texCIColorID = 0;
OGLRef.texCIFogAttrID = 0;
OGLRef.texCIDepthStencilID = 0;
OGLRef.texGColorID = 0;
OGLRef.texGPolyID = 0;
OGLRef.texGFogAttrID = 0;
OGLRef.texGDepthStencilID = 0;
this->isFBOSupported = false;
}
Render3DError OpenGLRenderer_1_2::CreateMultisampledFBO(GLsizei numSamples)
{
OGLRenderRef &OGLRef = *this->ref;
// Set up FBO render targets
glGenRenderbuffersEXT(1, &OGLRef.rboMSGColorID);
glGenRenderbuffersEXT(1, &OGLRef.rboMSGWorkingID);
glGenRenderbuffersEXT(1, &OGLRef.rboMSGPolyID);
glGenRenderbuffersEXT(1, &OGLRef.rboMSGFogAttrID);
glGenRenderbuffersEXT(1, &OGLRef.rboMSGDepthStencilID);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGColorID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGWorkingID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGPolyID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGFogAttrID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGDepthStencilID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_DEPTH24_STENCIL8_EXT, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
// Set up multisampled rendering FBO
glGenFramebuffersEXT(1, &OGLRef.fboMSIntermediateRenderID);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboMSIntermediateRenderID);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, OGL_COLOROUT_ATTACHMENT_ID, GL_RENDERBUFFER_EXT, OGLRef.rboMSGColorID);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, OGL_POLYID_ATTACHMENT_ID, GL_RENDERBUFFER_EXT, OGLRef.rboMSGPolyID);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, OGL_FOGATTRIBUTES_ATTACHMENT_ID, GL_RENDERBUFFER_EXT, OGLRef.rboMSGFogAttrID);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, OGL_WORKING_ATTACHMENT_ID, GL_RENDERBUFFER_EXT, OGLRef.rboMSGWorkingID);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, OGLRef.rboMSGDepthStencilID);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, OGLRef.rboMSGDepthStencilID);
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
{
INFO("OpenGL: Failed to create multisampled FBO!\n");
this->DestroyMultisampledFBO();
return OGLERROR_FBO_CREATE_ERROR;
}
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glReadBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
INFO("OpenGL: Successfully created multisampled FBO.\n");
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::DestroyMultisampledFBO()
{
if (!this->isMultisampledFBOSupported)
{
return;
}
OGLRenderRef &OGLRef = *this->ref;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT(1, &OGLRef.fboMSIntermediateRenderID);
glDeleteRenderbuffersEXT(1, &OGLRef.rboMSGColorID);
glDeleteRenderbuffersEXT(1, &OGLRef.rboMSGWorkingID);
glDeleteRenderbuffersEXT(1, &OGLRef.rboMSGPolyID);
glDeleteRenderbuffersEXT(1, &OGLRef.rboMSGFogAttrID);
glDeleteRenderbuffersEXT(1, &OGLRef.rboMSGDepthStencilID);
OGLRef.fboMSIntermediateRenderID = 0;
OGLRef.rboMSGColorID = 0;
OGLRef.rboMSGWorkingID = 0;
OGLRef.rboMSGPolyID = 0;
OGLRef.rboMSGFogAttrID = 0;
OGLRef.rboMSGDepthStencilID = 0;
this->isMultisampledFBOSupported = false;
}
void OpenGLRenderer_1_2::ResizeMultisampledFBOs(GLsizei numSamples)
{
OGLRenderRef &OGLRef = *this->ref;
GLsizei w = (GLsizei)this->_framebufferWidth;
GLsizei h = (GLsizei)this->_framebufferHeight;
if ( !this->isMultisampledFBOSupported ||
(numSamples == 1) ||
(w < GPU_FRAMEBUFFER_NATIVE_WIDTH) || (h < GPU_FRAMEBUFFER_NATIVE_HEIGHT) )
{
return;
}
if (numSamples == 0)
{
w = 0;
h = 0;
numSamples = 2;
}
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGColorID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, w, h);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGWorkingID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, w, h);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGPolyID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, w, h);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGFogAttrID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA8, w, h);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGDepthStencilID);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_DEPTH24_STENCIL8_EXT, w, h);
}
Render3DError OpenGLRenderer_1_2::CreateGeometryPrograms()
{
Render3DError error = OGLERROR_NOERR;
OGLRenderRef &OGLRef = *this->ref;
glGenTextures(1, &OGLRef.texToonTableID);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_LookupTable);
glBindTexture(GL_TEXTURE_1D, OGLRef.texToonTableID);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 32, 0, GL_RGBA, OGLRef.textureSrcTypeToonTable, NULL);
glGenTextures(1, &OGLRef.texEdgeColorTableID);
glBindTexture(GL_TEXTURE_1D, OGLRef.texEdgeColorTableID);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 8, 0, GL_RGBA, OGLRef.textureSrcTypeEdgeColor, NULL);
glGenTextures(1, &OGLRef.texFogDensityTableID);
glBindTexture(GL_TEXTURE_1D, OGLRef.texFogDensityTableID);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 32, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
glActiveTexture(GL_TEXTURE0);
OGLGeometryFlags programFlags;
programFlags.value = 0;
std::stringstream vtxShaderHeader;
vtxShaderHeader << "#define DEPTH_EQUALS_TEST_TOLERANCE " << DEPTH_EQUALS_TEST_TOLERANCE << ".0\n";
vtxShaderHeader << "\n";
std::string vtxShaderCode = vtxShaderHeader.str() + std::string(GeometryVtxShader_100);
std::stringstream fragShaderHeader;
fragShaderHeader << "#define FRAMEBUFFER_SIZE_X " << this->_framebufferWidth << ".0 \n";
fragShaderHeader << "#define FRAMEBUFFER_SIZE_Y " << this->_framebufferHeight << ".0 \n";
fragShaderHeader << "\n";
fragShaderHeader << "#define OUTFRAGCOLOR " << ((this->isFBOSupported) ? "gl_FragData[0]" : "gl_FragColor") << "\n";
fragShaderHeader << "\n";
for (size_t flagsValue = 0; flagsValue < 128; flagsValue++, programFlags.value++)
{
std::stringstream shaderFlags;
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 && this->_isDepthLEqualPolygonFacingSupported) ? 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 && this->isVBOSupported && this->isFBOSupported) ? 1 : 0) << "\n"; // Do not rely on this->_deviceInfo.isFogSupported because it hasn't been set yet.
shaderFlags << "#define ENABLE_EDGE_MARK " << ((programFlags.EnableEdgeMark && this->isVBOSupported && this->isFBOSupported) ? 1 : 0) << "\n"; // Do not rely on this->_deviceInfo.isEdgeMarkSupported because it hasn't been set yet.
shaderFlags << "#define DRAW_MODE_OPAQUE " << ((programFlags.OpaqueDrawMode && this->isVBOSupported && this->isFBOSupported) ? 1 : 0) << "\n";
shaderFlags << "\n";
shaderFlags << "#define ATTACHMENT_WORKING_BUFFER " << this->_geometryAttachmentWorkingBuffer[programFlags.DrawBuffersMode] << "\n";
shaderFlags << "#define ATTACHMENT_POLY_ID " << this->_geometryAttachmentPolyID[programFlags.DrawBuffersMode] << "\n";
shaderFlags << "#define ATTACHMENT_FOG_ATTRIBUTES " << this->_geometryAttachmentFogAttributes[programFlags.DrawBuffersMode] << "\n";
shaderFlags << "\n";
std::string fragShaderCode = fragShaderHeader.str() + shaderFlags.str() + std::string(GeometryFragShader_100);
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;
}
glBindAttribLocation(OGLRef.programGeometryID[flagsValue], OGLVertexAttributeID_Position, "inPosition");
glBindAttribLocation(OGLRef.programGeometryID[flagsValue], OGLVertexAttributeID_TexCoord0, "inTexCoord0");
glBindAttribLocation(OGLRef.programGeometryID[flagsValue], OGLVertexAttributeID_Color, "inColor");
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]);
const GLint uniformTexRenderObject = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "texRenderObject");
glUniform1i(uniformTexRenderObject, 0);
const GLint uniformTexToonTable = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "texToonTable");
glUniform1i(uniformTexToonTable, OGLTextureUnitID_LookupTable);
if (this->_emulateDepthLEqualPolygonFacing && this->_isDepthLEqualPolygonFacingSupported && !programFlags.OpaqueDrawMode)
{
const GLint uniformTexBackfacing = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "inDstBackFacing");
glUniform1i(uniformTexBackfacing, OGLTextureUnitID_FinalColor);
}
OGLRef.uniformStateAlphaTestRef[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "stateAlphaTestRef");
OGLRef.uniformPolyTexScale[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyTexScale");
OGLRef.uniformPolyMode[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyMode");
OGLRef.uniformPolyIsWireframe[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyIsWireframe");
OGLRef.uniformPolySetNewDepthForTranslucent[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polySetNewDepthForTranslucent");
OGLRef.uniformPolyAlpha[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyAlpha");
OGLRef.uniformPolyID[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyID");
OGLRef.uniformPolyEnableTexture[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyEnableTexture");
OGLRef.uniformPolyEnableFog[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyEnableFog");
OGLRef.uniformTexSingleBitAlpha[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "texSingleBitAlpha");
OGLRef.uniformTexDrawOpaque[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "texDrawOpaque");
OGLRef.uniformDrawModeDepthEqualsTest[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "drawModeDepthEqualsTest");
OGLRef.uniformPolyIsBackFacing[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyIsBackFacing");
OGLRef.uniformPolyDrawShadow[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyDrawShadow");
OGLRef.uniformPolyDepthOffset[flagsValue] = glGetUniformLocation(OGLRef.programGeometryID[flagsValue], "polyDepthOffset");
}
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::DestroyGeometryPrograms()
{
if (!this->isShaderSupported)
{
return;
}
OGLRenderRef &OGLRef = *this->ref;
for (size_t flagsValue = 0; flagsValue < 128; flagsValue++)
{
if (OGLRef.programGeometryID[flagsValue] == 0)
{
continue;
}
glDetachShader(OGLRef.programGeometryID[flagsValue], OGLRef.vertexGeometryShaderID);
glDetachShader(OGLRef.programGeometryID[flagsValue], OGLRef.fragmentGeometryShaderID[flagsValue]);
glDeleteProgram(OGLRef.programGeometryID[flagsValue]);
glDeleteShader(OGLRef.fragmentGeometryShaderID[flagsValue]);
OGLRef.programGeometryID[flagsValue] = 0;
OGLRef.fragmentGeometryShaderID[flagsValue] = 0;
}
glDeleteShader(OGLRef.vertexGeometryShaderID);
OGLRef.vertexGeometryShaderID = 0;
glDeleteTextures(1, &ref->texToonTableID);
OGLRef.texToonTableID = 0;
glDeleteTextures(1, &ref->texEdgeColorTableID);
OGLRef.texEdgeColorTableID = 0;
glDeleteTextures(1, &ref->texFogDensityTableID);
OGLRef.texFogDensityTableID = 0;
}
Render3DError OpenGLRenderer_1_2::CreateGeometryZeroDstAlphaProgram(const char *vtxShaderCString, const char *fragShaderCString)
{
Render3DError error = OGLERROR_NOERR;
OGLRenderRef &OGLRef = *this->ref;
if ( (vtxShaderCString == NULL) || (fragShaderCString == NULL) )
{
return error;
}
error = this->ShaderProgramCreate(OGLRef.vtxShaderGeometryZeroDstAlphaID,
OGLRef.fragShaderGeometryZeroDstAlphaID,
OGLRef.programGeometryZeroDstAlphaID,
vtxShaderCString,
fragShaderCString);
if (error != OGLERROR_NOERR)
{
INFO("OpenGL: Failed to create the GEOMETRY ZERO DST ALPHA shader program.\n");
glUseProgram(0);
this->DestroyGeometryZeroDstAlphaProgram();
return error;
}
glBindAttribLocation(OGLRef.programGeometryZeroDstAlphaID, OGLVertexAttributeID_Position, "inPosition");
glBindAttribLocation(OGLRef.programGeometryZeroDstAlphaID, OGLVertexAttributeID_TexCoord0, "inTexCoord0");
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;
}
void OpenGLRenderer_1_2::DestroyGeometryZeroDstAlphaProgram()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->isShaderSupported || (OGLRef.programGeometryZeroDstAlphaID == 0))
{
return;
}
glDetachShader(OGLRef.programGeometryZeroDstAlphaID, OGLRef.vtxShaderGeometryZeroDstAlphaID);
glDetachShader(OGLRef.programGeometryZeroDstAlphaID, OGLRef.fragShaderGeometryZeroDstAlphaID);
glDeleteProgram(OGLRef.programGeometryZeroDstAlphaID);
glDeleteShader(OGLRef.vtxShaderGeometryZeroDstAlphaID);
glDeleteShader(OGLRef.fragShaderGeometryZeroDstAlphaID);
OGLRef.programGeometryZeroDstAlphaID = 0;
OGLRef.vtxShaderGeometryZeroDstAlphaID = 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 error = OGLERROR_NOERR;
OGLRenderRef &OGLRef = *this->ref;
if ( (vtxShaderCString == NULL) || (fragShaderCString == NULL) )
{
return error;
}
std::stringstream shaderHeader;
shaderHeader << "#define FRAMEBUFFER_SIZE_X " << this->_framebufferWidth << ".0 \n";
shaderHeader << "#define FRAMEBUFFER_SIZE_Y " << this->_framebufferHeight << ".0 \n";
shaderHeader << "\n";
std::string vtxShaderCode = shaderHeader.str() + std::string(vtxShaderCString);
std::string fragShaderCode = shaderHeader.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;
}
glBindAttribLocation(OGLRef.programEdgeMarkID, OGLVertexAttributeID_Position, "inPosition");
glBindAttribLocation(OGLRef.programEdgeMarkID, OGLVertexAttributeID_TexCoord0, "inTexCoord0");
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 GLint uniformTexGDepth = glGetUniformLocation(OGLRef.programEdgeMarkID, "texInFragDepth");
const GLint uniformTexGPolyID = glGetUniformLocation(OGLRef.programEdgeMarkID, "texInPolyID");
const GLint uniformTexEdgeColorTable = glGetUniformLocation(OGLRef.programEdgeMarkID, "texEdgeColor");
glUniform1i(uniformTexGDepth, OGLTextureUnitID_DepthStencil);
glUniform1i(uniformTexGPolyID, OGLTextureUnitID_GPolyID);
glUniform1i(uniformTexEdgeColorTable, OGLTextureUnitID_LookupTable);
OGLRef.uniformStateClearPolyID = glGetUniformLocation(OGLRef.programEdgeMarkID, "clearPolyID");
OGLRef.uniformStateClearDepth = glGetUniformLocation(OGLRef.programEdgeMarkID, "clearDepth");
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::DestroyEdgeMarkProgram()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->isShaderSupported)
{
return;
}
if (OGLRef.programEdgeMarkID != 0)
{
glDetachShader(OGLRef.programEdgeMarkID, OGLRef.vertexEdgeMarkShaderID);
glDetachShader(OGLRef.programEdgeMarkID, OGLRef.fragmentEdgeMarkShaderID);
glDeleteProgram(OGLRef.programEdgeMarkID);
glDeleteShader(OGLRef.vertexEdgeMarkShaderID);
glDeleteShader(OGLRef.fragmentEdgeMarkShaderID);
OGLRef.programEdgeMarkID = 0;
OGLRef.vertexEdgeMarkShaderID = 0;
OGLRef.fragmentEdgeMarkShaderID = 0;
}
if (OGLRef.programMSEdgeMarkID != 0)
{
glDetachShader(OGLRef.programMSEdgeMarkID, OGLRef.vertexMSEdgeMarkShaderID);
glDetachShader(OGLRef.programMSEdgeMarkID, OGLRef.fragmentMSEdgeMarkShaderID);
glDeleteProgram(OGLRef.programMSEdgeMarkID);
glDeleteShader(OGLRef.vertexMSEdgeMarkShaderID);
glDeleteShader(OGLRef.fragmentMSEdgeMarkShaderID);
OGLRef.programMSEdgeMarkID = 0;
OGLRef.vertexMSEdgeMarkShaderID = 0;
OGLRef.fragmentMSEdgeMarkShaderID = 0;
}
}
Render3DError OpenGLRenderer_1_2::CreateFogProgram(const OGLFogProgramKey fogProgramKey, const bool isMultisample, 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 fragDepthConstants;
fragDepthConstants << "#define FOG_OFFSET " << fogOffset << "\n";
fragDepthConstants << "#define FOG_OFFSETF " << fogOffsetf << (((fogOffsetf == 0.0f) || (fogOffsetf == 1.0f)) ? ".0" : "") << "\n";
fragDepthConstants << "#define FOG_STEP " << fogStep << "\n";
fragDepthConstants << "\n";
std::string fragShaderCode = fragDepthConstants.str() + std::string(fragShaderCString);
OGLFogShaderID shaderID;
shaderID.program = 0;
shaderID.fragShader = 0;
error = this->ShaderProgramCreate(OGLRef.vertexFogShaderID,
shaderID.fragShader,
shaderID.program,
vtxShaderCString,
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;
}
glBindAttribLocation(shaderID.program, OGLVertexAttributeID_Position, "inPosition");
glBindAttribLocation(shaderID.program, OGLVertexAttributeID_TexCoord0, "inTexCoord0");
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 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);
OGLRef.uniformStateEnableFogAlphaOnly = glGetUniformLocation(shaderID.program, "stateEnableFogAlphaOnly");
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::DestroyFogProgram(const OGLFogProgramKey fogProgramKey)
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->isShaderSupported)
{
return;
}
std::map<u32, OGLFogShaderID>::iterator it = this->_fogProgramMap.find(fogProgramKey.key);
if (it == this->_fogProgramMap.end())
{
return;
}
OGLFogShaderID shaderID = this->_fogProgramMap[fogProgramKey.key];
glDetachShader(shaderID.program, OGLRef.vertexFogShaderID);
glDetachShader(shaderID.program, shaderID.fragShader);
glDeleteProgram(shaderID.program);
glDeleteShader(shaderID.fragShader);
this->_fogProgramMap.erase(it);
if (this->_fogProgramMap.size() == 0)
{
glDeleteShader(OGLRef.vertexFogShaderID);
OGLRef.vertexFogShaderID = 0;
}
}
void OpenGLRenderer_1_2::DestroyFogPrograms()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->isShaderSupported)
{
return;
}
while (this->_fogProgramMap.size() > 0)
{
std::map<u32, OGLFogShaderID>::iterator it = this->_fogProgramMap.begin();
OGLFogShaderID shaderID = it->second;
glDetachShader(shaderID.program, OGLRef.vertexFogShaderID);
glDetachShader(shaderID.program, shaderID.fragShader);
glDeleteProgram(shaderID.program);
glDeleteShader(shaderID.fragShader);
this->_fogProgramMap.erase(it);
if (this->_fogProgramMap.size() == 0)
{
glDeleteShader(OGLRef.vertexFogShaderID);
OGLRef.vertexFogShaderID = 0;
}
}
}
Render3DError OpenGLRenderer_1_2::CreateFramebufferOutput6665Program(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 << "#define FRAMEBUFFER_SIZE_X " << this->_framebufferWidth << ".0 \n";
shaderHeader << "#define FRAMEBUFFER_SIZE_Y " << this->_framebufferHeight << ".0 \n";
shaderHeader << "\n";
std::string vtxShaderCode = shaderHeader.str() + std::string(vtxShaderCString);
error = this->ShaderProgramCreate(OGLRef.vertexFramebufferOutput6665ShaderID,
OGLRef.fragmentFramebufferRGBA6665OutputShaderID,
OGLRef.programFramebufferRGBA6665OutputID,
vtxShaderCode.c_str(),
fragShaderCString);
if (error != OGLERROR_NOERR)
{
INFO("OpenGL: Failed to create the FRAMEBUFFER OUTPUT RGBA6665 shader program.\n");
glUseProgram(0);
this->DestroyFramebufferOutput6665Programs();
return error;
}
glBindAttribLocation(OGLRef.programFramebufferRGBA6665OutputID, OGLVertexAttributeID_Position, "inPosition");
glBindAttribLocation(OGLRef.programFramebufferRGBA6665OutputID, OGLVertexAttributeID_TexCoord0, "inTexCoord0");
glLinkProgram(OGLRef.programFramebufferRGBA6665OutputID);
if (!this->ValidateShaderProgramLink(OGLRef.programFramebufferRGBA6665OutputID))
{
INFO("OpenGL: Failed to link the FRAMEBUFFER OUTPUT RGBA6665 shader program.\n");
glUseProgram(0);
this->DestroyFramebufferOutput6665Programs();
return OGLERROR_SHADER_CREATE_ERROR;
}
glValidateProgram(OGLRef.programFramebufferRGBA6665OutputID);
glUseProgram(OGLRef.programFramebufferRGBA6665OutputID);
const GLint uniformTexGColor = glGetUniformLocation(OGLRef.programFramebufferRGBA6665OutputID, "texInFragColor");
if (this->isFBOSupported)
{
glUniform1i(uniformTexGColor, OGLTextureUnitID_GColor);
}
else
{
// Reading back the output framebuffer without FBOs requires
// sampling from the working buffer.
glUniform1i(uniformTexGColor, OGLTextureUnitID_FinalColor);
}
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::DestroyFramebufferOutput6665Programs()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->isShaderSupported)
{
return;
}
if (OGLRef.programFramebufferRGBA6665OutputID != 0)
{
glDetachShader(OGLRef.programFramebufferRGBA6665OutputID, OGLRef.vertexFramebufferOutput6665ShaderID);
glDetachShader(OGLRef.programFramebufferRGBA6665OutputID, OGLRef.fragmentFramebufferRGBA6665OutputShaderID);
glDeleteProgram(OGLRef.programFramebufferRGBA6665OutputID);
OGLRef.programFramebufferRGBA6665OutputID = 0;
}
glDeleteShader(OGLRef.vertexFramebufferOutput6665ShaderID);
glDeleteShader(OGLRef.fragmentFramebufferRGBA6665OutputShaderID);
OGLRef.vertexFramebufferOutput6665ShaderID = 0;
OGLRef.fragmentFramebufferRGBA6665OutputShaderID = 0;
}
Render3DError OpenGLRenderer_1_2::CreateFramebufferOutput8888Program(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 << "#define FRAMEBUFFER_SIZE_X " << this->_framebufferWidth << ".0 \n";
shaderHeader << "#define FRAMEBUFFER_SIZE_Y " << this->_framebufferHeight << ".0 \n";
shaderHeader << "\n";
std::string vtxShaderCode = shaderHeader.str() + std::string(vtxShaderCString);
error = this->ShaderProgramCreate(OGLRef.vertexFramebufferOutput8888ShaderID,
OGLRef.fragmentFramebufferRGBA8888OutputShaderID,
OGLRef.programFramebufferRGBA8888OutputID,
vtxShaderCode.c_str(),
fragShaderCString);
if (error != OGLERROR_NOERR)
{
INFO("OpenGL: Failed to create the FRAMEBUFFER OUTPUT RGBA8888 shader program.\n");
glUseProgram(0);
this->DestroyFramebufferOutput8888Programs();
return error;
}
glBindAttribLocation(OGLRef.programFramebufferRGBA8888OutputID, OGLVertexAttributeID_Position, "inPosition");
glBindAttribLocation(OGLRef.programFramebufferRGBA8888OutputID, OGLVertexAttributeID_TexCoord0, "inTexCoord0");
glLinkProgram(OGLRef.programFramebufferRGBA8888OutputID);
if (!this->ValidateShaderProgramLink(OGLRef.programFramebufferRGBA8888OutputID))
{
INFO("OpenGL: Failed to link the FRAMEBUFFER OUTPUT RGBA8888 shader program.\n");
glUseProgram(0);
this->DestroyFramebufferOutput8888Programs();
return OGLERROR_SHADER_CREATE_ERROR;
}
glValidateProgram(OGLRef.programFramebufferRGBA8888OutputID);
glUseProgram(OGLRef.programFramebufferRGBA8888OutputID);
const GLint uniformTexGColor = glGetUniformLocation(OGLRef.programFramebufferRGBA8888OutputID, "texInFragColor");
if (this->isFBOSupported)
{
glUniform1i(uniformTexGColor, OGLTextureUnitID_GColor);
}
else
{
// Reading back the output framebuffer without FBOs requires
// sampling from the working buffer.
glUniform1i(uniformTexGColor, OGLTextureUnitID_FinalColor);
}
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::DestroyFramebufferOutput8888Programs()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->isShaderSupported)
{
return;
}
if (OGLRef.programFramebufferRGBA8888OutputID != 0)
{
glDetachShader(OGLRef.programFramebufferRGBA8888OutputID, OGLRef.vertexFramebufferOutput8888ShaderID);
glDetachShader(OGLRef.programFramebufferRGBA8888OutputID, OGLRef.fragmentFramebufferRGBA8888OutputShaderID);
glDeleteProgram(OGLRef.programFramebufferRGBA8888OutputID);
OGLRef.programFramebufferRGBA8888OutputID = 0;
}
glDeleteShader(OGLRef.vertexFramebufferOutput8888ShaderID);
glDeleteShader(OGLRef.fragmentFramebufferRGBA8888OutputShaderID);
OGLRef.vertexFramebufferOutput8888ShaderID = 0;
OGLRef.fragmentFramebufferRGBA8888OutputShaderID = 0;
}
Render3DError OpenGLRenderer_1_2::InitPostprocessingPrograms(const char *edgeMarkVtxShaderCString,
const char *edgeMarkFragShaderCString,
const char *framebufferOutputVtxShaderCString,
const char *framebufferOutputRGBA6665FragShaderCString,
const char *framebufferOutputRGBA8888FragShaderCString)
{
Render3DError error = OGLERROR_NOERR;
OGLRenderRef &OGLRef = *this->ref;
if (this->isVBOSupported && this->isFBOSupported)
{
error = this->CreateEdgeMarkProgram(false, edgeMarkVtxShaderCString, edgeMarkFragShaderCString);
if (error != OGLERROR_NOERR)
{
return error;
}
}
error = this->CreateFramebufferOutput6665Program(framebufferOutputVtxShaderCString, framebufferOutputRGBA6665FragShaderCString);
if (error != OGLERROR_NOERR)
{
return error;
}
error = this->CreateFramebufferOutput8888Program(framebufferOutputVtxShaderCString, framebufferOutputRGBA8888FragShaderCString);
if (error != OGLERROR_NOERR)
{
return error;
}
glUseProgram(OGLRef.programGeometryID[0]);
INFO("OpenGL: Successfully created postprocess shaders.\n");
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::UploadClearImage(const u16 *__restrict colorBuffer, const u32 *__restrict depthBuffer, const u8 *__restrict fogBuffer, const u8 opaquePolyID)
{
OGLRenderRef &OGLRef = *this->ref;
this->_clearImageIndex ^= 0x01;
if (this->_enableFog && this->_deviceInfo.isFogSupported)
{
for (size_t i = 0; i < GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT; i++)
{
OGLRef.workingCIDepthStencilBuffer[this->_clearImageIndex][i] = (depthBuffer[i] << 8) | opaquePolyID;
OGLRef.workingCIFogAttributesBuffer[this->_clearImageIndex][i] = (fogBuffer[i]) ? 0xFF0000FF : 0xFF000000;
}
}
else
{
for (size_t i = 0; i < GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT; i++)
{
OGLRef.workingCIDepthStencilBuffer[this->_clearImageIndex][i] = (depthBuffer[i] << 8) | opaquePolyID;
}
}
const bool didColorChange = (memcmp(OGLRef.workingCIColorBuffer16, colorBuffer, GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * sizeof(u16)) != 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);
if (didColorChange)
{
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);
if (OGLRef.textureSrcTypeCIColor == GL_UNSIGNED_BYTE)
{
ColorspaceConvertBuffer5551To8888<false, false, BESwapDst>(OGLRef.workingCIColorBuffer16, OGLRef.workingCIColorBuffer32, GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GL_RGBA, OGLRef.textureSrcTypeCIColor, OGLRef.workingCIColorBuffer32);
}
else
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GL_RGBA, OGLRef.textureSrcTypeCIColor, OGLRef.workingCIColorBuffer16);
}
}
if (didDepthStencilChange)
{
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIDepth);
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]);
}
if (didFogAttributesChange)
{
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_CIFogAttr);
glBindTexture(GL_TEXTURE_2D, OGLRef.texCIFogAttrID);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GL_RGBA, OGLRef.textureSrcTypeCIFog, OGLRef.workingCIFogAttributesBuffer[this->_clearImageIndex]);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::GetExtensionSet(std::set<std::string> *oglExtensionSet)
{
const char *oglExtensionCStr = (const char *)glGetString(GL_EXTENSIONS);
std::string oglExtensionString = std::string(oglExtensionCStr);
size_t extStringStartLoc = 0;
size_t delimiterLoc = oglExtensionString.find_first_of(' ', extStringStartLoc);
while (delimiterLoc != std::string::npos)
{
std::string extensionName = oglExtensionString.substr(extStringStartLoc, delimiterLoc - extStringStartLoc);
oglExtensionSet->insert(extensionName);
extStringStartLoc = delimiterLoc + 1;
delimiterLoc = oglExtensionString.find_first_of(' ', extStringStartLoc);
}
if (extStringStartLoc - oglExtensionString.length() > 0)
{
std::string extensionName = oglExtensionString.substr(extStringStartLoc, oglExtensionString.length() - extStringStartLoc);
oglExtensionSet->insert(extensionName);
}
}
void OpenGLRenderer_1_2::_SetupGeometryShaders(const OGLGeometryFlags flags)
{
const OGLRenderRef &OGLRef = *this->ref;
if (!this->isShaderSupported)
{
return;
}
glUseProgram(OGLRef.programGeometryID[flags.value]);
glUniform1f(OGLRef.uniformStateAlphaTestRef[flags.value], this->_pendingRenderStates.alphaTestRef);
glUniform1i(OGLRef.uniformTexDrawOpaque[flags.value], GL_FALSE);
glUniform1i(OGLRef.uniformDrawModeDepthEqualsTest[flags.value], GL_FALSE);
glUniform1i(OGLRef.uniformPolyDrawShadow[flags.value], GL_FALSE);
}
void OpenGLRenderer_1_2::_RenderGeometryVertexAttribEnable()
{
OGLRenderRef &OGLRef = *this->ref;
if (this->isVAOSupported)
{
glBindVertexArray(OGLRef.vaoGeometryStatesID);
}
else if (this->isShaderSupported)
{
glEnableVertexAttribArray(OGLVertexAttributeID_Position);
glEnableVertexAttribArray(OGLVertexAttributeID_TexCoord0);
glEnableVertexAttribArray(OGLVertexAttributeID_Color);
glVertexAttribPointer(OGLVertexAttributeID_Position, 4, GL_INT, GL_FALSE, sizeof(NDSVertex), (const GLvoid *)offsetof(NDSVertex, position));
glVertexAttribPointer(OGLVertexAttributeID_TexCoord0, 2, GL_INT, GL_FALSE, sizeof(NDSVertex), (const GLvoid *)offsetof(NDSVertex, texCoord));
glVertexAttribPointer(OGLVertexAttributeID_Color, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(NDSVertex), (const GLvoid *)offsetof(NDSVertex, color));
}
#if defined(GL_VERSION_1_2)
else
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(4, GL_FLOAT, 0, OGLRef.position4fBuffer);
glTexCoordPointer(2, GL_FLOAT, 0, OGLRef.texCoord2fBuffer);
glColorPointer(4, GL_FLOAT, 0, OGLRef.color4fBuffer);
}
#endif
}
void OpenGLRenderer_1_2::_RenderGeometryVertexAttribDisable()
{
if (this->isVAOSupported)
{
glBindVertexArray(0);
}
else if (this->isShaderSupported)
{
glDisableVertexAttribArray(OGLVertexAttributeID_Position);
glDisableVertexAttribArray(OGLVertexAttributeID_TexCoord0);
glDisableVertexAttribArray(OGLVertexAttributeID_Color);
}
#if defined(GL_VERSION_1_2)
else
{
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
#endif
}
Render3DError OpenGLRenderer_1_2::ZeroDstAlphaPass(const POLY *rawPolyList, const CPoly *clippedPolyList, const size_t clippedPolyCount, const size_t clippedPolyOpaqueCount, bool enableAlphaBlending, size_t indexOffset, POLYGON_ATTR lastPolyAttr)
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->isShaderSupported || !this->isFBOSupported || !this->isVBOSupported)
{
return OGLERROR_FEATURE_UNSUPPORTED;
}
// Pre Pass: Fill in the stencil buffer based on the alpha of the current framebuffer color.
// Fully transparent pixels (alpha == 0) -- Set stencil buffer to 0
// All other pixels (alpha != 0) -- Set stencil buffer to 1
const bool isRunningMSAA = this->isMultisampledFBOSupported && (OGLRef.selectedRenderingFBO == OGLRef.fboMSIntermediateRenderID);
if (isRunningMSAA)
{
// Just downsample the color buffer now so that we have some texture data to sample from in the non-multisample shader.
// This is not perfectly pixel accurate, but it's better than nothing.
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO);
glUseProgram(OGLRef.programGeometryZeroDstAlphaID);
glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
glDisable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glStencilFunc(GL_ALWAYS, 0x40, 0x40);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x40);
glDepthMask(GL_FALSE);
glDrawBuffer(GL_NONE);
glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboPostprocessVtxID);
this->_FramebufferProcessVertexAttribEnable();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Setup for multiple pass alpha poly drawing
OGLGeometryFlags oldGProgramFlags = this->_geometryProgramFlags;
this->_geometryProgramFlags.EnableEdgeMark = 0;
this->_geometryProgramFlags.EnableFog = 0;
this->_geometryProgramFlags.OpaqueDrawMode = 0;
this->_SetupGeometryShaders(this->_geometryProgramFlags);
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboGeometryVtxID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OGLRef.iboGeometryIndexID);
this->_RenderGeometryVertexAttribEnable();
// Draw the alpha polys, touching fully transparent pixels only once.
glEnable(GL_DEPTH_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glStencilFunc(GL_NOTEQUAL, 0x40, 0x40);
this->DrawPolygonsForIndexRange<OGLPolyDrawMode_ZeroAlphaPass>(rawPolyList, clippedPolyList, clippedPolyCount, clippedPolyOpaqueCount, clippedPolyCount - 1, indexOffset, lastPolyAttr);
// Restore OpenGL states back to normal.
this->_geometryProgramFlags = oldGProgramFlags;
this->_SetupGeometryShaders(this->_geometryProgramFlags);
glDrawBuffers(4, this->_geometryDrawBuffersEnum[this->_geometryProgramFlags.DrawBuffersMode]);
glClear(GL_STENCIL_BUFFER_BIT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glStencilMask(0xFF);
if (enableAlphaBlending)
{
glEnable(GL_BLEND);
}
else
{
glDisable(GL_BLEND);
}
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::_ResolveWorkingBackFacing()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->_emulateDepthLEqualPolygonFacing || !this->_isDepthLEqualPolygonFacingSupported || !this->isMultisampledFBOSupported || (OGLRef.selectedRenderingFBO != OGLRef.fboMSIntermediateRenderID))
{
return;
}
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, OGLRef.fboMSIntermediateRenderID);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
glReadBuffer(OGL_WORKING_ATTACHMENT_ID);
glDrawBuffer(OGL_WORKING_ATTACHMENT_ID);
glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glReadBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboMSIntermediateRenderID);
}
void OpenGLRenderer_1_2::_ResolveGeometry()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->isMultisampledFBOSupported || (OGLRef.selectedRenderingFBO != OGLRef.fboMSIntermediateRenderID))
{
return;
}
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, OGLRef.fboMSIntermediateRenderID);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
if (this->isShaderSupported)
{
if (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported)
{
glReadBuffer(OGL_POLYID_ATTACHMENT_ID);
glDrawBuffer(OGL_POLYID_ATTACHMENT_ID);
glBlitFramebufferEXT(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 && this->_deviceInfo.isFogSupported)
{
glReadBuffer(OGL_FOGATTRIBUTES_ATTACHMENT_ID);
glDrawBuffer(OGL_FOGATTRIBUTES_ATTACHMENT_ID);
glBlitFramebufferEXT(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 buffers
glReadBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glBlitFramebufferEXT(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_NEAREST);
}
else
{
// Blit the color buffer
glBlitFramebufferEXT(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_NEAREST);
}
// Reset framebuffer targets
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
}
void OpenGLRenderer_1_2::_ResolveFinalFramebuffer()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->_enableMultisampledRendering || (OGLRef.selectedRenderingFBO != OGLRef.fboMSIntermediateRenderID))
{
return;
}
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, OGLRef.fboMSIntermediateRenderID);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
glReadBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
}
void OpenGLRenderer_1_2::_FramebufferProcessVertexAttribEnable()
{
if (!this->isShaderSupported)
{
// Framebuffer processing requires shaders, so there is no legacy code path
// for this method.
return;
}
if (this->isVAOSupported)
{
glBindVertexArray(this->ref->vaoPostprocessStatesID);
}
else
{
glEnableVertexAttribArray(OGLVertexAttributeID_Position);
glEnableVertexAttribArray(OGLVertexAttributeID_TexCoord0);
glDisableVertexAttribArray(OGLVertexAttributeID_Color); // Framebuffer processing doesn't use vertex colors.
glVertexAttribPointer(OGLVertexAttributeID_Position, 2, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(OGLVertexAttributeID_TexCoord0, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(sizeof(GLfloat) * 8));
}
}
void OpenGLRenderer_1_2::_FramebufferProcessVertexAttribDisable()
{
if (!this->isShaderSupported)
{
// Framebuffer processing requires shaders, so there is no legacy code path
// for this method.
return;
}
if (this->isVAOSupported)
{
glBindVertexArray(0);
}
else
{
glDisableVertexAttribArray(OGLVertexAttributeID_Position);
glDisableVertexAttribArray(OGLVertexAttributeID_TexCoord0);
glDisableVertexAttribArray(OGLVertexAttributeID_Color);
}
}
Render3DError OpenGLRenderer_1_2::_FramebufferConvertColorFormat()
{
OGLRenderRef &OGLRef = *this->ref;
if ( this->_willConvertFramebufferOnGPU &&
((this->_outputFormat == NDSColorFormat_BGR666_Rev) || (OGLRef.readPixelsBestFormat == GL_BGRA)) )
{
const GLuint convertProgramID = (this->_outputFormat == NDSColorFormat_BGR666_Rev) ? OGLRef.programFramebufferRGBA6665OutputID : OGLRef.programFramebufferRGBA8888OutputID;
glUseProgram(convertProgramID);
if (this->isFBOSupported)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
glReadBuffer(OGL_WORKING_ATTACHMENT_ID);
glDrawBuffer(OGL_WORKING_ATTACHMENT_ID);
}
else
{
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FinalColor);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
glActiveTexture(GL_TEXTURE0);
}
glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboPostprocessVtxID);
this->_FramebufferProcessVertexAttribEnable();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
this->_FramebufferProcessVertexAttribDisable();
}
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::BeginRender(const GFX3D_State &renderState, const GFX3D_GeometryList &renderGList)
{
OGLRenderRef &OGLRef = *this->ref;
if (!BEGINGL())
{
return OGLERROR_BEGINGL_FAILED;
}
this->_clippedPolyCount = renderGList.clippedPolyCount;
this->_clippedPolyOpaqueCount = renderGList.clippedPolyOpaqueCount;
this->_clippedPolyList = (CPoly *)renderGList.clippedPolyList;
this->_rawPolyList = (POLY *)renderGList.rawPolyList;
this->_enableAlphaBlending = (renderState.DISP3DCNT.EnableAlphaBlending) ? true : false;
if (this->_clippedPolyCount > 0)
{
if (this->isVBOSupported)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OGLRef.iboGeometryIndexID);
if (this->isShaderSupported)
{
glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboGeometryVtxID);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(NDSVertex) * renderGList.rawVertCount, renderGList.rawVtxList);
}
else
{
// If shaders aren't supported, we need to use the client-side buffers here.
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
// Generate the clipped polygon list.
bool renderNeedsToonTable = false;
for (size_t i = 0, vertIndexCount = 0; i < this->_clippedPolyCount; i++)
{
const CPoly &cPoly = this->_clippedPolyList[i];
const POLY &rawPoly = this->_rawPolyList[cPoly.index];
const size_t polyType = rawPoly.type;
if (this->isShaderSupported)
{
for (size_t j = 0; j < polyType; j++)
{
const GLushort vertIndex = rawPoly.vertIndexes[j];
// While we're looping through our vertices, add each vertex index to
// a buffer. For GFX3D_QUADS and GFX3D_QUAD_STRIP, we also add additional
// vertices here to convert them to GL_TRIANGLES, which are much easier
// to work with and won't be deprecated in future OpenGL versions.
OGLRef.vertIndexBuffer[vertIndexCount++] = vertIndex;
if (!GFX3D_IsPolyWireframe(rawPoly) && (rawPoly.vtxFormat == GFX3D_QUADS || rawPoly.vtxFormat == GFX3D_QUAD_STRIP))
{
if (j == 2)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = vertIndex;
}
else if (j == 3)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = rawPoly.vertIndexes[0];
}
}
}
}
else
{
const GLfloat thePolyAlpha = (GFX3D_IsPolyWireframe(rawPoly)) ? 1.0f : divide5bitBy31_LUT[rawPoly.attribute.Alpha];
for (size_t j = 0; j < polyType; j++)
{
const GLushort vtxIndex = rawPoly.vertIndexes[j];
const size_t positionIndex = vtxIndex * 4;
const size_t texCoordIndex = vtxIndex * 2;
const size_t colorIndex = vtxIndex * 4;
const NDSVertex &vtx = renderGList.rawVtxList[vtxIndex];
// Since we can't use shaders, we can't perform any data format conversions
// of the vertex data on the GPU. Therefore, we need to do the conversions
// on the CPU instead.
OGLRef.position4fBuffer[positionIndex+0] = (float)vtx.position.x / 4096.0f;
OGLRef.position4fBuffer[positionIndex+1] = (float)vtx.position.y / 4096.0f;
OGLRef.position4fBuffer[positionIndex+2] = (float)vtx.position.z / 4096.0f;
OGLRef.position4fBuffer[positionIndex+3] = (float)vtx.position.w / 4096.0f;
OGLRef.texCoord2fBuffer[texCoordIndex+0] = (float)vtx.texCoord.s / 16.0f;
OGLRef.texCoord2fBuffer[texCoordIndex+1] = (float)vtx.texCoord.t / 16.0f;
OGLRef.color4fBuffer[colorIndex+0] = divide6bitBy63_LUT[vtx.color.r];
OGLRef.color4fBuffer[colorIndex+1] = divide6bitBy63_LUT[vtx.color.g];
OGLRef.color4fBuffer[colorIndex+2] = divide6bitBy63_LUT[vtx.color.b];
OGLRef.color4fBuffer[colorIndex+3] = thePolyAlpha;
// While we're looping through our vertices, add each vertex index to a
// buffer. For GFX3D_QUADS and GFX3D_QUAD_STRIP, we also add additional
// vertices here to convert them to GL_TRIANGLES, which are much easier
// to work with and won't be deprecated in future OpenGL versions.
OGLRef.vertIndexBuffer[vertIndexCount++] = vtxIndex;
if (!GFX3D_IsPolyWireframe(rawPoly) && (rawPoly.vtxFormat == GFX3D_QUADS || rawPoly.vtxFormat == GFX3D_QUAD_STRIP))
{
if (j == 2)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = vtxIndex;
}
else if (j == 3)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = rawPoly.vertIndexes[0];
}
}
}
}
renderNeedsToonTable = (renderNeedsToonTable || (rawPoly.attribute.Mode == POLYGON_MODE_TOONHIGHLIGHT)) && this->isShaderSupported;
// Get the texture that is to be attached to this polygon.
this->_textureList[i] = this->GetLoadedTextureFromPolygon(rawPoly, this->_enableTextureSampling);
}
if (this->isVBOSupported)
{
// Replace the entire index buffer as a hint to the driver that we can orphan the index buffer and
// avoid a synchronization cost.
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(OGLRef.vertIndexBuffer), OGLRef.vertIndexBuffer);
}
// Set up rendering states that will remain constant for the entire frame.
this->_pendingRenderStates.enableAntialiasing = (renderState.DISP3DCNT.EnableAntialiasing) ? GL_TRUE : GL_FALSE;
this->_pendingRenderStates.enableFogAlphaOnly = (renderState.DISP3DCNT.FogOnlyAlpha) ? GL_TRUE : GL_FALSE;
this->_pendingRenderStates.clearPolyID = this->_clearAttributes.opaquePolyID;
this->_pendingRenderStates.clearDepth = (GLfloat)this->_clearAttributes.depth / (GLfloat)0x00FFFFFF;
this->_pendingRenderStates.alphaTestRef = divide5bitBy31_LUT[renderState.alphaTestRef];
if (this->_enableFog && this->_deviceInfo.isFogSupported)
{
this->_fogProgramKey.key = 0;
this->_fogProgramKey.offset = renderState.fogOffset & 0x7FFF;
this->_fogProgramKey.shift = renderState.fogShift;
this->_pendingRenderStates.fogColor.r = divide5bitBy31_LUT[(renderState.fogColor ) & 0x0000001F];
this->_pendingRenderStates.fogColor.g = divide5bitBy31_LUT[(renderState.fogColor >> 5) & 0x0000001F];
this->_pendingRenderStates.fogColor.b = divide5bitBy31_LUT[(renderState.fogColor >> 10) & 0x0000001F];
this->_pendingRenderStates.fogColor.a = divide5bitBy31_LUT[(renderState.fogColor >> 16) & 0x0000001F];
this->_pendingRenderStates.fogOffset = (GLfloat)(renderState.fogOffset & 0x7FFF) / 32767.0f;
this->_pendingRenderStates.fogStep = (GLfloat)(0x0400 >> renderState.fogShift) / 32767.0f;
u8 fogDensityTable[32];
for (size_t i = 0; i < 32; i++)
{
fogDensityTable[i] = (renderState.fogDensityTable[i] == 127) ? 255 : renderState.fogDensityTable[i] << 1;
}
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_LookupTable);
glBindTexture(GL_TEXTURE_1D, OGLRef.texFogDensityTableID);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 32, GL_RED, GL_UNSIGNED_BYTE, fogDensityTable);
}
if (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported)
{
const u8 alpha8 = (renderState.DISP3DCNT.EnableAntialiasing) ? 0x80 : 0xFF;
Color4u8 edgeColor32[8];
for (size_t i = 0; i < 8; i++)
{
edgeColor32[i].value = COLOR555TO8888(renderState.edgeMarkColorTable[i] & 0x7FFF, alpha8);
}
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_LookupTable);
glBindTexture(GL_TEXTURE_1D, OGLRef.texEdgeColorTableID);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 8, GL_RGBA, OGLRef.textureSrcTypeEdgeColor, edgeColor32);
}
if (this->isShaderSupported)
{
this->_geometryProgramFlags.value = 0;
this->_geometryProgramFlags.EnableWDepth = renderState.SWAP_BUFFERS.DepthMode;
this->_geometryProgramFlags.EnableAlphaTest = renderState.DISP3DCNT.EnableAlphaTest;
this->_geometryProgramFlags.EnableTextureSampling = (this->_enableTextureSampling) ? 1 : 0;
this->_geometryProgramFlags.ToonShadingMode = renderState.DISP3DCNT.PolygonShading;
this->_geometryProgramFlags.EnableFog = (this->_enableFog && this->_deviceInfo.isFogSupported) ? 1 : 0;
this->_geometryProgramFlags.EnableEdgeMark = (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported) ? 1 : 0;
this->_geometryProgramFlags.OpaqueDrawMode = 1;
this->_SetupGeometryShaders(this->_geometryProgramFlags);
if (renderNeedsToonTable)
{
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_LookupTable);
glBindTexture(GL_TEXTURE_1D, OGLRef.texToonTableID);
if (OGLRef.textureSrcTypeToonTable == GL_UNSIGNED_BYTE)
{
ColorspaceConvertBuffer555xTo8888Opaque<false, false, BESwapDst>(renderState.toonTable16, OGLRef.toonTable32, 32);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 32, GL_RGBA, OGLRef.textureSrcTypeToonTable, OGLRef.toonTable32);
}
else
{
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 32, GL_RGBA, OGLRef.textureSrcTypeToonTable, renderState.toonTable16);
}
}
}
#if defined(GL_VERSION_1_2)
else
{
if (renderState.DISP3DCNT.EnableAlphaTest && (renderState.alphaTestRef > 0))
{
glAlphaFunc(GL_GEQUAL, divide5bitBy31_LUT[renderState.alphaTestRef]);
}
else
{
glAlphaFunc(GL_GREATER, 0);
}
}
#endif
}
else
{
// Even with no polygons to draw, we always need to set these 3 flags so that
// glDrawBuffers() can reference the correct set of FBO attachments using
// OGLGeometryFlags.DrawBuffersMode.
this->_geometryProgramFlags.EnableFog = (this->_enableFog && this->_deviceInfo.isFogSupported) ? 1 : 0;
this->_geometryProgramFlags.EnableEdgeMark = (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported) ? 1 : 0;
this->_geometryProgramFlags.OpaqueDrawMode = 1;
}
this->_needsZeroDstAlphaPass = true;
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::_RenderGeometryLoopBegin()
{
OGLRenderRef &OGLRef = *this->ref;
glDisable(GL_CULL_FACE); // Polygons should already be culled before we get here.
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
if (this->_enableAlphaBlending)
{
glEnable(GL_BLEND);
if (this->_isBlendFuncSeparateSupported)
{
if (this->_isBlendEquationSeparateSupported)
{
// we want to use alpha destination blending so we can track the last-rendered alpha value
// test: new super mario brothers renders the stormclouds at the beginning
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_DST_ALPHA);
glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
}
else
{
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_DST_ALPHA);
}
}
else
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
else
{
glDisable(GL_BLEND);
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
#if defined(GL_VERSION_1_2)
if (!this->isShaderSupported)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glScalef(1.0f, -1.0f, 1.0f);
}
#endif
glActiveTexture(GL_TEXTURE0);
if (this->isFBOSupported)
{
if (this->_enableMultisampledRendering)
{
OGLRef.selectedRenderingFBO = OGLRef.fboMSIntermediateRenderID;
}
else
{
OGLRef.selectedRenderingFBO = OGLRef.fboRenderID;
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO);
if (this->isShaderSupported)
{
glDrawBuffers(4, this->_geometryDrawBuffersEnum[this->_geometryProgramFlags.DrawBuffersMode]);
}
else
{
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
}
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
}
this->_RenderGeometryVertexAttribEnable();
}
void OpenGLRenderer_1_2::_RenderGeometryLoopEnd()
{
this->_RenderGeometryVertexAttribDisable();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
#if defined(GL_VERSION_1_2)
if (!this->isShaderSupported)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glScalef(1.0f, 1.0f, 1.0f);
}
#endif
}
Render3DError OpenGLRenderer_1_2::RenderGeometry()
{
if (this->_clippedPolyCount > 0)
{
this->_RenderGeometryLoopBegin();
size_t indexOffset = 0;
const CPoly &firstCPoly = this->_clippedPolyList[0];
const POLY *rawPolyList = this->_rawPolyList;
const POLY &firstPoly = rawPolyList[firstCPoly.index];
POLYGON_ATTR lastPolyAttr = firstPoly.attribute;
if (this->_clippedPolyOpaqueCount > 0)
{
this->SetupPolygon(firstPoly, false, true, firstCPoly.isPolyBackFacing);
this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawOpaquePolys>(rawPolyList, this->_clippedPolyList, this->_clippedPolyCount, 0, this->_clippedPolyOpaqueCount - 1, indexOffset, lastPolyAttr);
}
if (this->_clippedPolyOpaqueCount < this->_clippedPolyCount)
{
// We are now rendering the transparent polys.
this->_geometryProgramFlags.OpaqueDrawMode = 0;
// Geometry flags have changed, so we need to update shader uniforms and also
// update draw buffers based on the flags.
this->_SetupGeometryShaders(this->_geometryProgramFlags);
if (this->isFBOSupported && this->isShaderSupported)
{
glDrawBuffers(4, this->_geometryDrawBuffersEnum[this->_geometryProgramFlags.DrawBuffersMode]);
}
if (this->_needsZeroDstAlphaPass && this->_emulateSpecialZeroAlphaBlending)
{
if (this->_clippedPolyOpaqueCount == 0)
{
this->SetupPolygon(firstPoly, true, false, firstCPoly.isPolyBackFacing);
}
this->ZeroDstAlphaPass(rawPolyList, this->_clippedPolyList, this->_clippedPolyCount, this->_clippedPolyOpaqueCount, this->_enableAlphaBlending, indexOffset, lastPolyAttr);
if (this->_clippedPolyOpaqueCount > 0)
{
const CPoly &lastOpaqueCPoly = this->_clippedPolyList[this->_clippedPolyOpaqueCount - 1];
const POLY &lastOpaquePoly = rawPolyList[lastOpaqueCPoly.index];
lastPolyAttr = lastOpaquePoly.attribute;
this->SetupPolygon(lastOpaquePoly, false, true, lastOpaqueCPoly.isPolyBackFacing);
}
}
else
{
// If we're not doing the zero-dst-alpha pass, then we need to make sure to
// clear the stencil bit that we will use to mark transparent fragments.
glStencilMask(0x40);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilMask(0xFF);
}
if (this->_clippedPolyOpaqueCount == 0)
{
this->SetupPolygon(firstPoly, true, true, firstCPoly.isPolyBackFacing);
}
else
{
this->_ResolveWorkingBackFacing();
}
this->DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawTranslucentPolys>(rawPolyList, this->_clippedPolyList, this->_clippedPolyCount, this->_clippedPolyOpaqueCount, this->_clippedPolyCount - 1, indexOffset, lastPolyAttr);
}
this->_RenderGeometryLoopEnd();
}
if (!this->_willUseMultisampleShaders)
{
this->_ResolveGeometry();
}
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::PostprocessFramebuffer()
{
if (this->_clippedPolyCount < 1)
{
return OGLERROR_NOERR;
}
if ( !(this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported) &&
!(this->_enableFog && this->_deviceInfo.isFogSupported) )
{
return OGLERROR_NOERR;
}
OGLRenderRef &OGLRef = *this->ref;
// Set up the postprocessing states
if (this->isFBOSupported)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
glReadBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
}
glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight);
glDisable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboPostprocessVtxID);
this->_FramebufferProcessVertexAttribEnable();
if (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported)
{
if (this->_needsZeroDstAlphaPass && this->_emulateSpecialZeroAlphaBlending)
{
// Pass 1: Determine the pixels with zero alpha
glDrawBuffer(GL_NONE);
glDisable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0x40, 0x40);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x40);
glUseProgram(OGLRef.programGeometryZeroDstAlphaID);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Pass 2: Unblended edge mark colors to zero-alpha pixels
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_LookupTable);
glBindTexture(GL_TEXTURE_1D, OGLRef.texEdgeColorTableID);
glActiveTexture(GL_TEXTURE0);
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glUseProgram(OGLRef.programEdgeMarkID);
glUniform1i(OGLRef.uniformStateClearPolyID, this->_pendingRenderStates.clearPolyID);
glUniform1f(OGLRef.uniformStateClearDepth, this->_pendingRenderStates.clearDepth);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glStencilFunc(GL_NOTEQUAL, 0x40, 0x40);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Pass 3: Blended edge mark
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_DST_ALPHA);
glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
glDisable(GL_STENCIL_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
else
{
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_LookupTable);
glBindTexture(GL_TEXTURE_1D, OGLRef.texEdgeColorTableID);
glActiveTexture(GL_TEXTURE0);
glUseProgram(OGLRef.programEdgeMarkID);
glUniform1i(OGLRef.uniformStateClearPolyID, this->_pendingRenderStates.clearPolyID);
glUniform1f(OGLRef.uniformStateClearDepth, this->_pendingRenderStates.clearDepth);
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_DST_ALPHA);
glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
glDisable(GL_STENCIL_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
if (this->_enableFog && this->_deviceInfo.isFogSupported)
{
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_LookupTable);
glBindTexture(GL_TEXTURE_1D, OGLRef.texFogDensityTableID);
glActiveTexture(GL_TEXTURE0);
std::map<u32, OGLFogShaderID>::iterator it = this->_fogProgramMap.find(this->_fogProgramKey.key);
if (it == this->_fogProgramMap.end())
{
Render3DError error = this->CreateFogProgram(this->_fogProgramKey, false, FogVtxShader_100, FogFragShader_100);
if (error != OGLERROR_NOERR)
{
return error;
}
}
OGLFogShaderID shaderID = this->_fogProgramMap[this->_fogProgramKey.key];
glUseProgram(shaderID.program);
glUniform1i(OGLRef.uniformStateEnableFogAlphaOnly, this->_pendingRenderStates.enableFogAlphaOnly);
glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendColor( this->_pendingRenderStates.fogColor.r,
this->_pendingRenderStates.fogColor.g,
this->_pendingRenderStates.fogColor.b,
this->_pendingRenderStates.fogColor.a );
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_BLEND);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
this->_FramebufferProcessVertexAttribDisable();
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::EndRender()
{
OGLRenderRef &OGLRef = *this->ref;
if (this->_willUseMultisampleShaders)
{
this->_ResolveFinalFramebuffer();
}
this->_FramebufferConvertColorFormat();
if (this->isPBOSupported)
{
// If PBOs are supported, then begin the asynchronous pixel read.
// The asynchronous pixel read ends when RenderFinish() is called,
// which is always called before RenderFlush().
if (this->_mappedFramebuffer != NULL)
{
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
this->_mappedFramebuffer = NULL;
}
glReadPixels(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, OGLRef.readPixelsBestFormat, OGLRef.readPixelsBestDataType, 0);
}
this->_pixelReadNeedsFinish = true;
//needs to happen before endgl because it could free some textureids for expired cache items
texCache.Evict();
ENDGL();
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::ClearUsingImage(const u16 *__restrict colorBuffer, const u32 *__restrict depthBuffer, const u8 *__restrict fogBuffer, const u8 opaquePolyID)
{
if (!this->isFBOSupported || !this->_isFBOBlitSupported)
{
return OGLERROR_FEATURE_UNSUPPORTED;
}
OGLRenderRef &OGLRef = *this->ref;
this->UploadClearImage(colorBuffer, depthBuffer, fogBuffer, opaquePolyID);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, OGLRef.fboClearImageID);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
// It might seem wasteful to be doing a separate glClear(GL_STENCIL_BUFFER_BIT) instead
// of simply blitting the stencil buffer with everything else.
//
// We do this because glBlitFramebufferEXT() for GL_STENCIL_BUFFER_BIT has been tested
// to be unsupported on ATI/AMD GPUs running in compatibility mode. So we do the separate
// glClear() for GL_STENCIL_BUFFER_BIT to keep these GPUs working.
glClearStencil(opaquePolyID);
glClear(GL_STENCIL_BUFFER_BIT);
if (this->isShaderSupported)
{
if (this->_emulateDepthLEqualPolygonFacing && this->_isDepthLEqualPolygonFacingSupported)
{
glDrawBuffer(OGL_WORKING_ATTACHMENT_ID);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
if (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported)
{
glDrawBuffer(OGL_POLYID_ATTACHMENT_ID);
glClearColor((GLfloat)opaquePolyID/63.0f, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
if (this->_enableFog && this->_deviceInfo.isFogSupported)
{
glReadBuffer(OGL_CI_FOGATTRIBUTES_ATTACHMENT_ID);
glDrawBuffer(OGL_FOGATTRIBUTES_ATTACHMENT_ID);
glBlitFramebufferEXT(0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
// Blit the color buffer. Do this last so that color attachment 0 is set to the read FBO.
glReadBuffer(OGL_CI_COLOROUT_ATTACHMENT_ID);
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glBlitFramebufferEXT(0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
else
{
glBlitFramebufferEXT(0, 0, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
if (this->_enableMultisampledRendering)
{
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, OGLRef.fboMSIntermediateRenderID);
// See above comment for why we need to get clear the stencil buffer separately.
glClearStencil(opaquePolyID);
glClear(GL_STENCIL_BUFFER_BIT);
if (this->isShaderSupported)
{
if (this->_emulateDepthLEqualPolygonFacing && this->_isDepthLEqualPolygonFacingSupported)
{
glDrawBuffer(OGL_WORKING_ATTACHMENT_ID);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
if (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported)
{
glDrawBuffer(OGL_POLYID_ATTACHMENT_ID);
glClearColor((GLfloat)opaquePolyID/63.0f, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
if (this->_enableFog && this->_deviceInfo.isFogSupported)
{
glReadBuffer(OGL_FOGATTRIBUTES_ATTACHMENT_ID);
glDrawBuffer(OGL_FOGATTRIBUTES_ATTACHMENT_ID);
glBlitFramebufferEXT(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 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);
glBlitFramebufferEXT(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_NEAREST);
}
else
{
// Blit the color and depth buffers.
glBlitFramebufferEXT(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_NEAREST);
}
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO);
glDrawBuffers(4, this->_geometryDrawBuffersEnum[this->_geometryProgramFlags.DrawBuffersMode]);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::ClearUsingValues(const Color4u8 &clearColor6665, const FragmentAttributes &clearAttributes)
{
OGLRenderRef &OGLRef = *this->ref;
if (this->isShaderSupported && this->isFBOSupported)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO);
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glClearColor(divide6bitBy63_LUT[clearColor6665.r], divide6bitBy63_LUT[clearColor6665.g], divide6bitBy63_LUT[clearColor6665.b], divide5bitBy31_LUT[clearColor6665.a]);
glClearDepth((GLclampd)clearAttributes.depth / (GLclampd)0x00FFFFFF);
glClearStencil(clearAttributes.opaquePolyID);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (this->_emulateDepthLEqualPolygonFacing && this->_isDepthLEqualPolygonFacingSupported)
{
glDrawBuffer(OGL_WORKING_ATTACHMENT_ID);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
}
if (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported)
{
glDrawBuffer(OGL_POLYID_ATTACHMENT_ID);
glClearColor((GLfloat)clearAttributes.opaquePolyID/63.0f, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
if (this->_enableFog && this->_deviceInfo.isFogSupported)
{
glDrawBuffer(OGL_FOGATTRIBUTES_ATTACHMENT_ID);
glClearColor(clearAttributes.isFogged, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO);
glDrawBuffers(4, this->_geometryDrawBuffersEnum[this->_geometryProgramFlags.DrawBuffersMode]);
this->_needsZeroDstAlphaPass = (clearColor6665.a == 0);
}
else
{
glClearColor(divide6bitBy63_LUT[clearColor6665.r], divide6bitBy63_LUT[clearColor6665.g], divide6bitBy63_LUT[clearColor6665.b], divide5bitBy31_LUT[clearColor6665.a]);
glClearDepth((GLclampd)clearAttributes.depth / (GLclampd)0x00FFFFFF);
glClearStencil(clearAttributes.opaquePolyID);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
return OGLERROR_NOERR;
}
void OpenGLRenderer_1_2::SetPolygonIndex(const size_t index)
{
this->_currentPolyIndex = index;
}
Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly, bool treatAsTranslucent, bool willChangeStencilBuffer, bool isBackFacing)
{
// Set up depth test mode
glDepthFunc((thePoly.attribute.DepthEqualTest_Enable) ? GL_EQUAL : GL_LESS);
if (willChangeStencilBuffer)
{
// Handle drawing states for the polygon
if (thePoly.attribute.Mode == POLYGON_MODE_SHADOW)
{
if (this->_emulateShadowPolygon)
{
// Set up shadow polygon states.
//
// See comments in DrawShadowPolygon() for more information about
// how this 5-pass process works in OpenGL.
if (thePoly.attribute.PolygonID == 0)
{
// 1st pass: Use stencil buffer bit 7 (0x80) for the shadow volume mask.
// Write only on depth-fail.
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
glStencilMask(0x80);
}
else
{
// 2nd pass: Compare stencil buffer bits 0-5 (0x3F) with this polygon's ID. If this stencil
// test fails, remove the fragment from the shadow volume mask by clearing bit 7.
glStencilFunc(GL_NOTEQUAL, thePoly.attribute.PolygonID, 0x3F);
glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
glStencilMask(0x80);
}
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
}
}
else
{
// Polygon IDs are always written for every polygon, whether they are opaque or transparent, just as
// long as they pass the stencil and depth tests.
// - Polygon IDs are contained in stencil bits 0-5 (0x3F).
// - The translucent fragment flag is contained in stencil bit 6 (0x40).
//
// Opaque polygons have no stencil conditions, so if they pass the depth test, then they write out
// their polygon ID with a translucent fragment flag of 0.
//
// Transparent polygons have the stencil condition where they will not draw if they are drawing on
// top of previously drawn translucent fragments with the same polygon ID. This condition is checked
// using both polygon ID bits and the translucent fragment flag. If the polygon passes both stencil
// and depth tests, it writes out its polygon ID with a translucent fragment flag of 1.
if (treatAsTranslucent)
{
glStencilFunc(GL_NOTEQUAL, 0x40 | thePoly.attribute.PolygonID, 0x7F);
}
else
{
glStencilFunc(GL_ALWAYS, thePoly.attribute.PolygonID, 0x3F);
}
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFF); // Drawing non-shadow polygons will implicitly reset the shadow volume mask.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask((!treatAsTranslucent || thePoly.attribute.TranslucentDepthWrite_Enable) ? GL_TRUE : GL_FALSE);
}
}
// Set up polygon attributes
if (this->isShaderSupported)
{
OGLRenderRef &OGLRef = *this->ref;
glUniform1i(OGLRef.uniformPolyMode[this->_geometryProgramFlags.value], thePoly.attribute.Mode);
glUniform1i(OGLRef.uniformPolyEnableFog[this->_geometryProgramFlags.value], (thePoly.attribute.Fog_Enable) ? GL_TRUE : GL_FALSE);
glUniform1f(OGLRef.uniformPolyAlpha[this->_geometryProgramFlags.value], (GFX3D_IsPolyWireframe(thePoly)) ? 1.0f : divide5bitBy31_LUT[thePoly.attribute.Alpha]);
glUniform1i(OGLRef.uniformPolyID[this->_geometryProgramFlags.value], thePoly.attribute.PolygonID);
glUniform1i(OGLRef.uniformPolyIsWireframe[this->_geometryProgramFlags.value], (GFX3D_IsPolyWireframe(thePoly)) ? GL_TRUE : GL_FALSE);
glUniform1i(OGLRef.uniformPolySetNewDepthForTranslucent[this->_geometryProgramFlags.value], (thePoly.attribute.TranslucentDepthWrite_Enable) ? GL_TRUE : GL_FALSE);
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], 0.0f);
glUniform1i(OGLRef.uniformPolyIsBackFacing[this->_geometryProgramFlags.value], (isBackFacing) ? GL_TRUE : GL_FALSE);
}
#if defined(GL_VERSION_1_2)
else
{
// Set the texture blending mode
static const GLint oglTexBlendMode[4] = {GL_MODULATE, GL_DECAL, GL_MODULATE, GL_MODULATE};
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, oglTexBlendMode[thePoly.attribute.Mode]);
}
#endif
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::SetupTexture(const POLY &thePoly, size_t polyRenderIndex)
{
OpenGLTexture *theTexture = (OpenGLTexture *)this->_textureList[polyRenderIndex];
const NDSTextureFormat packFormat = theTexture->GetPackFormat();
const OGLRenderRef &OGLRef = *this->ref;
// Check if we need to use textures
if (!theTexture->IsSamplingEnabled())
{
if (this->isShaderSupported)
{
glUniform1i(OGLRef.uniformPolyEnableTexture[this->_geometryProgramFlags.value], GL_FALSE);
glUniform1i(OGLRef.uniformTexSingleBitAlpha[this->_geometryProgramFlags.value], GL_FALSE);
glUniform2f(OGLRef.uniformPolyTexScale[this->_geometryProgramFlags.value], theTexture->GetInvWidth(), theTexture->GetInvHeight());
}
else
{
glDisable(GL_TEXTURE_2D);
}
return OGLERROR_NOERR;
}
// Enable textures if they weren't already enabled
if (this->isShaderSupported)
{
glUniform1i(OGLRef.uniformPolyEnableTexture[this->_geometryProgramFlags.value], GL_TRUE);
glUniform1i(OGLRef.uniformTexSingleBitAlpha[this->_geometryProgramFlags.value], (packFormat != TEXMODE_A3I5 && packFormat != TEXMODE_A5I3) ? GL_TRUE : GL_FALSE);
glUniform2f(OGLRef.uniformPolyTexScale[this->_geometryProgramFlags.value], theTexture->GetInvWidth(), theTexture->GetInvHeight());
}
#if defined(GL_VERSION_1_2)
else
{
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(theTexture->GetInvWidth(), theTexture->GetInvHeight(), 1.0f);
}
#endif
glBindTexture(GL_TEXTURE_2D, theTexture->GetID());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, ((thePoly.texParam.RepeatS_Enable) ? ((thePoly.texParam.MirroredRepeatS_Enable) ? OGLRef.stateTexMirroredRepeat : GL_REPEAT) : GL_CLAMP_TO_EDGE));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, ((thePoly.texParam.RepeatT_Enable) ? ((thePoly.texParam.MirroredRepeatT_Enable) ? OGLRef.stateTexMirroredRepeat : GL_REPEAT) : GL_CLAMP_TO_EDGE));
if (this->_enableTextureSmoothing)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (this->_textureScalingFactor > 1) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, this->_deviceInfo.maxAnisotropy);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
}
theTexture->ResetCacheAge();
theTexture->IncreaseCacheUsageCount(1);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::SetupViewport(const GFX3D_Viewport viewport)
{
const GLfloat wScalar = this->_framebufferWidth / (GLfloat)GPU_FRAMEBUFFER_NATIVE_WIDTH;
const GLfloat hScalar = this->_framebufferHeight / (GLfloat)GPU_FRAMEBUFFER_NATIVE_HEIGHT;
glViewport(viewport.x * wScalar,
(-viewport.y + (192 - viewport.height)) * hScalar, // All vertex Y-coordinates will be flipped, so the viewport Y positioning needs to be flipped as well.
viewport.width * wScalar,
viewport.height * hScalar);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::DrawShadowPolygon(const GLenum polyPrimitive, const GLsizei vertIndexCount, const GLushort *indexBufferPtr, const bool performDepthEqualTest, const bool enableAlphaDepthWrite, const bool isTranslucent, const u8 opaquePolyID)
{
OGLRenderRef &OGLRef = *this->ref;
// Shadow polygons are actually drawn over the course of multiple passes.
// Note that the 1st and 2nd passes are performed using states from SetupPolygon().
//
// 1st pass (NDS driven): The NDS creates the shadow volume and updates only the
// stencil buffer, writing to bit 7 (0x80). Color and depth writes are disabled for this
// pass.
//
// 2nd pass (NDS driven): Normally, stencil buffer bits marked for shadow rendering
// are supposed to be drawn in this step, but there are additional checks that need to
// be made before writing out the fragment. Since OpenGL can only do one type of stencil
// buffer check at a time, we need to do things differently from what the NDS does at
// this point.
//
// In OpenGL, this pass is used only to update the stencil buffer for the polygon
// ID check, checking bits 0x3F for the polygon ID, and clearing bit 7 (0x80) if this
// check fails. Color and depth writes are disabled
//
// 3rd pass (emulator driven): This pass only occurs when the shadow polygon is
// transparent, which is the typical case. Since transparent polygons have a rule for
// which they cannot draw fragments on top of previously drawn translucent fragments with
// the same polygon IDs, we also need to do an additional polygon ID check to ensure that
// it isn't a transparent polygon ID. We continue to check bits 0x3F for the polygon ID,
// in addition to also checking the translucent fragment flag at bit 6 (0x40). If this
// check fails, then bit 7 (0x80) is cleared. Color and depth writes are disabled for this
// pass.
//
// 4th pass (emulator driven): Use stencil buffer bit 7 (0x80) for the shadow volume
// mask and write out the polygon ID and translucent fragment flag only to those fragments
// within the mask. Color and depth writes are disabled for this pass.
//
// 5th pass (emulator driven): Use stencil buffer bit 7 (0x80) for the shadow volume
// mask and draw the shadow polygon fragments only within the mask. Color writes are always
// enabled and depth writes are enabled if the shadow polygon is opaque or if transparent
// polygon depth writes are enabled.
// 1st pass: Create the shadow volume.
if (opaquePolyID == 0)
{
if (performDepthEqualTest && this->_emulateNDSDepthCalculation && this->isShaderSupported)
{
// Use the stencil buffer to determine which fragments fail the depth test using the lower-side tolerance.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], (float)DEPTH_EQUALS_TEST_TOLERANCE / 16777215.0f);
glDepthFunc(GL_LEQUAL);
glStencilFunc(GL_ALWAYS, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Use the stencil buffer to determine which fragments fail the depth test using the higher-side tolerance.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], (float)-DEPTH_EQUALS_TEST_TOLERANCE / 16777215.0f);
glDepthFunc(GL_GEQUAL);
glStencilFunc(GL_NOTEQUAL, 0x80, 0x80);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], 0.0f);
}
else
{
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
return OGLERROR_NOERR;
}
// 2nd pass: Do the polygon ID check.
if (performDepthEqualTest && this->_emulateNDSDepthCalculation && this->isShaderSupported)
{
// Use the stencil buffer to determine which fragments pass the lower-side tolerance.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], (float)DEPTH_EQUALS_TEST_TOLERANCE / 16777215.0f);
glDepthFunc(GL_LEQUAL);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glStencilOp(GL_ZERO, GL_ZERO, GL_KEEP);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Use the stencil buffer to determine which fragments pass the higher-side tolerance.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], (float)-DEPTH_EQUALS_TEST_TOLERANCE / 16777215.0f);
glDepthFunc(GL_GEQUAL);
glStencilFunc(GL_EQUAL, 0x80, 0x80);
glStencilOp(GL_ZERO, GL_ZERO, GL_KEEP);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// Finally, do the polygon ID check.
glUniform1f(OGLRef.uniformPolyDepthOffset[this->_geometryProgramFlags.value], 0.0f);
glDepthFunc(GL_ALWAYS);
glStencilFunc(GL_NOTEQUAL, opaquePolyID, 0x3F);
glStencilOp(GL_ZERO, GL_ZERO, GL_KEEP);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
else
{
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
// 3rd pass: Do the transparent polygon ID check. For transparent shadow polygons, we need to
// also ensure that we're not drawing over translucent fragments with the same polygon IDs.
if (isTranslucent)
{
glStencilFunc(GL_NOTEQUAL, 0xC0 | opaquePolyID, 0x7F);
glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
glStencilMask(0x80);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
// 4th pass: Update the polygon IDs in the stencil buffer.
glStencilFunc(GL_EQUAL, (isTranslucent) ? 0xC0 | opaquePolyID : 0x80 | opaquePolyID, 0x80);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0x7F);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
// 5th pass: Draw the shadow polygon.
glStencilFunc(GL_EQUAL, 0x80, 0x80);
// Technically, a depth-fail result should also clear the shadow volume mask, but
// Mario Kart DS draws shadow polygons better when it doesn't clear bits on depth-fail.
// I have no idea why this works. - rogerman 2016/12/21
glStencilOp(GL_ZERO, GL_KEEP, GL_ZERO);
glStencilMask(0x80);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask((!isTranslucent || enableAlphaDepthWrite) ? GL_TRUE : GL_FALSE);
if (this->isShaderSupported)
{
glUniform1i(OGLRef.uniformPolyDrawShadow[this->_geometryProgramFlags.value], GL_TRUE);
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
glUniform1i(OGLRef.uniformPolyDrawShadow[this->_geometryProgramFlags.value], GL_FALSE);
}
else
{
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
}
// Reset the OpenGL states back to their original shadow polygon states.
glStencilFunc(GL_NOTEQUAL, opaquePolyID, 0x3F);
glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
glStencilMask(0x80);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::Reset()
{
OGLRenderRef &OGLRef = *this->ref;
if (!BEGINGL())
{
return OGLERROR_BEGINGL_FAILED;
}
glFinish();
#if defined(GL_VERSION_1_2)
if (!this->isShaderSupported)
{
glEnable(GL_NORMALIZE);
glEnable(GL_TEXTURE_1D);
glEnable(GL_TEXTURE_2D);
glAlphaFunc(GL_GREATER, 0);
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
}
#endif
ENDGL();
this->_pixelReadNeedsFinish = false;
if (OGLRef.position4fBuffer != NULL)
{
memset(OGLRef.position4fBuffer, 0, VERTLIST_SIZE * 4 * sizeof(GLfloat));
}
if (OGLRef.texCoord2fBuffer != NULL)
{
memset(OGLRef.texCoord2fBuffer, 0, VERTLIST_SIZE * 2 * sizeof(GLfloat));
}
if (OGLRef.color4fBuffer != NULL)
{
memset(OGLRef.color4fBuffer, 0, VERTLIST_SIZE * 4 * sizeof(GLfloat));
}
this->_currentPolyIndex = 0;
memset(&this->_pendingRenderStates, 0, sizeof(this->_pendingRenderStates));
texCache.Reset();
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::RenderPowerOff()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->_isPoweredOn)
{
return OGLERROR_NOERR;
}
this->_isPoweredOn = false;
memset(GPU->GetEngineMain()->Get3DFramebufferMain(), 0, this->_framebufferColorSizeBytes);
memset(GPU->GetEngineMain()->Get3DFramebuffer16(), 0, this->_framebufferPixCount * sizeof(u16));
if (!BEGINGL())
{
return OGLERROR_BEGINGL_FAILED;
}
if (this->isFBOSupported)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderID);
glReadBuffer(OGL_COLOROUT_ATTACHMENT_ID);
glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID);
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (this->isPBOSupported)
{
if (this->_mappedFramebuffer != NULL)
{
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
this->_mappedFramebuffer = NULL;
}
glReadPixels(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, OGLRef.readPixelsBestFormat, OGLRef.readPixelsBestDataType, 0);
}
ENDGL();
this->_pixelReadNeedsFinish = true;
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::RenderFinish()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->_renderNeedsFinish)
{
return OGLERROR_NOERR;
}
if (this->_pixelReadNeedsFinish)
{
this->_pixelReadNeedsFinish = false;
if (!BEGINGL())
{
return OGLERROR_BEGINGL_FAILED;
}
if (this->isPBOSupported)
{
this->_mappedFramebuffer = (Color4u8 *__restrict)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
}
else
{
glReadPixels(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, OGLRef.readPixelsBestFormat, OGLRef.readPixelsBestDataType, this->_framebufferColor);
}
ENDGL();
}
this->_renderNeedsFlushMain = true;
this->_renderNeedsFlush16 = true;
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::RenderFlush(bool willFlushBuffer32, bool willFlushBuffer16)
{
if (!this->_isPoweredOn)
{
return RENDER3DERROR_NOERR;
}
Color4u8 *framebufferMain = (willFlushBuffer32) ? GPU->GetEngineMain()->Get3DFramebufferMain() : NULL;
u16 *framebuffer16 = (willFlushBuffer16) ? GPU->GetEngineMain()->Get3DFramebuffer16() : NULL;
if (this->isPBOSupported)
{
this->FlushFramebuffer(this->_mappedFramebuffer, framebufferMain, framebuffer16);
}
else
{
this->FlushFramebuffer(this->_framebufferColor, framebufferMain, framebuffer16);
}
return RENDER3DERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::SetFramebufferSize(size_t w, size_t h)
{
Render3DError error = OGLERROR_NOERR;
OGLRenderRef &OGLRef = *this->ref;
if (w < GPU_FRAMEBUFFER_NATIVE_WIDTH || h < GPU_FRAMEBUFFER_NATIVE_HEIGHT)
{
return error;
}
if (!BEGINGL())
{
error = OGLERROR_BEGINGL_FAILED;
return error;
}
glFinish();
const size_t newFramebufferColorSizeBytes = w * h * sizeof(Color4u8);
if (this->isPBOSupported)
{
if (this->_mappedFramebuffer != NULL)
{
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glFinish();
}
glBufferData(GL_PIXEL_PACK_BUFFER, newFramebufferColorSizeBytes, NULL, GL_STREAM_READ);
if (this->_mappedFramebuffer != NULL)
{
this->_mappedFramebuffer = (Color4u8 *__restrict)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
glFinish();
}
}
if (this->isShaderSupported || this->isFBOSupported)
{
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FinalColor);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
if (this->isFBOSupported)
{
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_DepthStencil);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, (GLsizei)w, (GLsizei)h, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GColor);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
glActiveTexture(GL_TEXTURE0);
this->_framebufferWidth = w;
this->_framebufferHeight = h;
this->_framebufferPixCount = w * h;
this->_framebufferColorSizeBytes = newFramebufferColorSizeBytes;
// Call ResizeMultisampledFBOs() after _framebufferWidth and _framebufferHeight are set
// since this method depends on them.
GLsizei sampleSize = this->GetLimitedMultisampleSize();
this->ResizeMultisampledFBOs(sampleSize);
if (this->isPBOSupported)
{
this->_framebufferColor = NULL;
}
else
{
Color4u8 *oldFramebufferColor = this->_framebufferColor;
Color4u8 *newFramebufferColor = (Color4u8 *)malloc_alignedPage(newFramebufferColorSizeBytes);
this->_framebufferColor = newFramebufferColor;
free_aligned(oldFramebufferColor);
}
if (this->isShaderSupported)
{
// Recreate shaders that use the framebuffer size.
glUseProgram(0);
this->DestroyEdgeMarkProgram();
this->DestroyFramebufferOutput6665Programs();
this->DestroyFramebufferOutput8888Programs();
this->DestroyGeometryPrograms();
this->CreateGeometryPrograms();
if (this->isVBOSupported && this->isFBOSupported)
{
this->CreateEdgeMarkProgram(false, EdgeMarkVtxShader_100, EdgeMarkFragShader_100);
}
if (OGLRef.readPixelsBestFormat == GL_BGRA)
{
this->CreateFramebufferOutput6665Program(FramebufferOutputVtxShader_100, FramebufferOutputBGRA6665FragShader_100);
this->CreateFramebufferOutput8888Program(FramebufferOutputVtxShader_100, FramebufferOutputBGRA8888FragShader_100);
}
else
{
this->CreateFramebufferOutput6665Program(FramebufferOutputVtxShader_100, FramebufferOutputRGBA6665FragShader_100);
this->CreateFramebufferOutput8888Program(FramebufferOutputVtxShader_100, FramebufferOutputRGBA8888FragShader_100);
}
}
if (oglrender_framebufferDidResizeCallback != NULL)
{
bool clientResizeSuccess = oglrender_framebufferDidResizeCallback(this->isFBOSupported, w, h);
if (!clientResizeSuccess)
{
error = OGLERROR_CLIENT_RESIZE_ERROR;
}
}
glFinish();
ENDGL();
return error;
}
OpenGLRenderer_2_0::OpenGLRenderer_2_0()
{
_variantID = OpenGLVariantID_Legacy_2_0;
}
Render3DError OpenGLRenderer_2_0::BeginRender(const GFX3D_State &renderState, const GFX3D_GeometryList &renderGList)
{
OGLRenderRef &OGLRef = *this->ref;
if (!BEGINGL())
{
return OGLERROR_BEGINGL_FAILED;
}
this->_clippedPolyCount = renderGList.clippedPolyCount;
this->_clippedPolyOpaqueCount = renderGList.clippedPolyOpaqueCount;
this->_clippedPolyList = (CPoly *)renderGList.clippedPolyList;
this->_rawPolyList = (POLY *)renderGList.rawPolyList;
this->_enableAlphaBlending = (renderState.DISP3DCNT.EnableAlphaBlending) ? true : false;
if (this->_clippedPolyCount > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboGeometryVtxID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, OGLRef.iboGeometryIndexID);
// Only copy as much vertex data as we need to, since this can be a potentially large upload size.
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(NDSVertex) * renderGList.rawVertCount, renderGList.rawVtxList);
// Generate the clipped polygon list.
bool renderNeedsToonTable = false;
for (size_t i = 0, vertIndexCount = 0; i < this->_clippedPolyCount; i++)
{
const CPoly &cPoly = this->_clippedPolyList[i];
const POLY &rawPoly = this->_rawPolyList[cPoly.index];
const size_t polyType = rawPoly.type;
for (size_t j = 0; j < polyType; j++)
{
const GLushort vertIndex = rawPoly.vertIndexes[j];
// While we're looping through our vertices, add each vertex index to
// a buffer. For GFX3D_QUADS and GFX3D_QUAD_STRIP, we also add additional
// vertices here to convert them to GL_TRIANGLES, which are much easier
// to work with and won't be deprecated in future OpenGL versions.
OGLRef.vertIndexBuffer[vertIndexCount++] = vertIndex;
if (!GFX3D_IsPolyWireframe(rawPoly) && (rawPoly.vtxFormat == GFX3D_QUADS || rawPoly.vtxFormat == GFX3D_QUAD_STRIP))
{
if (j == 2)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = vertIndex;
}
else if (j == 3)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = rawPoly.vertIndexes[0];
}
}
}
renderNeedsToonTable = renderNeedsToonTable || (rawPoly.attribute.Mode == POLYGON_MODE_TOONHIGHLIGHT);
// Get the texture that is to be attached to this polygon.
this->_textureList[i] = this->GetLoadedTextureFromPolygon(rawPoly, this->_enableTextureSampling);
}
// Replace the entire index buffer as a hint to the driver that we can orphan the index buffer and
// avoid a synchronization cost.
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(OGLRef.vertIndexBuffer), OGLRef.vertIndexBuffer);
// Set up rendering states that will remain constant for the entire frame.
this->_pendingRenderStates.enableAntialiasing = (renderState.DISP3DCNT.EnableAntialiasing) ? GL_TRUE : GL_FALSE;
this->_pendingRenderStates.enableFogAlphaOnly = (renderState.DISP3DCNT.FogOnlyAlpha) ? GL_TRUE : GL_FALSE;
this->_pendingRenderStates.clearPolyID = this->_clearAttributes.opaquePolyID;
this->_pendingRenderStates.clearDepth = (GLfloat)this->_clearAttributes.depth / (GLfloat)0x00FFFFFF;
this->_pendingRenderStates.alphaTestRef = divide5bitBy31_LUT[renderState.alphaTestRef];
if (this->_enableFog && this->_deviceInfo.isFogSupported)
{
this->_fogProgramKey.key = 0;
this->_fogProgramKey.offset = renderState.fogOffset & 0x7FFF;
this->_fogProgramKey.shift = renderState.fogShift;
this->_pendingRenderStates.fogColor.r = divide5bitBy31_LUT[(renderState.fogColor ) & 0x0000001F];
this->_pendingRenderStates.fogColor.g = divide5bitBy31_LUT[(renderState.fogColor >> 5) & 0x0000001F];
this->_pendingRenderStates.fogColor.b = divide5bitBy31_LUT[(renderState.fogColor >> 10) & 0x0000001F];
this->_pendingRenderStates.fogColor.a = divide5bitBy31_LUT[(renderState.fogColor >> 16) & 0x0000001F];
this->_pendingRenderStates.fogOffset = (GLfloat)(renderState.fogOffset & 0x7FFF) / 32767.0f;
this->_pendingRenderStates.fogStep = (GLfloat)(0x0400 >> renderState.fogShift) / 32767.0f;
u8 fogDensityTable[32];
for (size_t i = 0; i < 32; i++)
{
fogDensityTable[i] = (renderState.fogDensityTable[i] == 127) ? 255 : renderState.fogDensityTable[i] << 1;
}
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_LookupTable);
glBindTexture(GL_TEXTURE_1D, OGLRef.texFogDensityTableID);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 32, GL_RED, GL_UNSIGNED_BYTE, fogDensityTable);
}
if (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported)
{
const u8 alpha8 = (renderState.DISP3DCNT.EnableAntialiasing) ? 0x80 : 0xFF;
Color4u8 edgeColor32[8];
for (size_t i = 0; i < 8; i++)
{
edgeColor32[i].value = COLOR555TO8888(renderState.edgeMarkColorTable[i] & 0x7FFF, alpha8);
}
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_LookupTable);
glBindTexture(GL_TEXTURE_1D, OGLRef.texEdgeColorTableID);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 8, GL_RGBA, OGLRef.textureSrcTypeEdgeColor, edgeColor32);
}
// Setup render states
this->_geometryProgramFlags.value = 0;
this->_geometryProgramFlags.EnableWDepth = renderState.SWAP_BUFFERS.DepthMode;
this->_geometryProgramFlags.EnableAlphaTest = renderState.DISP3DCNT.EnableAlphaTest;
this->_geometryProgramFlags.EnableTextureSampling = (this->_enableTextureSampling) ? 1 : 0;
this->_geometryProgramFlags.ToonShadingMode = renderState.DISP3DCNT.PolygonShading;
this->_geometryProgramFlags.EnableFog = (this->_enableFog && this->_deviceInfo.isFogSupported) ? 1 : 0;
this->_geometryProgramFlags.EnableEdgeMark = (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported) ? 1 : 0;
this->_geometryProgramFlags.OpaqueDrawMode = 1;
this->_SetupGeometryShaders(this->_geometryProgramFlags);
if (renderNeedsToonTable)
{
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_LookupTable);
glBindTexture(GL_TEXTURE_1D, OGLRef.texToonTableID);
if (OGLRef.textureSrcTypeToonTable == GL_UNSIGNED_BYTE)
{
ColorspaceConvertBuffer555xTo8888Opaque<false, false, BESwapDst>(renderState.toonTable16, OGLRef.toonTable32, 32);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 32, GL_RGBA, OGLRef.textureSrcTypeToonTable, OGLRef.toonTable32);
}
else
{
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 32, GL_RGBA, OGLRef.textureSrcTypeToonTable, renderState.toonTable16);
}
}
}
else
{
// Even with no polygons to draw, we always need to set these 3 flags so that
// glDrawBuffers() can reference the correct set of FBO attachments using
// OGLGeometryFlags.DrawBuffersMode.
this->_geometryProgramFlags.EnableFog = (this->_enableFog && this->_deviceInfo.isFogSupported) ? 1 : 0;
this->_geometryProgramFlags.EnableEdgeMark = (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported) ? 1 : 0;
this->_geometryProgramFlags.OpaqueDrawMode = 1;
}
this->_needsZeroDstAlphaPass = true;
return OGLERROR_NOERR;
}
OpenGLRenderer_2_1::OpenGLRenderer_2_1()
{
_variantID = OpenGLVariantID_Legacy_2_1;
}
template size_t OpenGLRenderer::DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawOpaquePolys>(const POLY *rawPolyList, const CPoly *clippedPolyList, const size_t clippedPolyCount, size_t firstIndex, size_t lastIndex, size_t &indexOffset, POLYGON_ATTR &lastPolyAttr);
template size_t OpenGLRenderer::DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawTranslucentPolys>(const POLY *rawPolyList, const CPoly *clippedPolyList, const size_t clippedPolyCount, size_t firstIndex, size_t lastIndex, size_t &indexOffset, POLYGON_ATTR &lastPolyAttr);
template size_t OpenGLRenderer::DrawPolygonsForIndexRange<OGLPolyDrawMode_ZeroAlphaPass>(const POLY *rawPolyList, const CPoly *clippedPolyList, const size_t clippedPolyCount, size_t firstIndex, size_t lastIndex, size_t &indexOffset, POLYGON_ATTR &lastPolyAttr);