Merge pull request #2419 from Armada651/clip-control
OGL: Add glClipControl support.
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@ -83,6 +83,7 @@ void InitBackendInfo()
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsPostProcessing = false;
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g_Config.backend_info.bSupportsPaletteConversion = true;
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g_Config.backend_info.bSupportsClipControl = false;
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IDXGIFactory* factory;
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IDXGIAdapter* ad;
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@ -0,0 +1,8 @@
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "VideoBackends/OGL/GLExtensions/gl_common.h"
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extern PFNGLCLIPCONTROLPROC glClipControl;
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@ -785,6 +785,9 @@ PFNGLENDOCCLUSIONQUERYNVPROC glEndOcclusionQueryNV;
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PFNGLGETOCCLUSIONQUERYIVNVPROC glGetOcclusionQueryivNV;
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PFNGLGETOCCLUSIONQUERYUIVNVPROC glGetOcclusionQueryuivNV;
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// ARB_clip_control
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PFNGLCLIPCONTROLPROC glClipControl;
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// Creates a GLFunc object that requires a feature
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#define GLFUNC_REQUIRES(x, y) { (void**)&x, #x, y }
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// Creates a GLFunc object with a different function suffix
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@ -1272,6 +1275,9 @@ const GLFunc gl_function_array[] =
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GLFUNC_REQUIRES(glGetOcclusionQueryivNV, "GL_NV_occlusion_query_samples"),
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GLFUNC_REQUIRES(glGetOcclusionQueryuivNV, "GL_NV_occlusion_query_samples"),
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// ARB_clip_control
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GLFUNC_REQUIRES(glClipControl, "GL_ARB_clip_control"),
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// gl_1_1
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// OpenGL 1.1 is at the end due to a bug in Android's EGL stack.
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// eglGetProcAddress can only return a finite amount of function pointers
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@ -8,6 +8,7 @@
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#include "VideoBackends/OGL/GLExtensions/ARB_blend_func_extended.h"
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#include "VideoBackends/OGL/GLExtensions/ARB_buffer_storage.h"
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#include "VideoBackends/OGL/GLExtensions/ARB_clip_control.h"
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#include "VideoBackends/OGL/GLExtensions/ARB_debug_output.h"
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#include "VideoBackends/OGL/GLExtensions/ARB_draw_elements_base_vertex.h"
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#include "VideoBackends/OGL/GLExtensions/ARB_ES2_compatibility.h"
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@ -59,6 +59,7 @@
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<ClInclude Include="FramebufferManager.h" />
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<ClInclude Include="GLExtensions\ARB_blend_func_extended.h" />
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<ClInclude Include="GLExtensions\ARB_buffer_storage.h" />
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<ClInclude Include="GLExtensions\ARB_clip_control.h" />
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<ClInclude Include="GLExtensions\ARB_debug_output.h" />
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<ClInclude Include="GLExtensions\ARB_draw_elements_base_vertex.h" />
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<ClInclude Include="GLExtensions\ARB_ES2_compatibility.h" />
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@ -199,6 +199,9 @@
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<ClInclude Include="GLInterface\WGL.h">
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<Filter>GLInterface</Filter>
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</ClInclude>
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<ClInclude Include="GLExtensions\ARB_clip_control.h">
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<Filter>GLExtensions</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Text Include="CMakeLists.txt" />
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@ -468,6 +468,7 @@ Renderer::Renderer()
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g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5");
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g_Config.backend_info.bSupportsGeometryShaders = GLExtensions::Version() >= 320;
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g_Config.backend_info.bSupportsPaletteConversion = GLExtensions::Supports("GL_ARB_texture_buffer_object");
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g_Config.backend_info.bSupportsClipControl = GLExtensions::Supports("GL_ARB_clip_control");
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// Desktop OpenGL supports the binding layout if it supports 420pack
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// OpenGL ES 3.1 supports it implicitly without an extension
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@ -480,7 +481,7 @@ Renderer::Renderer()
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GLExtensions::Supports("GL_EXT_draw_elements_base_vertex") ||
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GLExtensions::Supports("GL_OES_draw_elements_base_vertex");
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g_ogl_config.bSupportsGLBufferStorage = GLExtensions::Supports("GL_ARB_buffer_storage") ||
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GLExtensions::Supports("GL_EXT_buffer_storage");;
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GLExtensions::Supports("GL_EXT_buffer_storage");
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g_ogl_config.bSupportsMSAA = GLExtensions::Supports("GL_ARB_texture_multisample");
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g_ogl_config.bSupportSampleShading = GLExtensions::Supports("GL_ARB_sample_shading");
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g_ogl_config.bSupportOGL31 = GLExtensions::Version() >= 310;
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@ -585,7 +586,7 @@ Renderer::Renderer()
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g_ogl_config.gl_renderer,
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g_ogl_config.gl_version), 5000);
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WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s",
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WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s",
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g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
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g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
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g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
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@ -596,7 +597,8 @@ Renderer::Renderer()
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g_ogl_config.bSupportsGLSync ? "" : "Sync ",
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g_ogl_config.bSupportsMSAA ? "" : "MSAA ",
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g_ogl_config.bSupportSampleShading ? "" : "SSAA ",
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g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing "
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g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ",
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g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl "
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);
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s_last_multisample_mode = g_ActiveConfig.iMultisampleMode;
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@ -633,6 +635,8 @@ Renderer::Renderer()
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glBlendFunc(GL_ONE, GL_ONE);
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glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
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if (g_ActiveConfig.backend_info.bSupportsClipControl)
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glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearDepthf(1.0f);
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@ -1241,7 +1245,7 @@ void Renderer::SetViewport()
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};
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glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
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}
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glDepthRangef(GLNear, GLFar);
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glDepthRangef(GLFar, GLNear);
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
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@ -379,7 +379,11 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
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//if not early z culling will improve speed
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if (api_type == API_D3D)
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if (g_ActiveConfig.backend_info.bSupportsClipControl)
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{
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out.Write("o.pos.z = -o.pos.z;\n");
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}
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else if (api_type == API_D3D)
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{
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out.Write("o.pos.z = o.pos.w + o.pos.z;\n");
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}
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@ -387,7 +391,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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{
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// this results in a scale from -1..0 to -1..1 after perspective
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// divide
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out.Write("o.pos.z = o.pos.w + o.pos.z * 2.0;\n");
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out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\n");
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// the next steps of the OGL pipeline are:
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// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
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@ -159,6 +159,7 @@ struct VideoConfig final
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bool bSupportsGSInstancing; // Needed by GeometryShaderGen, so must stay in VideoCommon
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bool bSupportsPostProcessing;
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bool bSupportsPaletteConversion;
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bool bSupportsClipControl; // Needed by VertexShaderGen, so must stay in VideoCommon
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} backend_info;
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// Utility
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