flycast/core/rend/gles/gles.h

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#pragma once
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#include "hw/pvr/ta_structs.h"
#include "hw/pvr/ta_ctx.h"
#include "rend/TexCache.h"
#include "wsi/gl_context.h"
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#include <unordered_map>
#include <glm/glm.hpp>
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#define glCheck() do { if (unlikely(settings.validate.OpenGlChecks)) { verify(glGetError()==GL_NO_ERROR); } } while(0)
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#define VERTEX_POS_ARRAY 0
#define VERTEX_COL_BASE_ARRAY 1
#define VERTEX_COL_OFFS_ARRAY 2
#define VERTEX_UV_ARRAY 3
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// OIT only
#define VERTEX_COL_BASE1_ARRAY 4
#define VERTEX_COL_OFFS1_ARRAY 5
#define VERTEX_UV1_ARRAY 6
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//vertex types
extern u32 gcflip;
extern glm::mat4 ViewportMatrix;
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void DrawStrips();
struct PipelineShader
{
GLuint program;
GLint depth_scale;
GLint pp_ClipTest;
GLint cp_AlphaTestValue;
GLint sp_FOG_COL_RAM;
GLint sp_FOG_COL_VERT;
GLint sp_FOG_DENSITY;
GLint trilinear_alpha;
GLint fog_clamp_min, fog_clamp_max;
GLint normal_matrix;
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//
bool cp_AlphaTest;
bool pp_InsideClipping;
bool pp_Texture;
bool pp_UseAlpha;
bool pp_IgnoreTexA;
u32 pp_ShadInstr;
bool pp_Offset;
u32 pp_FogCtrl;
bool pp_Gouraud;
bool pp_BumpMap;
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bool fog_clamping;
bool trilinear;
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};
struct gl_ctx
{
struct
{
GLuint program;
GLint depth_scale;
GLint sp_ShaderColor;
GLint normal_matrix;
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} modvol_shader;
std::unordered_map<u32, PipelineShader> shaders;
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struct
{
GLuint program;
GLint scale;
GLuint vao;
GLuint geometry;
GLuint osd_tex;
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} OSD_SHADER;
struct
{
GLuint geometry,modvols,idxs,idxs2;
GLuint vao;
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} vbo;
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struct
{
u32 TexAddr;
GLuint depthb;
GLuint tex;
GLuint fbo;
} rtt;
struct
{
GLuint depthb;
GLuint colorb;
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GLuint tex;
GLuint fbo;
int width;
int height;
} ofbo;
const char *gl_version;
const char *glsl_version_header;
int gl_major;
int gl_minor;
bool is_gles;
GLuint fog_image_format;
GLenum index_type;
bool GL_OES_packed_depth_stencil_supported;
bool GL_OES_depth24_supported;
bool highp_float_supported;
size_t get_index_size() { return index_type == GL_UNSIGNED_INT ? sizeof(u32) : sizeof(u16); }
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};
extern gl_ctx gl;
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extern GLuint fbTextureId;
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u64 gl_GetTexture(TSP tsp,TCW tcw);
struct text_info {
u16* pdata;
u32 width;
u32 height;
u32 textype; // 0 565, 1 1555, 2 4444
};
enum ModifierVolumeMode { Xor, Or, Inclusion, Exclusion, ModeCount };
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void gl_load_osd_resources();
void gl_free_osd_resources();
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bool ProcessFrame(TA_context* ctx);
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void UpdateFogTexture(u8 *fog_table, GLenum texture_slot, GLint fog_image_format);
void findGLVersion();
void GetFramebufferScaling(float& scale_x, float& scale_y, float& scissoring_scale_x, float& scissoring_scale_y);
void GetFramebufferSize(float& dc_width, float& dc_height);
void SetupMatrices(float dc_width, float dc_height,
float scale_x, float scale_y, float scissoring_scale_x, float scissoring_scale_y,
float &ds2s_offs_x, glm::mat4& normal_mat, glm::mat4& scissor_mat);
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text_info raw_GetTexture(TSP tsp, TCW tcw);
void DoCleanup();
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void SetCull(u32 CullMode);
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s32 SetTileClip(u32 val, GLint uniform);
void SetMVS_Mode(ModifierVolumeMode mv_mode, ISP_Modvol ispc);
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void BindRTT(u32 addy, u32 fbw, u32 fbh, u32 channels, u32 fmt);
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void ReadRTTBuffer();
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void RenderFramebuffer();
void DrawFramebuffer();
GLuint init_output_framebuffer(int width, int height);
bool render_output_framebuffer();
void free_output_framebuffer();
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void HideOSD();
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void OSD_DRAW(bool clear_screen);
PipelineShader *GetProgram(bool cp_AlphaTest, bool pp_InsideClipping,
bool pp_Texture, bool pp_UseAlpha, bool pp_IgnoreTexA, u32 pp_ShadInstr, bool pp_Offset,
u32 pp_FogCtrl, bool pp_Gouraud, bool pp_BumpMap, bool fog_clamping, bool trilinear);
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GLuint gl_CompileShader(const char* shader, GLuint type);
GLuint gl_CompileAndLink(const char* VertexShader, const char* FragmentShader);
bool CompilePipelineShader(PipelineShader* s);
extern struct ShaderUniforms_t
{
float PT_ALPHA;
float depth_coefs[4];
float fog_den_float;
float ps_FOG_COL_RAM[3];
float ps_FOG_COL_VERT[3];
float trilinear_alpha;
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float fog_clamp_min[4];
float fog_clamp_max[4];
glm::mat4 normal_mat;
struct {
bool enabled;
int x;
int y;
int width;
int height;
} base_clipping;
void Set(const PipelineShader* s)
{
if (s->cp_AlphaTestValue!=-1)
glUniform1f(s->cp_AlphaTestValue,PT_ALPHA);
if (s->depth_scale!=-1)
glUniform4fv( s->depth_scale, 1, depth_coefs);
if (s->sp_FOG_DENSITY!=-1)
glUniform1f( s->sp_FOG_DENSITY,fog_den_float);
if (s->sp_FOG_COL_RAM!=-1)
glUniform3fv( s->sp_FOG_COL_RAM, 1, ps_FOG_COL_RAM);
if (s->sp_FOG_COL_VERT!=-1)
glUniform3fv( s->sp_FOG_COL_VERT, 1, ps_FOG_COL_VERT);
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if (s->fog_clamp_min != -1)
glUniform4fv(s->fog_clamp_min, 1, fog_clamp_min);
if (s->fog_clamp_max != -1)
glUniform4fv(s->fog_clamp_max, 1, fog_clamp_max);
if (s->normal_matrix != -1)
glUniformMatrix4fv(s->normal_matrix, 1, GL_FALSE, &normal_mat[0][0]);
}
} ShaderUniforms;
class TextureCacheData : public BaseTextureCacheData
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{
public:
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GLuint texID; //gl texture
virtual std::string GetId() override { return std::to_string(texID); }
virtual void UploadToGPU(int width, int height, u8 *temp_tex_buffer, bool mipmapped, bool mipmapsIncluded = false) override;
virtual bool Delete() override;
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};
class TextureCache : public BaseTextureCache<TextureCacheData>
{
};
extern TextureCache TexCache;
extern const u32 Zfunction[8];
extern const u32 SrcBlendGL[], DstBlendGL[];