#pragma once #include #include #include "rend/rend.h" #include "rend/TexCache.h" #include "wsi/gl_context.h" #include #define glCheck() do { if (unlikely(settings.validate.OpenGlChecks)) { verify(glGetError()==GL_NO_ERROR); } } while(0) #define eglCheck() false #define VERTEX_POS_ARRAY 0 #define VERTEX_COL_BASE_ARRAY 1 #define VERTEX_COL_OFFS_ARRAY 2 #define VERTEX_UV_ARRAY 3 // OIT only #define VERTEX_COL_BASE1_ARRAY 4 #define VERTEX_COL_OFFS1_ARRAY 5 #define VERTEX_UV1_ARRAY 6 //vertex types extern u32 gcflip; extern glm::mat4 ViewportMatrix; void DrawStrips(); struct PipelineShader { GLuint program; GLuint depth_scale; GLuint extra_depth_scale; GLuint pp_ClipTest,cp_AlphaTestValue; GLuint sp_FOG_COL_RAM,sp_FOG_COL_VERT,sp_FOG_DENSITY; GLuint trilinear_alpha; GLuint fog_clamp_min, fog_clamp_max; GLuint normal_matrix; // u32 cp_AlphaTest; s32 pp_ClipTestMode; u32 pp_Texture, pp_UseAlpha, pp_IgnoreTexA, pp_ShadInstr, pp_Offset, pp_FogCtrl; bool pp_Gouraud, pp_BumpMap; bool fog_clamping; bool trilinear; }; struct gl_ctx { struct { GLuint program; GLuint depth_scale; GLuint sp_ShaderColor; GLuint normal_matrix; } modvol_shader; std::unordered_map shaders; struct { GLuint program; GLuint scale; GLuint vao; GLuint geometry; GLuint osd_tex; } OSD_SHADER; struct { GLuint geometry,modvols,idxs,idxs2; GLuint vao; } vbo; struct { u32 TexAddr; GLuint depthb; GLuint tex; GLuint fbo; } rtt; struct { GLuint depthb; GLuint colorb; GLuint tex; GLuint fbo; int width; int height; } ofbo; const char *gl_version; const char *glsl_version_header; int gl_major; bool is_gles; GLuint fog_image_format; GLenum index_type; bool GL_OES_packed_depth_stencil_supported; bool GL_OES_depth24_supported; size_t get_index_size() { return index_type == GL_UNSIGNED_INT ? sizeof(u32) : sizeof(u16); } }; extern gl_ctx gl; extern GLuint fbTextureId; 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 }; void gl_load_osd_resources(); void gl_free_osd_resources(); bool ProcessFrame(TA_context* ctx); 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); text_info raw_GetTexture(TSP tsp, TCW tcw); void DoCleanup(); void SetCull(u32 CullMode); s32 SetTileClip(u32 val, GLint uniform); void SetMVS_Mode(ModifierVolumeMode mv_mode, ISP_Modvol ispc); void BindRTT(u32 addy, u32 fbw, u32 fbh, u32 channels, u32 fmt); void ReadRTTBuffer(); void RenderFramebuffer(); void DrawFramebuffer(); GLuint init_output_framebuffer(int width, int height); bool render_output_framebuffer(); void free_output_framebuffer(); void HideOSD(); void OSD_DRAW(bool clear_screen); PipelineShader *GetProgram(u32 cp_AlphaTest, u32 pp_ClipTestMode, u32 pp_Texture, u32 pp_UseAlpha, u32 pp_IgnoreTexA, u32 pp_ShadInstr, u32 pp_Offset, u32 pp_FogCtrl, bool pp_Gouraud, bool pp_BumpMap, bool fog_clamping, bool trilinear); GLuint gl_CompileShader(const char* shader, GLuint type); GLuint gl_CompileAndLink(const char* VertexShader, const char* FragmentShader); bool CompilePipelineShader(PipelineShader* s); #define TEXTURE_LOAD_ERROR 0 u8* loadPNGData(const string& subpath, int &width, int &height); GLuint loadPNG(const string& subpath, int &width, int &height); extern struct ShaderUniforms_t { float PT_ALPHA; float depth_coefs[4]; float extra_depth_scale; float fog_den_float; float ps_FOG_COL_RAM[3]; float ps_FOG_COL_VERT[3]; float trilinear_alpha; float fog_clamp_min[4]; float fog_clamp_max[4]; glm::mat4 normal_mat; void Set(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->extra_depth_scale != -1) glUniform1f(s->extra_depth_scale, extra_depth_scale); 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); 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; struct TextureCacheData : BaseTextureCacheData { GLuint texID; //gl texture u16* pData; virtual std::string GetId() override { return std::to_string(texID); } virtual void UploadToGPU(int width, int height, u8 *temp_tex_buffer) override; virtual bool Delete() override; }; class TextureCache : public BaseTextureCache { }; extern TextureCache TexCache; extern const u32 Zfunction[8];