#pragma once #include "rend/rend.h" #ifdef GLES #if defined(TARGET_IPHONE) //apple-specific ogles2 headers //#include #include #include #else #if !defined(TARGET_NACL32) #include #endif #include #include #endif #ifndef GL_NV_draw_path //IMGTEC GLES emulation #pragma comment(lib,"libEGL.lib") #pragma comment(lib,"libGLESv2.lib") #else /* NV gles emulation*/ #pragma comment(lib,"libGLES20.lib") #endif #else #if HOST_OS == OS_DARWIN #include #else #include #endif #endif #ifndef GL_UNSIGNED_INT_8_8_8_8 #define GL_UNSIGNED_INT_8_8_8_8 0x8035 #endif #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 #ifndef GL_UNSIGNED_INT_8_8_8_8 #define GL_UNSIGNED_INT_8_8_8_8 0x8035 #endif //vertex types extern u32 gcflip; extern float scale_x, scale_y; void DrawStrips(); struct PipelineShader { GLuint program; GLuint scale,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; // 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 { #if defined(GLES) && HOST_OS != OS_DARWIN && !defined(TARGET_NACL32) struct { EGLNativeWindowType native_wind; EGLNativeDisplayType native_disp; EGLDisplay display; EGLSurface surface; EGLContext context; } setup; #endif struct { GLuint program; GLuint scale,depth_scale; GLuint extra_depth_scale; GLuint sp_ShaderColor; } modvol_shader; PipelineShader pogram_table[24576]; struct { GLuint program,scale,depth_scale; GLuint extra_depth_scale; } OSD_SHADER; struct { GLuint geometry,modvols,idxs,idxs2; #ifndef GLES GLuint vao; #endif } vbo; const char *gl_version; const char *glsl_version_header; int gl_major; bool is_gles; GLuint fog_image_format; GLenum index_type; size_t get_index_size() { return index_type == GL_UNSIGNED_INT ? sizeof(u32) : sizeof(u16); } }; extern gl_ctx gl; extern GLuint fbTextureId; extern float fb_scale_x, fb_scale_y; GLuint 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 }; bool gl_init(void* wind, void* disp); void gl_load_osd_resources(); void gl_swap(); bool ProcessFrame(TA_context* ctx); void UpdateFogTexture(u8 *fog_table, GLenum texture_slot, GLint fog_image_format); text_info raw_GetTexture(TSP tsp, TCW tcw); void killtex(); void CollectCleanup(); void DoCleanup(); void SortPParams(int first, int count); 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(float w, float h); void OSD_HOOK(); void OSD_DRAW(GLuint shader_program); int GetProgramID(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 GLuint loadPNG(const string& subpath, int &width, int &height); extern struct ShaderUniforms_t { float PT_ALPHA; float scale_coefs[4]; 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]; void Set(PipelineShader* s) { if (s->cp_AlphaTestValue!=-1) glUniform1f(s->cp_AlphaTestValue,PT_ALPHA); if (s->scale!=-1) glUniform4fv( s->scale, 1, scale_coefs); 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->trilinear_alpha != -1) glUniform1f(s->trilinear_alpha, trilinear_alpha); 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); } } ShaderUniforms; // Render to texture struct FBT { u32 TexAddr; GLuint depthb,stencilb; GLuint tex; GLuint fbo; }; extern FBT fb_rtt;