#include #include "gl4.h" #include "rend/gles/glcache.h" #include "rend/TexCache.h" #include "cfg/cfg.h" #include "oslib/oslib.h" #include "rend/rend.h" //Fragment and vertex shaders code static const char* VertexShaderSource = "\ #version 140 \n\ #define pp_Gouraud %d \n\ \n\ #if pp_Gouraud == 0 \n\ #define INTERPOLATION flat \n\ #else \n\ #define INTERPOLATION smooth \n\ #endif \n\ \n\ /* Vertex constants*/ \n\ uniform highp vec4 scale; \n\ uniform highp float extra_depth_scale; \n\ /* Vertex input */ \n\ in highp vec4 in_pos; \n\ in lowp vec4 in_base; \n\ in lowp vec4 in_offs; \n\ in mediump vec2 in_uv; \n\ in lowp vec4 in_base1; \n\ in lowp vec4 in_offs1; \n\ in mediump vec2 in_uv1; \n\ /* output */ \n\ INTERPOLATION out lowp vec4 vtx_base; \n\ INTERPOLATION out lowp vec4 vtx_offs; \n\ out mediump vec2 vtx_uv; \n\ INTERPOLATION out lowp vec4 vtx_base1; \n\ INTERPOLATION out lowp vec4 vtx_offs1; \n\ out mediump vec2 vtx_uv1; \n\ void main() \n\ { \n\ vtx_base=in_base; \n\ vtx_offs=in_offs; \n\ vtx_uv=in_uv; \n\ vtx_base1 = in_base1; \n\ vtx_offs1 = in_offs1; \n\ vtx_uv1 = in_uv1; \n\ vec4 vpos=in_pos; \n\ if (vpos.z < 0.0 || vpos.z > 3.4e37) \n\ { \n\ gl_Position = vec4(0.0, 0.0, 1.0, 1.0 / vpos.z); \n\ return; \n\ } \n\ \n\ vpos.w = extra_depth_scale / vpos.z; \n\ vpos.z = vpos.w; \n\ vpos.xy=vpos.xy*scale.xy-scale.zw; \n\ vpos.xy*=vpos.w; \n\ gl_Position = vpos; \n\ }"; const char* gl4PixelPipelineShader = SHADER_HEADER "\ #define cp_AlphaTest %d \n\ #define pp_ClipTestMode %d \n\ #define pp_UseAlpha %d \n\ #define pp_Texture %d \n\ #define pp_IgnoreTexA %d \n\ #define pp_ShadInstr %d \n\ #define pp_Offset %d \n\ #define pp_FogCtrl %d \n\ #define pp_TwoVolumes %d \n\ #define pp_DepthFunc %d \n\ #define pp_Gouraud %d \n\ #define pp_BumpMap %d \n\ #define FogClamping %d \n\ #define PASS %d \n\ #define PI 3.1415926 \n\ \n\ #if PASS <= 1 \n\ out vec4 FragColor; \n\ #endif \n\ \n\ #if pp_TwoVolumes == 1 \n\ #define IF(x) if (x) \n\ #else \n\ #define IF(x) \n\ #endif \n\ \n\ #if pp_Gouraud == 0 \n\ #define INTERPOLATION flat \n\ #else \n\ #define INTERPOLATION smooth \n\ #endif \n\ \n\ /* Shader program params*/ \n\ uniform lowp float cp_AlphaTestValue; \n\ uniform lowp vec4 pp_ClipTest; \n\ uniform lowp vec3 sp_FOG_COL_RAM,sp_FOG_COL_VERT; \n\ uniform highp float sp_FOG_DENSITY; \n\ uniform highp float shade_scale_factor; \n\ uniform sampler2D tex0, tex1; \n\ layout(binding = 5) uniform sampler2D fog_table; \n\ uniform int pp_Number; \n\ uniform usampler2D shadow_stencil; \n\ uniform sampler2D DepthTex; \n\ uniform lowp float trilinear_alpha; \n\ uniform lowp vec4 fog_clamp_min; \n\ uniform lowp vec4 fog_clamp_max; \n\ \n\ uniform ivec2 blend_mode[2]; \n\ #if pp_TwoVolumes == 1 \n\ uniform bool use_alpha[2]; \n\ uniform bool ignore_tex_alpha[2]; \n\ uniform int shading_instr[2]; \n\ uniform int fog_control[2]; \n\ #endif \n\ \n\ uniform highp float extra_depth_scale; \n\ /* Vertex input*/ \n\ INTERPOLATION in lowp vec4 vtx_base; \n\ INTERPOLATION in lowp vec4 vtx_offs; \n\ in mediump vec2 vtx_uv; \n\ INTERPOLATION in lowp vec4 vtx_base1; \n\ INTERPOLATION in lowp vec4 vtx_offs1; \n\ in mediump vec2 vtx_uv1; \n\ \n\ lowp float fog_mode2(highp float w) \n\ { \n\ highp float z = clamp(w * extra_depth_scale * sp_FOG_DENSITY, 1.0, 255.9999); \n\ highp float exp = floor(log2(z)); \n\ highp float m = z * 16.0 / pow(2.0, exp) - 16.0; \n\ float idx = floor(m) + exp * 16.0 + 0.5; \n\ vec4 fog_coef = texture(fog_table, vec2(idx / 128.0, 0.75 - (m - floor(m)) / 2.0)); \n\ return fog_coef.r; \n\ } \n\ \n\ highp vec4 fog_clamp(highp vec4 col) \n\ { \n\ #if FogClamping == 1 \n\ return clamp(col, fog_clamp_min, fog_clamp_max); \n\ #else \n\ return col; \n\ #endif \n\ } \n\ \n\ void main() \n\ { \n\ setFragDepth(); \n\ \n\ #if PASS == 3 \n\ // Manual depth testing \n\ highp float frontDepth = texture(DepthTex, gl_FragCoord.xy / textureSize(DepthTex, 0)).r; \n\ #if pp_DepthFunc == 0 // Never \n\ discard; \n\ #elif pp_DepthFunc == 1 // Greater \n\ if (gl_FragDepth <= frontDepth) \n\ discard; \n\ #elif pp_DepthFunc == 2 // Equal \n\ if (gl_FragDepth != frontDepth) \n\ discard; \n\ #elif pp_DepthFunc == 3 // Greater or equal \n\ if (gl_FragDepth < frontDepth) \n\ discard; \n\ #elif pp_DepthFunc == 4 // Less \n\ if (gl_FragDepth >= frontDepth) \n\ discard; \n\ #elif pp_DepthFunc == 5 // Not equal \n\ if (gl_FragDepth == frontDepth) \n\ discard; \n\ #elif pp_DepthFunc == 6 // Less or equal \n\ if (gl_FragDepth > frontDepth) \n\ discard; \n\ #endif \n\ #endif \n\ \n\ // Clip outside the box \n\ #if pp_ClipTestMode==1 \n\ if (gl_FragCoord.x < pp_ClipTest.x || gl_FragCoord.x > pp_ClipTest.z \n\ || gl_FragCoord.y < pp_ClipTest.y || gl_FragCoord.y > pp_ClipTest.w) \n\ discard; \n\ #endif \n\ // Clip inside the box \n\ #if pp_ClipTestMode==-1 \n\ if (gl_FragCoord.x >= pp_ClipTest.x && gl_FragCoord.x <= pp_ClipTest.z \n\ && gl_FragCoord.y >= pp_ClipTest.y && gl_FragCoord.y <= pp_ClipTest.w) \n\ discard; \n\ #endif \n\ \n\ highp vec4 color = vtx_base; \n\ lowp vec4 offset = vtx_offs; \n\ mediump vec2 uv = vtx_uv; \n\ bool area1 = false; \n\ ivec2 cur_blend_mode = blend_mode[0]; \n\ \n\ #if pp_TwoVolumes == 1 \n\ bool cur_use_alpha = use_alpha[0]; \n\ bool cur_ignore_tex_alpha = ignore_tex_alpha[0]; \n\ int cur_shading_instr = shading_instr[0]; \n\ int cur_fog_control = fog_control[0]; \n\ #if PASS == 1 \n\ uvec4 stencil = texture(shadow_stencil, gl_FragCoord.xy / textureSize(shadow_stencil, 0)); \n\ if (stencil.r == 0x81u) { \n\ color = vtx_base1; \n\ offset = vtx_offs1; \n\ uv = vtx_uv1; \n\ area1 = true; \n\ cur_blend_mode = blend_mode[1]; \n\ cur_use_alpha = use_alpha[1]; \n\ cur_ignore_tex_alpha = ignore_tex_alpha[1]; \n\ cur_shading_instr = shading_instr[1]; \n\ cur_fog_control = fog_control[1]; \n\ } \n\ #endif\n\ #endif\n\ \n\ #if pp_UseAlpha==0 || pp_TwoVolumes == 1 \n\ IF(!cur_use_alpha) \n\ color.a=1.0; \n\ #endif\n\ #if pp_FogCtrl==3 || pp_TwoVolumes == 1 // LUT Mode 2 \n\ IF(cur_fog_control == 3) \n\ color=vec4(sp_FOG_COL_RAM.rgb,fog_mode2(gl_FragCoord.w)); \n\ #endif\n\ #if pp_Texture==1 \n\ { \n\ highp vec4 texcol; \n\ if (area1) \n\ texcol = texture(tex1, uv); \n\ else \n\ texcol = texture(tex0, uv); \n\ #if pp_BumpMap == 1 \n\ highp float s = PI / 2.0 * (texcol.a * 15.0 * 16.0 + texcol.r * 15.0) / 255.0; \n\ highp float r = 2.0 * PI * (texcol.g * 15.0 * 16.0 + texcol.b * 15.0) / 255.0; \n\ texcol.a = clamp(vtx_offs.a + vtx_offs.r * sin(s) + vtx_offs.g * cos(s) * cos(r - 2.0 * PI * vtx_offs.b), 0.0, 1.0); \n\ texcol.rgb = vec3(1.0, 1.0, 1.0); \n\ #else\n\ #if pp_IgnoreTexA==1 || pp_TwoVolumes == 1 \n\ IF(cur_ignore_tex_alpha) \n\ texcol.a=1.0; \n\ #endif\n\ \n\ #if cp_AlphaTest == 1 \n\ if (cp_AlphaTestValue>texcol.a) discard;\n\ #endif \n\ #endif\n\ #if pp_ShadInstr==0 || pp_TwoVolumes == 1 // DECAL \n\ IF(cur_shading_instr == 0) \n\ { \n\ color=texcol; \n\ } \n\ #endif\n\ #if pp_ShadInstr==1 || pp_TwoVolumes == 1 // MODULATE \n\ IF(cur_shading_instr == 1) \n\ { \n\ color.rgb*=texcol.rgb; \n\ color.a=texcol.a; \n\ } \n\ #endif\n\ #if pp_ShadInstr==2 || pp_TwoVolumes == 1 // DECAL ALPHA \n\ IF(cur_shading_instr == 2) \n\ { \n\ color.rgb=mix(color.rgb,texcol.rgb,texcol.a); \n\ } \n\ #endif\n\ #if pp_ShadInstr==3 || pp_TwoVolumes == 1 // MODULATE ALPHA \n\ IF(cur_shading_instr == 3) \n\ { \n\ color*=texcol; \n\ } \n\ #endif\n\ \n\ #if pp_Offset==1 && pp_BumpMap == 0 \n\ { \n\ color.rgb += offset.rgb; \n\ } \n\ #endif\n\ } \n\ #endif\n\ #if PASS == 1 && pp_TwoVolumes == 0 \n\ uvec4 stencil = texture(shadow_stencil, gl_FragCoord.xy / textureSize(shadow_stencil, 0)); \n\ if (stencil.r == 0x81u) \n\ color.rgb *= shade_scale_factor; \n\ #endif \n\ \n\ color = fog_clamp(color); \n\ \n\ #if pp_FogCtrl==0 || pp_TwoVolumes == 1 // LUT \n\ IF(cur_fog_control == 0) \n\ { \n\ color.rgb=mix(color.rgb,sp_FOG_COL_RAM.rgb,fog_mode2(gl_FragCoord.w)); \n\ } \n\ #endif\n\ #if pp_Offset==1 && pp_BumpMap == 0 && (pp_FogCtrl == 1 || pp_TwoVolumes == 1) // Per vertex \n\ IF(cur_fog_control == 1) \n\ { \n\ color.rgb=mix(color.rgb, sp_FOG_COL_VERT.rgb, offset.a); \n\ } \n\ #endif\n\ \n\ color *= trilinear_alpha; \n\ \n\ #if cp_AlphaTest == 1 \n\ color.a=1.0; \n\ #endif \n\ \n\ //color.rgb=vec3(gl_FragCoord.w * sp_FOG_DENSITY / 128.0); \n\ \n\ #if PASS == 1 \n\ FragColor = color; \n\ #elif PASS > 1 \n\ // Discard as many pixels as possible \n\ switch (cur_blend_mode.y) // DST \n\ { \n\ case ONE: \n\ switch (cur_blend_mode.x) // SRC \n\ { \n\ case ZERO: \n\ discard; \n\ case ONE: \n\ case OTHER_COLOR: \n\ case INVERSE_OTHER_COLOR: \n\ if (color == vec4(0.0)) \n\ discard; \n\ break; \n\ case SRC_ALPHA: \n\ if (color.a == 0.0 || color.rgb == vec3(0.0)) \n\ discard; \n\ break; \n\ case INVERSE_SRC_ALPHA: \n\ if (color.a == 1.0 || color.rgb == vec3(0.0)) \n\ discard; \n\ break; \n\ } \n\ break; \n\ case OTHER_COLOR: \n\ if (cur_blend_mode.x == ZERO && color == vec4(1.0)) \n\ discard; \n\ break; \n\ case INVERSE_OTHER_COLOR: \n\ if (cur_blend_mode.x <= SRC_ALPHA && color == vec4(0.0)) \n\ discard; \n\ break; \n\ case SRC_ALPHA: \n\ if ((cur_blend_mode.x == ZERO || cur_blend_mode.x == INVERSE_SRC_ALPHA) && color.a == 1.0) \n\ discard; \n\ break; \n\ case INVERSE_SRC_ALPHA: \n\ switch (cur_blend_mode.x) // SRC \n\ { \n\ case ZERO: \n\ case SRC_ALPHA: \n\ if (color.a == 0.0) \n\ discard; \n\ break; \n\ case ONE: \n\ case OTHER_COLOR: \n\ case INVERSE_OTHER_COLOR: \n\ if (color == vec4(0.0)) \n\ discard; \n\ break; \n\ } \n\ break; \n\ } \n\ \n\ ivec2 coords = ivec2(gl_FragCoord.xy); \n\ uint idx = getNextPixelIndex(); \n\ \n\ Pixel pixel; \n\ pixel.color = color; \n\ pixel.depth = gl_FragDepth; \n\ pixel.seq_num = uint(pp_Number); \n\ pixel.next = imageAtomicExchange(abufferPointerImg, coords, idx); \n\ pixels[idx] = pixel; \n\ \n\ discard; \n\ \n\ #endif \n\ }"; static const char* ModifierVolumeShader = SHADER_HEADER " \ /* Vertex input*/ \n\ void main() \n\ { \n\ setFragDepth(); \n\ \n\ }"; static const char* OSD_Shader = " \ #version 140 \n\ out vec4 FragColor; \n\ \n\ smooth in lowp vec4 vtx_base; \n\ in mediump vec2 vtx_uv; \n\ /* Vertex input*/ \n\ uniform sampler2D tex; \n\ void main() \n\ { \n\ mediump vec2 uv = vtx_uv; \n\ uv.y = 1.0 - uv.y; \n\ FragColor = vtx_base * texture(tex, uv.st); \n\n\ }"; gl4_ctx gl4; struct gl4ShaderUniforms_t gl4ShaderUniforms; bool gl4CompilePipelineShader( gl4PipelineShader* s, const char *source /* = PixelPipelineShader */) { char vshader[16384]; sprintf(vshader, VertexShaderSource, s->pp_Gouraud); char pshader[16384]; sprintf(pshader, source, s->cp_AlphaTest,s->pp_ClipTestMode,s->pp_UseAlpha, s->pp_Texture,s->pp_IgnoreTexA,s->pp_ShadInstr,s->pp_Offset,s->pp_FogCtrl, s->pp_TwoVolumes, s->pp_DepthFunc, s->pp_Gouraud, s->pp_BumpMap, s->fog_clamping, s->pass); s->program = gl_CompileAndLink(vshader, pshader); //setup texture 0 as the input for the shader GLint gu = glGetUniformLocation(s->program, "tex0"); if (s->pp_Texture == 1 && gu != -1) glUniform1i(gu, 0); // Setup texture 1 as the input for area 1 in two volume mode gu = glGetUniformLocation(s->program, "tex1"); if (s->pp_Texture == 1 && gu != -1) glUniform1i(gu, 1); //get the uniform locations s->scale = glGetUniformLocation(s->program, "scale"); s->extra_depth_scale = glGetUniformLocation(s->program, "extra_depth_scale"); s->pp_ClipTest = glGetUniformLocation(s->program, "pp_ClipTest"); s->sp_FOG_DENSITY = glGetUniformLocation(s->program, "sp_FOG_DENSITY"); s->cp_AlphaTestValue= glGetUniformLocation(s->program, "cp_AlphaTestValue"); //FOG_COL_RAM,FOG_COL_VERT,FOG_DENSITY; if (s->pp_FogCtrl==1 && s->pp_Texture==1) s->sp_FOG_COL_VERT=glGetUniformLocation(s->program, "sp_FOG_COL_VERT"); else s->sp_FOG_COL_VERT=-1; if (s->pp_FogCtrl==0 || s->pp_FogCtrl==3) { s->sp_FOG_COL_RAM=glGetUniformLocation(s->program, "sp_FOG_COL_RAM"); } else { s->sp_FOG_COL_RAM=-1; } s->shade_scale_factor = glGetUniformLocation(s->program, "shade_scale_factor"); // Use texture 1 for depth texture gu = glGetUniformLocation(s->program, "DepthTex"); if (gu != -1) glUniform1i(gu, 2); // GL_TEXTURE2 s->trilinear_alpha = glGetUniformLocation(s->program, "trilinear_alpha"); if (s->fog_clamping) { s->fog_clamp_min = glGetUniformLocation(s->program, "fog_clamp_min"); s->fog_clamp_max = glGetUniformLocation(s->program, "fog_clamp_max"); } else { s->fog_clamp_min = -1; s->fog_clamp_max = -1; } // Shadow stencil for OP/PT rendering pass gu = glGetUniformLocation(s->program, "shadow_stencil"); if (gu != -1) glUniform1i(gu, 3); // GL_TEXTURE3 s->pp_Number = glGetUniformLocation(s->program, "pp_Number"); s->pp_DepthFunc = glGetUniformLocation(s->program, "pp_DepthFunc"); s->blend_mode = glGetUniformLocation(s->program, "blend_mode"); s->use_alpha = glGetUniformLocation(s->program, "use_alpha"); s->ignore_tex_alpha = glGetUniformLocation(s->program, "ignore_tex_alpha"); s->shading_instr = glGetUniformLocation(s->program, "shading_instr"); s->fog_control = glGetUniformLocation(s->program, "fog_control"); return glIsProgram(s->program)==GL_TRUE; } static void gl_term(void) { gl4.vbo.geometry = 0; glDeleteProgram(gl4.modvol_shader.program); glDeleteBuffers(1, &gl4.vbo.geometry); glDeleteBuffers(1, &gl4.vbo.modvols); glDeleteBuffers(1, &gl4.vbo.idxs); glDeleteBuffers(1, &gl4.vbo.idxs2); glDeleteBuffers(1, &gl4.vbo.tr_poly_params); for (auto it = gl4.shaders.begin(); it != gl4.shaders.end(); it++) { if (it->second->program != -1) glDeleteProgram(it->second->program); delete it->second; } gl4.shaders.clear(); } static bool gl_create_resources() { if (gl4.vbo.geometry != 0) // Assume the resources have already been created return true; //create vao //This is really not "proper", vaos are supposed to be defined once //i keep updating the same one to make the es2 code work in 3.1 context glGenVertexArrays(1, &gl4.vbo.vao); //create vbos glGenBuffers(1, &gl4.vbo.geometry); glGenBuffers(1, &gl4.vbo.modvols); glGenBuffers(1, &gl4.vbo.idxs); glGenBuffers(1, &gl4.vbo.idxs2); char vshader[16384]; sprintf(vshader, VertexShaderSource, 1); gl4.modvol_shader.program=gl_CompileAndLink(vshader, ModifierVolumeShader); gl4.modvol_shader.scale = glGetUniformLocation(gl4.modvol_shader.program, "scale"); gl4.modvol_shader.extra_depth_scale = glGetUniformLocation(gl4.modvol_shader.program, "extra_depth_scale"); gl4.OSD_SHADER.program=gl_CompileAndLink(vshader, OSD_Shader); gl4.OSD_SHADER.scale=glGetUniformLocation(gl4.OSD_SHADER.program, "scale"); gl4.OSD_SHADER.extra_depth_scale = glGetUniformLocation(gl4.OSD_SHADER.program, "extra_depth_scale"); glUniform1i(glGetUniformLocation(gl4.OSD_SHADER.program, "tex"),0); //bind osd texture to slot 0 gl_load_osd_resources(); // Create the buffer for Translucent poly params glGenBuffers(1, &gl4.vbo.tr_poly_params); // Bind it glBindBuffer(GL_SHADER_STORAGE_BUFFER, gl4.vbo.tr_poly_params); // Declare storage glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, gl4.vbo.tr_poly_params); glCheck(); return true; } //setup extern void initABuffer(); static bool gles_init() { if (!gl_init((void*)libPvr_GetRenderTarget(), (void*)libPvr_GetRenderSurface())) return false; int major = 0; int minor = 0; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); if (major < 4 || (major == 4 && minor < 3)) { printf("Warning: OpenGL version doesn't support per-pixel sorting.\n"); return false; } printf("Per-pixel sorting enabled\n"); glcache.DisableCache(); if (!gl_create_resources()) return false; // glEnable(GL_DEBUG_OUTPUT); // glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); // glDebugMessageCallback(gl_DebugOutput, NULL); // glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); //clean up the buffer glcache.ClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT); gl_swap(); initABuffer(); if (settings.rend.TextureUpscale > 1) { // Trick to preload the tables used by xBRZ u32 src[] { 0x11111111, 0x22222222, 0x33333333, 0x44444444 }; u32 dst[16]; UpscalexBRZ(2, src, dst, 2, 2, false); } fog_needs_update = true; return true; } static bool RenderFrame() { static int old_screen_width, old_screen_height; if (screen_width != old_screen_width || screen_height != old_screen_height) { rend_resize(screen_width, screen_height); old_screen_width = screen_width; old_screen_height = screen_height; } DoCleanup(); bool is_rtt=pvrrc.isRTT; //if (FrameCount&7) return; //these should be adjusted based on the current PVR scaling etc params float dc_width=640; float dc_height=480; if (!is_rtt) { gcflip=0; } else { gcflip=1; //For some reason this produces wrong results //so for now its hacked based like on the d3d code /* u32 pvr_stride=(FB_W_LINESTRIDE.stride)*8; */ dc_width = pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1; dc_height = pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1; } scale_x = 1; scale_y = 1; float scissoring_scale_x = 1; if (!is_rtt && !pvrrc.isRenderFramebuffer) { scale_x=fb_scale_x; scale_y=fb_scale_y; //work out scaling parameters ! //Pixel doubling is on VO, so it does not affect any pixel operations //A second scaling is used here for scissoring if (VO_CONTROL.pixel_double) { scissoring_scale_x = 0.5f; scale_x *= 0.5f; } if (SCALER_CTL.hscale) { scissoring_scale_x /= 2; scale_x*=2; } } dc_width *= scale_x; dc_height *= scale_y; /* Handle Dc to screen scaling */ float dc2s_scale_h = is_rtt ? (screen_width / dc_width) : (screen_height / 480.0); float ds2s_offs_x = is_rtt ? 0 : ((screen_width - dc2s_scale_h * 640.0) / 2); //-1 -> too much to left gl4ShaderUniforms.scale_coefs[0]=2.0f/(screen_width/dc2s_scale_h*scale_x); gl4ShaderUniforms.scale_coefs[1]=(is_rtt ? 2 : -2) / dc_height; // FIXME CT2 needs 480 here instead of dc_height=512 gl4ShaderUniforms.scale_coefs[2]=1-2*ds2s_offs_x/(screen_width); gl4ShaderUniforms.scale_coefs[3]=(is_rtt?1:-1); gl4ShaderUniforms.extra_depth_scale = settings.rend.ExtraDepthScale; //printf("scale: %f, %f, %f, %f\n",gl4ShaderUniforms.scale_coefs[0],gl4ShaderUniforms.scale_coefs[1],gl4ShaderUniforms.scale_coefs[2],gl4ShaderUniforms.scale_coefs[3]); if (!is_rtt) OSD_HOOK(); //VERT and RAM fog color constants u8* fog_colvert_bgra=(u8*)&FOG_COL_VERT; u8* fog_colram_bgra=(u8*)&FOG_COL_RAM; gl4ShaderUniforms.ps_FOG_COL_VERT[0]=fog_colvert_bgra[2]/255.0f; gl4ShaderUniforms.ps_FOG_COL_VERT[1]=fog_colvert_bgra[1]/255.0f; gl4ShaderUniforms.ps_FOG_COL_VERT[2]=fog_colvert_bgra[0]/255.0f; gl4ShaderUniforms.ps_FOG_COL_RAM[0]=fog_colram_bgra [2]/255.0f; gl4ShaderUniforms.ps_FOG_COL_RAM[1]=fog_colram_bgra [1]/255.0f; gl4ShaderUniforms.ps_FOG_COL_RAM[2]=fog_colram_bgra [0]/255.0f; //Fog density constant u8* fog_density=(u8*)&FOG_DENSITY; float fog_den_mant=fog_density[1]/128.0f; //bit 7 -> x. bit, so [6:0] -> fraction -> /128 s32 fog_den_exp=(s8)fog_density[0]; gl4ShaderUniforms.fog_den_float=fog_den_mant*powf(2.0f,fog_den_exp); gl4ShaderUniforms.fog_clamp_min[0] = ((pvrrc.fog_clamp_min >> 16) & 0xFF) / 255.0f; gl4ShaderUniforms.fog_clamp_min[1] = ((pvrrc.fog_clamp_min >> 8) & 0xFF) / 255.0f; gl4ShaderUniforms.fog_clamp_min[2] = ((pvrrc.fog_clamp_min >> 0) & 0xFF) / 255.0f; gl4ShaderUniforms.fog_clamp_min[3] = ((pvrrc.fog_clamp_min >> 24) & 0xFF) / 255.0f; gl4ShaderUniforms.fog_clamp_max[0] = ((pvrrc.fog_clamp_max >> 16) & 0xFF) / 255.0f; gl4ShaderUniforms.fog_clamp_max[1] = ((pvrrc.fog_clamp_max >> 8) & 0xFF) / 255.0f; gl4ShaderUniforms.fog_clamp_max[2] = ((pvrrc.fog_clamp_max >> 0) & 0xFF) / 255.0f; gl4ShaderUniforms.fog_clamp_max[3] = ((pvrrc.fog_clamp_max >> 24) & 0xFF) / 255.0f; if (fog_needs_update) { fog_needs_update = false; UpdateFogTexture((u8 *)FOG_TABLE, GL_TEXTURE5, GL_RED); } glcache.UseProgram(gl4.modvol_shader.program); glUniform4fv( gl4.modvol_shader.scale, 1, gl4ShaderUniforms.scale_coefs); glUniform1f(gl4.modvol_shader.extra_depth_scale, gl4ShaderUniforms.extra_depth_scale); GLfloat td[4]={0.5,0,0,0}; glcache.UseProgram(gl4.OSD_SHADER.program); glUniform4fv( gl4.OSD_SHADER.scale, 1, gl4ShaderUniforms.scale_coefs); glUniform1f(gl4.OSD_SHADER.extra_depth_scale, 1.0f); gl4ShaderUniforms.PT_ALPHA=(PT_ALPHA_REF&0xFF)/255.0f; GLuint output_fbo; //setup render target first if (is_rtt) { GLuint channels,format; switch(FB_W_CTRL.fb_packmode) { case 0: //0x0 0555 KRGB 16 bit (default) Bit 15 is the value of fb_kval[7]. channels=GL_RGBA; format=GL_UNSIGNED_BYTE; break; case 1: //0x1 565 RGB 16 bit channels=GL_RGB; format=GL_UNSIGNED_SHORT_5_6_5; break; case 2: //0x2 4444 ARGB 16 bit channels=GL_RGBA; format=GL_UNSIGNED_BYTE; break; case 3://0x3 1555 ARGB 16 bit The alpha value is determined by comparison with the value of fb_alpha_threshold. channels=GL_RGBA; format=GL_UNSIGNED_BYTE; break; case 4: //0x4 888 RGB 24 bit packed case 5: //0x5 0888 KRGB 32 bit K is the value of fk_kval. case 6: //0x6 8888 ARGB 32 bit fprintf(stderr, "Unsupported render to texture format: %d\n", FB_W_CTRL.fb_packmode); return false; case 7: //7 invalid die("7 is not valid"); break; } //printf("RTT packmode=%d stride=%d - %d,%d -> %d,%d\n", FB_W_CTRL.fb_packmode, FB_W_LINESTRIDE.stride * 8, // FB_X_CLIP.min, FB_Y_CLIP.min, FB_X_CLIP.max, FB_Y_CLIP.max); output_fbo = gl4BindRTT(FB_W_SOF1 & VRAM_MASK, dc_width, dc_height, channels, format); } else { #if HOST_OS != OS_DARWIN //Fix this in a proper way glBindFramebuffer(GL_FRAMEBUFFER,0); #endif glViewport(0, 0, screen_width, screen_height); output_fbo = 0; } bool wide_screen_on = !is_rtt && settings.rend.WideScreen && pvrrc.fb_X_CLIP.min == 0 && (pvrrc.fb_X_CLIP.max + 1) / scale_x == 640 && pvrrc.fb_Y_CLIP.min == 0 && (pvrrc.fb_Y_CLIP.max + 1) / scale_y == 480; //Color is cleared by the background plane glcache.Disable(GL_SCISSOR_TEST); //move vertex to gpu if (!pvrrc.isRenderFramebuffer) { //Main VBO glBindBuffer(GL_ARRAY_BUFFER, gl4.vbo.geometry); glCheck(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl4.vbo.idxs); glCheck(); glBufferData(GL_ARRAY_BUFFER,pvrrc.verts.bytes(),pvrrc.verts.head(),GL_STREAM_DRAW); glCheck(); glBufferData(GL_ELEMENT_ARRAY_BUFFER,pvrrc.idx.bytes(),pvrrc.idx.head(),GL_STREAM_DRAW); //Modvol VBO if (pvrrc.modtrig.used()) { glBindBuffer(GL_ARRAY_BUFFER, gl4.vbo.modvols); glCheck(); glBufferData(GL_ARRAY_BUFFER,pvrrc.modtrig.bytes(),pvrrc.modtrig.head(),GL_STREAM_DRAW); glCheck(); } // TR PolyParam data glBindBuffer(GL_SHADER_STORAGE_BUFFER, gl4.vbo.tr_poly_params); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(struct PolyParam) * pvrrc.global_param_tr.used(), pvrrc.global_param_tr.head(), GL_STATIC_DRAW); glCheck(); //not all scaling affects pixel operations, scale to adjust for that scale_x *= scissoring_scale_x; #if 0 //handy to debug really stupid render-not-working issues ... printf("SS: %dx%d\n", screen_width, screen_height); printf("SCI: %d, %f\n", pvrrc.fb_X_CLIP.max, dc2s_scale_h); printf("SCI: %f, %f, %f, %f\n", offs_x+pvrrc.fb_X_CLIP.min/scale_x,(pvrrc.fb_Y_CLIP.min/scale_y)*dc2s_scale_h,(pvrrc.fb_X_CLIP.max-pvrrc.fb_X_CLIP.min+1)/scale_x*dc2s_scale_h,(pvrrc.fb_Y_CLIP.max-pvrrc.fb_Y_CLIP.min+1)/scale_y*dc2s_scale_h); #endif if (!wide_screen_on) { float width = (pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1) / scale_x; float height = (pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1) / scale_y; float min_x = pvrrc.fb_X_CLIP.min / scale_x; float min_y = pvrrc.fb_Y_CLIP.min / scale_y; if (!is_rtt) { // Add x offset for aspect ratio > 4/3 min_x = min_x * dc2s_scale_h + ds2s_offs_x; // Invert y coordinates when rendering to screen min_y = screen_height - (min_y + height) * dc2s_scale_h; width *= dc2s_scale_h; height *= dc2s_scale_h; if (ds2s_offs_x > 0) { float rounded_offs_x = ds2s_offs_x + 0.5f; glcache.ClearColor(0.f, 0.f, 0.f, 0.f); glcache.Enable(GL_SCISSOR_TEST); glScissor(0, 0, rounded_offs_x, screen_height); glClear(GL_COLOR_BUFFER_BIT); glScissor(screen_width - rounded_offs_x, 0, rounded_offs_x, screen_height); glClear(GL_COLOR_BUFFER_BIT); } } else if (settings.rend.RenderToTextureUpscale > 1 && !settings.rend.RenderToTextureBuffer) { min_x *= settings.rend.RenderToTextureUpscale; min_y *= settings.rend.RenderToTextureUpscale; width *= settings.rend.RenderToTextureUpscale; height *= settings.rend.RenderToTextureUpscale; } glScissor(min_x + 0.5f, min_y + 0.5f, width + 0.5f, height + 0.5f); glcache.Enable(GL_SCISSOR_TEST); } //restore scale_x scale_x /= scissoring_scale_x; gl4DrawStrips(output_fbo); } else { glBindFramebuffer(GL_FRAMEBUFFER, output_fbo); glcache.ClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT); gl4DrawFramebuffer(dc_width, dc_height); } eglCheck(); KillTex=false; if (is_rtt) ReadRTTBuffer(); return !is_rtt; } void reshapeABuffer(int w, int h); void termABuffer(); struct gl4rend : Renderer { bool Init() { return gles_init(); } void Resize(int w, int h) { screen_width=w; screen_height=h; if (stencilTexId != 0) { glcache.DeleteTextures(1, &stencilTexId); stencilTexId = 0; } if (depthTexId != 0) { glcache.DeleteTextures(1, &depthTexId); depthTexId = 0; } if (opaqueTexId != 0) { glcache.DeleteTextures(1, &opaqueTexId); opaqueTexId = 0; } if (depthSaveTexId != 0) { glcache.DeleteTextures(1, &depthSaveTexId); depthSaveTexId = 0; } reshapeABuffer(w, h); } void Term() { termABuffer(); if (stencilTexId != 0) { glcache.DeleteTextures(1, &stencilTexId); stencilTexId = 0; } if (depthTexId != 0) { glcache.DeleteTextures(1, &depthTexId); depthTexId = 0; } if (opaqueTexId != 0) { glcache.DeleteTextures(1, &opaqueTexId); opaqueTexId = 0; } if (depthSaveTexId != 0) { glcache.DeleteTextures(1, &depthSaveTexId); depthSaveTexId = 0; } if (KillTex) killtex(); CollectCleanup(); gl_term(); } bool Process(TA_context* ctx) { return ProcessFrame(ctx); } bool Render() { return RenderFrame(); } void Present() { gl_swap(); } void DrawOSD() { OSD_DRAW(gl4.OSD_SHADER.program); } virtual u32 GetTexture(TSP tsp, TCW tcw) { return gl_GetTexture(tsp, tcw); } }; Renderer* rend_GL4() { return new gl4rend(); }