2159 lines
55 KiB
C++
2159 lines
55 KiB
C++
#include <math.h>
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#include "glcache.h"
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#include "rend/TexCache.h"
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#include "cfg/cfg.h"
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#ifdef TARGET_PANDORA
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#include <unistd.h>
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#include <fcntl.h>
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#include <sys/ioctl.h>
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#include <linux/fb.h>
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#ifndef FBIO_WAITFORVSYNC
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#define FBIO_WAITFORVSYNC _IOW('F', 0x20, __u32)
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#endif
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int fbdev = -1;
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#endif
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#ifndef GLES
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#if HOST_OS != OS_DARWIN
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#include <GL3/gl3w.c>
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#pragma comment(lib,"Opengl32.lib")
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#endif
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#else
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#ifndef GL_RED
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#define GL_RED 0x1903
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#endif
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#ifndef GL_MAJOR_VERSION
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#define GL_MAJOR_VERSION 0x821B
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#endif
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#endif
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/*
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GL|ES 2
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Slower, smaller subset of gl2
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*Optimisation notes*
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Keep stuff in packed ints
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Keep data as small as possible
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Keep vertex programs as small as possible
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The drivers more or less suck. Don't depend on dynamic allocation, or any 'complex' feature
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as it is likely to be problematic/slow
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Do we really want to enable striping joins?
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*Design notes*
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Follow same architecture as the d3d renderer for now
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Render to texture, keep track of textures in GL memory
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Direct flip to screen (no vlbank/fb emulation)
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Do we really need a combining shader? it is needlessly expensive for openGL | ES
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Render contexts
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Free over time? we actually care about ram usage here?
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Limit max resource size? for psp 48k verts worked just fine
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FB:
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Pixel clip, mapping
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SPG/VO:
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mapping
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TA:
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Tile clip
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*/
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#include "oslib/oslib.h"
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#include "rend/rend.h"
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float fb_scale_x,fb_scale_y;
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float scale_x, scale_y;
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//Fragment and vertex shaders code
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const char* VertexShaderSource =
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"\
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%s \n\
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#define TARGET_GL %s \n\
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#define pp_Gouraud %d \n\
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\n\
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#define GLES2 0 \n\
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#define GLES3 1 \n\
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#define GL2 2 \n\
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#define GL3 3 \n\
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\n\
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#if TARGET_GL == GL2 \n\
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#define highp \n\
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#define lowp \n\
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#define mediump \n\
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#endif \n\
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#if TARGET_GL == GLES2 || TARGET_GL == GL2 \n\
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#define in attribute \n\
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#define out varying \n\
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#endif \n\
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\n\
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\n\
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#if TARGET_GL == GL3 || TARGET_GL == GLES3 \n\
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#if pp_Gouraud == 0 \n\
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#define INTERPOLATION flat \n\
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#else \n\
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#define INTERPOLATION smooth \n\
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#endif \n\
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#else \n\
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#define INTERPOLATION \n\
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#endif \n\
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\n\
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/* Vertex constants*/ \n\
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uniform highp vec4 scale; \n\
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uniform highp vec4 depth_scale; \n\
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uniform highp float extra_depth_scale; \n\
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/* Vertex input */ \n\
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in highp vec4 in_pos; \n\
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in lowp vec4 in_base; \n\
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in lowp vec4 in_offs; \n\
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in mediump vec2 in_uv; \n\
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/* output */ \n\
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INTERPOLATION out lowp vec4 vtx_base; \n\
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INTERPOLATION out lowp vec4 vtx_offs; \n\
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out mediump vec2 vtx_uv; \n\
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void main() \n\
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{ \n\
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vtx_base=in_base; \n\
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vtx_offs=in_offs; \n\
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vtx_uv=in_uv; \n\
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highp vec4 vpos = in_pos; \n\
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if (vpos.z < 0.0 || vpos.z > 3.4e37) \n\
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{ \n\
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gl_Position = vec4(0.0, 0.0, 1.0, 1.0 / vpos.z); \n\
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return; \n\
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} \n\
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\n\
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vpos.w = extra_depth_scale / vpos.z; \n\
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#if TARGET_GL != GLES2 \n\
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vpos.z = vpos.w; \n\
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#else \n\
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vpos.z=depth_scale.x+depth_scale.y*vpos.w; \n\
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#endif \n\
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vpos.xy=vpos.xy*scale.xy-scale.zw; \n\
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vpos.xy*=vpos.w; \n\
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gl_Position = vpos; \n\
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}";
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const char* PixelPipelineShader =
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"\
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%s \n\
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#define TARGET_GL %s \n\
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\n\
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#define cp_AlphaTest %d \n\
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#define pp_ClipTestMode %d \n\
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#define pp_UseAlpha %d \n\
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#define pp_Texture %d \n\
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#define pp_IgnoreTexA %d \n\
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#define pp_ShadInstr %d \n\
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#define pp_Offset %d \n\
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#define pp_FogCtrl %d \n\
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#define pp_Gouraud %d \n\
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#define pp_BumpMap %d \n\
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#define FogClamping %d \n\
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#define pp_TriLinear %d \n\
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#define PI 3.1415926 \n\
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\n\
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#define GLES2 0 \n\
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#define GLES3 1 \n\
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#define GL2 2 \n\
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#define GL3 3 \n\
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\n\
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#if TARGET_GL == GL2 \n\
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#define highp \n\
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#define lowp \n\
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#define mediump \n\
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#endif \n\
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#if TARGET_GL == GLES3 \n\
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out highp vec4 FragColor; \n\
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#define gl_FragColor FragColor \n\
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#define FOG_CHANNEL a \n\
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#elif TARGET_GL == GL3 \n\
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out highp vec4 FragColor; \n\
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#define gl_FragColor FragColor \n\
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#define FOG_CHANNEL r \n\
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#else \n\
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#define in varying \n\
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#define texture texture2D \n\
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#define FOG_CHANNEL a \n\
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#endif \n\
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\n\
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\n\
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#if TARGET_GL == GL3 || TARGET_GL == GLES3 \n\
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#if pp_Gouraud == 0 \n\
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#define INTERPOLATION flat \n\
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#else \n\
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#define INTERPOLATION smooth \n\
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#endif \n\
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#else \n\
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#define INTERPOLATION \n\
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#endif \n\
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\n\
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/* Shader program params*/ \n\
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/* gles has no alpha test stage, so its emulated on the shader */ \n\
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uniform lowp float cp_AlphaTestValue; \n\
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uniform lowp vec4 pp_ClipTest; \n\
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uniform lowp vec3 sp_FOG_COL_RAM,sp_FOG_COL_VERT; \n\
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uniform highp float sp_FOG_DENSITY; \n\
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uniform sampler2D tex,fog_table; \n\
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uniform lowp float trilinear_alpha; \n\
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uniform lowp vec4 fog_clamp_min; \n\
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uniform lowp vec4 fog_clamp_max; \n\
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uniform highp float extra_depth_scale; \n\
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/* Vertex input*/ \n\
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INTERPOLATION in lowp vec4 vtx_base; \n\
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INTERPOLATION in lowp vec4 vtx_offs; \n\
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in mediump vec2 vtx_uv; \n\
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\n\
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lowp float fog_mode2(highp float w) \n\
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{ \n\
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highp float z = clamp(w * extra_depth_scale * sp_FOG_DENSITY, 1.0, 255.9999); \n\
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highp float exp = floor(log2(z)); \n\
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highp float m = z * 16.0 / pow(2.0, exp) - 16.0; \n\
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lowp float idx = floor(m) + exp * 16.0 + 0.5; \n\
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highp vec4 fog_coef = texture(fog_table, vec2(idx / 128.0, 0.75 - (m - floor(m)) / 2.0)); \n\
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return fog_coef.FOG_CHANNEL; \n\
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} \n\
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\n\
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highp vec4 fog_clamp(lowp vec4 col) \n\
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{ \n\
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#if FogClamping == 1 \n\
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return clamp(col, fog_clamp_min, fog_clamp_max); \n\
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#else \n\
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return col; \n\
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#endif \n\
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} \n\
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\n\
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void main() \n\
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{ \n\
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// Clip outside the box \n\
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#if pp_ClipTestMode==1 \n\
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if (gl_FragCoord.x < pp_ClipTest.x || gl_FragCoord.x > pp_ClipTest.z \n\
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|| gl_FragCoord.y < pp_ClipTest.y || gl_FragCoord.y > pp_ClipTest.w) \n\
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discard; \n\
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#endif \n\
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// Clip inside the box \n\
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#if pp_ClipTestMode==-1 \n\
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if (gl_FragCoord.x >= pp_ClipTest.x && gl_FragCoord.x <= pp_ClipTest.z \n\
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&& gl_FragCoord.y >= pp_ClipTest.y && gl_FragCoord.y <= pp_ClipTest.w) \n\
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discard; \n\
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#endif \n\
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\n\
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lowp vec4 color=vtx_base; \n\
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#if pp_UseAlpha==0 \n\
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color.a=1.0; \n\
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#endif\n\
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#if pp_FogCtrl==3 \n\
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color=vec4(sp_FOG_COL_RAM.rgb,fog_mode2(gl_FragCoord.w)); \n\
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#endif\n\
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#if pp_Texture==1 \n\
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{ \n\
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lowp vec4 texcol=texture(tex, vtx_uv); \n\
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\n\
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#if pp_BumpMap == 1 \n\
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highp float s = PI / 2.0 * (texcol.a * 15.0 * 16.0 + texcol.r * 15.0) / 255.0; \n\
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highp float r = 2.0 * PI * (texcol.g * 15.0 * 16.0 + texcol.b * 15.0) / 255.0; \n\
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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\
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texcol.rgb = vec3(1.0, 1.0, 1.0); \n\
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#else\n\
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#if pp_IgnoreTexA==1 \n\
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texcol.a=1.0; \n\
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#endif\n\
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\n\
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#if cp_AlphaTest == 1 \n\
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if (cp_AlphaTestValue>texcol.a) discard;\n\
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#endif \n\
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#endif \n\
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#if pp_ShadInstr==0 \n\
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{ \n\
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color=texcol; \n\
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} \n\
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#endif\n\
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#if pp_ShadInstr==1 \n\
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{ \n\
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color.rgb*=texcol.rgb; \n\
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color.a=texcol.a; \n\
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} \n\
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#endif\n\
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#if pp_ShadInstr==2 \n\
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{ \n\
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color.rgb=mix(color.rgb,texcol.rgb,texcol.a); \n\
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} \n\
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#endif\n\
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#if pp_ShadInstr==3 \n\
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{ \n\
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color*=texcol; \n\
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} \n\
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#endif\n\
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\n\
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#if pp_Offset==1 && pp_BumpMap == 0 \n\
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{ \n\
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color.rgb+=vtx_offs.rgb; \n\
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} \n\
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#endif\n\
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} \n\
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#endif\n\
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\n\
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color = fog_clamp(color); \n\
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\n\
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#if pp_FogCtrl == 0 \n\
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{ \n\
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color.rgb=mix(color.rgb,sp_FOG_COL_RAM.rgb,fog_mode2(gl_FragCoord.w)); \n\
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} \n\
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#endif\n\
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#if pp_FogCtrl == 1 && pp_Offset==1 && pp_BumpMap == 0 \n\
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{ \n\
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color.rgb=mix(color.rgb,sp_FOG_COL_VERT.rgb,vtx_offs.a); \n\
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} \n\
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#endif\n\
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\n\
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#if pp_TriLinear == 1 \n\
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color *= trilinear_alpha; \n\
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#endif \n\
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\n\
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#if cp_AlphaTest == 1 \n\
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color.a=1.0; \n\
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#endif \n\
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//color.rgb=vec3(gl_FragCoord.w * sp_FOG_DENSITY / 128.0);\n\
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#if TARGET_GL != GLES2 \n\
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highp float w = gl_FragCoord.w * 100000.0; \n\
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gl_FragDepth = log2(1.0 + w) / 34.0; \n\
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#endif \n\
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gl_FragColor =color; \n\
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}";
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const char* ModifierVolumeShader =
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"\
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%s \n\
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#define TARGET_GL %s \n\
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\n\
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#define GLES2 0 \n\
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#define GLES3 1 \n\
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#define GL2 2 \n\
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#define GL3 3 \n\
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\n\
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#if TARGET_GL == GL2 \n\
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#define highp \n\
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#define lowp \n\
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#define mediump \n\
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#endif \n\
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#if TARGET_GL != GLES2 && TARGET_GL != GL2 \n\
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out highp vec4 FragColor; \n\
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#define gl_FragColor FragColor \n\
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#endif \n\
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\n\
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uniform lowp float sp_ShaderColor; \n\
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/* Vertex input*/ \n\
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void main() \n\
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{ \n\
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#if TARGET_GL != GLES2 \n\
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highp float w = gl_FragCoord.w * 100000.0; \n\
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gl_FragDepth = log2(1.0 + w) / 34.0; \n\
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#endif \n\
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gl_FragColor=vec4(0.0, 0.0, 0.0, sp_ShaderColor); \n\
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}";
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const char* OSD_Shader =
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"\
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%s \n\
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#define TARGET_GL %s \n\
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\n\
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#define GLES2 0 \n\
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#define GLES3 1 \n\
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#define GL2 2 \n\
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#define GL3 3 \n\
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\n\
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#if TARGET_GL == GL2 \n\
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#define highp \n\
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#define lowp \n\
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#define mediump \n\
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#endif \n\
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#if TARGET_GL != GLES2 && TARGET_GL != GL2 \n\
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out highp vec4 FragColor; \n\
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#define gl_FragColor FragColor \n\
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#else \n\
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#define in varying \n\
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#define texture texture2D \n\
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#endif \n\
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\n\
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#if TARGET_GL == GL3 || TARGET_GL == GLES3 \n\
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#define INTERPOLATION smooth \n\
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#else \n\
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#define INTERPOLATION \n\
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#endif \n\
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\n\
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INTERPOLATION in lowp vec4 vtx_base; \n\
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in mediump vec2 vtx_uv; \n\
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/* Vertex input*/ \n\
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uniform sampler2D tex; \n\
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void main() \n\
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{ \n\
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mediump vec2 uv=vtx_uv; \n\
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uv.y=1.0-uv.y; \n\
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gl_FragColor = vtx_base*texture(tex,uv.st); \n\
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}";
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GLCache glcache;
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gl_ctx gl;
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int screen_width;
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int screen_height;
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GLuint fogTextureId;
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#if (HOST_OS != OS_DARWIN) && !defined(TARGET_NACL32)
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#if defined(GLES) && !defined(USE_SDL)
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// Create a basic GLES context
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bool gl_init(void* wind, void* disp)
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{
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#if !defined(_ANDROID)
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gl.setup.native_wind=(EGLNativeWindowType)wind;
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gl.setup.native_disp=(EGLNativeDisplayType)disp;
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//try to get a display
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gl.setup.display = eglGetDisplay(gl.setup.native_disp);
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//if failed, get the default display (this will not happen in win32)
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if(gl.setup.display == EGL_NO_DISPLAY)
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gl.setup.display = eglGetDisplay((EGLNativeDisplayType) EGL_DEFAULT_DISPLAY);
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// Initialise EGL
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EGLint maj, min;
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if (!eglInitialize(gl.setup.display, &maj, &min))
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{
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printf("EGL Error: eglInitialize failed\n");
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return false;
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}
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printf("Info: EGL version %d.%d\n",maj,min);
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if (gl.setup.surface == 0)
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{
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EGLint pi32ConfigAttribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT , EGL_DEPTH_SIZE, 24, EGL_STENCIL_SIZE, 8, EGL_NONE };
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EGLint pi32ContextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2 , EGL_NONE };
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int num_config;
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EGLConfig config;
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if (!eglChooseConfig(gl.setup.display, pi32ConfigAttribs, &config, 1, &num_config) || (num_config != 1))
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{
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printf("EGL Error: eglChooseConfig failed\n");
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return false;
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}
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gl.setup.surface = eglCreateWindowSurface(gl.setup.display, config, (EGLNativeWindowType)wind, NULL);
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if (eglCheck() || gl.setup.surface == EGL_NO_SURFACE)
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{
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printf("EGL Error: eglCreateWindowSurface failed\n");
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return false;
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}
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eglBindAPI(EGL_OPENGL_ES_API);
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if (eglCheck())
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return false;
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gl.setup.context = eglCreateContext(gl.setup.display, config, NULL, pi32ContextAttribs);
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if (eglCheck())
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return false;
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}
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#endif
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eglMakeCurrent(gl.setup.display, gl.setup.surface, gl.setup.surface, gl.setup.context);
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if (eglCheck())
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return false;
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EGLint w,h;
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|
eglQuerySurface(gl.setup.display, gl.setup.surface, EGL_WIDTH, &w);
|
|
eglQuerySurface(gl.setup.display, gl.setup.surface, EGL_HEIGHT, &h);
|
|
|
|
screen_width=w;
|
|
screen_height=h;
|
|
|
|
// Required when doing partial redraws
|
|
if (!eglSurfaceAttrib(gl.setup.display, gl.setup.surface, EGL_SWAP_BEHAVIOR, EGL_BUFFER_PRESERVED))
|
|
printf("eglSurfaceAttrib(EGL_SWAP_BEHAVIOR, EGL_BUFFER_PRESERVED) failed\n");
|
|
|
|
printf("EGL config: %p, %08X, %08X %dx%d\n",gl.setup.context,gl.setup.display,gl.setup.surface,w,h);
|
|
return true;
|
|
}
|
|
|
|
void egl_stealcntx()
|
|
{
|
|
gl.setup.context=eglGetCurrentContext();
|
|
gl.setup.display=eglGetCurrentDisplay();
|
|
gl.setup.surface=eglGetCurrentSurface(EGL_DRAW);
|
|
}
|
|
|
|
//swap buffers
|
|
void gl_swap()
|
|
{
|
|
#ifdef TARGET_PANDORA0
|
|
if (fbdev >= 0)
|
|
{
|
|
int arg = 0;
|
|
ioctl(fbdev,FBIO_WAITFORVSYNC,&arg);
|
|
}
|
|
#endif
|
|
eglSwapBuffers(gl.setup.display, gl.setup.surface);
|
|
}
|
|
|
|
//destroy the gles context and free resources
|
|
void gl_term()
|
|
{
|
|
#if HOST_OS==OS_WINDOWS
|
|
ReleaseDC((HWND)gl.setup.native_wind,(HDC)gl.setup.native_disp);
|
|
#endif
|
|
#ifdef TARGET_PANDORA
|
|
eglMakeCurrent( gl.setup.display, NULL, NULL, EGL_NO_CONTEXT );
|
|
if (gl.setup.context)
|
|
eglDestroyContext(gl.setup.display, gl.setup.context);
|
|
if (gl.setup.surface)
|
|
eglDestroySurface(gl.setup.display, gl.setup.surface);
|
|
if (gl.setup.display)
|
|
eglTerminate(gl.setup.display);
|
|
if (fbdev>=0)
|
|
close( fbdev );
|
|
|
|
fbdev=-1;
|
|
gl.setup.context=0;
|
|
gl.setup.surface=0;
|
|
gl.setup.display=0;
|
|
#endif
|
|
}
|
|
#else
|
|
|
|
#if HOST_OS == OS_WINDOWS
|
|
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
|
|
#define WGL_ACCELERATION_ARB 0x2003
|
|
#define WGL_SWAP_METHOD_ARB 0x2007
|
|
#define WGL_SUPPORT_OPENGL_ARB 0x2010
|
|
#define WGL_DOUBLE_BUFFER_ARB 0x2011
|
|
#define WGL_PIXEL_TYPE_ARB 0x2013
|
|
#define WGL_COLOR_BITS_ARB 0x2014
|
|
#define WGL_DEPTH_BITS_ARB 0x2022
|
|
#define WGL_STENCIL_BITS_ARB 0x2023
|
|
#define WGL_FULL_ACCELERATION_ARB 0x2027
|
|
#define WGL_SWAP_EXCHANGE_ARB 0x2028
|
|
#define WGL_TYPE_RGBA_ARB 0x202B
|
|
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
|
|
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
|
|
#define WGL_CONTEXT_FLAGS_ARB 0x2094
|
|
|
|
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
|
|
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
|
|
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
|
|
#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093
|
|
#define WGL_CONTEXT_FLAGS_ARB 0x2094
|
|
#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
|
|
#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
|
|
#define ERROR_INVALID_VERSION_ARB 0x2095
|
|
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
|
|
|
|
typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats,
|
|
int *piFormats, UINT *nNumFormats);
|
|
typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int *attribList);
|
|
typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);
|
|
|
|
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB;
|
|
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
|
|
PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
|
|
|
|
|
|
HDC ourWindowHandleToDeviceContext;
|
|
bool gl_init(void* hwnd, void* hdc)
|
|
{
|
|
if (ourWindowHandleToDeviceContext)
|
|
// Already initialized
|
|
return true;
|
|
|
|
PIXELFORMATDESCRIPTOR pfd =
|
|
{
|
|
sizeof(PIXELFORMATDESCRIPTOR),
|
|
1,
|
|
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, //Flags
|
|
PFD_TYPE_RGBA, //The kind of framebuffer. RGBA or palette.
|
|
32, //Colordepth of the framebuffer.
|
|
0, 0, 0, 0, 0, 0,
|
|
0,
|
|
0,
|
|
0,
|
|
0, 0, 0, 0,
|
|
24, //Number of bits for the depthbuffer
|
|
8, //Number of bits for the stencilbuffer
|
|
0, //Number of Aux buffers in the framebuffer.
|
|
PFD_MAIN_PLANE,
|
|
0,
|
|
0, 0, 0
|
|
};
|
|
|
|
/*HDC*/ ourWindowHandleToDeviceContext = (HDC)hdc;//GetDC((HWND)hwnd);
|
|
|
|
int letWindowsChooseThisPixelFormat;
|
|
letWindowsChooseThisPixelFormat = ChoosePixelFormat(ourWindowHandleToDeviceContext, &pfd);
|
|
SetPixelFormat(ourWindowHandleToDeviceContext,letWindowsChooseThisPixelFormat, &pfd);
|
|
|
|
HGLRC ourOpenGLRenderingContext = wglCreateContext(ourWindowHandleToDeviceContext);
|
|
wglMakeCurrent (ourWindowHandleToDeviceContext, ourOpenGLRenderingContext);
|
|
|
|
bool rv = true;
|
|
|
|
if (rv) {
|
|
|
|
wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
|
|
if(!wglChoosePixelFormatARB)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
|
|
if(!wglCreateContextAttribsARB)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
|
|
if(!wglSwapIntervalEXT)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int attribs[] =
|
|
{
|
|
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
|
|
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
|
|
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
|
|
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
|
|
0
|
|
};
|
|
|
|
HGLRC m_hrc = wglCreateContextAttribsARB(ourWindowHandleToDeviceContext,0, attribs);
|
|
|
|
if (!m_hrc)
|
|
{
|
|
printf("Open GL 4.3 not supported\n");
|
|
// Try Gl 3.1
|
|
attribs[1] = 3;
|
|
attribs[3] = 1;
|
|
m_hrc = wglCreateContextAttribsARB(ourWindowHandleToDeviceContext,0, attribs);
|
|
}
|
|
|
|
if (m_hrc)
|
|
wglMakeCurrent(ourWindowHandleToDeviceContext,m_hrc);
|
|
else
|
|
rv = false;
|
|
|
|
wglDeleteContext(ourOpenGLRenderingContext);
|
|
}
|
|
|
|
if (rv) {
|
|
rv = gl3wInit() != -1 && gl3wIsSupported(3, 1);
|
|
}
|
|
|
|
RECT r;
|
|
GetClientRect((HWND)hwnd, &r);
|
|
screen_width = r.right - r.left;
|
|
screen_height = r.bottom - r.top;
|
|
|
|
return rv;
|
|
}
|
|
#include <Wingdi.h>
|
|
void gl_swap()
|
|
{
|
|
wglSwapLayerBuffers(ourWindowHandleToDeviceContext,WGL_SWAP_MAIN_PLANE);
|
|
//SwapBuffers(ourWindowHandleToDeviceContext);
|
|
}
|
|
#else
|
|
#if defined(SUPPORT_X11)
|
|
//! windows && X11
|
|
//let's assume glx for now
|
|
|
|
#include <X11/X.h>
|
|
#include <X11/Xlib.h>
|
|
#include <GL/gl.h>
|
|
#include <GL/glx.h>
|
|
|
|
|
|
bool gl_init(void* wind, void* disp)
|
|
{
|
|
extern void* x11_glc;
|
|
|
|
glXMakeCurrent((Display*)libPvr_GetRenderSurface(),
|
|
(GLXDrawable)libPvr_GetRenderTarget(),
|
|
(GLXContext)x11_glc);
|
|
|
|
screen_width = 640;
|
|
screen_height = 480;
|
|
return gl3wInit() != -1 && gl3wIsSupported(3, 1);
|
|
}
|
|
|
|
void gl_swap()
|
|
{
|
|
glXSwapBuffers((Display*)libPvr_GetRenderSurface(), (GLXDrawable)libPvr_GetRenderTarget());
|
|
|
|
Window win;
|
|
int temp;
|
|
unsigned int tempu, new_w, new_h;
|
|
XGetGeometry((Display*)libPvr_GetRenderSurface(), (GLXDrawable)libPvr_GetRenderTarget(),
|
|
&win, &temp, &temp, &new_w, &new_h,&tempu,&tempu);
|
|
|
|
//if resized, clear up the draw buffers, to avoid out-of-draw-area junk data
|
|
if (new_w != screen_width || new_h != screen_height) {
|
|
screen_width = new_w;
|
|
screen_height = new_h;
|
|
}
|
|
|
|
#if 0
|
|
//handy to debug really stupid render-not-working issues ...
|
|
|
|
glcache.ClearColor( 0, 0.5, 1, 1 );
|
|
glClear( GL_COLOR_BUFFER_BIT );
|
|
glXSwapBuffers((Display*)libPvr_GetRenderSurface(), (GLXDrawable)libPvr_GetRenderTarget());
|
|
|
|
|
|
glcache.ClearColor ( 1, 0.5, 0, 1 );
|
|
glClear ( GL_COLOR_BUFFER_BIT );
|
|
glXSwapBuffers((Display*)libPvr_GetRenderSurface(), (GLXDrawable)libPvr_GetRenderTarget());
|
|
#endif
|
|
}
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
#endif
|
|
|
|
void findGLVersion()
|
|
{
|
|
while (true)
|
|
if (glGetError() == GL_NO_ERROR)
|
|
break;
|
|
glGetIntegerv(GL_MAJOR_VERSION, &gl.gl_major);
|
|
if (glGetError() == GL_INVALID_ENUM)
|
|
gl.gl_major = 2;
|
|
const char *version = (const char *)glGetString(GL_VERSION);
|
|
if (!strncmp(version, "OpenGL ES", 9))
|
|
{
|
|
gl.is_gles = true;
|
|
if (gl.gl_major >= 3)
|
|
{
|
|
gl.gl_version = "GLES3";
|
|
gl.glsl_version_header = "#version 300 es";
|
|
}
|
|
else
|
|
{
|
|
gl.gl_version = "GLES2";
|
|
gl.glsl_version_header = "";
|
|
}
|
|
gl.fog_image_format = GL_ALPHA;
|
|
}
|
|
else
|
|
{
|
|
gl.is_gles = false;
|
|
if (gl.gl_major >= 3)
|
|
{
|
|
gl.gl_version = "GL3";
|
|
#if HOST_OS == OS_DARWIN
|
|
gl.glsl_version_header = "#version 150";
|
|
#else
|
|
gl.glsl_version_header = "#version 130";
|
|
#endif
|
|
gl.fog_image_format = GL_RED;
|
|
}
|
|
else
|
|
{
|
|
gl.gl_version = "GL2";
|
|
gl.glsl_version_header = "#version 120";
|
|
gl.fog_image_format = GL_ALPHA;
|
|
}
|
|
}
|
|
}
|
|
|
|
struct ShaderUniforms_t ShaderUniforms;
|
|
|
|
GLuint gl_CompileShader(const char* shader,GLuint type)
|
|
{
|
|
GLint result;
|
|
GLint compile_log_len;
|
|
GLuint rv=glCreateShader(type);
|
|
glShaderSource(rv, 1,&shader, NULL);
|
|
glCompileShader(rv);
|
|
|
|
//lets see if it compiled ...
|
|
glGetShaderiv(rv, GL_COMPILE_STATUS, &result);
|
|
glGetShaderiv(rv, GL_INFO_LOG_LENGTH, &compile_log_len);
|
|
|
|
if (!result && compile_log_len>0)
|
|
{
|
|
char* compile_log=(char*)malloc(compile_log_len);
|
|
*compile_log=0;
|
|
|
|
glGetShaderInfoLog(rv, compile_log_len, &compile_log_len, compile_log);
|
|
printf("Shader: %s \n%s\n",result?"compiled!":"failed to compile",compile_log);
|
|
|
|
free(compile_log);
|
|
}
|
|
|
|
return rv;
|
|
}
|
|
|
|
GLuint gl_CompileAndLink(const char* VertexShader, const char* FragmentShader)
|
|
{
|
|
//create shaders
|
|
GLuint vs=gl_CompileShader(VertexShader ,GL_VERTEX_SHADER);
|
|
GLuint ps=gl_CompileShader(FragmentShader ,GL_FRAGMENT_SHADER);
|
|
|
|
GLuint program = glCreateProgram();
|
|
glAttachShader(program, vs);
|
|
glAttachShader(program, ps);
|
|
|
|
//bind vertex attribute to vbo inputs
|
|
glBindAttribLocation(program, VERTEX_POS_ARRAY, "in_pos");
|
|
glBindAttribLocation(program, VERTEX_COL_BASE_ARRAY, "in_base");
|
|
glBindAttribLocation(program, VERTEX_COL_OFFS_ARRAY, "in_offs");
|
|
glBindAttribLocation(program, VERTEX_UV_ARRAY, "in_uv");
|
|
glBindAttribLocation(program, VERTEX_COL_BASE1_ARRAY, "in_base1");
|
|
glBindAttribLocation(program, VERTEX_COL_OFFS1_ARRAY, "in_offs1");
|
|
glBindAttribLocation(program, VERTEX_UV1_ARRAY, "in_uv1");
|
|
|
|
#ifndef GLES
|
|
glBindFragDataLocation(program, 0, "FragColor");
|
|
#endif
|
|
|
|
glLinkProgram(program);
|
|
|
|
GLint result;
|
|
glGetProgramiv(program, GL_LINK_STATUS, &result);
|
|
|
|
|
|
GLint compile_log_len;
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &compile_log_len);
|
|
|
|
if (!result && compile_log_len>0)
|
|
{
|
|
compile_log_len+= 1024;
|
|
char* compile_log=(char*)malloc(compile_log_len);
|
|
*compile_log=0;
|
|
|
|
glGetProgramInfoLog(program, compile_log_len, &compile_log_len, compile_log);
|
|
printf("Shader linking: %s \n (%d bytes), - %s -\n",result?"linked":"failed to link", compile_log_len,compile_log);
|
|
|
|
free(compile_log);
|
|
|
|
// Dump the shaders source for troubleshooting
|
|
printf("// VERTEX SHADER\n%s\n// END\n", VertexShader);
|
|
printf("// FRAGMENT SHADER\n%s\n// END\n", FragmentShader);
|
|
die("shader compile fail\n");
|
|
}
|
|
|
|
glDeleteShader(vs);
|
|
glDeleteShader(ps);
|
|
|
|
glcache.UseProgram(program);
|
|
|
|
verify(glIsProgram(program));
|
|
|
|
return 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)
|
|
{
|
|
u32 rv=0;
|
|
|
|
rv|=pp_ClipTestMode;
|
|
rv<<=1; rv|=cp_AlphaTest;
|
|
rv<<=1; rv|=pp_Texture;
|
|
rv<<=1; rv|=pp_UseAlpha;
|
|
rv<<=1; rv|=pp_IgnoreTexA;
|
|
rv<<=2; rv|=pp_ShadInstr;
|
|
rv<<=1; rv|=pp_Offset;
|
|
rv<<=2; rv|=pp_FogCtrl;
|
|
rv<<=1; rv|=pp_Gouraud;
|
|
rv<<=1; rv|=pp_BumpMap;
|
|
rv<<=1; rv|=fog_clamping;
|
|
rv<<=1; rv|=trilinear;
|
|
|
|
return rv;
|
|
}
|
|
|
|
bool CompilePipelineShader( PipelineShader* s)
|
|
{
|
|
char vshader[8192];
|
|
|
|
sprintf(vshader, VertexShaderSource, gl.glsl_version_header, gl.gl_version, s->pp_Gouraud);
|
|
|
|
char pshader[8192];
|
|
|
|
sprintf(pshader,PixelPipelineShader, gl.glsl_version_header, gl.gl_version,
|
|
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_Gouraud, s->pp_BumpMap,
|
|
s->fog_clamping, s->trilinear);
|
|
|
|
s->program=gl_CompileAndLink(vshader, pshader);
|
|
|
|
|
|
//setup texture 0 as the input for the shader
|
|
GLuint gu=glGetUniformLocation(s->program, "tex");
|
|
if (s->pp_Texture==1)
|
|
glUniform1i(gu,0);
|
|
|
|
//get the uniform locations
|
|
s->scale = glGetUniformLocation(s->program, "scale");
|
|
s->depth_scale = glGetUniformLocation(s->program, "depth_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;
|
|
}
|
|
// Setup texture 1 as the fog table
|
|
gu = glGetUniformLocation(s->program, "fog_table");
|
|
if (gu != -1)
|
|
glUniform1i(gu, 1);
|
|
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;
|
|
}
|
|
|
|
ShaderUniforms.Set(s);
|
|
|
|
return glIsProgram(s->program)==GL_TRUE;
|
|
}
|
|
|
|
GLuint osd_tex;
|
|
GLuint osd_font;
|
|
|
|
void gl_load_osd_resources()
|
|
{
|
|
|
|
int w, h;
|
|
if (osd_tex == 0)
|
|
osd_tex = loadPNG(get_readonly_data_path("/data/buttons.png"), w, h);
|
|
if (osd_font == 0)
|
|
{
|
|
#ifdef TARGET_PANDORA
|
|
osd_font = loadPNG(get_readonly_data_path("/font2.png"), w, h);
|
|
#else
|
|
osd_font = loadPNG(get_readonly_data_path("/pixmaps/font.png"), w, h);
|
|
if (osd_font == 0)
|
|
osd_font = loadPNG(get_readonly_data_path("/font.png"), w, h);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
bool gl_create_resources()
|
|
{
|
|
if (gl.vbo.geometry != 0)
|
|
// Assume the resources have already been created
|
|
return true;
|
|
|
|
#ifndef GLES
|
|
//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, &gl.vbo.vao);
|
|
#endif
|
|
|
|
//create vbos
|
|
glGenBuffers(1, &gl.vbo.geometry);
|
|
glGenBuffers(1, &gl.vbo.modvols);
|
|
glGenBuffers(1, &gl.vbo.idxs);
|
|
glGenBuffers(1, &gl.vbo.idxs2);
|
|
|
|
memset(gl.pogram_table,0,sizeof(gl.pogram_table));
|
|
|
|
PipelineShader* dshader=0;
|
|
u32 compile=0;
|
|
#define forl(name,max) for(u32 name=0;name<=max;name++)
|
|
forl(cp_AlphaTest,1)
|
|
{
|
|
forl(pp_ClipTestMode,2)
|
|
{
|
|
forl(pp_UseAlpha,1)
|
|
{
|
|
forl(pp_Texture,1)
|
|
{
|
|
forl(pp_FogCtrl,3)
|
|
{
|
|
forl(pp_IgnoreTexA,1)
|
|
{
|
|
forl(pp_ShadInstr,3)
|
|
{
|
|
forl(pp_Offset,1)
|
|
{
|
|
forl(pp_Gouraud,1)
|
|
{
|
|
forl(pp_BumpMap,1)
|
|
{
|
|
forl(fog_clamping,1)
|
|
{
|
|
forl(trilinear,1)
|
|
{
|
|
dshader=&gl.pogram_table[GetProgramID(cp_AlphaTest,pp_ClipTestMode,pp_Texture,pp_UseAlpha,pp_IgnoreTexA,
|
|
pp_ShadInstr,pp_Offset,pp_FogCtrl, (bool)pp_Gouraud, (bool)pp_BumpMap, (bool)fog_clamping,
|
|
(bool)trilinear)];
|
|
|
|
dshader->cp_AlphaTest = cp_AlphaTest;
|
|
dshader->pp_ClipTestMode = pp_ClipTestMode-1;
|
|
dshader->pp_Texture = pp_Texture;
|
|
dshader->pp_UseAlpha = pp_UseAlpha;
|
|
dshader->pp_IgnoreTexA = pp_IgnoreTexA;
|
|
dshader->pp_ShadInstr = pp_ShadInstr;
|
|
dshader->pp_Offset = pp_Offset;
|
|
dshader->pp_FogCtrl = pp_FogCtrl;
|
|
dshader->pp_Gouraud = pp_Gouraud;
|
|
dshader->pp_BumpMap = pp_BumpMap;
|
|
dshader->fog_clamping = fog_clamping;
|
|
dshader->trilinear = trilinear;
|
|
dshader->program = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
findGLVersion();
|
|
|
|
char vshader[8192];
|
|
sprintf(vshader, VertexShaderSource, gl.glsl_version_header, gl.gl_version, 1);
|
|
char fshader[8192];
|
|
sprintf(fshader, ModifierVolumeShader, gl.glsl_version_header, gl.gl_version);
|
|
|
|
gl.modvol_shader.program=gl_CompileAndLink(vshader, fshader);
|
|
gl.modvol_shader.scale = glGetUniformLocation(gl.modvol_shader.program, "scale");
|
|
gl.modvol_shader.sp_ShaderColor = glGetUniformLocation(gl.modvol_shader.program, "sp_ShaderColor");
|
|
gl.modvol_shader.depth_scale = glGetUniformLocation(gl.modvol_shader.program, "depth_scale");
|
|
gl.modvol_shader.extra_depth_scale = glGetUniformLocation(gl.modvol_shader.program, "extra_depth_scale");
|
|
|
|
sprintf(fshader, OSD_Shader, gl.glsl_version_header, gl.gl_version);
|
|
|
|
gl.OSD_SHADER.program=gl_CompileAndLink(vshader, fshader);
|
|
printf("OSD: %d\n",gl.OSD_SHADER.program);
|
|
gl.OSD_SHADER.scale=glGetUniformLocation(gl.OSD_SHADER.program, "scale");
|
|
gl.OSD_SHADER.depth_scale=glGetUniformLocation(gl.OSD_SHADER.program, "depth_scale");
|
|
gl.OSD_SHADER.extra_depth_scale = glGetUniformLocation(gl.OSD_SHADER.program, "extra_depth_scale");
|
|
glUniform1i(glGetUniformLocation(gl.OSD_SHADER.program, "tex"),0); //bind osd texture to slot 0
|
|
|
|
//#define PRECOMPILE_SHADERS
|
|
#ifdef PRECOMPILE_SHADERS
|
|
for (u32 i=0;i<sizeof(gl.pogram_table)/sizeof(gl.pogram_table[0]);i++)
|
|
{
|
|
if (!CompilePipelineShader( &gl.pogram_table[i] ))
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
gl_load_osd_resources();
|
|
|
|
return true;
|
|
}
|
|
|
|
//swap buffers
|
|
void gl_swap();
|
|
//destroy the gles context and free resources
|
|
void gl_term();
|
|
|
|
GLuint gl_CompileShader(const char* shader,GLuint type);
|
|
|
|
bool gl_create_resources();
|
|
|
|
//setup
|
|
|
|
|
|
bool gles_init()
|
|
{
|
|
if (!gl_init((void*)libPvr_GetRenderTarget(),
|
|
(void*)libPvr_GetRenderSurface()))
|
|
return false;
|
|
|
|
glcache.EnableCache();
|
|
|
|
if (!gl_create_resources())
|
|
return false;
|
|
|
|
#if defined(GLES) && HOST_OS != OS_DARWIN && !defined(TARGET_NACL32)
|
|
#ifdef TARGET_PANDORA
|
|
fbdev=open("/dev/fb0", O_RDONLY);
|
|
#else
|
|
eglSwapInterval(gl.setup.display,1);
|
|
#endif
|
|
#endif
|
|
|
|
// 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();
|
|
|
|
#ifdef GLES
|
|
glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
|
|
#endif
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
void UpdateFogTexture(u8 *fog_table, GLenum texture_slot, GLint fog_image_format)
|
|
{
|
|
glActiveTexture(texture_slot);
|
|
if (fogTextureId == 0)
|
|
{
|
|
fogTextureId = glcache.GenTexture();
|
|
glcache.BindTexture(GL_TEXTURE_2D, fogTextureId);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
glcache.BindTexture(GL_TEXTURE_2D, fogTextureId);
|
|
|
|
u8 temp_tex_buffer[256];
|
|
for (int i = 0; i < 128; i++)
|
|
{
|
|
temp_tex_buffer[i] = fog_table[i * 4];
|
|
temp_tex_buffer[i + 128] = fog_table[i * 4 + 1];
|
|
}
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, fog_image_format, 128, 2, 0, fog_image_format, GL_UNSIGNED_BYTE, temp_tex_buffer);
|
|
glCheck();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
|
|
extern u16 kcode[4];
|
|
extern u8 rt[4],lt[4];
|
|
|
|
#define key_CONT_C (1 << 0)
|
|
#define key_CONT_B (1 << 1)
|
|
#define key_CONT_A (1 << 2)
|
|
#define key_CONT_START (1 << 3)
|
|
#define key_CONT_DPAD_UP (1 << 4)
|
|
#define key_CONT_DPAD_DOWN (1 << 5)
|
|
#define key_CONT_DPAD_LEFT (1 << 6)
|
|
#define key_CONT_DPAD_RIGHT (1 << 7)
|
|
#define key_CONT_Z (1 << 8)
|
|
#define key_CONT_Y (1 << 9)
|
|
#define key_CONT_X (1 << 10)
|
|
#define key_CONT_D (1 << 11)
|
|
#define key_CONT_DPAD2_UP (1 << 12)
|
|
#define key_CONT_DPAD2_DOWN (1 << 13)
|
|
#define key_CONT_DPAD2_LEFT (1 << 14)
|
|
#define key_CONT_DPAD2_RIGHT (1 << 15)
|
|
|
|
u32 osd_base;
|
|
u32 osd_count;
|
|
|
|
|
|
#if defined(_ANDROID)
|
|
extern float vjoy_pos[14][8];
|
|
#else
|
|
|
|
float vjoy_pos[14][8]=
|
|
{
|
|
{24+0,24+64,64,64}, //LEFT
|
|
{24+64,24+0,64,64}, //UP
|
|
{24+128,24+64,64,64}, //RIGHT
|
|
{24+64,24+128,64,64}, //DOWN
|
|
|
|
{440+0,280+64,64,64}, //X
|
|
{440+64,280+0,64,64}, //Y
|
|
{440+128,280+64,64,64}, //B
|
|
{440+64,280+128,64,64}, //A
|
|
|
|
{320-32,360+32,64,64}, //Start
|
|
|
|
{440,200,90,64}, //RT
|
|
{542,200,90,64}, //LT
|
|
|
|
{-24,128+224,128,128}, //ANALOG_RING
|
|
{96,320,64,64}, //ANALOG_POINT
|
|
{1}
|
|
};
|
|
#endif // !_ANDROID
|
|
|
|
float vjoy_sz[2][14] = {
|
|
{ 64,64,64,64, 64,64,64,64, 64, 90,90, 128, 64 },
|
|
{ 64,64,64,64, 64,64,64,64, 64, 64,64, 128, 64 },
|
|
};
|
|
|
|
static void DrawButton(float* xy, u32 state)
|
|
{
|
|
Vertex vtx;
|
|
|
|
vtx.z=1;
|
|
|
|
float x = xy[0] * scale_x;
|
|
float y = xy[1] * scale_y;
|
|
float w = xy[2] * scale_x;
|
|
float h = xy[3] * scale_y;
|
|
|
|
vtx.col[0]=vtx.col[1]=vtx.col[2]=(0x7F-0x40*state/255)*vjoy_pos[13][0];
|
|
|
|
vtx.col[3]=0xA0*vjoy_pos[13][4];
|
|
|
|
vjoy_pos[13][4]+=(vjoy_pos[13][0]-vjoy_pos[13][4])/2;
|
|
|
|
|
|
|
|
vtx.x=x; vtx.y=y;
|
|
vtx.u=xy[4]; vtx.v=xy[5];
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
vtx.x=x+w; vtx.y=y;
|
|
vtx.u=xy[6]; vtx.v=xy[5];
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
vtx.x=x; vtx.y=y+h;
|
|
vtx.u=xy[4]; vtx.v=xy[7];
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
vtx.x=x+w; vtx.y=y+h;
|
|
vtx.u=xy[6]; vtx.v=xy[7];
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
osd_count+=4;
|
|
}
|
|
|
|
static void ClearBG()
|
|
{
|
|
|
|
}
|
|
|
|
|
|
void DrawButton2(float* xy, bool state) { DrawButton(xy,state?0:255); }
|
|
|
|
static void DrawCenteredText(float yy, float scale, int transparency, const char* text)
|
|
// Draw a centered text. Font is loaded from font2.png file. Each char is 16*16 size, so scale it down so it's not too big
|
|
// Transparency 255=opaque, 0=not visible
|
|
{
|
|
Vertex vtx;
|
|
|
|
vtx.z=1;
|
|
|
|
float w=float(strlen(text)*14)*scale;
|
|
|
|
float x=320-w/2.0f;
|
|
float y=yy;
|
|
float h=16.0f*scale;
|
|
w=14.0f*scale;
|
|
float step=32.0f/512.0f;
|
|
float step2=4.0f/512.0f;
|
|
|
|
if (transparency<0) transparency=0;
|
|
if (transparency>255) transparency=255;
|
|
|
|
for (int i=0; i<strlen(text); i++) {
|
|
int c=text[i];
|
|
float u=float(c%16);
|
|
float v=float(c/16);
|
|
|
|
vtx.col[0]=vtx.col[1]=vtx.col[2]=255;
|
|
vtx.col[3]=transparency;
|
|
|
|
vtx.x=x; vtx.y=y;
|
|
vtx.u=u*step+step2; vtx.v=v*step+step2;
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
vtx.x=x+w; vtx.y=y;
|
|
vtx.u=u*step+step-step2; vtx.v=v*step+step2;
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
vtx.x=x; vtx.y=y+h;
|
|
vtx.u=u*step+step2; vtx.v=v*step+step-step2;
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
vtx.x=x+w; vtx.y=y+h;
|
|
vtx.u=u*step+step-step2; vtx.v=v*step+step-step2;
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
x+=w;
|
|
|
|
osd_count+=4;
|
|
}
|
|
}
|
|
static void DrawRightedText(float yy, float scale, int transparency, const char* text)
|
|
// Draw a text right justified. Font is loaded from font.png file. Each char is 16*16 size, so scale it down so it's not too big
|
|
// Transparency 255=opaque, 0=not visible
|
|
{
|
|
Vertex vtx;
|
|
|
|
vtx.z=1;
|
|
|
|
float w = float(strlen(text) * 14) * scale * scale_x;
|
|
|
|
float x = scale_x / 2 * (640 + screen_width * 480 / screen_height) - w;
|
|
float y = yy * scale_y;
|
|
float h = 16.0f * scale * scale_y;
|
|
w = 14.0f * scale * scale_x;
|
|
float step=32.0f/512.0f;
|
|
float step2=4.0f/512.0f;
|
|
|
|
if (transparency<0) transparency=0;
|
|
if (transparency>255) transparency=255;
|
|
|
|
for (int i=0; i<strlen(text); i++) {
|
|
int c=text[i];
|
|
float u=float(c%16);
|
|
float v=float(c/16);
|
|
|
|
vtx.col[0]=vtx.col[1]=vtx.col[2]=255;
|
|
vtx.col[3]=transparency;
|
|
|
|
vtx.x=x; vtx.y=y;
|
|
vtx.u=u*step+step2; vtx.v=v*step+step2;
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
vtx.x=x+w; vtx.y=y;
|
|
vtx.u=u*step+step-step2; vtx.v=v*step+step2;
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
vtx.x=x; vtx.y=y+h;
|
|
vtx.u=u*step+step2; vtx.v=v*step+step-step2;
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
vtx.x=x+w; vtx.y=y+h;
|
|
vtx.u=u*step+step-step2; vtx.v=v*step+step-step2;
|
|
*pvrrc.verts.Append()=vtx;
|
|
|
|
x+=w;
|
|
|
|
osd_count+=4;
|
|
}
|
|
}
|
|
|
|
#ifdef TARGET_PANDORA
|
|
char OSD_Info[128];
|
|
int OSD_Delay=0;
|
|
char OSD_Counters[256];
|
|
int OSD_Counter=0;
|
|
#endif
|
|
|
|
static float LastFPSTime;
|
|
static int lastFrameCount = 0;
|
|
static float fps = -1;
|
|
|
|
void OSD_HOOK()
|
|
{
|
|
osd_base=pvrrc.verts.used();
|
|
osd_count=0;
|
|
|
|
#ifndef TARGET_PANDORA
|
|
if (osd_tex)
|
|
{
|
|
DrawButton2(vjoy_pos[0],kcode[0]&key_CONT_DPAD_LEFT);
|
|
DrawButton2(vjoy_pos[1],kcode[0]&key_CONT_DPAD_UP);
|
|
DrawButton2(vjoy_pos[2],kcode[0]&key_CONT_DPAD_RIGHT);
|
|
DrawButton2(vjoy_pos[3],kcode[0]&key_CONT_DPAD_DOWN);
|
|
|
|
DrawButton2(vjoy_pos[4],kcode[0]&key_CONT_X);
|
|
DrawButton2(vjoy_pos[5],kcode[0]&key_CONT_Y);
|
|
DrawButton2(vjoy_pos[6],kcode[0]&key_CONT_B);
|
|
DrawButton2(vjoy_pos[7],kcode[0]&key_CONT_A);
|
|
|
|
DrawButton2(vjoy_pos[8],kcode[0]&key_CONT_START);
|
|
|
|
DrawButton(vjoy_pos[9],lt[0]);
|
|
|
|
DrawButton(vjoy_pos[10],rt[0]);
|
|
|
|
DrawButton2(vjoy_pos[11],1);
|
|
DrawButton2(vjoy_pos[12],0);
|
|
}
|
|
#endif
|
|
#ifdef TARGET_PANDORA
|
|
if (OSD_Delay) {
|
|
DrawCenteredText(400, 1.0f, (OSD_Delay<255)?OSD_Delay:255, OSD_Info);
|
|
OSD_Delay--; //*TODO* Delay should be in ms, not in ticks...
|
|
}
|
|
if (OSD_Counter) {
|
|
DrawRightedText(20, 1.0f, 255, OSD_Counters);
|
|
}
|
|
#endif
|
|
|
|
if (settings.rend.ShowFPS && osd_font) {
|
|
if (os_GetSeconds() - LastFPSTime > 0.5) {
|
|
fps = (FrameCount - lastFrameCount) / (os_GetSeconds() - LastFPSTime);
|
|
LastFPSTime = os_GetSeconds();
|
|
lastFrameCount = FrameCount;
|
|
}
|
|
if (fps >= 0) {
|
|
char text[32];
|
|
sprintf(text, "F:%.1f", fps);
|
|
DrawRightedText(460, 1.f, 196, text);
|
|
}
|
|
}
|
|
}
|
|
|
|
#define OSD_TEX_W 512
|
|
#define OSD_TEX_H 256
|
|
|
|
void OSD_DRAW(GLuint shader_program)
|
|
{
|
|
#ifndef TARGET_PANDORA
|
|
if (osd_tex)
|
|
{
|
|
float u=0;
|
|
float v=0;
|
|
|
|
for (int i=0;i<13;i++)
|
|
{
|
|
//umin,vmin,umax,vmax
|
|
vjoy_pos[i][4]=(u+1)/OSD_TEX_W;
|
|
vjoy_pos[i][5]=(v+1)/OSD_TEX_H;
|
|
|
|
vjoy_pos[i][6]=((u+vjoy_sz[0][i]-1))/OSD_TEX_W;
|
|
vjoy_pos[i][7]=((v+vjoy_sz[1][i]-1))/OSD_TEX_H;
|
|
|
|
u+=vjoy_sz[0][i];
|
|
if (u>=OSD_TEX_W)
|
|
{
|
|
u-=OSD_TEX_W;
|
|
v+=vjoy_sz[1][i];
|
|
}
|
|
//v+=vjoy_pos[i][3];
|
|
}
|
|
|
|
verify(glIsProgram(shader_program));
|
|
|
|
glcache.BindTexture(GL_TEXTURE_2D, osd_tex);
|
|
glcache.UseProgram(shader_program);
|
|
|
|
//reset rendering scale
|
|
/*
|
|
float dc_width=640;
|
|
float dc_height=480;
|
|
|
|
float dc2s_scale_h=screen_height/480.0f;
|
|
float ds2s_offs_x=(screen_width-dc2s_scale_h*640)/2;
|
|
|
|
//-1 -> too much to left
|
|
ShaderUniforms.scale_coefs[0]=2.0f/(screen_width/dc2s_scale_h);
|
|
ShaderUniforms.scale_coefs[1]=-2/dc_height;
|
|
ShaderUniforms.scale_coefs[2]=1-2*ds2s_offs_x/(screen_width);
|
|
ShaderUniforms.scale_coefs[3]=-1;
|
|
|
|
glUniform4fv( gl.OSD_SHADER.scale, 1, ShaderUniforms.scale_coefs);
|
|
*/
|
|
|
|
glcache.Enable(GL_BLEND);
|
|
glcache.Disable(GL_DEPTH_TEST);
|
|
glcache.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glcache.DepthMask(false);
|
|
glcache.DepthFunc(GL_ALWAYS);
|
|
|
|
glcache.Disable(GL_CULL_FACE);
|
|
glcache.Disable(GL_SCISSOR_TEST);
|
|
|
|
int dfa=osd_count/4;
|
|
|
|
for (int i=0;i<dfa;i++)
|
|
glDrawArrays(GL_TRIANGLE_STRIP,osd_base+i*4,4);
|
|
}
|
|
#endif
|
|
if (osd_font)
|
|
{
|
|
float u=0;
|
|
float v=0;
|
|
|
|
verify(glIsProgram(shader_program));
|
|
|
|
float dc_width=640;
|
|
float dc_height=480;
|
|
|
|
float dc2s_scale_h=screen_height/480.0f;
|
|
float ds2s_offs_x=(screen_width-dc2s_scale_h*640)/2;
|
|
|
|
|
|
glcache.BindTexture(GL_TEXTURE_2D,osd_font);
|
|
glcache.UseProgram(shader_program);
|
|
|
|
glcache.Enable(GL_BLEND);
|
|
glcache.Disable(GL_DEPTH_TEST);
|
|
glcache.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
glcache.DepthMask(false);
|
|
glcache.DepthFunc(GL_ALWAYS);
|
|
|
|
|
|
glcache.Disable(GL_CULL_FACE);
|
|
glcache.Disable(GL_SCISSOR_TEST);
|
|
|
|
|
|
int dfa=osd_count/4;
|
|
|
|
for (int i=0;i<dfa;i++)
|
|
glDrawArrays(GL_TRIANGLE_STRIP,osd_base+i*4,4);
|
|
}
|
|
}
|
|
|
|
bool ProcessFrame(TA_context* ctx)
|
|
{
|
|
ctx->rend_inuse.Lock();
|
|
|
|
if (KillTex)
|
|
{
|
|
void killtex();
|
|
killtex();
|
|
printf("Texture cache cleared\n");
|
|
}
|
|
|
|
if (ctx->rend.isRenderFramebuffer)
|
|
{
|
|
RenderFramebuffer();
|
|
ctx->rend_inuse.Unlock();
|
|
}
|
|
else
|
|
{
|
|
if (!ta_parse_vdrc(ctx))
|
|
return false;
|
|
}
|
|
CollectCleanup();
|
|
|
|
if (ctx->rend.Overrun)
|
|
printf("ERROR: TA context overrun\n");
|
|
|
|
return !ctx->rend.Overrun;
|
|
}
|
|
|
|
bool RenderFrame()
|
|
{
|
|
DoCleanup();
|
|
|
|
bool is_rtt=pvrrc.isRTT;
|
|
|
|
if (!is_rtt)
|
|
OSD_HOOK();
|
|
|
|
//if (FrameCount&7) return;
|
|
|
|
//Setup the matrix
|
|
|
|
//TODO: Make this dynamic
|
|
float vtx_min_fZ=0.f; //pvrrc.fZ_min;
|
|
float vtx_max_fZ=pvrrc.fZ_max;
|
|
|
|
//sanitise the values, now with NaN detection (for omap)
|
|
//0x49800000 is 1024*1024. Using integer math to avoid issues w/ infs and nans
|
|
if ((s32&)vtx_max_fZ<0 || (u32&)vtx_max_fZ>0x49800000)
|
|
vtx_max_fZ=10*1024;
|
|
|
|
|
|
//add some extra range to avoid clipping border cases
|
|
vtx_min_fZ*=0.98f;
|
|
vtx_max_fZ*=1.001f;
|
|
|
|
//calculate a projection so that it matches the pvr x,y setup, and
|
|
//a) Z is linearly scaled between 0 ... 1
|
|
//b) W is passed though for proper perspective calculations
|
|
|
|
/*
|
|
PowerVR coords:
|
|
fx, fy (pixel coordinates)
|
|
fz=1/w
|
|
|
|
(as a note, fx=x*fz;fy=y*fz)
|
|
|
|
Clip space
|
|
-Wc .. Wc, xyz
|
|
x: left-right, y: bottom-top
|
|
NDC space
|
|
-1 .. 1, xyz
|
|
Window space:
|
|
translated NDC (viewport, glDepth)
|
|
|
|
Attributes:
|
|
//this needs to be cleared up, been some time since I wrote my rasteriser and i'm starting
|
|
//to forget/mixup stuff
|
|
vaX -> VS output
|
|
iaX=vaX*W -> value to be interpolated
|
|
iaX',W' -> interpolated values
|
|
paX=iaX'/W' -> Per pixel interpolated value for attribute
|
|
|
|
|
|
Proper mappings:
|
|
Output from shader:
|
|
W=1/fz
|
|
x=fx*W -> maps to fx after perspective divide
|
|
y=fy*W -> fy -//-
|
|
z=-W for min, W for max. Needs to be linear.
|
|
|
|
|
|
|
|
umodified W, perfect mapping:
|
|
Z mapping:
|
|
pz=z/W
|
|
pz=z/(1/fz)
|
|
pz=z*fz
|
|
z=zt_s+zt_o
|
|
pz=(zt_s+zt_o)*fz
|
|
pz=zt_s*fz+zt_o*fz
|
|
zt_s=scale
|
|
zt_s=2/(max_fz-min_fz)
|
|
zt_o*fz=-min_fz-1
|
|
zt_o=(-min_fz-1)/fz == (-min_fz-1)*W
|
|
|
|
|
|
x=fx/(fx_range/2)-1 //0 to max -> -1 to 1
|
|
y=fy/(-fy_range/2)+1 //0 to max -> 1 to -1
|
|
z=-min_fz*W + (zt_s-1) //0 to +inf -> -1 to 1
|
|
|
|
o=a*z+c
|
|
1=a*z_max+c
|
|
-1=a*z_min+c
|
|
|
|
c=-a*z_min-1
|
|
1=a*z_max-a*z_min-1
|
|
2=a*(z_max-z_min)
|
|
a=2/(z_max-z_min)
|
|
*/
|
|
|
|
//float B=2/(min_invW-max_invW);
|
|
//float A=-B*max_invW+vnear;
|
|
|
|
//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;
|
|
|
|
/*
|
|
|
|
float vnear=0;
|
|
float vfar =1;
|
|
|
|
float max_invW=1/vtx_min_fZ;
|
|
float min_invW=1/vtx_max_fZ;
|
|
|
|
float B=vfar/(min_invW-max_invW);
|
|
float A=-B*max_invW+vnear;
|
|
|
|
|
|
GLfloat dmatrix[16] =
|
|
{
|
|
(2.f/dc_width) ,0 ,-(640/dc_width) ,0 ,
|
|
0 ,-(2.f/dc_height) ,(480/dc_height) ,0 ,
|
|
0 ,0 ,A ,B ,
|
|
0 ,0 ,1 ,0
|
|
};
|
|
|
|
glUniformMatrix4fv(gl.matrix, 1, GL_FALSE, dmatrix);
|
|
|
|
*/
|
|
|
|
/*
|
|
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
|
|
ShaderUniforms.scale_coefs[0]=2.0f/(screen_width/dc2s_scale_h*scale_x);
|
|
ShaderUniforms.scale_coefs[1]=(is_rtt ? 2 : -2) / dc_height; // FIXME CT2 needs 480 here instead of dc_height=512
|
|
ShaderUniforms.scale_coefs[2]=1-2*ds2s_offs_x/(screen_width);
|
|
ShaderUniforms.scale_coefs[3]=(is_rtt?1:-1);
|
|
|
|
|
|
ShaderUniforms.depth_coefs[0]=2/(vtx_max_fZ-vtx_min_fZ);
|
|
ShaderUniforms.depth_coefs[1]=-vtx_min_fZ-1;
|
|
ShaderUniforms.depth_coefs[2]=0;
|
|
ShaderUniforms.depth_coefs[3]=0;
|
|
|
|
ShaderUniforms.extra_depth_scale = settings.rend.ExtraDepthScale;
|
|
|
|
//printf("scale: %f, %f, %f, %f\n",ShaderUniforms.scale_coefs[0],ShaderUniforms.scale_coefs[1],ShaderUniforms.scale_coefs[2],ShaderUniforms.scale_coefs[3]);
|
|
|
|
|
|
//VERT and RAM fog color constants
|
|
u8* fog_colvert_bgra=(u8*)&FOG_COL_VERT;
|
|
u8* fog_colram_bgra=(u8*)&FOG_COL_RAM;
|
|
ShaderUniforms.ps_FOG_COL_VERT[0]=fog_colvert_bgra[2]/255.0f;
|
|
ShaderUniforms.ps_FOG_COL_VERT[1]=fog_colvert_bgra[1]/255.0f;
|
|
ShaderUniforms.ps_FOG_COL_VERT[2]=fog_colvert_bgra[0]/255.0f;
|
|
|
|
ShaderUniforms.ps_FOG_COL_RAM[0]=fog_colram_bgra [2]/255.0f;
|
|
ShaderUniforms.ps_FOG_COL_RAM[1]=fog_colram_bgra [1]/255.0f;
|
|
ShaderUniforms.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];
|
|
ShaderUniforms.fog_den_float=fog_den_mant*powf(2.0f,fog_den_exp);
|
|
|
|
ShaderUniforms.fog_clamp_min[0] = ((pvrrc.fog_clamp_min >> 16) & 0xFF) / 255.0f;
|
|
ShaderUniforms.fog_clamp_min[1] = ((pvrrc.fog_clamp_min >> 8) & 0xFF) / 255.0f;
|
|
ShaderUniforms.fog_clamp_min[2] = ((pvrrc.fog_clamp_min >> 0) & 0xFF) / 255.0f;
|
|
ShaderUniforms.fog_clamp_min[3] = ((pvrrc.fog_clamp_min >> 24) & 0xFF) / 255.0f;
|
|
|
|
ShaderUniforms.fog_clamp_max[0] = ((pvrrc.fog_clamp_max >> 16) & 0xFF) / 255.0f;
|
|
ShaderUniforms.fog_clamp_max[1] = ((pvrrc.fog_clamp_max >> 8) & 0xFF) / 255.0f;
|
|
ShaderUniforms.fog_clamp_max[2] = ((pvrrc.fog_clamp_max >> 0) & 0xFF) / 255.0f;
|
|
ShaderUniforms.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_TEXTURE1, gl.fog_image_format);
|
|
}
|
|
|
|
glcache.UseProgram(gl.modvol_shader.program);
|
|
|
|
glUniform4fv( gl.modvol_shader.scale, 1, ShaderUniforms.scale_coefs);
|
|
glUniform4fv( gl.modvol_shader.depth_scale, 1, ShaderUniforms.depth_coefs);
|
|
glUniform1f(gl.modvol_shader.extra_depth_scale, ShaderUniforms.extra_depth_scale);
|
|
|
|
GLfloat td[4]={0.5,0,0,0};
|
|
|
|
glcache.UseProgram(gl.OSD_SHADER.program);
|
|
glUniform4fv( gl.OSD_SHADER.scale, 1, ShaderUniforms.scale_coefs);
|
|
glUniform4fv( gl.OSD_SHADER.depth_scale, 1, td);
|
|
glUniform1f(gl.OSD_SHADER.extra_depth_scale, 1.0f);
|
|
|
|
ShaderUniforms.PT_ALPHA=(PT_ALPHA_REF&0xFF)/255.0f;
|
|
|
|
// for (u32 i=0;i<sizeof(gl.pogram_table)/sizeof(gl.pogram_table[0]);i++)
|
|
// {
|
|
// PipelineShader* s=&gl.pogram_table[i];
|
|
// if (s->program == -1)
|
|
// continue;
|
|
//
|
|
// glcache.UseProgram(s->program);
|
|
//
|
|
// ShaderUniforms.Set(s);
|
|
// }
|
|
//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);
|
|
BindRTT(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);
|
|
}
|
|
|
|
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);
|
|
|
|
glcache.DepthMask(GL_TRUE);
|
|
glClearDepthf(0.0);
|
|
glStencilMask(0xFF); glCheck();
|
|
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glCheck();
|
|
|
|
//move vertex to gpu
|
|
|
|
if (!pvrrc.isRenderFramebuffer)
|
|
{
|
|
//Main VBO
|
|
glBindBuffer(GL_ARRAY_BUFFER, gl.vbo.geometry); glCheck();
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl.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, gl.vbo.modvols); glCheck();
|
|
glBufferData(GL_ARRAY_BUFFER,pvrrc.modtrig.bytes(),pvrrc.modtrig.head(),GL_STREAM_DRAW); glCheck();
|
|
}
|
|
|
|
int offs_x=ds2s_offs_x+0.5f;
|
|
//this needs to be scaled
|
|
|
|
//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;
|
|
|
|
DrawStrips();
|
|
}
|
|
else
|
|
{
|
|
glcache.ClearColor(0.f, 0.f, 0.f, 0.f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
DrawFramebuffer(dc_width, dc_height);
|
|
}
|
|
#if HOST_OS==OS_WINDOWS
|
|
//Sleep(40); //to test MT stability
|
|
#endif
|
|
|
|
eglCheck();
|
|
|
|
KillTex=false;
|
|
|
|
if (is_rtt)
|
|
ReadRTTBuffer();
|
|
|
|
return !is_rtt;
|
|
}
|
|
|
|
void rend_set_fb_scale(float x,float y)
|
|
{
|
|
fb_scale_x=x;
|
|
fb_scale_y=y;
|
|
}
|
|
|
|
struct glesrend : Renderer
|
|
{
|
|
bool Init() { return gles_init(); }
|
|
void Resize(int w, int h) { screen_width=w; screen_height=h; }
|
|
void Term()
|
|
{
|
|
if (KillTex)
|
|
killtex();
|
|
}
|
|
|
|
bool Process(TA_context* ctx) { return ProcessFrame(ctx); }
|
|
bool Render() { return RenderFrame(); }
|
|
|
|
void Present() { gl_swap(); glViewport(0, 0, screen_width, screen_height); }
|
|
|
|
void DrawOSD() { OSD_DRAW(gl.OSD_SHADER.program); }
|
|
|
|
virtual u32 GetTexture(TSP tsp, TCW tcw) {
|
|
return gl_GetTexture(tsp, tcw);
|
|
}
|
|
};
|
|
|
|
|
|
#include "deps/libpng/png.h"
|
|
|
|
FILE* pngfile;
|
|
|
|
void png_cstd_read(png_structp png_ptr, png_bytep data, png_size_t length)
|
|
{
|
|
fread(data,1, length,pngfile);
|
|
}
|
|
|
|
GLuint loadPNG(const string& fname, int &width, int &height)
|
|
{
|
|
const char* filename=fname.c_str();
|
|
FILE* file = fopen(filename, "rb");
|
|
pngfile=file;
|
|
|
|
if (!file)
|
|
{
|
|
printf("Error opening %s\n", filename);
|
|
return TEXTURE_LOAD_ERROR;
|
|
}
|
|
|
|
//header for testing if it is a png
|
|
png_byte header[8];
|
|
|
|
//read the header
|
|
fread(header,1,8,file);
|
|
|
|
//test if png
|
|
int is_png = !png_sig_cmp(header, 0, 8);
|
|
if (!is_png)
|
|
{
|
|
fclose(file);
|
|
printf("Not a PNG file : %s", filename);
|
|
return TEXTURE_LOAD_ERROR;
|
|
}
|
|
|
|
//create png struct
|
|
png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL,
|
|
NULL, NULL);
|
|
if (!png_ptr)
|
|
{
|
|
fclose(file);
|
|
printf("Unable to create PNG struct : %s", filename);
|
|
return (TEXTURE_LOAD_ERROR);
|
|
}
|
|
|
|
//create png info struct
|
|
png_infop info_ptr = png_create_info_struct(png_ptr);
|
|
if (!info_ptr)
|
|
{
|
|
png_destroy_read_struct(&png_ptr, (png_infopp) NULL, (png_infopp) NULL);
|
|
printf("Unable to create PNG info : %s", filename);
|
|
fclose(file);
|
|
return (TEXTURE_LOAD_ERROR);
|
|
}
|
|
|
|
//create png info struct
|
|
png_infop end_info = png_create_info_struct(png_ptr);
|
|
if (!end_info)
|
|
{
|
|
png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp) NULL);
|
|
printf("Unable to create PNG end info : %s", filename);
|
|
fclose(file);
|
|
return (TEXTURE_LOAD_ERROR);
|
|
}
|
|
|
|
//png error stuff, not sure libpng man suggests this.
|
|
if (setjmp(png_jmpbuf(png_ptr)))
|
|
{
|
|
fclose(file);
|
|
printf("Error during setjmp : %s", filename);
|
|
png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
|
|
return (TEXTURE_LOAD_ERROR);
|
|
}
|
|
|
|
//init png reading
|
|
//png_init_io(png_ptr, fp);
|
|
png_set_read_fn(png_ptr, NULL, png_cstd_read);
|
|
|
|
//let libpng know you already read the first 8 bytes
|
|
png_set_sig_bytes(png_ptr, 8);
|
|
|
|
// read all the info up to the image data
|
|
png_read_info(png_ptr, info_ptr);
|
|
|
|
//variables to pass to get info
|
|
int bit_depth, color_type;
|
|
png_uint_32 twidth, theight;
|
|
|
|
// get info about png
|
|
png_get_IHDR(png_ptr, info_ptr, &twidth, &theight, &bit_depth, &color_type,
|
|
NULL, NULL, NULL);
|
|
|
|
//update width and height based on png info
|
|
width = twidth;
|
|
height = theight;
|
|
|
|
// Update the png info struct.
|
|
png_read_update_info(png_ptr, info_ptr);
|
|
|
|
// Row size in bytes.
|
|
int rowbytes = png_get_rowbytes(png_ptr, info_ptr);
|
|
|
|
// Allocate the image_data as a big block, to be given to opengl
|
|
png_byte *image_data = new png_byte[rowbytes * height];
|
|
if (!image_data)
|
|
{
|
|
//clean up memory and close stuff
|
|
png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
|
|
printf("Unable to allocate image_data while loading %s ", filename);
|
|
fclose(file);
|
|
return TEXTURE_LOAD_ERROR;
|
|
}
|
|
|
|
//row_pointers is for pointing to image_data for reading the png with libpng
|
|
png_bytep *row_pointers = new png_bytep[height];
|
|
if (!row_pointers)
|
|
{
|
|
//clean up memory and close stuff
|
|
png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
|
|
delete[] image_data;
|
|
printf("Unable to allocate row_pointer while loading %s ", filename);
|
|
fclose(file);
|
|
return TEXTURE_LOAD_ERROR;
|
|
}
|
|
|
|
// set the individual row_pointers to point at the correct offsets of image_data
|
|
for (int i = 0; i < height; ++i)
|
|
row_pointers[height - 1 - i] = image_data + i * rowbytes;
|
|
|
|
//read the png into image_data through row_pointers
|
|
png_read_image(png_ptr, row_pointers);
|
|
|
|
//Now generate the OpenGL texture object
|
|
GLuint texture = glcache.GenTexture();
|
|
glcache.BindTexture(GL_TEXTURE_2D, texture);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, (GLvoid*) image_data);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
//clean up memory and close stuff
|
|
png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
|
|
delete[] image_data;
|
|
delete[] row_pointers;
|
|
fclose(file);
|
|
|
|
return texture;
|
|
}
|
|
|
|
|
|
Renderer* rend_GLES2() { return new glesrend(); }
|