342 lines
7.8 KiB
C++
Executable File
342 lines
7.8 KiB
C++
Executable File
#pragma once
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#include "hw/pvr/ta_structs.h"
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#include "hw/pvr/ta_ctx.h"
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#include "rend/TexCache.h"
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#include "wsi/gl_context.h"
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#include "glcache.h"
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#include "postprocess.h"
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#include <unordered_map>
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#include <glm/glm.hpp>
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#ifndef GL_TEXTURE_MAX_ANISOTROPY
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#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE
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#endif
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#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY
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#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF
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#endif
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#define glCheck() do { if (unlikely(config::OpenGlChecks)) { verify(glGetError()==GL_NO_ERROR); } } while(0)
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#define VERTEX_POS_ARRAY 0
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#define VERTEX_COL_BASE_ARRAY 1
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#define VERTEX_COL_OFFS_ARRAY 2
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#define VERTEX_UV_ARRAY 3
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// OIT only
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#define VERTEX_COL_BASE1_ARRAY 4
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#define VERTEX_COL_OFFS1_ARRAY 5
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#define VERTEX_UV1_ARRAY 6
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//vertex types
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extern u32 gcflip;
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extern glm::mat4 ViewportMatrix;
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void DrawStrips();
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struct PipelineShader
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{
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GLuint program;
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GLint depth_scale;
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GLint pp_ClipTest;
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GLint cp_AlphaTestValue;
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GLint sp_FOG_COL_RAM;
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GLint sp_FOG_COL_VERT;
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GLint sp_FOG_DENSITY;
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GLint trilinear_alpha;
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GLint fog_clamp_min, fog_clamp_max;
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GLint normal_matrix;
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GLint palette_index;
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//
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bool cp_AlphaTest;
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bool pp_InsideClipping;
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bool pp_Texture;
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bool pp_UseAlpha;
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bool pp_IgnoreTexA;
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u32 pp_ShadInstr;
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bool pp_Offset;
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u32 pp_FogCtrl;
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bool pp_Gouraud;
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bool pp_BumpMap;
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bool fog_clamping;
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bool trilinear;
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bool palette;
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};
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struct gl_ctx
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{
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struct
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{
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GLuint program;
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GLint depth_scale;
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GLint sp_ShaderColor;
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GLint normal_matrix;
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} modvol_shader;
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std::unordered_map<u32, PipelineShader> shaders;
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struct
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{
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GLuint program;
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GLint scale;
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GLuint vao;
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GLuint geometry;
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GLuint osd_tex;
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} OSD_SHADER;
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struct
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{
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GLuint geometry,modvols,idxs,idxs2;
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GLuint mainVAO;
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GLuint modvolVAO;
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} vbo;
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struct
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{
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u32 texAddress = ~0;
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GLuint depthb;
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GLuint tex;
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GLuint fbo;
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GLuint pbo;
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u32 pboSize;
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bool directXfer;
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u32 width;
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u32 height;
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u32 fb_w_ctrl;
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u32 linestride;
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} rtt;
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struct
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{
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GLuint depthb;
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GLuint colorb;
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GLuint tex;
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GLuint fbo;
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int width;
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int height;
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} ofbo;
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const char *gl_version;
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const char *glsl_version_header;
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int gl_major;
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int gl_minor;
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bool is_gles;
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GLuint single_channel_format;
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GLenum index_type;
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bool GL_OES_packed_depth_stencil_supported;
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bool GL_OES_depth24_supported;
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bool highp_float_supported;
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float max_anisotropy;
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size_t get_index_size() { return index_type == GL_UNSIGNED_INT ? sizeof(u32) : sizeof(u16); }
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};
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extern gl_ctx gl;
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extern GLuint fbTextureId;
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BaseTextureCacheData *gl_GetTexture(TSP tsp, TCW tcw);
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enum ModifierVolumeMode { Xor, Or, Inclusion, Exclusion, ModeCount };
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void gl_load_osd_resources();
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void gl_free_osd_resources();
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bool ProcessFrame(TA_context* ctx);
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void UpdateFogTexture(u8 *fog_table, GLenum texture_slot, GLint fog_image_format);
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void UpdatePaletteTexture(GLenum texture_slot);
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void termGLCommon();
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void findGLVersion();
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void GetFramebufferScaling(float& scale_x, float& scale_y, float& scissoring_scale_x, float& scissoring_scale_y);
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void GetFramebufferSize(float& dc_width, float& dc_height);
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void SetupMatrices(float dc_width, float dc_height,
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float scale_x, float scale_y, float scissoring_scale_x, float scissoring_scale_y,
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float &ds2s_offs_x, glm::mat4& normal_mat, glm::mat4& scissor_mat);
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void SetCull(u32 CullMode);
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s32 SetTileClip(u32 val, GLint uniform);
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void SetMVS_Mode(ModifierVolumeMode mv_mode, ISP_Modvol ispc);
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GLuint BindRTT(bool withDepthBuffer = true);
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void ReadRTTBuffer();
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void RenderFramebuffer();
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void DrawFramebuffer();
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GLuint init_output_framebuffer(int width, int height);
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bool render_output_framebuffer();
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void free_output_framebuffer();
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void OSD_DRAW(bool clear_screen);
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PipelineShader *GetProgram(bool cp_AlphaTest, bool pp_InsideClipping,
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bool pp_Texture, bool pp_UseAlpha, bool pp_IgnoreTexA, u32 pp_ShadInstr, bool pp_Offset,
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u32 pp_FogCtrl, bool pp_Gouraud, bool pp_BumpMap, bool fog_clamping, bool trilinear,
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bool palette);
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GLuint gl_CompileShader(const char* shader, GLuint type);
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GLuint gl_CompileAndLink(const char* VertexShader, const char* FragmentShader);
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bool CompilePipelineShader(PipelineShader* s);
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extern struct ShaderUniforms_t
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{
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float PT_ALPHA;
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float depth_coefs[4];
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float fog_den_float;
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float ps_FOG_COL_RAM[3];
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float ps_FOG_COL_VERT[3];
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float trilinear_alpha;
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float fog_clamp_min[4];
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float fog_clamp_max[4];
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glm::mat4 normal_mat;
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struct {
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bool enabled;
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int x;
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int y;
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int width;
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int height;
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} base_clipping;
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int palette_index;
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void Set(const PipelineShader* s)
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{
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if (s->cp_AlphaTestValue!=-1)
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glUniform1f(s->cp_AlphaTestValue,PT_ALPHA);
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if (s->depth_scale!=-1)
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glUniform4fv( s->depth_scale, 1, depth_coefs);
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if (s->sp_FOG_DENSITY!=-1)
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glUniform1f( s->sp_FOG_DENSITY,fog_den_float);
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if (s->sp_FOG_COL_RAM!=-1)
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glUniform3fv( s->sp_FOG_COL_RAM, 1, ps_FOG_COL_RAM);
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if (s->sp_FOG_COL_VERT!=-1)
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glUniform3fv( s->sp_FOG_COL_VERT, 1, ps_FOG_COL_VERT);
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if (s->fog_clamp_min != -1)
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glUniform4fv(s->fog_clamp_min, 1, fog_clamp_min);
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if (s->fog_clamp_max != -1)
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glUniform4fv(s->fog_clamp_max, 1, fog_clamp_max);
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if (s->normal_matrix != -1)
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glUniformMatrix4fv(s->normal_matrix, 1, GL_FALSE, &normal_mat[0][0]);
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if (s->palette_index != -1)
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glUniform1i(s->palette_index, palette_index);
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}
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} ShaderUniforms;
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class TextureCacheData final : public BaseTextureCacheData
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{
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public:
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GLuint texID; //gl texture
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std::string GetId() override { return std::to_string(texID); }
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void UploadToGPU(int width, int height, u8 *temp_tex_buffer, bool mipmapped, bool mipmapsIncluded = false) override;
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bool Delete() override;
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};
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class GlTextureCache final : public BaseTextureCache<TextureCacheData>
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{
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public:
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void Cleanup()
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{
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if (!texturesToDelete.empty())
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{
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glcache.DeleteTextures((GLsizei)texturesToDelete.size(), &texturesToDelete[0]);
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texturesToDelete.clear();
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}
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CollectCleanup();
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}
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void DeleteLater(GLuint texId) { texturesToDelete.push_back(texId); }
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private:
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std::vector<GLuint> texturesToDelete;
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};
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extern GlTextureCache TexCache;
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extern const u32 Zfunction[8];
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extern const u32 SrcBlendGL[], DstBlendGL[];
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struct OpenGLRenderer : Renderer
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{
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bool Init() override;
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void Resize(int w, int h) override { width = w; height = h; }
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void Term() override;
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bool Process(TA_context* ctx) override { return ProcessFrame(ctx); }
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bool Render() override;
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bool RenderLastFrame() override;
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void DrawOSD(bool clear_screen) override { OSD_DRAW(clear_screen); }
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BaseTextureCacheData *GetTexture(TSP tsp, TCW tcw) override
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{
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return gl_GetTexture(tsp, tcw);
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}
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bool Present() override
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{
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if (!frameRendered)
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return false;
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frameRendered = false;
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return true;
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}
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bool frameRendered = false;
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int width;
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int height;
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};
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void initQuad();
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void termQuad();
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void drawQuad(GLuint texId, bool rotate = false, bool swapY = false);
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#define SHADER_COMPAT " \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 == 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 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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"
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#define VTX_SHADER_COMPAT SHADER_COMPAT \
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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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"
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#define PIX_SHADER_COMPAT SHADER_COMPAT \
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"#if TARGET_GL == GLES2 || TARGET_GL == GL2 \n\
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#define in varying \n\
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#endif \n\
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"
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#ifdef LIBRETRO
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extern "C" struct retro_hw_render_callback hw_render;
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#endif
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