1032 lines
26 KiB
C++
1032 lines
26 KiB
C++
/*
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Copyright 2018 flyinghead
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This file is part of Flycast.
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Flycast is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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Flycast is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Flycast. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "gl4.h"
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#include "rend/gles/glcache.h"
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#include "rend/transform_matrix.h"
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#include "rend/osd.h"
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#include "glsl.h"
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#include "gl4naomi2.h"
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#include "rend/gles/postprocess.h"
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//Fragment and vertex shaders code
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const char* ShaderHeader = R"(
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layout(r32ui, binding = 4) uniform coherent restrict uimage2D abufferPointerImg;
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layout(binding = 0, offset = 0) uniform atomic_uint buffer_index;
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)"
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OIT_POLY_PARAM
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R"(
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layout (binding = 0, std430) coherent restrict buffer PixelBuffer {
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Pixel pixels[];
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};
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uint getNextPixelIndex()
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{
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uint index = atomicCounterIncrement(buffer_index);
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if (index >= pixels.length())
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// Buffer overflow
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discard;
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return index;
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}
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layout (binding = 1, std430) readonly buffer TrPolyParamBuffer {
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PolyParam tr_poly_params[];
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};
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)";
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static const char* VertexShaderSource = R"(
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#if pp_Gouraud == 0
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#define INTERPOLATION flat
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#else
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#define INTERPOLATION
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#endif
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// Uniforms
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uniform mat4 ndcMat;
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uniform int pp_Number;
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// Input
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in vec4 in_pos;
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in vec4 in_base;
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in vec4 in_offs;
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in vec2 in_uv;
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in vec4 in_base1;
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in vec4 in_offs1;
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in vec2 in_uv1;
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// Output
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INTERPOLATION out vec4 vtx_base;
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INTERPOLATION out vec4 vtx_offs;
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out vec3 vtx_uv;
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INTERPOLATION out vec4 vtx_base1;
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INTERPOLATION out vec4 vtx_offs1;
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out vec2 vtx_uv1;
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flat out uint vtx_index;
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void main()
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{
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vec4 vpos = ndcMat * in_pos;
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#if DIV_POS_Z == 1
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vpos /= vpos.z;
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vpos.z = vpos.w;
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#endif
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vtx_base = in_base;
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vtx_offs = in_offs;
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vtx_uv = vec3(in_uv, vpos.z);
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vtx_base1 = in_base1;
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vtx_offs1 = in_offs1;
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vtx_uv1 = in_uv1;
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vtx_index = uint(pp_Number) + uint(gl_VertexID);
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#if pp_Gouraud == 1 && DIV_POS_Z != 1
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vtx_base *= vpos.z;
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vtx_offs *= vpos.z;
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vtx_base1 *= vpos.z;
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vtx_offs1 *= vpos.z;
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#endif
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#if DIV_POS_Z != 1
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vtx_uv.xy *= vpos.z;
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vtx_uv1 *= vpos.z;
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vpos.w = 1.0;
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vpos.z = 0.0;
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#endif
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gl_Position = vpos;
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}
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)";
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const char* gl4PixelPipelineShader = R"(
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#define PI 3.1415926
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#define PASS_DEPTH 0
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#define PASS_COLOR 1
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#define PASS_OIT 2
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#if PASS == PASS_DEPTH || PASS == PASS_COLOR || NOUVEAU == 1
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out vec4 FragColor;
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#endif
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#if pp_TwoVolumes == 1
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#define IF(x) if (x)
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#else
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#define IF(x)
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#endif
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#if pp_Gouraud == 0
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#define INTERPOLATION flat
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#else
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#define INTERPOLATION
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#endif
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// Uniforms
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uniform float cp_AlphaTestValue;
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uniform vec4 pp_ClipTest;
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uniform vec3 sp_FOG_COL_RAM,sp_FOG_COL_VERT;
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uniform float sp_FOG_DENSITY;
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uniform float shade_scale_factor;
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uniform sampler2D tex0, tex1;
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layout(binding = 5) uniform sampler2D fog_table;
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uniform usampler2D shadow_stencil;
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uniform sampler2D DepthTex;
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uniform float trilinear_alpha;
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uniform vec4 fog_clamp_min;
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uniform vec4 fog_clamp_max;
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#if pp_Palette == 1
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uniform sampler2D palette;
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uniform int palette_index;
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#endif
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uniform ivec2 blend_mode[2];
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#if pp_TwoVolumes == 1
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uniform bool use_alpha[2];
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uniform bool ignore_tex_alpha[2];
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uniform int shading_instr[2];
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uniform int fog_control[2];
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#endif
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// Input
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INTERPOLATION in vec4 vtx_base;
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INTERPOLATION in vec4 vtx_offs;
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in vec3 vtx_uv;
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INTERPOLATION in vec4 vtx_base1;
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INTERPOLATION in vec4 vtx_offs1;
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in vec2 vtx_uv1;
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flat in uint vtx_index;
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float fog_mode2(float w)
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{
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float z = clamp(
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#if DIV_POS_Z == 1
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sp_FOG_DENSITY / w
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#else
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sp_FOG_DENSITY * w
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#endif
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, 1.0, 255.9999);
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float exp = floor(log2(z));
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float m = z * 16.0 / pow(2.0, exp) - 16.0;
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float idx = floor(m) + exp * 16.0 + 0.5;
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vec4 fog_coef = texture(fog_table, vec2(idx / 128.0, 0.75 - (m - floor(m)) / 2.0));
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return fog_coef.r;
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}
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vec4 fog_clamp(vec4 col)
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{
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#if FogClamping == 1
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return clamp(col, fog_clamp_min, fog_clamp_max);
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#else
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return col;
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#endif
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}
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#if pp_Palette == 1
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vec4 palettePixel(sampler2D tex, vec3 coords)
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{
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#if DIV_POS_Z == 1
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float colIdx = texture(tex, coords.xy).r;
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#else
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float colIdx = textureProj(tex, coords).r;
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#endif
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int color_idx = int(floor(colIdx * 255.0 + 0.5)) + palette_index;
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ivec2 c = ivec2(color_idx % 32, color_idx / 32);
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return texelFetch(palette, c, 0);
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}
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#endif
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void main()
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{
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setFragDepth(vtx_uv.z);
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#if PASS == PASS_OIT
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// Manual depth testing
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float frontDepth = texture(DepthTex, gl_FragCoord.xy / textureSize(DepthTex, 0)).r;
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if (gl_FragDepth < frontDepth)
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discard;
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#endif
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// Clip inside the box
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#if pp_ClipInside == 1
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if (gl_FragCoord.x >= pp_ClipTest.x && gl_FragCoord.x <= pp_ClipTest.z
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&& gl_FragCoord.y >= pp_ClipTest.y && gl_FragCoord.y <= pp_ClipTest.w)
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discard;
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#endif
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vec4 color = vtx_base;
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vec4 offset = vtx_offs;
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bool area1 = false;
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ivec2 cur_blend_mode = blend_mode[0];
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#if pp_TwoVolumes == 1
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bool cur_use_alpha = use_alpha[0];
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bool cur_ignore_tex_alpha = ignore_tex_alpha[0];
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int cur_shading_instr = shading_instr[0];
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int cur_fog_control = fog_control[0];
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#if PASS == PASS_COLOR
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uvec4 stencil = texture(shadow_stencil, gl_FragCoord.xy / textureSize(shadow_stencil, 0));
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if (stencil.r == 0x81u) {
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color = vtx_base1;
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offset = vtx_offs1;
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area1 = true;
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cur_blend_mode = blend_mode[1];
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cur_use_alpha = use_alpha[1];
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cur_ignore_tex_alpha = ignore_tex_alpha[1];
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cur_shading_instr = shading_instr[1];
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cur_fog_control = fog_control[1];
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}
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#endif
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#endif
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#if pp_Gouraud == 1 && DIV_POS_Z != 1
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color /= vtx_uv.z;
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offset /= vtx_uv.z;
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#endif
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#if pp_UseAlpha==0 || pp_TwoVolumes == 1
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IF(!cur_use_alpha)
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color.a=1.0;
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#endif
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#if pp_FogCtrl==3 || pp_TwoVolumes == 1 // LUT Mode 2
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IF(cur_fog_control == 3)
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color = vec4(sp_FOG_COL_RAM.rgb, fog_mode2(vtx_uv.z));
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#endif
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#if pp_Texture==1
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{
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vec4 texcol;
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#if pp_Palette == 0
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#if DIV_POS_Z == 1
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if (area1)
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texcol = texture(tex1, vtx_uv1);
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else
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texcol = texture(tex0, vtx_uv.xy);
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#else
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if (area1)
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texcol = textureProj(tex1, vec3(vtx_uv1.xy, vtx_uv.z));
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else
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texcol = textureProj(tex0, vtx_uv);
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#endif
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#else
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if (area1)
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texcol = palettePixel(tex1, vec3(vtx_uv1.xy, vtx_uv.z));
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else
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texcol = palettePixel(tex0, vtx_uv);
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#endif
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#if pp_BumpMap == 1
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float s = PI / 2.0 * (texcol.a * 15.0 * 16.0 + texcol.r * 15.0) / 255.0;
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float r = 2.0 * PI * (texcol.g * 15.0 * 16.0 + texcol.b * 15.0) / 255.0;
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texcol.a = clamp(offset.a + offset.r * sin(s) + offset.g * cos(s) * cos(r - 2.0 * PI * offset.b), 0.0, 1.0);
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texcol.rgb = vec3(1.0, 1.0, 1.0);
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#else
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#if pp_IgnoreTexA==1 || pp_TwoVolumes == 1
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IF(cur_ignore_tex_alpha)
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texcol.a=1.0;
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#endif
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#if cp_AlphaTest == 1
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if (cp_AlphaTestValue > texcol.a)
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discard;
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texcol.a = 1.0;
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#endif
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#endif
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#if pp_ShadInstr==0 || pp_TwoVolumes == 1 // DECAL
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IF(cur_shading_instr == 0)
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{
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color=texcol;
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}
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#endif
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#if pp_ShadInstr==1 || pp_TwoVolumes == 1 // MODULATE
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IF(cur_shading_instr == 1)
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{
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color.rgb*=texcol.rgb;
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color.a=texcol.a;
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}
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#endif
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#if pp_ShadInstr==2 || pp_TwoVolumes == 1 // DECAL ALPHA
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IF(cur_shading_instr == 2)
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{
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color.rgb=mix(color.rgb,texcol.rgb,texcol.a);
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}
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#endif
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#if pp_ShadInstr==3 || pp_TwoVolumes == 1 // MODULATE ALPHA
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IF(cur_shading_instr == 3)
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{
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color*=texcol;
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}
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#endif
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#if pp_Offset==1 && pp_BumpMap == 0
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{
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color.rgb += offset.rgb;
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}
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#endif
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}
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#endif
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#if PASS == PASS_COLOR && pp_TwoVolumes == 0
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uvec4 stencil = texture(shadow_stencil, gl_FragCoord.xy / textureSize(shadow_stencil, 0));
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if (stencil.r == 0x81u)
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color.rgb *= shade_scale_factor;
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#endif
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color = fog_clamp(color);
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#if pp_FogCtrl==0 || pp_TwoVolumes == 1 // LUT
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IF(cur_fog_control == 0)
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{
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color.rgb = mix(color.rgb, sp_FOG_COL_RAM.rgb, fog_mode2(vtx_uv.z));
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}
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#endif
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#if pp_Offset==1 && pp_BumpMap == 0 && (pp_FogCtrl == 1 || pp_TwoVolumes == 1) // Per vertex
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IF(cur_fog_control == 1)
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{
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color.rgb=mix(color.rgb, sp_FOG_COL_VERT.rgb, offset.a);
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}
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#endif
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color *= trilinear_alpha;
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//color.rgb=vec3(gl_FragCoord.w * sp_FOG_DENSITY / 128.0);
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#if PASS == PASS_COLOR
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FragColor = color;
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#elif PASS == PASS_OIT
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// Discard as many pixels as possible
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switch (cur_blend_mode.y) // DST
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{
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case ONE:
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switch (cur_blend_mode.x) // SRC
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{
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case ZERO:
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discard;
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case ONE:
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case OTHER_COLOR:
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case INVERSE_OTHER_COLOR:
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if (color == vec4(0.0))
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discard;
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break;
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case SRC_ALPHA:
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if (color.a == 0.0 || color.rgb == vec3(0.0))
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discard;
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break;
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case INVERSE_SRC_ALPHA:
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if (color.a == 1.0 || color.rgb == vec3(0.0))
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discard;
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break;
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}
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break;
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case OTHER_COLOR:
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if (cur_blend_mode.x == ZERO && color == vec4(1.0))
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discard;
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break;
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case INVERSE_OTHER_COLOR:
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if (cur_blend_mode.x <= SRC_ALPHA && color == vec4(0.0))
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discard;
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break;
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case SRC_ALPHA:
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if ((cur_blend_mode.x == ZERO || cur_blend_mode.x == INVERSE_SRC_ALPHA) && color.a == 1.0)
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discard;
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break;
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case INVERSE_SRC_ALPHA:
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switch (cur_blend_mode.x) // SRC
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{
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case ZERO:
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case SRC_ALPHA:
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if (color.a == 0.0)
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discard;
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break;
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case ONE:
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case OTHER_COLOR:
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case INVERSE_OTHER_COLOR:
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if (color == vec4(0.0))
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discard;
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break;
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}
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break;
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}
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ivec2 coords = ivec2(gl_FragCoord.xy);
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uint idx = getNextPixelIndex();
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Pixel pixel;
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pixel.color = packColors(clamp(color, vec4(0.0), vec4(1.0)));
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pixel.depth = gl_FragDepth;
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pixel.seq_num = vtx_index;
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pixel.next = imageAtomicExchange(abufferPointerImg, coords, idx);
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pixels[idx] = pixel;
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#if NOUVEAU == 0
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discard;
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#else
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// nouveau may be optimizing a bit too aggressively here
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FragColor = vec4(0.0);
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#endif
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#endif
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}
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)";
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static const char* ModifierVolumeShader = R"(
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in vec3 vtx_uv;
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void main()
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{
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setFragDepth(vtx_uv.z);
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}
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)";
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class Vertex4Source : public OpenGl4Source
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{
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public:
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Vertex4Source(bool gouraud, bool divPosZ) : OpenGl4Source() {
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addConstant("pp_Gouraud", gouraud);
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addConstant("DIV_POS_Z", divPosZ);
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addSource(VertexShaderSource);
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}
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};
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class Fragment4ShaderSource : public OpenGl4Source
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{
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public:
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Fragment4ShaderSource(const gl4PipelineShader* s) : OpenGl4Source()
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{
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addConstant("cp_AlphaTest", s->cp_AlphaTest);
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addConstant("pp_ClipInside", s->pp_InsideClipping);
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addConstant("pp_UseAlpha", s->pp_UseAlpha);
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addConstant("pp_Texture", s->pp_Texture);
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addConstant("pp_IgnoreTexA", s->pp_IgnoreTexA);
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addConstant("pp_ShadInstr", s->pp_ShadInstr);
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addConstant("pp_Offset", s->pp_Offset);
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addConstant("pp_FogCtrl", s->pp_FogCtrl);
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addConstant("pp_TwoVolumes", s->pp_TwoVolumes);
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addConstant("pp_Gouraud", s->pp_Gouraud);
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addConstant("pp_BumpMap", s->pp_BumpMap);
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addConstant("FogClamping", s->fog_clamping);
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addConstant("pp_Palette", s->palette);
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addConstant("NOUVEAU", gl.mesa_nouveau);
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addConstant("PASS", (int)s->pass);
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addConstant("DIV_POS_Z", s->divPosZ);
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addSource(ShaderHeader);
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addSource(gl4PixelPipelineShader);
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}
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};
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gl4_ctx gl4;
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struct gl4ShaderUniforms_t gl4ShaderUniforms;
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int max_image_width;
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int max_image_height;
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bool gl4CompilePipelineShader(gl4PipelineShader* s, const char *fragment_source /* = nullptr */,
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const char *vertex_source /* = nullptr */)
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{
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std::string vertexSource;
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if (s->naomi2)
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vertexSource = N2Vertex4Source(s).generate();
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else
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vertexSource = Vertex4Source(s->pp_Gouraud, s->divPosZ).generate();
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Fragment4ShaderSource fragmentSource(s);
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s->program = gl_CompileAndLink(vertex_source != nullptr ? vertex_source : vertexSource.c_str(),
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fragment_source != nullptr ? fragment_source : fragmentSource.generate().c_str());
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//setup texture 0 as the input for the shader
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GLint gu = glGetUniformLocation(s->program, "tex0");
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if (s->pp_Texture == 1 && gu != -1)
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glUniform1i(gu, 0);
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// Setup texture 1 as the input for area 1 in two volume mode
|
|
gu = glGetUniformLocation(s->program, "tex1");
|
|
if (s->pp_Texture == 1 && gu != -1)
|
|
glUniform1i(gu, 1);
|
|
|
|
//get the uniform locations
|
|
s->pp_ClipTest = glGetUniformLocation(s->program, "pp_ClipTest");
|
|
|
|
s->sp_FOG_DENSITY = glGetUniformLocation(s->program, "sp_FOG_DENSITY");
|
|
|
|
s->cp_AlphaTestValue= glGetUniformLocation(s->program, "cp_AlphaTestValue");
|
|
|
|
//FOG_COL_RAM,FOG_COL_VERT,FOG_DENSITY;
|
|
if (s->pp_FogCtrl==1 && s->pp_Texture==1)
|
|
s->sp_FOG_COL_VERT=glGetUniformLocation(s->program, "sp_FOG_COL_VERT");
|
|
else
|
|
s->sp_FOG_COL_VERT=-1;
|
|
if (s->pp_FogCtrl==0 || s->pp_FogCtrl==3)
|
|
{
|
|
s->sp_FOG_COL_RAM=glGetUniformLocation(s->program, "sp_FOG_COL_RAM");
|
|
}
|
|
else
|
|
{
|
|
s->sp_FOG_COL_RAM=-1;
|
|
}
|
|
s->shade_scale_factor = glGetUniformLocation(s->program, "shade_scale_factor");
|
|
|
|
// Use texture 1 for depth texture
|
|
gu = glGetUniformLocation(s->program, "DepthTex");
|
|
if (gu != -1)
|
|
glUniform1i(gu, 2); // GL_TEXTURE2
|
|
|
|
s->trilinear_alpha = glGetUniformLocation(s->program, "trilinear_alpha");
|
|
|
|
if (s->fog_clamping)
|
|
{
|
|
s->fog_clamp_min = glGetUniformLocation(s->program, "fog_clamp_min");
|
|
s->fog_clamp_max = glGetUniformLocation(s->program, "fog_clamp_max");
|
|
}
|
|
else
|
|
{
|
|
s->fog_clamp_min = -1;
|
|
s->fog_clamp_max = -1;
|
|
}
|
|
s->ndcMat = glGetUniformLocation(s->program, "ndcMat");
|
|
|
|
// Shadow stencil for OP/PT rendering pass
|
|
gu = glGetUniformLocation(s->program, "shadow_stencil");
|
|
if (gu != -1)
|
|
glUniform1i(gu, 3); // GL_TEXTURE3
|
|
|
|
s->pp_Number = glGetUniformLocation(s->program, "pp_Number");
|
|
|
|
s->blend_mode = glGetUniformLocation(s->program, "blend_mode");
|
|
s->use_alpha = glGetUniformLocation(s->program, "use_alpha");
|
|
s->ignore_tex_alpha = glGetUniformLocation(s->program, "ignore_tex_alpha");
|
|
s->shading_instr = glGetUniformLocation(s->program, "shading_instr");
|
|
s->fog_control = glGetUniformLocation(s->program, "fog_control");
|
|
|
|
gu = glGetUniformLocation(s->program, "palette");
|
|
if (gu != -1)
|
|
glUniform1i(gu, 6); // GL_TEXTURE6
|
|
s->palette_index = glGetUniformLocation(s->program, "palette_index");
|
|
|
|
if (s->naomi2)
|
|
initN2Uniforms(s);
|
|
|
|
return glIsProgram(s->program)==GL_TRUE;
|
|
}
|
|
|
|
static void gl4_delete_shaders()
|
|
{
|
|
for (auto it : gl4.shaders)
|
|
{
|
|
if (it.second.program != 0)
|
|
glcache.DeleteProgram(it.second.program);
|
|
}
|
|
gl4.shaders.clear();
|
|
glcache.DeleteProgram(gl4.modvol_shader.program);
|
|
gl4.modvol_shader.program = 0;
|
|
glcache.DeleteProgram(gl4.n2ModVolShader.program);
|
|
gl4.n2ModVolShader.program = 0;
|
|
}
|
|
|
|
static void gl4_term()
|
|
{
|
|
for (auto& buffer : gl4.vbo.geometry)
|
|
buffer.reset();
|
|
for (auto& buffer : gl4.vbo.modvols)
|
|
buffer.reset();
|
|
for (auto& buffer : gl4.vbo.idxs)
|
|
buffer.reset();
|
|
for (auto& buffer : gl4.vbo.tr_poly_params)
|
|
buffer.reset();
|
|
gl4_delete_shaders();
|
|
glDeleteVertexArrays(ARRAY_SIZE(gl4.vbo.main_vao), gl4.vbo.main_vao);
|
|
glDeleteVertexArrays(ARRAY_SIZE(gl4.vbo.modvol_vao), gl4.vbo.modvol_vao);
|
|
#ifdef LIBRETRO
|
|
gl4TermVmuLightgun();
|
|
#endif
|
|
}
|
|
|
|
static void create_modvol_shader()
|
|
{
|
|
if (gl4.modvol_shader.program != 0)
|
|
return;
|
|
Vertex4Source vertexShader(false, config::NativeDepthInterpolation);
|
|
OpenGl4Source fragmentShader;
|
|
fragmentShader.addConstant("DIV_POS_Z", config::NativeDepthInterpolation)
|
|
.addSource(ShaderHeader)
|
|
.addSource(ModifierVolumeShader);
|
|
|
|
gl4.modvol_shader.program = gl_CompileAndLink(vertexShader.generate().c_str(), fragmentShader.generate().c_str());
|
|
gl4.modvol_shader.ndcMat = glGetUniformLocation(gl4.modvol_shader.program, "ndcMat");
|
|
|
|
N2Vertex4Source n2VertexShader;
|
|
fragmentShader.setConstant("DIV_POS_Z", false);
|
|
gl4.n2ModVolShader.program = gl_CompileAndLink(n2VertexShader.generate().c_str(), fragmentShader.generate().c_str());
|
|
gl4.n2ModVolShader.ndcMat = glGetUniformLocation(gl4.n2ModVolShader.program, "ndcMat");
|
|
gl4.n2ModVolShader.mvMat = glGetUniformLocation(gl4.n2ModVolShader.program, "mvMat");
|
|
gl4.n2ModVolShader.projMat = glGetUniformLocation(gl4.n2ModVolShader.program, "projMat");
|
|
}
|
|
|
|
static bool gl_create_resources()
|
|
{
|
|
if (gl4.vbo.geometry[0] != nullptr)
|
|
// Assume the resources have already been created
|
|
return true;
|
|
|
|
//create vao
|
|
glGenVertexArrays(2, &gl4.vbo.main_vao[0]);
|
|
glGenVertexArrays(2, &gl4.vbo.modvol_vao[0]);
|
|
|
|
//create vbos
|
|
for (u32 i = 0; i < ARRAY_SIZE(gl4.vbo.geometry); i++)
|
|
{
|
|
gl4.vbo.geometry[i] = std::unique_ptr<GlBuffer>(new GlBuffer(GL_ARRAY_BUFFER));
|
|
gl4.vbo.modvols[i] = std::unique_ptr<GlBuffer>(new GlBuffer(GL_ARRAY_BUFFER));
|
|
gl4.vbo.idxs[i] = std::unique_ptr<GlBuffer>(new GlBuffer(GL_ELEMENT_ARRAY_BUFFER));
|
|
// Create the buffer for Translucent poly params
|
|
gl4.vbo.tr_poly_params[i] = std::unique_ptr<GlBuffer>(new GlBuffer(GL_SHADER_STORAGE_BUFFER));
|
|
gl4.vbo.bufferIndex = i;
|
|
gl4SetupMainVBO();
|
|
gl4SetupModvolVBO();
|
|
}
|
|
|
|
initQuad();
|
|
glCheck();
|
|
|
|
return true;
|
|
}
|
|
|
|
struct OpenGL4Renderer : OpenGLRenderer
|
|
{
|
|
bool Init() override;
|
|
|
|
void Term() override
|
|
{
|
|
termABuffer();
|
|
glcache.DeleteTextures(1, &stencilTexId);
|
|
stencilTexId = 0;
|
|
glcache.DeleteTextures(1, &depthTexId);
|
|
depthTexId = 0;
|
|
glcache.DeleteTextures(1, &opaqueTexId);
|
|
opaqueTexId = 0;
|
|
glcache.DeleteTextures(1, &depthSaveTexId);
|
|
depthSaveTexId = 0;
|
|
glDeleteFramebuffers(1, &geom_fbo);
|
|
geom_fbo = 0;
|
|
glDeleteSamplers(2, texSamplers);
|
|
texSamplers[0] = texSamplers[1] = 0;
|
|
glDeleteFramebuffers(1, &depth_fbo);
|
|
depth_fbo = 0;
|
|
|
|
TexCache.Clear();
|
|
termGLCommon();
|
|
gl4_term();
|
|
}
|
|
|
|
bool Render() override
|
|
{
|
|
saveCurrentFramebuffer();
|
|
renderFrame(pvrrc.framebufferWidth, pvrrc.framebufferHeight);
|
|
if (pvrrc.isRTT) {
|
|
restoreCurrentFramebuffer();
|
|
return false;
|
|
}
|
|
|
|
if (!config::EmulateFramebuffer)
|
|
{
|
|
DrawOSD(false);
|
|
gl.ofbo2.ready = false;
|
|
frameRendered = true;
|
|
}
|
|
restoreCurrentFramebuffer();
|
|
|
|
return true;
|
|
}
|
|
|
|
GLenum getFogTextureSlot() const override {
|
|
return GL_TEXTURE5;
|
|
}
|
|
GLenum getPaletteTextureSlot() const override {
|
|
return GL_TEXTURE6;
|
|
}
|
|
|
|
bool renderFrame(int width, int height);
|
|
|
|
#ifdef LIBRETRO
|
|
void DrawOSD(bool clearScreen) override
|
|
{
|
|
void gl4DrawVmuTexture(u8 vmu_screen_number);
|
|
void gl4DrawGunCrosshair(u8 port);
|
|
|
|
if (settings.platform.isConsole())
|
|
{
|
|
for (int vmu_screen_number = 0 ; vmu_screen_number < 4 ; vmu_screen_number++)
|
|
if (vmu_lcd_status[vmu_screen_number * 2])
|
|
gl4DrawVmuTexture(vmu_screen_number);
|
|
}
|
|
|
|
for (int lightgun_port = 0 ; lightgun_port < 4 ; lightgun_port++)
|
|
gl4DrawGunCrosshair(lightgun_port);
|
|
}
|
|
#endif
|
|
};
|
|
|
|
//setup
|
|
void gl_DebugOutput(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
|
|
const GLchar *message, const void *userParam);
|
|
|
|
bool OpenGL4Renderer::Init()
|
|
{
|
|
findGLVersion();
|
|
if (gl.gl_major < 4 || (gl.gl_major == 4 && gl.gl_minor < 3))
|
|
{
|
|
WARN_LOG(RENDERER, "Warning: OpenGL version doesn't support per-pixel sorting.");
|
|
return false;
|
|
}
|
|
INFO_LOG(RENDERER, "Per-pixel sorting enabled");
|
|
|
|
glcache.DisableCache();
|
|
|
|
//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);
|
|
|
|
if (!gl_create_resources())
|
|
return false;
|
|
|
|
initABuffer();
|
|
|
|
if (config::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;
|
|
forcePaletteUpdate();
|
|
TextureCacheData::SetDirectXColorOrder(false);
|
|
|
|
return true;
|
|
}
|
|
|
|
static void resize(int w, int h)
|
|
{
|
|
if (w > max_image_width || h > max_image_height || stencilTexId == 0)
|
|
{
|
|
if (w > max_image_width)
|
|
max_image_width = w;
|
|
if (h > max_image_height)
|
|
max_image_height = h;
|
|
|
|
if (stencilTexId != 0)
|
|
{
|
|
glcache.DeleteTextures(1, &stencilTexId);
|
|
stencilTexId = 0;
|
|
}
|
|
if (depthTexId != 0)
|
|
{
|
|
glcache.DeleteTextures(1, &depthTexId);
|
|
depthTexId = 0;
|
|
}
|
|
if (opaqueTexId != 0)
|
|
{
|
|
glcache.DeleteTextures(1, &opaqueTexId);
|
|
opaqueTexId = 0;
|
|
}
|
|
if (depthSaveTexId != 0)
|
|
{
|
|
glcache.DeleteTextures(1, &depthSaveTexId);
|
|
depthSaveTexId = 0;
|
|
}
|
|
gl4CreateTextures(max_image_width, max_image_height);
|
|
reshapeABuffer(max_image_width, max_image_height);
|
|
}
|
|
}
|
|
|
|
bool OpenGL4Renderer::renderFrame(int width, int height)
|
|
{
|
|
const bool is_rtt = pvrrc.isRTT;
|
|
|
|
TransformMatrix<COORD_OPENGL> matrices(pvrrc, width, height);
|
|
gl4ShaderUniforms.ndcMat = matrices.GetNormalMatrix();
|
|
const glm::mat4& scissor_mat = matrices.GetScissorMatrix();
|
|
ViewportMatrix = matrices.GetViewportMatrix();
|
|
|
|
if (!is_rtt && !config::EmulateFramebuffer)
|
|
gcflip = 0;
|
|
else
|
|
gcflip = 1;
|
|
|
|
/*
|
|
Handle Dc to screen scaling
|
|
*/
|
|
int rendering_width;
|
|
int rendering_height;
|
|
if (is_rtt)
|
|
{
|
|
float scaling = config::RenderToTextureBuffer ? 1.f : config::RenderResolution / 480.f;
|
|
rendering_width = matrices.GetDreamcastViewport().x * scaling;
|
|
rendering_height = matrices.GetDreamcastViewport().y * scaling;
|
|
}
|
|
else
|
|
{
|
|
rendering_width = width;
|
|
rendering_height = height;
|
|
}
|
|
resize(rendering_width, rendering_height);
|
|
|
|
//VERT and RAM fog color constants
|
|
FOG_COL_VERT.getRGBColor(gl4ShaderUniforms.ps_FOG_COL_VERT);
|
|
FOG_COL_RAM.getRGBColor(gl4ShaderUniforms.ps_FOG_COL_RAM);
|
|
|
|
//Fog density constant
|
|
gl4ShaderUniforms.fog_den_float = FOG_DENSITY.get() * config::ExtraDepthScale;
|
|
|
|
pvrrc.fog_clamp_min.getRGBAColor(gl4ShaderUniforms.fog_clamp_min);
|
|
pvrrc.fog_clamp_max.getRGBAColor(gl4ShaderUniforms.fog_clamp_max);
|
|
|
|
if (config::ModifierVolumes)
|
|
{
|
|
create_modvol_shader();
|
|
glcache.UseProgram(gl4.modvol_shader.program);
|
|
glUniformMatrix4fv(gl4.modvol_shader.ndcMat, 1, GL_FALSE, &gl4ShaderUniforms.ndcMat[0][0]);
|
|
|
|
glcache.UseProgram(gl4.n2ModVolShader.program);
|
|
glUniformMatrix4fv(gl4.n2ModVolShader.ndcMat, 1, GL_FALSE, &gl4ShaderUniforms.ndcMat[0][0]);
|
|
}
|
|
for (auto& it : gl4.shaders)
|
|
resetN2UniformCache(&it.second);
|
|
gl4ShaderUniforms.PT_ALPHA=(PT_ALPHA_REF&0xFF)/255.0f;
|
|
|
|
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
|
|
|
|
GLuint output_fbo;
|
|
//setup render target first
|
|
if (is_rtt)
|
|
output_fbo = BindRTT(false);
|
|
else
|
|
{
|
|
#ifdef LIBRETRO
|
|
if (config::PowerVR2Filter)
|
|
output_fbo = postProcessor.getFramebuffer(width, height);
|
|
else if (config::EmulateFramebuffer)
|
|
output_fbo = init_output_framebuffer(width, height);
|
|
else
|
|
output_fbo = glsm_get_current_framebuffer();
|
|
glViewport(0, 0, width, height);
|
|
#else
|
|
output_fbo = init_output_framebuffer(rendering_width, rendering_height);
|
|
#endif
|
|
}
|
|
if (output_fbo == 0)
|
|
return false;
|
|
|
|
gl4.vbo.nextBuffer();
|
|
glcache.Disable(GL_SCISSOR_TEST);
|
|
if (!is_rtt)
|
|
glcache.ClearColor(VO_BORDER_COL.red(), VO_BORDER_COL.green(), VO_BORDER_COL.blue(), 1.f);
|
|
|
|
if (!is_rtt && (FB_R_CTRL.fb_enable == 0 || VO_CONTROL.blank_video == 1))
|
|
{
|
|
// Video output disabled
|
|
glBindFramebuffer(GL_FRAMEBUFFER, output_fbo);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
else
|
|
{
|
|
//Main VBO
|
|
//move vertex to gpu
|
|
gl4.vbo.getVertexBuffer()->update(pvrrc.verts.head(), pvrrc.verts.bytes());
|
|
gl4.vbo.getIndexBuffer()->update(pvrrc.idx.head(), pvrrc.idx.bytes());
|
|
|
|
//Modvol VBO
|
|
if (pvrrc.modtrig.used())
|
|
gl4.vbo.getModVolBuffer()->update(pvrrc.modtrig.head(), pvrrc.modtrig.bytes());
|
|
|
|
// TR PolyParam data
|
|
if (pvrrc.global_param_tr.used() != 0)
|
|
{
|
|
std::vector<u32> trPolyParams(pvrrc.global_param_tr.used() * 2);
|
|
const PolyParam *pp_end = pvrrc.global_param_tr.LastPtr(0);
|
|
const PolyParam *pp = pvrrc.global_param_tr.head();
|
|
for (int i = 0; pp != pp_end; i += 2, pp++)
|
|
{
|
|
trPolyParams[i] = (pp->tsp.full & 0xffff00c0) | ((pp->isp.full >> 16) & 0xe400) | ((pp->pcw.full >> 7) & 1);
|
|
trPolyParams[i + 1] = pp->tsp1.full;
|
|
}
|
|
gl4.vbo.getPolyParamBuffer()->update(trPolyParams.data(), trPolyParams.size() * sizeof(u32));
|
|
// Declare storage
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, gl4.vbo.getPolyParamBuffer()->getName());
|
|
}
|
|
glCheck();
|
|
|
|
if (is_rtt || !config::Widescreen || matrices.IsClipped() || config::Rotate90 || config::EmulateFramebuffer)
|
|
{
|
|
float fWidth;
|
|
float fHeight;
|
|
float min_x;
|
|
float min_y;
|
|
if (!is_rtt)
|
|
{
|
|
glm::vec4 clip_min(pvrrc.fb_X_CLIP.min, pvrrc.fb_Y_CLIP.min, 0, 1);
|
|
glm::vec4 clip_dim(pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1,
|
|
pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1, 0, 0);
|
|
clip_min = scissor_mat * clip_min;
|
|
clip_dim = scissor_mat * clip_dim;
|
|
|
|
min_x = clip_min[0];
|
|
min_y = clip_min[1];
|
|
fWidth = clip_dim[0];
|
|
fHeight = clip_dim[1];
|
|
if (fWidth < 0)
|
|
{
|
|
min_x += fWidth;
|
|
fWidth = -fWidth;
|
|
}
|
|
if (fHeight < 0)
|
|
{
|
|
min_y += fHeight;
|
|
fHeight = -fHeight;
|
|
}
|
|
if (matrices.GetSidebarWidth() > 0)
|
|
{
|
|
float scaled_offs_x = matrices.GetSidebarWidth();
|
|
|
|
glcache.Enable(GL_SCISSOR_TEST);
|
|
glcache.Scissor(0, 0, (GLsizei)lroundf(scaled_offs_x), rendering_height);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glcache.Scissor((GLint)lroundf(rendering_width - scaled_offs_x), 0, (GLsizei)lroundf(scaled_offs_x) + 1, rendering_height);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fWidth = pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1;
|
|
fHeight = pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1;
|
|
min_x = pvrrc.fb_X_CLIP.min;
|
|
min_y = pvrrc.fb_Y_CLIP.min;
|
|
if (config::RenderResolution > 480 && !config::RenderToTextureBuffer)
|
|
{
|
|
float scale = config::RenderResolution / 480.f;
|
|
min_x *= scale;
|
|
min_y *= scale;
|
|
fWidth *= scale;
|
|
fHeight *= scale;
|
|
}
|
|
}
|
|
gl4ShaderUniforms.base_clipping.enabled = true;
|
|
gl4ShaderUniforms.base_clipping.x = (int)lroundf(min_x);
|
|
gl4ShaderUniforms.base_clipping.y = (int)lroundf(min_y);
|
|
gl4ShaderUniforms.base_clipping.width = (int)lroundf(fWidth);
|
|
gl4ShaderUniforms.base_clipping.height = (int)lroundf(fHeight);
|
|
glcache.Scissor(gl4ShaderUniforms.base_clipping.x, gl4ShaderUniforms.base_clipping.y,
|
|
gl4ShaderUniforms.base_clipping.width, gl4ShaderUniforms.base_clipping.height);
|
|
glcache.Enable(GL_SCISSOR_TEST);
|
|
}
|
|
else
|
|
{
|
|
gl4ShaderUniforms.base_clipping.enabled = false;
|
|
}
|
|
|
|
gl4DrawStrips(output_fbo, rendering_width, rendering_height);
|
|
#ifdef LIBRETRO
|
|
if (config::PowerVR2Filter && !is_rtt)
|
|
{
|
|
if (config::EmulateFramebuffer)
|
|
postProcessor.render(init_output_framebuffer(width, height));
|
|
else
|
|
postProcessor.render(glsm_get_current_framebuffer());
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if (is_rtt)
|
|
ReadRTTBuffer();
|
|
else if (config::EmulateFramebuffer)
|
|
writeFramebufferToVRAM();
|
|
#ifndef LIBRETRO
|
|
else {
|
|
gl.ofbo.aspectRatio = getOutputFramebufferAspectRatio();
|
|
RenderLastFrame();
|
|
}
|
|
#endif
|
|
glBindVertexArray(0);
|
|
|
|
return !is_rtt;
|
|
}
|
|
|
|
Renderer* rend_GL4()
|
|
{
|
|
return new OpenGL4Renderer();
|
|
}
|