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