1377 lines
35 KiB
C++
1377 lines
35 KiB
C++
#include "glcache.h"
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#include "gles.h"
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#include "cfg/cfg.h"
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#include "hw/pvr/ta.h"
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#include "rend/gui.h"
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#include "rend/osd.h"
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#include "rend/TexCache.h"
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#include "rend/transform_matrix.h"
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#include "wsi/gl_context.h"
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#include "emulator.h"
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#include <cmath>
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#ifdef GLES
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#ifndef GL_RED
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#define GL_RED 0x1903
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#endif
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#ifndef GL_MAJOR_VERSION
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#define GL_MAJOR_VERSION 0x821B
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#endif
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#endif
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//Fragment and vertex shaders code
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static const char* VertexShaderSource = R"(%s
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#define TARGET_GL %s
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#define pp_Gouraud %d
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#define GLES2 0
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#define GLES3 1
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#define GL2 2
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#define GL3 3
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#if TARGET_GL == GL2
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#define highp
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#define lowp
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#define mediump
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#endif
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#if TARGET_GL == GLES2 || TARGET_GL == GL2
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#define in attribute
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#define out varying
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#endif
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#if TARGET_GL == GL3 || TARGET_GL == GLES3
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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 smooth
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#endif
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#else
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#define INTERPOLATION
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#endif
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/* Vertex constants*/
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uniform highp vec4 depth_scale;
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uniform highp mat4 normal_matrix;
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uniform highp float sp_FOG_DENSITY;
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/* Vertex input */
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in highp vec4 in_pos;
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in lowp vec4 in_base;
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in lowp vec4 in_offs;
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in mediump vec2 in_uv;
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/* output */
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INTERPOLATION out lowp vec4 vtx_base;
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INTERPOLATION out lowp vec4 vtx_offs;
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out mediump vec2 vtx_uv;
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#if TARGET_GL == GLES2
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out highp float fog_depth;
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#endif
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void main()
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{
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vtx_base = in_base;
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vtx_offs = in_offs;
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vtx_uv = in_uv;
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highp vec4 vpos = normal_matrix * in_pos;
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vpos.w = 1.0 / vpos.z;
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#if TARGET_GL != GLES2
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vpos.z = vpos.w;
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#else
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fog_depth = vpos.z * sp_FOG_DENSITY;
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vpos.z = depth_scale.x + depth_scale.y * vpos.w;
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#endif
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vpos.xy *= vpos.w;
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gl_Position = vpos;
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}
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)";
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const char* PixelPipelineShader =
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R"(%s
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#define TARGET_GL %s
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#define cp_AlphaTest %d
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#define pp_ClipInside %d
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#define pp_UseAlpha %d
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#define pp_Texture %d
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#define pp_IgnoreTexA %d
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#define pp_ShadInstr %d
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#define pp_Offset %d
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#define pp_FogCtrl %d
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#define pp_Gouraud %d
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#define pp_BumpMap %d
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#define FogClamping %d
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#define pp_TriLinear %d
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#define pp_Palette %d
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#define PI 3.1415926
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#define GLES2 0
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#define GLES3 1
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#define GL2 2
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#define GL3 3
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#if TARGET_GL == GL2
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#define highp
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#define lowp
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#define mediump
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#endif
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#if TARGET_GL == GLES3
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out highp vec4 FragColor;
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#define gl_FragColor FragColor
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#define FOG_CHANNEL a
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#elif TARGET_GL == GL3
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out highp vec4 FragColor;
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#define gl_FragColor FragColor
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#define FOG_CHANNEL r
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#else
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#define in varying
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#define texture texture2D
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#define FOG_CHANNEL a
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#endif
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#if TARGET_GL == GL3 || TARGET_GL == GLES3
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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 smooth
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#endif
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#else
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#define INTERPOLATION
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#endif
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/* Shader program params*/
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/* gles has no alpha test stage, so its emulated on the shader */
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uniform lowp float cp_AlphaTestValue;
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uniform lowp vec4 pp_ClipTest;
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uniform lowp vec3 sp_FOG_COL_RAM,sp_FOG_COL_VERT;
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uniform highp float sp_FOG_DENSITY;
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uniform sampler2D tex,fog_table;
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uniform lowp float trilinear_alpha;
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uniform lowp vec4 fog_clamp_min;
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uniform lowp vec4 fog_clamp_max;
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uniform sampler2D palette;
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uniform mediump int palette_index;
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/* Vertex input*/
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INTERPOLATION in lowp vec4 vtx_base;
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INTERPOLATION in lowp vec4 vtx_offs;
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in mediump vec2 vtx_uv;
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#if TARGET_GL == GLES2
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in highp float fog_depth;
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#endif
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lowp float fog_mode2(highp float w)
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{
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#if TARGET_GL == GLES2
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highp float z = clamp(fog_depth, 1.0, 255.9999);
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#else
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highp float z = clamp(w * sp_FOG_DENSITY, 1.0, 255.9999);
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#endif
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mediump float exp = floor(log2(z));
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highp float m = z * 16.0 / pow(2.0, exp) - 16.0;
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mediump float idx = floor(m) + exp * 16.0 + 0.5;
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highp vec4 fog_coef = texture(fog_table, vec2(idx / 128.0, 0.75 - (m - floor(m)) / 2.0));
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return fog_coef.FOG_CHANNEL;
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}
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highp vec4 fog_clamp(lowp 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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lowp vec4 palettePixel(highp vec2 coords)
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{
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highp int color_idx = int(floor(texture(tex, coords).FOG_CHANNEL * 255.0 + 0.5)) + palette_index;
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highp vec2 c = vec2(mod(float(color_idx), 32.0) / 31.0, float(color_idx / 32) / 31.0);
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return texture(palette, c);
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}
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#endif
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void main()
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{
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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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lowp vec4 color=vtx_base;
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#if pp_UseAlpha==0
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color.a=1.0;
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#endif
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#if pp_FogCtrl==3
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color=vec4(sp_FOG_COL_RAM.rgb,fog_mode2(gl_FragCoord.w));
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#endif
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#if pp_Texture==1
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{
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#if pp_Palette == 0
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lowp vec4 texcol = texture(tex, vtx_uv);
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#else
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lowp vec4 texcol = palettePixel(vtx_uv);
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#endif
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#if pp_BumpMap == 1
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highp float s = PI / 2.0 * (texcol.a * 15.0 * 16.0 + texcol.r * 15.0) / 255.0;
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highp float r = 2.0 * PI * (texcol.g * 15.0 * 16.0 + texcol.b * 15.0) / 255.0;
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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);
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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
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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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#endif
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#endif
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#if pp_ShadInstr==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
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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
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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
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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+=vtx_offs.rgb;
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}
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#endif
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}
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#endif
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color = fog_clamp(color);
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#if pp_FogCtrl == 0
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{
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color.rgb=mix(color.rgb,sp_FOG_COL_RAM.rgb,fog_mode2(gl_FragCoord.w));
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}
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#endif
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#if pp_FogCtrl == 1 && pp_Offset==1 && pp_BumpMap == 0
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{
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color.rgb=mix(color.rgb,sp_FOG_COL_VERT.rgb,vtx_offs.a);
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}
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#endif
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#if pp_TriLinear == 1
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color *= trilinear_alpha;
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#endif
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#if cp_AlphaTest == 1
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color.a=1.0;
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#endif
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//color.rgb=vec3(gl_FragCoord.w * sp_FOG_DENSITY / 128.0);
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#if TARGET_GL != GLES2
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highp float w = gl_FragCoord.w * 100000.0;
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gl_FragDepth = log2(1.0 + w) / 34.0;
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#endif
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gl_FragColor =color;
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}
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)";
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static const char* ModifierVolumeShader =
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R"(%s
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#define TARGET_GL %s
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#define GLES2 0
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#define GLES3 1
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#define GL2 2
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#define GL3 3
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#if TARGET_GL == GL2
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#define highp
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#define lowp
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#define mediump
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#endif
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#if TARGET_GL != GLES2 && TARGET_GL != GL2
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out highp vec4 FragColor;
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#define gl_FragColor FragColor
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#endif
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uniform lowp float sp_ShaderColor;
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/* Vertex input*/
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void main()
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{
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#if TARGET_GL != GLES2
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highp float w = gl_FragCoord.w * 100000.0;
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gl_FragDepth = log2(1.0 + w) / 34.0;
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#endif
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gl_FragColor=vec4(0.0, 0.0, 0.0, sp_ShaderColor);
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}
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)";
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const char* OSD_VertexShader =
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R"(%s
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#define TARGET_GL %s
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#define GLES2 0
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#define GLES3 1
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#define GL2 2
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#define GL3 3
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#if TARGET_GL == GL2
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#define highp
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#define lowp
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#define mediump
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#endif
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#if TARGET_GL == GLES2 || TARGET_GL == GL2
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#define in attribute
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#define out varying
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#endif
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uniform highp vec4 scale;
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in highp vec4 in_pos;
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in lowp vec4 in_base;
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in mediump vec2 in_uv;
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out lowp vec4 vtx_base;
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out mediump vec2 vtx_uv;
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void main()
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{
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vtx_base = in_base;
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vtx_uv = in_uv;
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highp vec4 vpos = in_pos;
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vpos.w = 1.0;
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vpos.z = vpos.w;
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vpos.xy = vpos.xy * scale.xy - scale.zw;
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gl_Position = vpos;
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}
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)";
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const char* OSD_Shader =
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R"(%s
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#define TARGET_GL %s
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#define GLES2 0
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#define GLES3 1
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#define GL2 2
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#define GL3 3
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#if TARGET_GL == GL2
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#define highp
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#define lowp
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#define mediump
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#endif
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#if TARGET_GL != GLES2 && TARGET_GL != GL2
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out highp vec4 FragColor;
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#define gl_FragColor FragColor
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#else
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#define in varying
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#define texture texture2D
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#endif
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in lowp vec4 vtx_base;
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in mediump vec2 vtx_uv;
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uniform sampler2D tex;
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void main()
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{
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gl_FragColor = vtx_base * texture(tex, vtx_uv);
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}
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)";
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GLCache glcache;
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gl_ctx gl;
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int screen_width;
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int screen_height;
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GLuint fogTextureId;
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GLuint paletteTextureId;
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glm::mat4 ViewportMatrix;
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#ifdef TEST_AUTOMATION
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void do_swap_automation()
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{
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static FILE* video_file = fopen(cfgLoadStr("record", "rawvid","").c_str(), "wb");
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extern bool do_screenshot;
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if (video_file)
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{
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int bytesz = screen_width * screen_height * 3;
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u8* img = new u8[bytesz];
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glReadPixels(0, 0, screen_width, screen_height, GL_RGB, GL_UNSIGNED_BYTE, img);
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fwrite(img, 1, bytesz, video_file);
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fflush(video_file);
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}
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if (do_screenshot)
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{
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int bytesz = screen_width * screen_height * 3;
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u8* img = new u8[bytesz];
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0, 0, screen_width, screen_height, GL_RGB, GL_UNSIGNED_BYTE, img);
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dump_screenshot(img, screen_width, screen_height);
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delete[] img;
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dc_exit();
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theGLContext.Term();
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exit(0);
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}
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}
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#endif
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static void gl_delete_shaders()
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{
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for (const auto& it : gl.shaders)
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{
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if (it.second.program != 0)
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glcache.DeleteProgram(it.second.program);
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}
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gl.shaders.clear();
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glcache.DeleteProgram(gl.modvol_shader.program);
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gl.modvol_shader.program = 0;
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}
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static void gles_term()
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{
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glDeleteBuffers(1, &gl.vbo.geometry);
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gl.vbo.geometry = 0;
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glDeleteBuffers(1, &gl.vbo.modvols);
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glDeleteBuffers(1, &gl.vbo.idxs);
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glDeleteBuffers(1, &gl.vbo.idxs2);
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glcache.DeleteTextures(1, &fbTextureId);
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fbTextureId = 0;
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glcache.DeleteTextures(1, &fogTextureId);
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fogTextureId = 0;
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glcache.DeleteTextures(1, &paletteTextureId);
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paletteTextureId = 0;
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gl_free_osd_resources();
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free_output_framebuffer();
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gl_delete_shaders();
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}
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void findGLVersion()
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{
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gl.index_type = GL_UNSIGNED_INT;
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gl.gl_major = theGLContext.GetMajorVersion();
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gl.gl_minor = theGLContext.GetMinorVersion();
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gl.is_gles = theGLContext.IsGLES();
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if (gl.is_gles)
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{
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if (gl.gl_major >= 3)
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{
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gl.gl_version = "GLES3";
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gl.glsl_version_header = "#version 300 es";
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}
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else
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{
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gl.gl_version = "GLES2";
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gl.glsl_version_header = "";
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gl.index_type = GL_UNSIGNED_SHORT;
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}
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gl.single_channel_format = GL_ALPHA;
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const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
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if (strstr(extensions, "GL_OES_packed_depth_stencil") != NULL)
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gl.GL_OES_packed_depth_stencil_supported = true;
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if (strstr(extensions, "GL_OES_depth24") != NULL)
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gl.GL_OES_depth24_supported = true;
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if (!gl.GL_OES_packed_depth_stencil_supported)
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INFO_LOG(RENDERER, "Packed depth/stencil not supported: no modifier volumes when rendering to a texture");
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}
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else
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{
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if (gl.gl_major >= 3)
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{
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gl.gl_version = "GL3";
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#if defined(__APPLE__)
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gl.glsl_version_header = "#version 150";
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#else
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gl.glsl_version_header = "#version 130";
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#endif
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gl.single_channel_format = GL_RED;
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}
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else
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{
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gl.gl_version = "GL2";
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gl.glsl_version_header = "#version 120";
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gl.single_channel_format = GL_ALPHA;
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}
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}
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GLint ranges[2];
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GLint precision;
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glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, ranges, &precision);
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gl.highp_float_supported = (ranges[0] != 0 || ranges[1] != 0) && precision != 0;
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}
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struct ShaderUniforms_t ShaderUniforms;
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GLuint gl_CompileShader(const char* shader,GLuint type)
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{
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GLint result;
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GLint compile_log_len;
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GLuint rv=glCreateShader(type);
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glShaderSource(rv, 1,&shader, NULL);
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glCompileShader(rv);
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//lets see if it compiled ...
|
|
glGetShaderiv(rv, GL_COMPILE_STATUS, &result);
|
|
glGetShaderiv(rv, GL_INFO_LOG_LENGTH, &compile_log_len);
|
|
|
|
if (!result && compile_log_len>0)
|
|
{
|
|
char* compile_log=(char*)malloc(compile_log_len);
|
|
*compile_log=0;
|
|
|
|
glGetShaderInfoLog(rv, compile_log_len, &compile_log_len, compile_log);
|
|
WARN_LOG(RENDERER, "Shader: %s \n%s", result ? "compiled!" : "failed to compile", compile_log);
|
|
|
|
free(compile_log);
|
|
}
|
|
|
|
return rv;
|
|
}
|
|
|
|
GLuint gl_CompileAndLink(const char* VertexShader, const char* FragmentShader)
|
|
{
|
|
//create shaders
|
|
GLuint vs=gl_CompileShader(VertexShader ,GL_VERTEX_SHADER);
|
|
GLuint ps=gl_CompileShader(FragmentShader ,GL_FRAGMENT_SHADER);
|
|
|
|
GLuint program = glCreateProgram();
|
|
glAttachShader(program, vs);
|
|
glAttachShader(program, ps);
|
|
|
|
//bind vertex attribute to vbo inputs
|
|
glBindAttribLocation(program, VERTEX_POS_ARRAY, "in_pos");
|
|
glBindAttribLocation(program, VERTEX_COL_BASE_ARRAY, "in_base");
|
|
glBindAttribLocation(program, VERTEX_COL_OFFS_ARRAY, "in_offs");
|
|
glBindAttribLocation(program, VERTEX_UV_ARRAY, "in_uv");
|
|
glBindAttribLocation(program, VERTEX_COL_BASE1_ARRAY, "in_base1");
|
|
glBindAttribLocation(program, VERTEX_COL_OFFS1_ARRAY, "in_offs1");
|
|
glBindAttribLocation(program, VERTEX_UV1_ARRAY, "in_uv1");
|
|
|
|
#ifdef glBindFragDataLocation
|
|
if (!gl.is_gles && gl.gl_major >= 3)
|
|
glBindFragDataLocation(program, 0, "FragColor");
|
|
#endif
|
|
|
|
glLinkProgram(program);
|
|
|
|
GLint result;
|
|
glGetProgramiv(program, GL_LINK_STATUS, &result);
|
|
|
|
|
|
GLint compile_log_len;
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &compile_log_len);
|
|
|
|
if (!result && compile_log_len>0)
|
|
{
|
|
compile_log_len+= 1024;
|
|
char* compile_log=(char*)malloc(compile_log_len);
|
|
*compile_log=0;
|
|
|
|
glGetProgramInfoLog(program, compile_log_len, &compile_log_len, compile_log);
|
|
WARN_LOG(RENDERER, "Shader linking: %s \n (%d bytes), - %s -", result ? "linked" : "failed to link", compile_log_len, compile_log);
|
|
|
|
free(compile_log);
|
|
|
|
// Dump the shaders source for troubleshooting
|
|
INFO_LOG(RENDERER, "// VERTEX SHADER\n%s\n// END", VertexShader);
|
|
INFO_LOG(RENDERER, "// FRAGMENT SHADER\n%s\n// END", FragmentShader);
|
|
die("shader compile fail\n");
|
|
}
|
|
|
|
glDeleteShader(vs);
|
|
glDeleteShader(ps);
|
|
|
|
glcache.UseProgram(program);
|
|
|
|
verify(glIsProgram(program));
|
|
|
|
return program;
|
|
}
|
|
|
|
PipelineShader *GetProgram(bool cp_AlphaTest, bool pp_InsideClipping,
|
|
bool pp_Texture, bool pp_UseAlpha, bool pp_IgnoreTexA, u32 pp_ShadInstr, bool pp_Offset,
|
|
u32 pp_FogCtrl, bool pp_Gouraud, bool pp_BumpMap, bool fog_clamping, bool trilinear,
|
|
bool palette)
|
|
{
|
|
u32 rv=0;
|
|
|
|
rv |= pp_InsideClipping;
|
|
rv<<=1; rv|=cp_AlphaTest;
|
|
rv<<=1; rv|=pp_Texture;
|
|
rv<<=1; rv|=pp_UseAlpha;
|
|
rv<<=1; rv|=pp_IgnoreTexA;
|
|
rv<<=2; rv|=pp_ShadInstr;
|
|
rv<<=1; rv|=pp_Offset;
|
|
rv<<=2; rv|=pp_FogCtrl;
|
|
rv<<=1; rv|=pp_Gouraud;
|
|
rv<<=1; rv|=pp_BumpMap;
|
|
rv<<=1; rv|=fog_clamping;
|
|
rv<<=1; rv|=trilinear;
|
|
rv<<=1; rv|=palette;
|
|
|
|
PipelineShader *shader = &gl.shaders[rv];
|
|
if (shader->program == 0)
|
|
{
|
|
shader->cp_AlphaTest = cp_AlphaTest;
|
|
shader->pp_InsideClipping = pp_InsideClipping;
|
|
shader->pp_Texture = pp_Texture;
|
|
shader->pp_UseAlpha = pp_UseAlpha;
|
|
shader->pp_IgnoreTexA = pp_IgnoreTexA;
|
|
shader->pp_ShadInstr = pp_ShadInstr;
|
|
shader->pp_Offset = pp_Offset;
|
|
shader->pp_FogCtrl = pp_FogCtrl;
|
|
shader->pp_Gouraud = pp_Gouraud;
|
|
shader->pp_BumpMap = pp_BumpMap;
|
|
shader->fog_clamping = fog_clamping;
|
|
shader->trilinear = trilinear;
|
|
shader->palette = palette;
|
|
CompilePipelineShader(shader);
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
bool CompilePipelineShader( PipelineShader* s)
|
|
{
|
|
char vshader[8192];
|
|
|
|
int rc = sprintf(vshader, VertexShaderSource, gl.glsl_version_header, gl.gl_version, s->pp_Gouraud);
|
|
verify(rc + 1 <= (int)sizeof(vshader));
|
|
|
|
char pshader[8192];
|
|
|
|
rc = sprintf(pshader,PixelPipelineShader, gl.glsl_version_header, gl.gl_version,
|
|
s->cp_AlphaTest,s->pp_InsideClipping,s->pp_UseAlpha,
|
|
s->pp_Texture,s->pp_IgnoreTexA,s->pp_ShadInstr,s->pp_Offset,s->pp_FogCtrl, s->pp_Gouraud, s->pp_BumpMap,
|
|
s->fog_clamping, s->trilinear, s->palette);
|
|
verify(rc + 1 <= (int)sizeof(pshader));
|
|
|
|
s->program=gl_CompileAndLink(vshader, pshader);
|
|
|
|
|
|
//setup texture 0 as the input for the shader
|
|
GLint gu = glGetUniformLocation(s->program, "tex");
|
|
if (s->pp_Texture==1)
|
|
glUniform1i(gu,0);
|
|
|
|
//get the uniform locations
|
|
s->depth_scale = glGetUniformLocation(s->program, "depth_scale");
|
|
|
|
s->pp_ClipTest = glGetUniformLocation(s->program, "pp_ClipTest");
|
|
|
|
s->sp_FOG_DENSITY = glGetUniformLocation(s->program, "sp_FOG_DENSITY");
|
|
|
|
s->cp_AlphaTestValue= glGetUniformLocation(s->program, "cp_AlphaTestValue");
|
|
|
|
//FOG_COL_RAM,FOG_COL_VERT,FOG_DENSITY;
|
|
if (s->pp_FogCtrl==1 && s->pp_Texture==1)
|
|
s->sp_FOG_COL_VERT=glGetUniformLocation(s->program, "sp_FOG_COL_VERT");
|
|
else
|
|
s->sp_FOG_COL_VERT=-1;
|
|
if (s->pp_FogCtrl==0 || s->pp_FogCtrl==3)
|
|
{
|
|
s->sp_FOG_COL_RAM=glGetUniformLocation(s->program, "sp_FOG_COL_RAM");
|
|
}
|
|
else
|
|
{
|
|
s->sp_FOG_COL_RAM=-1;
|
|
}
|
|
// Setup texture 1 as the fog table
|
|
gu = glGetUniformLocation(s->program, "fog_table");
|
|
if (gu != -1)
|
|
glUniform1i(gu, 1);
|
|
// And texture 2 as palette
|
|
gu = glGetUniformLocation(s->program, "palette");
|
|
if (gu != -1)
|
|
glUniform1i(gu, 2);
|
|
s->palette_index = glGetUniformLocation(s->program, "palette_index");
|
|
|
|
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->normal_matrix = glGetUniformLocation(s->program, "normal_matrix");
|
|
|
|
ShaderUniforms.Set(s);
|
|
|
|
return glIsProgram(s->program)==GL_TRUE;
|
|
}
|
|
|
|
static void SetupOSDVBO()
|
|
{
|
|
#ifndef GLES2
|
|
if (gl.gl_major >= 3)
|
|
{
|
|
if (gl.OSD_SHADER.vao == 0)
|
|
glGenVertexArrays(1, &gl.OSD_SHADER.vao);
|
|
glBindVertexArray(gl.OSD_SHADER.vao);
|
|
}
|
|
#endif
|
|
if (gl.OSD_SHADER.geometry == 0)
|
|
glGenBuffers(1, &gl.OSD_SHADER.geometry);
|
|
glBindBuffer(GL_ARRAY_BUFFER, gl.OSD_SHADER.geometry);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
//setup vertex buffers attrib pointers
|
|
glEnableVertexAttribArray(VERTEX_POS_ARRAY);
|
|
glVertexAttribPointer(VERTEX_POS_ARRAY, 2, GL_FLOAT, GL_FALSE, sizeof(OSDVertex), (void*)offsetof(OSDVertex, x));
|
|
|
|
glEnableVertexAttribArray(VERTEX_COL_BASE_ARRAY);
|
|
glVertexAttribPointer(VERTEX_COL_BASE_ARRAY, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(OSDVertex), (void*)offsetof(OSDVertex, r));
|
|
|
|
glEnableVertexAttribArray(VERTEX_UV_ARRAY);
|
|
glVertexAttribPointer(VERTEX_UV_ARRAY, 2, GL_FLOAT, GL_FALSE, sizeof(OSDVertex), (void*)offsetof(OSDVertex, u));
|
|
|
|
glDisableVertexAttribArray(VERTEX_COL_OFFS_ARRAY);
|
|
glCheck();
|
|
}
|
|
|
|
void gl_load_osd_resources()
|
|
{
|
|
char vshader[8192];
|
|
char fshader[8192];
|
|
|
|
sprintf(vshader, OSD_VertexShader, gl.glsl_version_header, gl.gl_version);
|
|
sprintf(fshader, OSD_Shader, gl.glsl_version_header, gl.gl_version);
|
|
|
|
gl.OSD_SHADER.program = gl_CompileAndLink(vshader, fshader);
|
|
gl.OSD_SHADER.scale = glGetUniformLocation(gl.OSD_SHADER.program, "scale");
|
|
glUniform1i(glGetUniformLocation(gl.OSD_SHADER.program, "tex"), 0); //bind osd texture to slot 0
|
|
|
|
#ifdef __ANDROID__
|
|
if (gl.OSD_SHADER.osd_tex == 0)
|
|
{
|
|
int width, height;
|
|
u8 *image_data = loadOSDButtons(width, height);
|
|
//Now generate the OpenGL texture object
|
|
gl.OSD_SHADER.osd_tex = glcache.GenTexture();
|
|
glcache.BindTexture(GL_TEXTURE_2D, gl.OSD_SHADER.osd_tex);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)image_data);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
delete[] image_data;
|
|
}
|
|
#endif
|
|
SetupOSDVBO();
|
|
}
|
|
|
|
void gl_free_osd_resources()
|
|
{
|
|
if (gl.OSD_SHADER.program != 0)
|
|
{
|
|
glcache.DeleteProgram(gl.OSD_SHADER.program);
|
|
gl.OSD_SHADER.program = 0;
|
|
}
|
|
|
|
if (gl.OSD_SHADER.osd_tex != 0) {
|
|
glcache.DeleteTextures(1, &gl.OSD_SHADER.osd_tex);
|
|
gl.OSD_SHADER.osd_tex = 0;
|
|
}
|
|
glDeleteBuffers(1, &gl.OSD_SHADER.geometry);
|
|
gl.OSD_SHADER.geometry = 0;
|
|
#ifndef GLES2
|
|
glDeleteVertexArrays(1, &gl.OSD_SHADER.vao);
|
|
gl.OSD_SHADER.vao = 0;
|
|
#endif
|
|
}
|
|
|
|
static void create_modvol_shader()
|
|
{
|
|
if (gl.modvol_shader.program != 0)
|
|
return;
|
|
char vshader[8192];
|
|
sprintf(vshader, VertexShaderSource, gl.glsl_version_header, gl.gl_version, 1);
|
|
char fshader[8192];
|
|
sprintf(fshader, ModifierVolumeShader, gl.glsl_version_header, gl.gl_version);
|
|
|
|
gl.modvol_shader.program = gl_CompileAndLink(vshader, fshader);
|
|
gl.modvol_shader.normal_matrix = glGetUniformLocation(gl.modvol_shader.program, "normal_matrix");
|
|
gl.modvol_shader.sp_ShaderColor = glGetUniformLocation(gl.modvol_shader.program, "sp_ShaderColor");
|
|
gl.modvol_shader.depth_scale = glGetUniformLocation(gl.modvol_shader.program, "depth_scale");
|
|
}
|
|
|
|
bool gl_create_resources()
|
|
{
|
|
if (gl.vbo.geometry != 0)
|
|
// Assume the resources have already been created
|
|
return true;
|
|
|
|
findGLVersion();
|
|
|
|
if (gl.gl_major >= 3)
|
|
{
|
|
verify(glGenVertexArrays != NULL);
|
|
//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
|
|
#ifndef GLES2
|
|
glGenVertexArrays(1, &gl.vbo.vao);
|
|
#endif
|
|
}
|
|
|
|
//create vbos
|
|
glGenBuffers(1, &gl.vbo.geometry);
|
|
glGenBuffers(1, &gl.vbo.modvols);
|
|
glGenBuffers(1, &gl.vbo.idxs);
|
|
glGenBuffers(1, &gl.vbo.idxs2);
|
|
|
|
create_modvol_shader();
|
|
|
|
return true;
|
|
}
|
|
|
|
GLuint gl_CompileShader(const char* shader,GLuint type);
|
|
|
|
bool gl_create_resources();
|
|
|
|
//setup
|
|
|
|
#ifndef __APPLE__
|
|
static void gl_DebugOutput(GLenum source,
|
|
GLenum type,
|
|
GLuint id,
|
|
GLenum severity,
|
|
GLsizei length,
|
|
const GLchar *message,
|
|
const void *userParam)
|
|
{
|
|
if (id == 131185)
|
|
return;
|
|
switch (severity)
|
|
{
|
|
default:
|
|
case GL_DEBUG_SEVERITY_NOTIFICATION:
|
|
case GL_DEBUG_SEVERITY_LOW:
|
|
DEBUG_LOG(RENDERER, "opengl:[%d] %s", id, message);
|
|
break;
|
|
case GL_DEBUG_SEVERITY_MEDIUM:
|
|
INFO_LOG(RENDERER, "opengl:[%d] %s", id, message);
|
|
break;
|
|
case GL_DEBUG_SEVERITY_HIGH:
|
|
WARN_LOG(RENDERER, "opengl:[%d] %s", id, message);
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
bool gles_init()
|
|
{
|
|
glcache.EnableCache();
|
|
|
|
if (!gl_create_resources())
|
|
return false;
|
|
|
|
#if 0
|
|
glEnable(GL_DEBUG_OUTPUT);
|
|
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
|
#ifdef GLES
|
|
glDebugMessageCallback((RGLGENGLDEBUGPROC)gl_DebugOutput, NULL);
|
|
#else
|
|
glDebugMessageCallback(gl_DebugOutput, NULL);
|
|
#endif
|
|
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
|
|
#endif
|
|
|
|
#ifdef GL_GENERATE_MIPMAP_HINT
|
|
if (gl.is_gles)
|
|
glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
|
|
#endif
|
|
glCheck();
|
|
|
|
if (settings.rend.TextureUpscale > 1)
|
|
{
|
|
// Trick to preload the tables used by xBRZ
|
|
u32 src[] { 0x11111111, 0x22222222, 0x33333333, 0x44444444 };
|
|
u32 dst[16];
|
|
UpscalexBRZ(2, src, dst, 2, 2, false);
|
|
}
|
|
fog_needs_update = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void UpdateFogTexture(u8 *fog_table, GLenum texture_slot, GLint fog_image_format)
|
|
{
|
|
glActiveTexture(texture_slot);
|
|
if (fogTextureId == 0)
|
|
{
|
|
fogTextureId = glcache.GenTexture();
|
|
glcache.BindTexture(GL_TEXTURE_2D, fogTextureId);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
glcache.BindTexture(GL_TEXTURE_2D, fogTextureId);
|
|
|
|
u8 temp_tex_buffer[256];
|
|
MakeFogTexture(temp_tex_buffer);
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, fog_image_format, 128, 2, 0, fog_image_format, GL_UNSIGNED_BYTE, temp_tex_buffer);
|
|
glCheck();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
void UpdatePaletteTexture(GLenum texture_slot)
|
|
{
|
|
glActiveTexture(texture_slot);
|
|
if (paletteTextureId == 0)
|
|
{
|
|
paletteTextureId = glcache.GenTexture();
|
|
glcache.BindTexture(GL_TEXTURE_2D, paletteTextureId);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
glcache.BindTexture(GL_TEXTURE_2D, paletteTextureId);
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, palette32_ram);
|
|
glCheck();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
void OSD_DRAW(bool clear_screen)
|
|
{
|
|
#ifdef __ANDROID__
|
|
if (gl.OSD_SHADER.osd_tex == 0)
|
|
gl_load_osd_resources();
|
|
if (gl.OSD_SHADER.osd_tex != 0)
|
|
{
|
|
const std::vector<OSDVertex>& osdVertices = GetOSDVertices();
|
|
|
|
#ifndef GLES2
|
|
if (gl.gl_major >= 3)
|
|
glBindVertexArray(gl.OSD_SHADER.vao);
|
|
else
|
|
#endif
|
|
SetupOSDVBO();
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, gl.OSD_SHADER.geometry);
|
|
|
|
verify(glIsProgram(gl.OSD_SHADER.program));
|
|
glcache.UseProgram(gl.OSD_SHADER.program);
|
|
|
|
float scale_h = screen_height / 480.f;
|
|
float offs_x = (screen_width - scale_h * 640.f) / 2.f;
|
|
float scale[4];
|
|
scale[0] = 2.f / (screen_width / scale_h);
|
|
scale[1]= -2.f / 480.f;
|
|
scale[2]= 1.f - 2.f * offs_x / screen_width;
|
|
scale[3]= -1.f;
|
|
glUniform4fv(gl.OSD_SHADER.scale, 1, scale);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glcache.BindTexture(GL_TEXTURE_2D, gl.OSD_SHADER.osd_tex);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, osdVertices.size() * sizeof(OSDVertex), osdVertices.data(), GL_STREAM_DRAW); glCheck();
|
|
|
|
glcache.Enable(GL_BLEND);
|
|
glcache.Disable(GL_DEPTH_TEST);
|
|
glcache.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glcache.DepthMask(false);
|
|
glcache.DepthFunc(GL_ALWAYS);
|
|
|
|
glcache.Disable(GL_CULL_FACE);
|
|
glcache.Disable(GL_SCISSOR_TEST);
|
|
glViewport(0, 0, screen_width, screen_height);
|
|
|
|
if (clear_screen)
|
|
{
|
|
glcache.ClearColor(0.7f, 0.7f, 0.7f, 1.f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
int dfa = osdVertices.size() / 4;
|
|
|
|
for (int i = 0; i < dfa; i++)
|
|
glDrawArrays(GL_TRIANGLE_STRIP, i * 4, 4);
|
|
|
|
glCheck();
|
|
}
|
|
#endif
|
|
gui_display_osd();
|
|
}
|
|
|
|
bool ProcessFrame(TA_context* ctx)
|
|
{
|
|
if (KillTex)
|
|
TexCache.Clear();
|
|
TexCache.Cleanup();
|
|
|
|
if (ctx->rend.isRenderFramebuffer)
|
|
{
|
|
RenderFramebuffer();
|
|
}
|
|
else
|
|
{
|
|
if (!ta_parse_vdrc(ctx))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void upload_vertex_indices()
|
|
{
|
|
if (gl.index_type == GL_UNSIGNED_SHORT)
|
|
{
|
|
static bool overrun;
|
|
static List<u16> short_idx;
|
|
if (short_idx.daty != NULL)
|
|
short_idx.Free();
|
|
short_idx.Init(pvrrc.idx.used(), &overrun, NULL);
|
|
for (u32 *p = pvrrc.idx.head(); p < pvrrc.idx.LastPtr(0); p++)
|
|
*(short_idx.Append()) = *p;
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, short_idx.bytes(), short_idx.head(), GL_STREAM_DRAW);
|
|
}
|
|
else
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER,pvrrc.idx.bytes(),pvrrc.idx.head(),GL_STREAM_DRAW);
|
|
glCheck();
|
|
}
|
|
|
|
bool RenderFrame()
|
|
{
|
|
create_modvol_shader();
|
|
|
|
bool is_rtt = pvrrc.isRTT;
|
|
|
|
float vtx_min_fZ = 0.f; //pvrrc.fZ_min;
|
|
float vtx_max_fZ = pvrrc.fZ_max;
|
|
|
|
//sanitise the values, now with NaN detection (for omap)
|
|
//0x49800000 is 1024*1024. Using integer math to avoid issues w/ infs and nans
|
|
if ((s32&)vtx_max_fZ < 0 || (u32&)vtx_max_fZ > 0x49800000)
|
|
vtx_max_fZ = 10 * 1024;
|
|
|
|
//add some extra range to avoid clipping border cases
|
|
vtx_min_fZ *= 0.98f;
|
|
vtx_max_fZ *= 1.001f;
|
|
|
|
TransformMatrix<true> matrices(pvrrc);
|
|
ShaderUniforms.normal_mat = matrices.GetNormalMatrix();
|
|
const glm::mat4& scissor_mat = matrices.GetScissorMatrix();
|
|
ViewportMatrix = matrices.GetViewportMatrix();
|
|
|
|
if (!is_rtt)
|
|
gcflip = 0;
|
|
else
|
|
gcflip = 1;
|
|
|
|
ShaderUniforms.depth_coefs[0] = 2 / (vtx_max_fZ - vtx_min_fZ);
|
|
ShaderUniforms.depth_coefs[1] = -vtx_min_fZ - 1;
|
|
ShaderUniforms.depth_coefs[2] = 0;
|
|
ShaderUniforms.depth_coefs[3] = 0;
|
|
|
|
//VERT and RAM fog color constants
|
|
u8* fog_colvert_bgra = (u8*)&FOG_COL_VERT;
|
|
u8* fog_colram_bgra = (u8*)&FOG_COL_RAM;
|
|
ShaderUniforms.ps_FOG_COL_VERT[0] = fog_colvert_bgra[2] / 255.0f;
|
|
ShaderUniforms.ps_FOG_COL_VERT[1] = fog_colvert_bgra[1] / 255.0f;
|
|
ShaderUniforms.ps_FOG_COL_VERT[2] = fog_colvert_bgra[0] / 255.0f;
|
|
|
|
ShaderUniforms.ps_FOG_COL_RAM[0] = fog_colram_bgra[2] / 255.0f;
|
|
ShaderUniforms.ps_FOG_COL_RAM[1] = fog_colram_bgra[1] / 255.0f;
|
|
ShaderUniforms.ps_FOG_COL_RAM[2] = fog_colram_bgra[0] / 255.0f;
|
|
|
|
//Fog density constant
|
|
u8* fog_density = (u8*)&FOG_DENSITY;
|
|
float fog_den_mant = fog_density[1] / 128.0f; //bit 7 -> x. bit, so [6:0] -> fraction -> /128
|
|
s32 fog_den_exp = (s8)fog_density[0];
|
|
ShaderUniforms.fog_den_float = fog_den_mant * powf(2.0f, fog_den_exp) * settings.rend.ExtraDepthScale;
|
|
|
|
ShaderUniforms.fog_clamp_min[0] = ((pvrrc.fog_clamp_min >> 16) & 0xFF) / 255.0f;
|
|
ShaderUniforms.fog_clamp_min[1] = ((pvrrc.fog_clamp_min >> 8) & 0xFF) / 255.0f;
|
|
ShaderUniforms.fog_clamp_min[2] = ((pvrrc.fog_clamp_min >> 0) & 0xFF) / 255.0f;
|
|
ShaderUniforms.fog_clamp_min[3] = ((pvrrc.fog_clamp_min >> 24) & 0xFF) / 255.0f;
|
|
|
|
ShaderUniforms.fog_clamp_max[0] = ((pvrrc.fog_clamp_max >> 16) & 0xFF) / 255.0f;
|
|
ShaderUniforms.fog_clamp_max[1] = ((pvrrc.fog_clamp_max >> 8) & 0xFF) / 255.0f;
|
|
ShaderUniforms.fog_clamp_max[2] = ((pvrrc.fog_clamp_max >> 0) & 0xFF) / 255.0f;
|
|
ShaderUniforms.fog_clamp_max[3] = ((pvrrc.fog_clamp_max >> 24) & 0xFF) / 255.0f;
|
|
|
|
if (fog_needs_update && settings.rend.Fog)
|
|
{
|
|
fog_needs_update = false;
|
|
UpdateFogTexture((u8 *)FOG_TABLE, GL_TEXTURE1, gl.single_channel_format);
|
|
}
|
|
if (palette_updated)
|
|
{
|
|
UpdatePaletteTexture(GL_TEXTURE2);
|
|
palette_updated = false;
|
|
}
|
|
|
|
glcache.UseProgram(gl.modvol_shader.program);
|
|
|
|
if (gl.modvol_shader.depth_scale != -1)
|
|
glUniform4fv(gl.modvol_shader.depth_scale, 1, ShaderUniforms.depth_coefs);
|
|
glUniformMatrix4fv(gl.modvol_shader.normal_matrix, 1, GL_FALSE, &ShaderUniforms.normal_mat[0][0]);
|
|
|
|
ShaderUniforms.PT_ALPHA=(PT_ALPHA_REF&0xFF)/255.0f;
|
|
|
|
for (const auto& it : gl.shaders)
|
|
{
|
|
glcache.UseProgram(it.second.program);
|
|
ShaderUniforms.Set(&it.second);
|
|
}
|
|
|
|
const float screen_scaling = settings.rend.ScreenScaling / 100.f;
|
|
|
|
//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
|
|
WARN_LOG(RENDERER, "Unsupported render to texture format: %d", FB_W_CTRL.fb_packmode);
|
|
return false;
|
|
|
|
case 7: //7 invalid
|
|
die("7 is not valid");
|
|
return false;
|
|
}
|
|
DEBUG_LOG(RENDERER, "RTT packmode=%d stride=%d - %d,%d -> %d,%d", FB_W_CTRL.fb_packmode, FB_W_LINESTRIDE.stride * 8,
|
|
FB_X_CLIP.min, FB_Y_CLIP.min, FB_X_CLIP.max, FB_Y_CLIP.max);
|
|
BindRTT(FB_W_SOF1 & VRAM_MASK, FB_X_CLIP.max - FB_X_CLIP.min + 1, FB_Y_CLIP.max - FB_Y_CLIP.min + 1, channels, format);
|
|
}
|
|
else
|
|
{
|
|
if (settings.rend.ScreenScaling != 100 || !theGLContext.IsSwapBufferPreserved())
|
|
{
|
|
init_output_framebuffer((int)lroundf(screen_width * screen_scaling), (int)lroundf(screen_height * screen_scaling));
|
|
}
|
|
else
|
|
{
|
|
#if !defined(__APPLE__)
|
|
//Fix this in a proper way
|
|
glBindFramebuffer(GL_FRAMEBUFFER,0);
|
|
#endif
|
|
glViewport(0, 0, screen_width, screen_height);
|
|
}
|
|
}
|
|
|
|
bool wide_screen_on = !is_rtt && settings.rend.WideScreen && !matrices.IsClipped() && !settings.rend.Rotate90;
|
|
|
|
//Color is cleared by the background plane
|
|
|
|
glcache.Disable(GL_SCISSOR_TEST);
|
|
|
|
glcache.DepthMask(GL_TRUE);
|
|
glClearDepthf(0.0);
|
|
glStencilMask(0xFF); glCheck();
|
|
glClearStencil(0);
|
|
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glCheck();
|
|
|
|
//move vertex to gpu
|
|
|
|
if (!pvrrc.isRenderFramebuffer)
|
|
{
|
|
//Main VBO
|
|
glBindBuffer(GL_ARRAY_BUFFER, gl.vbo.geometry); glCheck();
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl.vbo.idxs); glCheck();
|
|
|
|
glBufferData(GL_ARRAY_BUFFER,pvrrc.verts.bytes(),pvrrc.verts.head(),GL_STREAM_DRAW); glCheck();
|
|
|
|
upload_vertex_indices();
|
|
|
|
//Modvol VBO
|
|
if (pvrrc.modtrig.used())
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, gl.vbo.modvols); glCheck();
|
|
glBufferData(GL_ARRAY_BUFFER,pvrrc.modtrig.bytes(),pvrrc.modtrig.head(),GL_STREAM_DRAW); glCheck();
|
|
}
|
|
|
|
if (!wide_screen_on)
|
|
{
|
|
float width;
|
|
float height;
|
|
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];
|
|
width = clip_dim[0];
|
|
height = clip_dim[1];
|
|
if (width < 0)
|
|
{
|
|
min_x += width;
|
|
width = -width;
|
|
}
|
|
if (height < 0)
|
|
{
|
|
min_y += height;
|
|
height = -height;
|
|
}
|
|
if (matrices.GetSidebarWidth() > 0)
|
|
{
|
|
float scaled_offs_x = matrices.GetSidebarWidth() * screen_scaling;
|
|
|
|
glcache.ClearColor(0.f, 0.f, 0.f, 0.f);
|
|
glcache.Enable(GL_SCISSOR_TEST);
|
|
glcache.Scissor(0, 0, (GLsizei)lroundf(scaled_offs_x), (GLsizei)lroundf(screen_height * screen_scaling));
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glcache.Scissor(screen_width * screen_scaling - scaled_offs_x, 0, (GLsizei)lroundf(scaled_offs_x + 1.f), (GLsizei)lroundf(screen_height * screen_scaling));
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
else if (matrices.GetSidebarWidth() < 0)
|
|
{
|
|
float scaled_offs_y = -matrices.GetSidebarWidth() * screen_scaling;
|
|
|
|
glcache.ClearColor(0.f, 0.f, 0.f, 0.f);
|
|
glcache.Enable(GL_SCISSOR_TEST);
|
|
glcache.Scissor(0, 0, (GLsizei)lroundf(screen_width * screen_scaling), (GLsizei)lroundf(scaled_offs_y));
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glcache.Scissor(0, screen_height * screen_scaling - scaled_offs_y, (GLsizei)lroundf(screen_width * screen_scaling), (GLsizei)lroundf(scaled_offs_y + 1.f));
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
width = pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1;
|
|
height = 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 (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;
|
|
}
|
|
}
|
|
ShaderUniforms.base_clipping.enabled = true;
|
|
ShaderUniforms.base_clipping.x = (int)lroundf(min_x);
|
|
ShaderUniforms.base_clipping.y = (int)lroundf(min_y);
|
|
ShaderUniforms.base_clipping.width = (int)lroundf(width);
|
|
ShaderUniforms.base_clipping.height = (int)lroundf(height);
|
|
glcache.Scissor(ShaderUniforms.base_clipping.x, ShaderUniforms.base_clipping.y, ShaderUniforms.base_clipping.width, ShaderUniforms.base_clipping.height);
|
|
glcache.Enable(GL_SCISSOR_TEST);
|
|
}
|
|
else
|
|
{
|
|
ShaderUniforms.base_clipping.enabled = false;
|
|
}
|
|
|
|
DrawStrips();
|
|
}
|
|
else
|
|
{
|
|
glcache.ClearColor(0.f, 0.f, 0.f, 0.f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
DrawFramebuffer();
|
|
}
|
|
|
|
if (is_rtt)
|
|
ReadRTTBuffer();
|
|
else if (settings.rend.ScreenScaling != 100 || !theGLContext.IsSwapBufferPreserved())
|
|
render_output_framebuffer();
|
|
|
|
return !is_rtt;
|
|
}
|
|
|
|
bool OpenGLRenderer::Init()
|
|
{
|
|
return gles_init();
|
|
}
|
|
|
|
void OpenGLRenderer::Term()
|
|
{
|
|
TexCache.Clear();
|
|
gles_term();
|
|
}
|
|
|
|
bool OpenGLRenderer::Render()
|
|
{
|
|
RenderFrame();
|
|
if (pvrrc.isRTT)
|
|
return false;
|
|
|
|
DrawOSD(false);
|
|
frameRendered = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool OpenGLRenderer::RenderLastFrame()
|
|
{
|
|
return !theGLContext.IsSwapBufferPreserved() ? render_output_framebuffer() : false;
|
|
}
|
|
|
|
Renderer* rend_GLES2()
|
|
{
|
|
return new OpenGLRenderer();
|
|
}
|