flycast/core/rend/gl4/gl4.h

300 lines
6.7 KiB
C++
Executable File

#pragma once
#include "rend/gles/gles.h"
#include <unordered_map>
void gl4DrawStrips(GLuint output_fbo);
struct gl4PipelineShader
{
GLuint program;
GLuint scale;
GLuint extra_depth_scale;
GLuint pp_ClipTest,cp_AlphaTestValue;
GLuint sp_FOG_COL_RAM,sp_FOG_COL_VERT,sp_FOG_DENSITY;
GLuint shade_scale_factor;
GLuint pp_Number;
GLuint blend_mode;
GLuint use_alpha;
GLuint ignore_tex_alpha;
GLuint shading_instr;
GLuint fog_control;
GLuint trilinear_alpha;
GLuint fog_clamp_min, fog_clamp_max;
//
u32 cp_AlphaTest; s32 pp_ClipTestMode;
u32 pp_Texture, pp_UseAlpha, pp_IgnoreTexA, pp_ShadInstr, pp_Offset, pp_FogCtrl;
u32 pp_DepthFunc;
int pass;
bool pp_TwoVolumes;
bool pp_Gouraud;
bool pp_BumpMap;
bool fog_clamping;
};
struct gl4_ctx
{
struct
{
GLuint program;
GLuint scale;
GLuint extra_depth_scale;
} modvol_shader;
std::unordered_map<u32, gl4PipelineShader> shaders;
bool rotate90;
struct
{
GLuint geometry,modvols,idxs,idxs2;
GLuint main_vao;
GLuint modvol_vao;
GLuint tr_poly_params;
} vbo;
};
extern gl4_ctx gl4;
extern int screen_width;
extern int screen_height;
GLuint gl4BindRTT(u32 addy, u32 fbw, u32 fbh, u32 channels, u32 fmt);
void gl4DrawFramebuffer(float w, float h);
bool gl4_render_output_framebuffer();
void abufferDrawQuad(bool upsideDown = false, float x = 0.f, float y = 0.f, float w = 0.f, float h = 0.f);
extern const char *gl4PixelPipelineShader;
bool gl4CompilePipelineShader(gl4PipelineShader* s, bool rotate_90, const char *source = gl4PixelPipelineShader);
void gl4_delete_shaders();
extern GLuint stencilTexId;
extern GLuint depthTexId;
extern GLuint opaqueTexId;
extern GLuint depthSaveTexId;
#define SHADER_HEADER "#version 430 \n\
\n\
layout(r32ui, binding = 4) uniform coherent restrict uimage2D abufferPointerImg; \n\
struct Pixel { \n\
highp vec4 color; \n\
highp float depth; \n\
uint seq_num; \n\
uint next; \n\
}; \n\
#define EOL 0xFFFFFFFFu \n\
layout (binding = 0, std430) coherent restrict buffer PixelBuffer { \n\
Pixel pixels[]; \n\
}; \n\
layout(binding = 0, offset = 0) uniform atomic_uint buffer_index; \n\
\n\
#define ZERO 0 \n\
#define ONE 1 \n\
#define OTHER_COLOR 2 \n\
#define INVERSE_OTHER_COLOR 3 \n\
#define SRC_ALPHA 4 \n\
#define INVERSE_SRC_ALPHA 5 \n\
#define DST_ALPHA 6 \n\
#define INVERSE_DST_ALPHA 7 \n\
\n\
uint getNextPixelIndex() \n\
{ \n\
uint index = atomicCounterIncrement(buffer_index); \n\
if (index >= pixels.length()) \n\
// Buffer overflow \n\
discard; \n\
\n\
return index; \n\
} \n\
\n\
void setFragDepth(void) \n\
{ \n\
highp float w = 100000.0 * gl_FragCoord.w; \n\
gl_FragDepth = 1.0 - log2(1.0 + w) / 34.0; \n\
} \n\
struct PolyParam { \n\
int first; \n\
int count; \n\
int texid; \n\
int tsp; \n\
int tcw; \n\
int pcw; \n\
int isp; \n\
float zvZ; \n\
int tileclip; \n\
int tsp1; \n\
int tcw1; \n\
int texid1; \n\
}; \n\
layout (binding = 1, std430) readonly buffer TrPolyParamBuffer { \n\
PolyParam tr_poly_params[]; \n\
}; \n\
\n\
#define GET_TSP_FOR_AREA int tsp; if (area1) tsp = pp.tsp1; else tsp = pp.tsp; \n\
\n\
int getSrcBlendFunc(const PolyParam pp, bool area1) \n\
{ \n\
GET_TSP_FOR_AREA \n\
return (tsp >> 29) & 7; \n\
} \n\
\n\
int getDstBlendFunc(const PolyParam pp, bool area1) \n\
{ \n\
GET_TSP_FOR_AREA \n\
return (tsp >> 26) & 7; \n\
} \n\
\n\
bool getSrcSelect(const PolyParam pp, bool area1) \n\
{ \n\
GET_TSP_FOR_AREA \n\
return ((tsp >> 25) & 1) != 0; \n\
} \n\
\n\
bool getDstSelect(const PolyParam pp, bool area1) \n\
{ \n\
GET_TSP_FOR_AREA \n\
return ((tsp >> 24) & 1) != 0; \n\
} \n\
\n\
int getFogControl(const PolyParam pp, bool area1) \n\
{ \n\
GET_TSP_FOR_AREA \n\
return (tsp >> 22) & 3; \n\
} \n\
\n\
bool getUseAlpha(const PolyParam pp, bool area1) \n\
{ \n\
GET_TSP_FOR_AREA \n\
return ((tsp >> 20) & 1) != 0; \n\
} \n\
\n\
bool getIgnoreTexAlpha(const PolyParam pp, bool area1) \n\
{ \n\
GET_TSP_FOR_AREA \n\
return ((tsp >> 19) & 1) != 0; \n\
} \n\
\n\
int getShadingInstruction(const PolyParam pp, bool area1) \n\
{ \n\
GET_TSP_FOR_AREA \n\
return (tsp >> 6) & 3; \n\
} \n\
\n\
int getDepthFunc(const PolyParam pp) \n\
{ \n\
return (pp.isp >> 29) & 7; \n\
} \n\
\n\
bool getDepthMask(const PolyParam pp) \n\
{ \n\
return ((pp.isp >> 26) & 1) != 1; \n\
} \n\
\n\
bool getShadowEnable(const PolyParam pp) \n\
{ \n\
return ((pp.pcw >> 7) & 1) != 0; \n\
} \n\
\n\
uint getPolyNumber(const Pixel pixel) \n\
{ \n\
return pixel.seq_num & 0x3FFFFFFFu; \n\
} \n\
\n\
#define SHADOW_STENCIL 0x40000000u \n\
#define SHADOW_ACC 0x80000000u \n\
\n\
bool isShadowed(const Pixel pixel) \n\
{ \n\
return (pixel.seq_num & SHADOW_ACC) == SHADOW_ACC; \n\
} \n\
\n\
bool isTwoVolumes(const PolyParam pp) \n\
{ \n\
return pp.tsp1 != -1 || pp.tcw1 != -1; \n\
} \n\
\n\
"
void gl4SetupMainVBO();
void gl4SetupModvolVBO();
extern struct gl4ShaderUniforms_t
{
float PT_ALPHA;
float scale_coefs[4];
float extra_depth_scale;
float fog_den_float;
float ps_FOG_COL_RAM[3];
float ps_FOG_COL_VERT[3];
int poly_number;
float trilinear_alpha;
TSP tsp0;
TSP tsp1;
TCW tcw0;
TCW tcw1;
float fog_clamp_min[4];
float fog_clamp_max[4];
void setUniformArray(GLuint location, int v0, int v1)
{
int array[] = { v0, v1 };
glUniform1iv(location, 2, array);
}
void Set(gl4PipelineShader* s)
{
if (s->cp_AlphaTestValue!=-1)
glUniform1f(s->cp_AlphaTestValue,PT_ALPHA);
if (s->scale!=-1)
glUniform4fv( s->scale, 1, scale_coefs);
if (s->extra_depth_scale != -1)
glUniform1f(s->extra_depth_scale, extra_depth_scale);
if (s->sp_FOG_DENSITY!=-1)
glUniform1f( s->sp_FOG_DENSITY,fog_den_float);
if (s->sp_FOG_COL_RAM!=-1)
glUniform3fv( s->sp_FOG_COL_RAM, 1, ps_FOG_COL_RAM);
if (s->sp_FOG_COL_VERT!=-1)
glUniform3fv( s->sp_FOG_COL_VERT, 1, ps_FOG_COL_VERT);
if (s->shade_scale_factor != -1)
glUniform1f(s->shade_scale_factor, FPU_SHAD_SCALE.scale_factor / 256.f);
if (s->blend_mode != -1) {
u32 blend_mode[] = { tsp0.SrcInstr, tsp0.DstInstr, tsp1.SrcInstr, tsp1.DstInstr };
glUniform2iv(s->blend_mode, 2, (GLint *)blend_mode);
}
if (s->use_alpha != -1)
setUniformArray(s->use_alpha, tsp0.UseAlpha, tsp1.UseAlpha);
if (s->ignore_tex_alpha != -1)
setUniformArray(s->ignore_tex_alpha, tsp0.IgnoreTexA, tsp1.IgnoreTexA);
if (s->shading_instr != -1)
setUniformArray(s->shading_instr, tsp0.ShadInstr, tsp1.ShadInstr);
if (s->fog_control != -1)
setUniformArray(s->fog_control, tsp0.FogCtrl, tsp1.FogCtrl);
if (s->pp_Number != -1)
glUniform1i(s->pp_Number, poly_number);
if (s->trilinear_alpha != -1)
glUniform1f(s->trilinear_alpha, trilinear_alpha);
if (s->fog_clamp_min != -1)
glUniform4fv(s->fog_clamp_min, 1, fog_clamp_min);
if (s->fog_clamp_max != -1)
glUniform4fv(s->fog_clamp_max, 1, fog_clamp_max);
}
} gl4ShaderUniforms;