pcsx2/plugins/zerogs/opengl/zerogs.h

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/* ZeroGS KOSMOS
* Copyright (C) 2005-2006 zerofrog@gmail.com
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __ZEROGS__H
#define __ZEROGS__H
#pragma warning(disable:4200) // nonstandard extension used : zero-sized array in struct/union
#ifndef _WIN32
// adding glew support instead of glXGetProcAddress (thanks to scaught)
#include <GL/glew.h>
#endif
#include <GL/gl.h>
#include <GL/glext.h>
#ifndef _WIN32
#include <GL/glx.h>
inline void* wglGetProcAddress(const char* x) {
return (void*)glXGetProcAddress((const GLubyte*)x);
}
#else
#include "glprocs.h"
#endif
#include <Cg/cg.h>
#include <Cg/cgGL.h>
#ifndef GL_DEPTH24_STENCIL8_EXT // allows FBOs to support stencils
#define GL_DEPTH_STENCIL_EXT 0x84F9
#define GL_UNSIGNED_INT_24_8_EXT 0x84FA
#define GL_DEPTH24_STENCIL8_EXT 0x88F0
#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1
#endif
#include <assert.h>
#include <list>
#include <vector>
#include <map>
#include <string>
using namespace std;
#ifndef SAFE_DELETE
#define SAFE_DELETE(x) if( (x) != NULL ) { delete (x); (x) = NULL; }
#endif
#ifndef SAFE_DELETE_ARRAY
#define SAFE_DELETE_ARRAY(x) if( (x) != NULL ) { delete[] (x); (x) = NULL; }
#endif
#ifndef SAFE_RELEASE
#define SAFE_RELEASE(x) if( (x) != NULL ) { (x)->Release(); (x) = NULL; }
#endif
#define SAFE_RELEASE_PROG(x) { if( (x) != NULL ) { cgDestroyProgram(x); x = NULL; } }
#define SAFE_RELEASE_TEX(x) { if( (x) != 0 ) { glDeleteTextures(1, &(x)); x = 0; } }
#define FORIT(it, v) for(it = (v).begin(); it != (v).end(); ++(it))
// sends a message to output window if assert fails
#define BMSG(x, str) { if( !(x) ) { GS_LOG(str); GS_LOG(str); } }
#define BMSG_RETURN(x, str) { if( !(x) ) { GS_LOG(str); GS_LOG(str); return; } }
#define BMSG_RETURNX(x, str, rtype) { if( !(x) ) { GS_LOG(str); GS_LOG(str); return (##rtype); } }
#define B(x) { if( !(x) ) { GS_LOG(_#x"\n"); GS_LOG(#x"\n"); } }
#define B_RETURN(x) { if( !(x) ) { ERROR_LOG("%s:%d: %s\n", __FILE__, (u32)__LINE__, #x); return; } }
#define B_RETURNX(x, rtype) { if( !(x) ) { ERROR_LOG("%s:%d: %s\n", __FILE__, (u32)__LINE__, #x); return (##rtype); } }
#define B_G(x, action) { if( !(x) ) { ERROR_LOG("%s:%d: %s\n", __FILE__, (u32)__LINE__, #x); action; } }
static __forceinline const char *error_name(int err)
{
switch (err)
{
case GL_NO_ERROR:
return "GL_NO_ERROR";
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case GL_STACK_OVERFLOW:
return "GL_STACK_OVERFLOW";
case GL_STACK_UNDERFLOW:
return "GL_STACK_UNDERFLOW";
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
case GL_TABLE_TOO_LARGE:
return "GL_TABLE_TOO_LARGE";
default:
{
char *str;
sprintf(str, "Unknown error(0x%x)", err);
return str;
}
}
}
#define GL_ERROR_LOG() \
{ \
GLenum myGLerror = glGetError(); \
\
if( myGLerror != GL_NO_ERROR ) \
{ \
ERROR_LOG("%s:%d: gl error %s\n", __FILE__, (int)__LINE__, error_name(myGLerror)); \
} \
}\
#define GL_REPORT_ERROR() \
{ \
err = glGetError(); \
if( err != GL_NO_ERROR ) \
{ \
ERROR_LOG("%s:%d: gl error %s\n", __FILE__, (int)__LINE__, error_name(err)); \
ZeroGS::HandleGLError(); \
} \
}
#ifdef _DEBUG
#define GL_REPORT_ERRORD() \
{ \
GLenum err = glGetError(); \
if( err != GL_NO_ERROR ) \
{ \
ERROR_LOG("%s:%d: gl error %s\n", __FILE__, (int)__LINE__, error_name(err)); \
ZeroGS::HandleGLError(); \
} \
}
#else
#define GL_REPORT_ERRORD()
#endif
// sets the data stream
#define SET_STREAM() { \
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)8); \
glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)12); \
glTexCoordPointer(3, GL_FLOAT, sizeof(VertexGPU), (void*)16); \
glVertexPointer(4, GL_SHORT, sizeof(VertexGPU), (void*)0); \
}
#define SETVERTEXSHADER(prog) { \
if( (prog) != g_vsprog ) { \
cgGLBindProgram(prog); \
g_vsprog = prog; \
} \
} \
#define SETPIXELSHADER(prog) { \
if( (prog) != g_psprog ) { \
cgGLBindProgram(prog); \
g_psprog = prog; \
} \
} \
#ifndef ARRAY_SIZE
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#endif
// all textures have this width
//#define GPU_TEXWIDTH 512
extern int GPU_TEXWIDTH;
extern float g_fiGPU_TEXWIDTH;
#define GPU_TEXMASKWIDTH 1024 // bitwise mask width for region repeat mode
extern CGprogram g_vsprog, g_psprog;
struct FRAGMENTSHADER
{
FRAGMENTSHADER() : prog(0), sMemory(0), sFinal(0), sBitwiseANDX(0), sBitwiseANDY(0), sInterlace(0), sCLUT(0), sOneColor(0), sBitBltZ(0),
fTexAlpha2(0), fTexOffset(0), fTexDims(0), fTexBlock(0), fClampExts(0), fTexWrapMode(0),
fRealTexDims(0), fTestBlack(0), fPageOffset(0), fTexAlpha(0) {}
CGprogram prog;
CGparameter sMemory, sFinal, sBitwiseANDX, sBitwiseANDY, sCLUT, sInterlace;
CGparameter sOneColor, sBitBltZ, sInvTexDims;
CGparameter fTexAlpha2, fTexOffset, fTexDims, fTexBlock, fClampExts, fTexWrapMode, fRealTexDims, fTestBlack, fPageOffset, fTexAlpha;
#ifdef _DEBUG
string filename;
#endif
};
struct VERTEXSHADER
{
VERTEXSHADER() : prog(0), sBitBltPos(0), sBitBltTex(0) {}
CGprogram prog;
CGparameter sBitBltPos, sBitBltTex, fBitBltTrans; // vertex shader constants
};
// don't change these values!
#define GAME_TEXTURETARGS 0x01
#define GAME_AUTORESET 0x02
#define GAME_INTERLACE2X 0x04
#define GAME_TEXAHACK 0x08 // apply texa to non textured polys
#define GAME_NOTARGETRESOLVE 0x10
#define GAME_EXACTCOLOR 0x20
#define GAME_NOCOLORCLAMP 0x40
//#define GAME_FFXHACK 0x80
#define GAME_NODEPTHUPDATE 0x0200
#define GAME_QUICKRESOLVE1 0x0400
#define GAME_NOQUICKRESOLVE 0x0800
#define GAME_NOTARGETCLUT 0x1000 // full 16 bit resolution
#define GAME_NOSTENCIL 0x2000
//#define GAME_VSSHACKOFF 0x4000 // vertical stripe syndrome
#define GAME_NODEPTHRESOLVE 0x8000
#define GAME_FULL16BITRES 0x00010000
#define GAME_RESOLVEPROMOTED 0x00020000
#define GAME_FASTUPDATE 0x00040000
#define GAME_NOALPHATEST 0x00080000
#define GAME_DISABLEMRTDEPTH 0x00100000
#define GAME_32BITTARGS 0x00200000
#define GAME_PATH3HACK 0x00400000
#define GAME_DOPARALLELCTX 0x00800000 // tries to parallelize both contexts so that render calls are reduced (xenosaga)
// makes the game faster, but can be buggy
#define GAME_XENOSPECHACK 0x01000000 // xenosaga specularity hack (ignore any zmask=1 draws)
//#define GAME_PARTIALPOINTERS 0x02000000 // whenver the texture or render target are small, tries to look for bigger ones to read from
//#define GAME_PARTIALDEPTH 0x04000000 // tries to save depth targets as much as possible across height changes
#define USEALPHATESTING (!(g_GameSettings&GAME_NOALPHATEST))
extern u8* g_pbyGSMemory;
extern u8* g_pbyGSClut; // the temporary clut buffer
extern CGparameter g_vparamPosXY[2], g_fparamFogColor;
namespace ZeroGS {
typedef void (*DrawFn)();
enum RenderFormatType
{
RFT_byte8 = 0, // A8R8G8B8
RFT_float16 = 1, // A32R32B32G32
};
// managers render-to-texture targets
class CRenderTarget
{
public:
CRenderTarget();
virtual ~CRenderTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
// set the GPU_POSXY variable, scissor rect, and current render target
void SetTarget(int fbplocal, const Rect2& scissor, int context);
void SetViewport();
// copies/creates the feedback contents
inline void CreateFeedback() {
if( ptexFeedback == 0 || !(status&TS_FeedbackReady) )
_CreateFeedback();
}
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* pdepth);
virtual void ConvertTo32(); // converts a psm==2 target, to a psm==0
virtual void ConvertTo16(); // converts a psm==0 target, to a psm==2
virtual bool IsDepth() { return false; }
void SetRenderTarget(int targ);
void* psys; // system data used for comparison
u32 ptex;
int fbp, fbw, fbh; // if fbp is negative, virtual target (not mapped to any real addr)
int start, end; // in bytes
u32 lastused; // time stamp since last used
Vector vposxy;
u32 fbm;
u16 status;
u8 psm;
u8 resv0;
Rect scissorrect;
//int startresolve, endresolve;
u32 nUpdateTarg; // use this target to update the texture if non 0 (one time only)
// this is optionally used when feedback effects are used (render target is used as a texture when rendering to itself)
u32 ptexFeedback;
enum TargetStatus {
TS_Resolved = 1,
TS_NeedUpdate = 2,
TS_Virtual = 4, // currently not mapped to memory
TS_FeedbackReady = 8, // feedback effect is ready and doesn't need to be updated
TS_NeedConvert32 = 16,
TS_NeedConvert16 = 32,
};
private:
void _CreateFeedback();
};
// manages zbuffers
class CDepthTarget : public CRenderTarget
{
public:
CDepthTarget();
virtual ~CDepthTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* prndr);
virtual bool IsDepth() { return true; }
void SetDepthStencilSurface();
u32 pdepth; // 24 bit, will contain the stencil buffer if possible
u32 pstencil; // if not 0, contains the stencil buffer
int icount; // internal counter
};
// manages contiguous chunks of memory (width is always 1024)
class CMemoryTarget
{
public:
struct TEXTURE
{
inline TEXTURE() : tex(0), memptr(NULL), ref(0) {}
inline ~TEXTURE() { glDeleteTextures(1, &tex); _aligned_free(memptr); }
u32 tex;
int ref;
u8* memptr; // GPU memory used for comparison
};
inline CMemoryTarget() : ptex(NULL), starty(0), height(0), realy(0), realheight(0), usedstamp(0), psm(0), channels(0),cpsm(0), clearminy(0), clearmaxy(0), validatecount(0) {}
inline CMemoryTarget(const CMemoryTarget& r) {
ptex = r.ptex;
if( ptex != NULL ) ptex->ref++;
starty = r.starty;
height = r.height;
realy = r.realy;
realheight = r.realheight;
usedstamp = r.usedstamp;
psm = r.psm;
cpsm = r.cpsm;
clut = r.clut;
clearminy = r.clearminy;
clearmaxy = r.clearmaxy;
widthmult = r.widthmult;
channels = r.channels;
validatecount = r.validatecount;
fmt = r.fmt;
}
~CMemoryTarget() { Destroy(); }
inline void Destroy() {
if( ptex != NULL && ptex->ref > 0 ) {
if( --ptex->ref <= 0 )
delete ptex;
}
ptex = NULL;
}
// returns true if clut data is synced
bool ValidateClut(const tex0Info& tex0);
// returns true if tex data is synced
bool ValidateTex(const tex0Info& tex0, int starttex, int endtex, bool bDeleteBadTex);
int clearminy, clearmaxy; // when maxy > 0, need to check for clearing
// realy is offset in pixels from start of valid region
// so texture in memory is [realy,starty+height]
// valid texture is [starty,starty+height]
// offset in mem [starty-realy, height]
int starty, height; // assert(starty >= realy)
int realy, realheight; // this is never touched once allocated
u32 usedstamp;
TEXTURE* ptex; // can be 16bit
u32 fmt;
int widthmult;
int channels;
int validatecount; // count how many times has been validated, if too many, destroy
vector<u8> clut; // if nonzero, texture uses CLUT
u8 psm, cpsm; // texture and clut format. For psm, only 16bit/32bit differentiation matters
};
struct VB
{
VB();
~VB();
void Destroy();
__forceinline bool CheckPrim();
void CheckFrame(int tbp);
// context specific state
Point offset;
Rect2 scissor;
tex0Info tex0;
tex1Info tex1;
miptbpInfo miptbp0;
miptbpInfo miptbp1;
alphaInfo alpha;
fbaInfo fba;
clampInfo clamp;
pixTest test;
u32 ptexClamp[2]; // textures for x and y dir region clamping
public:
void FlushTexData();
// notify VB that nVerts need to be written to pbuf
inline void NotifyWrite(int nVerts) {
assert( pBufferData != NULL && nCount <= nNumVertices && nVerts > 0 );
if( nCount + nVerts > nNumVertices ) {
// recreate except with a bigger count
VertexGPU* ptemp = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU)*nNumVertices*2, 256);
memcpy_amd(ptemp, pBufferData, sizeof(VertexGPU) * nCount);
nNumVertices *= 2;
assert( nCount + nVerts <= nNumVertices );
_aligned_free(pBufferData);
pBufferData = ptemp;
}
}
void Init(int nVerts) {
if( pBufferData == NULL && nVerts > 0 ) {
pBufferData = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU)*nVerts, 256);
nNumVertices = nVerts;
}
nCount = 0;
}
u8 bNeedFrameCheck;
u8 bNeedZCheck;
u8 bNeedTexCheck;
u8 dummy0;
union {
struct {
u8 bTexConstsSync; // only pixel shader constants that context owns
u8 bVarsTexSync; // texture info
u8 bVarsSetTarg;
u8 dummy1;
};
u32 bSyncVars;
};
int ictx;
VertexGPU* pBufferData; // current allocated data
int nNumVertices; // size of pBufferData in terms of VertexGPU objects
int nCount;
primInfo curprim; // the previous prim the current buffers are set to
zbufInfo zbuf;
frameInfo gsfb; // the real info set by FRAME cmd
frameInfo frame;
int zprimmask; // zmask for incoming points
u32 uCurTex0Data[2]; // current tex0 data
u32 uNextTex0Data[2]; // tex0 data that has to be applied if bNeedTexCheck is 1
//int nFrameHeights[8]; // frame heights for the past frame changes
int nNextFrameHeight;
CMemoryTarget* pmemtarg; // the current mem target set
CRenderTarget* prndr;
CDepthTarget* pdepth;
};
// visible members
extern DrawFn drawfn[8];
extern VB vb[2];
extern float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
void AddMessage(const char* pstr, u32 ms = 5000);
void DrawText(const char* pstr, int left, int top, u32 color);
void ChangeWindowSize(int nNewWidth, int nNewHeight);
void SetChangeDeviceSize(int nNewWidth, int nNewHeight);
void ChangeDeviceSize(int nNewWidth, int nNewHeight);
void SetAA(int mode);
void SetCRC(int crc);
void ReloadEffects();
// Methods //
bool IsGLExt( const char* szTargetExtension ); ///< returns true if the the opengl extension is supported
bool Create(int width, int height);
void Destroy(BOOL bD3D);
void Restore(); // call to restore device
void Reset(); // call to destroy video resources
void GSStateReset();
void HandleGLError();
// called on a primitive switch
void Prim();
void SetTexFlush();
// flush current vertices, call before setting new registers (the main render method)
void Flush(int context);
void ExtWrite();
void SetWriteDepth();
BOOL IsWriteDepth();
void SetDestAlphaTest();
BOOL IsWriteDestAlphaTest();
void SetFogColor(u32 fog);
void SaveTex(tex0Info* ptex, int usevid);
// called when trxdir is accessed. If host is involved, transfers memory to temp buffer byTransferBuf.
// Otherwise performs the transfer. TODO: Perhaps divide the transfers into chunks?
void InitTransferHostLocal();
void TransferHostLocal(const void* pbyMem, u32 nQWordSize);
void InitTransferLocalHost();
void TransferLocalHost(void* pbyMem, u32 nQWordSize);
inline void TerminateLocalHost() {}
void TransferLocalLocal();
// switches the render target to the real target, flushes the current render targets and renders the real image
void RenderCRTC(int interlace);
void ResetRenderTarget(int index);
bool CheckChangeInClut(u32 highdword, u32 psm); // returns true if clut will change after this tex0 op
// call to load CLUT data (depending on CLD)
void texClutWrite(int ctx);
RenderFormatType GetRenderFormat();
GLenum GetRenderTargetFormat();
int Save(char* pbydata);
bool Load(char* pbydata);
void SaveSnapshot(const char* filename);
bool SaveRenderTarget(const char* filename, int width, int height, int jpeg);
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height);
bool SaveJPEG(const char* filename, int width, int height, const void* pdata, int quality);
bool SaveTGA(const char* filename, int width, int height, void* pdata);
// private methods
void FlushSysMem(const RECT* prc);
void _Resolve(const void* psrc, int fbp, int fbw, int fbh, int psm, u32 fbm);
// returns the first and last addresses aligned to a page that cover
void GetRectMemAddress(int& start, int& end, int psm, int x, int y, int w, int h, int bp, int bw);
// inits the smallest rectangle in ptexMem that covers this region in ptexMem
// returns the offset that needs to be added to the locked rect to get the beginning of the buffer
//void GetMemRect(RECT& rc, int psm, int x, int y, int w, int h, int bp, int bw);
// only sets a limited amount of state (for Update)
void SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, ZeroGS::CMemoryTarget* pmemtarg, FRAGMENTSHADER* pfragment, int force);
void ResetAlphaVariables();
void StartCapture();
void StopCapture();
void CaptureFrame();
};
// GL prototypes
extern PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT;
extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
extern PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT;
extern PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT;
extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
extern PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
extern PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT;
extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
extern PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT;
extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
extern PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT;
extern PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT;
extern PFNGLDRAWBUFFERSPROC glDrawBuffers;
#endif