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/* ZZ Open GL graphics plugin
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* Copyright ( c ) 2009 - 2010 zeydlitz @ gmail . com , arcum42 @ gmail . com
* Based on Zerofrog ' s ZeroGS KOSMOS ( c ) 2005 - 2008
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*
* 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
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* Foundation , Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA
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*/
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// Create and Destroy function. They would be called once per session.
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//------------------ Includes
# include "GS.h"
# include "Mem.h"
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# include "GLWin.h"
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# include "ZZoglShaders.h"
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# include "targets.h"
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# include "rasterfont.h" // simple font
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# include "ZZoglDrawing.h"
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# include "ZZoglVB.h"
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// This include for windows resource file with Shaders
# ifdef _WIN32
# include "Win32.h"
# endif
// ----------------- Types
map < string , GLbyte > mapGLExtensions ;
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extern bool ZZshLoadExtraEffects ( ) ;
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GLuint vboRect = 0 ;
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GLuint g_vboBuffers [ VB_NUMBUFFERS ] ; // VBOs for all drawing commands
u32 g_nCurVBOIndex = 0 ;
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inline bool CreateImportantCheck ( ) ;
inline void CreateOtherCheck ( ) ;
inline bool CreateOpenShadersFile ( ) ;
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void ZZGSStateReset ( ) ;
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//------------------ Dummies
# ifdef _WIN32
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void __stdcall glBlendFuncSeparateDummy ( GLenum e1 , GLenum e2 , GLenum e3 , GLenum e4 )
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# else
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void APIENTRY glBlendFuncSeparateDummy ( GLenum e1 , GLenum e2 , GLenum e3 , GLenum e4 )
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# endif
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{
glBlendFunc ( e1 , e2 ) ;
}
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# ifdef _WIN32
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void __stdcall glBlendEquationSeparateDummy ( GLenum e1 , GLenum e2 )
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# else
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void APIENTRY glBlendEquationSeparateDummy ( GLenum e1 , GLenum e2 )
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# endif
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{
glBlendEquation ( e1 ) ;
}
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# ifdef _WIN32
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extern HINSTANCE hInst ;
void ( __stdcall * zgsBlendEquationSeparateEXT ) ( GLenum , GLenum ) = NULL ;
void ( __stdcall * zgsBlendFuncSeparateEXT ) ( GLenum , GLenum , GLenum , GLenum ) = NULL ;
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# else
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void ( APIENTRY * zgsBlendEquationSeparateEXT ) ( GLenum , GLenum ) = NULL ;
void ( APIENTRY * zgsBlendFuncSeparateEXT ) ( GLenum , GLenum , GLenum , GLenum ) = NULL ;
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# endif
//------------------ variables
////////////////////////////
// State parameters
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extern u8 * s_lpShaderResources ;
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// String's for shader file in developer mode
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//#ifdef ZEROGS_DEVBUILD
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char EFFECT_NAME [ 256 ] ;
char EFFECT_DIR [ 256 ] ;
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//#endif
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/////////////////////
// graphics resources
GLenum s_srcrgb , s_dstrgb , s_srcalpha , s_dstalpha ; // set by zgsBlendFuncSeparateEXT
u32 s_stencilfunc , s_stencilref , s_stencilmask ;
GLenum s_drawbuffers [ ] = { GL_COLOR_ATTACHMENT0_EXT , GL_COLOR_ATTACHMENT1_EXT } ;
u32 ptexLogo = 0 ;
int nLogoWidth , nLogoHeight ;
u32 s_ptexInterlace = 0 ; // holds interlace fields
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static bool vb_buffer_allocated = false ;
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//------------------ Global Variables
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int GPU_TEXWIDTH = 512 ;
float g_fiGPU_TEXWIDTH = 1 / 512.0f ;
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int g_MaxTexWidth = 4096 , g_MaxTexHeight = 4096 ;
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namespace FB
{
u32 buf = 0 ;
} ;
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RasterFont * font_p = NULL ;
float g_fBlockMult = 1 ;
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//int s_nFullscreen = 0;
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u32 ptexBlocks = 0 , ptexConv16to32 = 0 ; // holds information on block tiling
u32 ptexBilinearBlocks = 0 ;
u32 ptexConv32to16 = 0 ;
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// int g_nDepthBias = 0;
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extern void Delete_Avi_Capture ( ) ;
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extern void ZZDestroy ( ) ;
extern void SetAA ( int mode ) ;
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//------------------ Code
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///< returns true if the the opengl extension is supported
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bool IsGLExt ( const char * szTargetExtension )
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{
return mapGLExtensions . find ( string ( szTargetExtension ) ) ! = mapGLExtensions . end ( ) ;
}
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inline bool check_gl_version ( uint32 major , uint32 minor ) {
const GLubyte * s ;
s = glGetString ( GL_VERSION ) ;
if ( s = = NULL ) return false ;
ZZLog : : Error_Log ( " Supported Opengl version: %s on GPU: %s. Vendor: %s \n " , s , glGetString ( GL_RENDERER ) , glGetString ( GL_VENDOR ) ) ;
// Could be useful to detect the GPU vendor:
// if ( strcmp((const char*)glGetString(GL_VENDOR), "ATI Technologies Inc.") == 0 )
GLuint dot = 0 ;
while ( s [ dot ] ! = ' \0 ' & & s [ dot ] ! = ' . ' ) dot + + ;
if ( dot = = 0 ) return false ;
GLuint major_gl = s [ dot - 1 ] - ' 0 ' ;
GLuint minor_gl = s [ dot + 1 ] - ' 0 ' ;
if ( ( major_gl < major ) | | ( major_gl = = major & & minor_gl < minor ) ) {
ZZLog : : Error_Log ( " OPENGL %d.%d is not supported \n " , major , minor ) ;
return false ;
}
return true ;
}
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// Function asks about different OGL extensions, that are required to setup accordingly. Return false if checks failed
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inline bool CreateImportantCheck ( )
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{
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bool bSuccess = true ;
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# ifndef _WIN32
int const glew_ok = glewInit ( ) ;
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if ( glew_ok ! = GLEW_OK ) {
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ZZLog : : Error_Log ( " glewInit() is not ok! " ) ;
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// Better exit now, any openGL call will segfault.
return false ;
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}
# endif
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// Require a minimum of openGL2.0 (first version that support hardware shader)
bSuccess & = check_gl_version ( 2 , 0 ) ;
// GL_EXT_framebuffer_object -> GL3.0
// Opensource driver -> Intel OK. Radeon need EXT_packed_depth_stencil
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if ( ! IsGLExt ( " GL_EXT_framebuffer_object " ) )
{
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ZZLog : : Error_Log ( " ********* \n ZZogl: ERROR: Need GL_EXT_framebuffer_object for multiple render targets \n ZZogl: ********* " ) ;
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bSuccess = false ;
}
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bSuccess & = ZZshCheckProfilesSupport ( ) ;
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return bSuccess ;
}
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// This is a check for less important open gl extensions.
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inline void CreateOtherCheck ( )
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{
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// GL_EXT_blend_equation_separate -> GL2.0
// Opensource driver -> Intel OK. Radeon OK.
zgsBlendEquationSeparateEXT = glBlendEquationSeparateEXT ;
// GL_EXT_blend_func_separate -> GL1.4
// Opensource driver -> Intel OK. Radeon OK.
zgsBlendFuncSeparateEXT = glBlendFuncSeparateEXT ;
// GL_ARB_draw_buffers -> GL2.0
// Opensource driver -> Intel (need gen4). Radeon OK.
if ( glDrawBuffers = = NULL ) {
ZZLog : : Error_Log ( " ********* \n ZZogl: OGL ERROR: multiple render targets not supported, some effects might look bad \n ZZogl: ********* " ) ;
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conf . mrtdepth = 0 ;
}
GLint Max_Texture_Size_NV = 0 ;
GLint Max_Texture_Size_2d = 0 ;
glGetIntegerv ( GL_MAX_RECTANGLE_TEXTURE_SIZE_NV , & Max_Texture_Size_NV ) ;
glGetIntegerv ( GL_MAX_TEXTURE_SIZE , & Max_Texture_Size_2d ) ;
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g_MaxTexHeight = min ( Max_Texture_Size_2d , Max_Texture_Size_NV ) ;
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ZZLog : : Error_Log ( " Maximum texture size is %d for Tex_2d and %d for Tex_NV. " , Max_Texture_Size_2d , Max_Texture_Size_NV ) ;
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if ( Max_Texture_Size_NV < 1024 )
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ZZLog : : Error_Log ( " Could not properly make bitmasks, so some textures will be missed. " ) ;
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# ifdef _WIN32
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GLWin . InitVsync ( IsGLExt ( " WGL_EXT_swap_control " ) | | IsGLExt ( " EXT_swap_control " ) ) ;
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# else
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GLWin . InitVsync ( IsGLExt ( " GLX_SGI_swap_control " ) ) ;
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# endif
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GLWin . SetVsync ( false ) ;
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}
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# ifdef _WIN32
__forceinline bool LoadShadersFromRes ( )
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{
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HRSRC hShaderSrc = FindResource ( hInst , MAKEINTRESOURCE ( IDR_SHADERS ) , RT_RCDATA ) ;
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assert ( hShaderSrc ! = NULL ) ;
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HGLOBAL hShaderGlob = LoadResource ( hInst , hShaderSrc ) ;
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assert ( hShaderGlob ! = NULL ) ;
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s_lpShaderResources = ( u8 * ) LockResource ( hShaderGlob ) ;
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return true ;
}
# else
__forceinline bool LoadShadersFromDat ( )
{
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FILE * fres = fopen ( " ps2hw.dat " , " rb " ) ;
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if ( fres = = NULL )
{
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fres = fopen ( " plugins/ps2hw.dat " , " rb " ) ;
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if ( fres = = NULL )
{
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// Each linux distributions have his rules for path so we give them the possibility to
// change it with compilation flags. -- Gregory
# ifdef PLUGIN_DIR_COMPILATION
# define xPLUGIN_DIR_str(s) PLUGIN_DIR_str(s)
# define PLUGIN_DIR_str(s) #s
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const std : : string shader_file = string ( xPLUGIN_DIR_str ( PLUGIN_DIR_COMPILATION ) ) + " /ps2hw.dat " ;
fres = fopen ( shader_file . c_str ( ) , " rb " ) ;
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# endif
if ( fres = = NULL )
{
ZZLog : : Error_Log ( " Cannot find ps2hw.dat in working directory. Exiting. " ) ;
return false ;
}
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}
}
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fseek ( fres , 0 , SEEK_END ) ;
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size_t s = ftell ( fres ) ;
s_lpShaderResources = new u8 [ s + 1 ] ;
fseek ( fres , 0 , SEEK_SET ) ;
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if ( fread ( s_lpShaderResources , s , 1 , fres ) = = 0 )
fprintf ( stderr , " Failed to read ps2hw.dat. Corrupted file? \n " ) ;
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s_lpShaderResources [ s ] = 0 ;
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return true ;
}
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# ifdef DEVBUILD
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__forceinline bool LoadShadersFromFX ( )
{
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// test if ps2hw.fx exists
char tempstr [ 255 ] ;
char curwd [ 255 ] ;
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getcwd ( curwd , ArraySize ( curwd ) ) ;
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strcpy ( tempstr , " /plugins/ " ) ;
sprintf ( EFFECT_NAME , " %sps2hw.fx " , tempstr ) ;
FILE * f = fopen ( EFFECT_NAME , " r " ) ;
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if ( f = = NULL )
{
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strcpy ( tempstr , " ../../plugins/zzogl-pg/opengl/ " ) ;
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sprintf ( EFFECT_NAME , " %sps2hw.fx " , tempstr ) ;
f = fopen ( EFFECT_NAME , " r " ) ;
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if ( f = = NULL )
{
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ZZLog : : Error_Log ( " Failed to find %s, try compiling a non-devbuild. " , EFFECT_NAME ) ;
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return false ;
}
}
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fclose ( f ) ;
sprintf ( EFFECT_DIR , " %s/%s " , curwd , tempstr ) ;
sprintf ( EFFECT_NAME , " %sps2hw.fx " , EFFECT_DIR ) ;
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return true ;
}
# endif
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# endif
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// open shader file according to build target
inline bool CreateOpenShadersFile ( )
{
# ifndef DEVBUILD
# ifdef _WIN32
return LoadShadersFromRes ( ) ;
# else // not _WIN32
return LoadShadersFromDat ( ) ;
# endif // _WIN32
# else // defined(ZEROGS_DEVBUILD)
# ifndef _WIN32 // NOT WINDOWS
return LoadShadersFromFX ( ) ;
// No else clause?
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# endif
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# endif // !defined(ZEROGS_DEVBUILD)
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}
// Read all extensions name and fill mapGLExtensions
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inline bool CreateFillExtensionsMap ( )
{
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int max_ext = 0 ;
string all_ext ( " " ) ;
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PFNGLGETSTRINGIPROC glGetStringi = 0 ;
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glGetStringi = ( PFNGLGETSTRINGIPROC ) GLWin . GetProcAddress ( " glGetStringi " ) ;
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glGetIntegerv ( GL_NUM_EXTENSIONS , & max_ext ) ;
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if ( glGetStringi & & max_ext ) {
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// Get opengl extension (opengl3)
for ( GLint i = 0 ; i < max_ext ; i + + )
{
string extension ( ( const char * ) glGetStringi ( GL_EXTENSIONS , i ) ) ;
mapGLExtensions [ extension ] ;
all_ext + = extension ;
if ( i ! = ( max_ext - 1 ) ) all_ext + = " , " ;
}
} else {
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// fallback to old method (pre opengl3, intel gma, geforce 7 ...)
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ZZLog : : Error_Log ( " glGetStringi opengl 3 interface not supported, fallback to opengl 2 " ) ;
const char * ptoken = ( const char * ) glGetString ( GL_EXTENSIONS ) ;
if ( ptoken = = NULL ) return false ;
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all_ext = string ( ptoken ) ; // save the string to print a nice debug message
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const char * pend = NULL ;
while ( ptoken ! = NULL )
{
pend = strchr ( ptoken , ' ' ) ;
if ( pend ! = NULL )
{
max_ext + + ;
mapGLExtensions [ string ( ptoken , pend - ptoken ) ] ;
}
else
{
max_ext + + ;
mapGLExtensions [ string ( ptoken ) ] ;
break ;
}
ptoken = pend ;
while ( * ptoken = = ' ' ) + + ptoken ;
}
}
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# ifndef _DEBUG
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ZZLog : : Log ( " %d supported OpenGL Extensions: %s \n " , max_ext , all_ext . c_str ( ) ) ;
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# endif
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ZZLog : : Debug_Log ( " %d supported OpenGL Extensions: %s \n " , max_ext , all_ext . c_str ( ) ) ;
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return true ;
}
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void LoadglFunctions ( )
{
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// GL_EXT_framebuffer_object
// CORE -> 3.0 and replaced by GL_ARB_framebuffer_object
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GL_LOADFN ( glIsRenderbufferEXT ) ;
GL_LOADFN ( glBindRenderbufferEXT ) ;
GL_LOADFN ( glDeleteRenderbuffersEXT ) ;
GL_LOADFN ( glGenRenderbuffersEXT ) ;
GL_LOADFN ( glRenderbufferStorageEXT ) ;
GL_LOADFN ( glGetRenderbufferParameterivEXT ) ;
GL_LOADFN ( glIsFramebufferEXT ) ;
GL_LOADFN ( glBindFramebufferEXT ) ;
GL_LOADFN ( glDeleteFramebuffersEXT ) ;
GL_LOADFN ( glGenFramebuffersEXT ) ;
GL_LOADFN ( glCheckFramebufferStatusEXT ) ;
GL_LOADFN ( glFramebufferTexture1DEXT ) ;
GL_LOADFN ( glFramebufferTexture2DEXT ) ;
GL_LOADFN ( glFramebufferTexture3DEXT ) ;
GL_LOADFN ( glFramebufferRenderbufferEXT ) ;
GL_LOADFN ( glGetFramebufferAttachmentParameterivEXT ) ;
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// CORE -> 2.0
GL_LOADFN ( glDrawBuffers ) ;
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}
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inline bool TryBlockFormat ( GLint fmt , const GLvoid * vBlockData ) {
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glTexImage2D ( GL_TEXTURE_2D , 0 , fmt , BLOCK_TEXWIDTH , BLOCK_TEXHEIGHT , 0 , GL_ALPHA , GL_FLOAT , vBlockData ) ;
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return ( glGetError ( ) = = GL_NO_ERROR ) ;
}
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inline bool TryBlinearFormat ( GLint fmt32 , const GLvoid * vBilinearData ) {
glTexImage2D ( GL_TEXTURE_2D , 0 , fmt32 , BLOCK_TEXWIDTH , BLOCK_TEXHEIGHT , 0 , GL_RGBA , GL_FLOAT , vBilinearData ) ;
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return ( glGetError ( ) = = GL_NO_ERROR ) ;
}
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bool ZZCreate ( int _width , int _height )
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{
GLenum err = GL_NO_ERROR ;
bool bSuccess = true ;
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ZZDestroy ( ) ;
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ZZGSStateReset ( ) ;
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if ( ! GLWin . DisplayWindow ( _width , _height ) ) return false ;
conf . mrtdepth = 0 ; // for now
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if ( ! CreateFillExtensionsMap ( ) ) return false ;
if ( ! CreateImportantCheck ( ) ) return false ;
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CreateOtherCheck ( ) ;
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// Incorrect must check rectangle texture too. Now done directly on CreateOtherCheck()
//
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// check the max texture width and height
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///glGetIntegerv(GL_MAX_TEXTURE_SIZE, &g_MaxTexWidth);
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// Limit the texture size supported to 8192. We do not need bigger texture.
// Besides the following assertion is false when texture are too big.
// ZZoglFlush.cpp:2349: assert(fblockstride >= 1.0f)
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//g_MaxTexWidth = min(8192, g_MaxTexWidth);
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g_MaxTexHeight = g_MaxTexWidth / 4 ;
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GPU_TEXWIDTH = min ( g_MaxTexWidth / 8 , 1024 ) ;
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g_fiGPU_TEXWIDTH = 1.0f / GPU_TEXWIDTH ;
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# if !(defined(GLSL_API) || defined(GLSL4_API))
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if ( ! CreateOpenShadersFile ( ) ) return false ;
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# endif
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GL_REPORT_ERROR ( ) ;
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if ( err ! = GL_NO_ERROR ) bSuccess = false ;
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s_srcrgb = s_dstrgb = s_srcalpha = s_dstalpha = GL_ONE ;
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LoadglFunctions ( ) ;
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glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ) ;
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GL_REPORT_ERROR ( ) ;
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if ( err ! = GL_NO_ERROR ) bSuccess = false ;
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FB : : Create ( ) ;
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GL_REPORT_ERRORD ( ) ;
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FB : : Bind ( ) ;
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DrawBuffers ( s_drawbuffers ) ;
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GL_REPORT_ERROR ( ) ;
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if ( err ! = GL_NO_ERROR ) bSuccess = false ;
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font_p = new RasterFont ( ) ;
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GL_REPORT_ERROR ( ) ;
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if ( err ! = GL_NO_ERROR ) bSuccess = false ;
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// init draw fns
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//init_drawfn();
if ( ZZKick ! = NULL ) delete ZZKick ;
ZZKick = new Kick ;
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SetAA ( conf . aa ) ;
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GSsetGameCRC ( g_LastCRC , conf . settings ( ) . _u32 ) ;
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GL_STENCILFUNC ( GL_ALWAYS , 0 , 0 ) ;
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//s_bWriteDepth = true;
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GL_BLEND_ALL ( GL_ONE , GL_ONE , GL_ONE , GL_ONE ) ;
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glViewport ( 0 , 0 , GLWin . backbuffer . w , GLWin . backbuffer . h ) ; // Reset The Current Viewport
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glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity ( ) ;
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glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity ( ) ;
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glShadeModel ( GL_SMOOTH ) ;
glClearColor ( 0.0f , 0.0f , 0.0f , 0.0f ) ;
glClearDepth ( 1.0f ) ;
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glEnable ( GL_DEPTH_TEST ) ;
glDisable ( GL_LIGHTING ) ;
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glDepthFunc ( GL_LEQUAL ) ;
glHint ( GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST ) ; // Really Nice Perspective Calculations
glGenTextures ( 1 , & ptexLogo ) ;
glBindTexture ( GL_TEXTURE_RECTANGLE_NV , ptexLogo ) ;
# ifdef _WIN32
HRSRC hBitmapSrc = FindResource ( hInst , MAKEINTRESOURCE ( IDB_ZEROGSLOGO ) , RT_BITMAP ) ;
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assert ( hBitmapSrc ! = NULL ) ;
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HGLOBAL hBitmapGlob = LoadResource ( hInst , hBitmapSrc ) ;
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assert ( hBitmapGlob ! = NULL ) ;
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PBITMAPINFO pinfo = ( PBITMAPINFO ) LockResource ( hBitmapGlob ) ;
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GLenum tempFmt = ( pinfo - > bmiHeader . biBitCount = = 32 ) ? GL_RGBA : GL_RGB ;
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TextureRect ( GL_RGBA , pinfo - > bmiHeader . biWidth , pinfo - > bmiHeader . biHeight , tempFmt , GL_UNSIGNED_BYTE , ( u8 * ) pinfo + pinfo - > bmiHeader . biSize ) ;
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nLogoWidth = pinfo - > bmiHeader . biWidth ;
nLogoHeight = pinfo - > bmiHeader . biHeight ;
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setRectFilters ( GL_LINEAR ) ;
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# else
# endif
GL_REPORT_ERROR ( ) ;
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# ifdef GLSL4_API
GSInputLayoutOGL vert_format [ ] =
{
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{ 0 , 4 , GL_SHORT , GL_FALSE , sizeof ( VertexGPU ) , ( const GLvoid * ) ( 0 ) } , // vertex
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{ 1 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof ( VertexGPU ) , ( const GLvoid * ) ( 8 ) } , // color
{ 2 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof ( VertexGPU ) , ( const GLvoid * ) ( 12 ) } , // z value. FIXME WTF 4 unsigned byte, why not a full integer
{ 3 , 3 , GL_FLOAT , GL_FALSE , sizeof ( VertexGPU ) , ( const GLvoid * ) ( 16 ) } , // tex coord
} ;
vertex_array = new GSVertexBufferStateOGL ( sizeof ( VertexGPU ) , vert_format , 4 ) ;
# endif
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g_nCurVBOIndex = 0 ;
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if ( ! vb_buffer_allocated ) {
glGenBuffers ( ( GLsizei ) ArraySize ( g_vboBuffers ) , g_vboBuffers ) ;
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for ( u32 i = 0 ; i < ArraySize ( g_vboBuffers ) ; + + i )
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{
glBindBuffer ( GL_ARRAY_BUFFER , g_vboBuffers [ i ] ) ;
glBufferData ( GL_ARRAY_BUFFER , 0x100 * sizeof ( VertexGPU ) , NULL , GL_STREAM_DRAW ) ;
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# ifdef GLSL4_API
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vertex_array - > set_internal_format ( ) ;
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# endif
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}
vb_buffer_allocated = true ; // mark the buffer allocated
}
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GL_REPORT_ERROR ( ) ;
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if ( err ! = GL_NO_ERROR ) bSuccess = false ;
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// create the blocks texture
g_fBlockMult = 1 ;
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# ifndef ZZNORMAL_MEMORY
FillAlowedPsnTable ( ) ;
FillBlockTables ( ) ;
# endif
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vector < char > vBlockData , vBilinearData ;
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BLOCK : : FillBlocks ( vBlockData , vBilinearData ) ;
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glGenTextures ( 1 , & ptexBlocks ) ;
glBindTexture ( GL_TEXTURE_2D , ptexBlocks ) ;
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// Opensource driver -> Intel (need gen4) (enabled by default on mesa 9). Radeon depends on the HW capability
# ifdef GLSL4_API
// texture float -> GL3.0
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_R32F , BLOCK_TEXWIDTH , BLOCK_TEXHEIGHT , 0 , GL_RED , GL_FLOAT , & vBlockData [ 0 ] ) ;
if ( glGetError ( ) ! = GL_NO_ERROR ) {
ZZLog : : Error_Log ( " ZZogl ERROR: could not fill blocks " ) ;
return false ;
}
# else
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if ( TryBlockFormat ( GL_RGBA32F , & vBlockData [ 0 ] ) )
ZZLog : : Error_Log ( " Use GL_RGBA32F for blockdata. " ) ;
else if ( TryBlockFormat ( GL_ALPHA_FLOAT32_ATI , & vBlockData [ 0 ] ) )
ZZLog : : Error_Log ( " Use ATI_texture_float for blockdata. " ) ;
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else {
ZZLog : : Error_Log ( " ZZogl ERROR: float texture not supported. If you use opensource driver (aka Mesa), you probably need to compile it with texture float support. " ) ;
ZZLog : : Error_Log ( " ZZogl ERROR: Otherwise you probably have a very very old GPU, either use an older version of the plugin or upgrade your computer " ) ;
return false ;
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}
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# endif
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setTex2DFilters ( GL_NEAREST ) ;
setTex2DWrap ( GL_REPEAT ) ;
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// fill in the bilinear blocks (main variant).
glGenTextures ( 1 , & ptexBilinearBlocks ) ;
glBindTexture ( GL_TEXTURE_2D , ptexBilinearBlocks ) ;
# ifdef GLSL4_API
if ( ! TryBlinearFormat ( GL_RGBA32F , & vBilinearData [ 0 ] ) )
ZZLog : : Error_Log ( " Fill bilinear blocks failed. " ) ;
# else
if ( TryBlinearFormat ( GL_RGBA32F , & vBilinearData [ 0 ] ) )
ZZLog : : Error_Log ( " Fill bilinear blocks OK.! " ) ;
else if ( TryBlinearFormat ( GL_RGBA_FLOAT32_ATI , & vBilinearData [ 0 ] ) )
ZZLog : : Error_Log ( " Fill bilinear blocks with ATI_texture_float. " ) ;
else if ( TryBlinearFormat ( GL_FLOAT_RGBA32_NV , & vBilinearData [ 0 ] ) )
ZZLog : : Error_Log ( " ZZogl Fill bilinear blocks with NVidia_float. " ) ;
else
ZZLog : : Error_Log ( " Fill bilinear blocks failed. " ) ;
# endif
setTex2DFilters ( GL_NEAREST ) ;
setTex2DWrap ( GL_REPEAT ) ;
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float fpri = 1 ;
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glPrioritizeTextures ( 1 , & ptexBlocks , & fpri ) ;
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if ( ptexBilinearBlocks ! = 0 ) glPrioritizeTextures ( 1 , & ptexBilinearBlocks , & fpri ) ;
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GL_REPORT_ERROR ( ) ;
// fill a simple rect
glGenBuffers ( 1 , & vboRect ) ;
glBindBuffer ( GL_ARRAY_BUFFER , vboRect ) ;
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# ifdef GLSL4_API
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vertex_array - > set_internal_format ( ) ;
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# endif
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vector < VertexGPU > verts ( 4 ) ;
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VertexGPU * pvert = & verts [ 0 ] ;
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pvert - > set_xyzst ( - 0x7fff , 0x7fff , 0 , 0 , 0 ) ;
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pvert + + ;
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pvert - > set_xyzst ( 0x7fff , 0x7fff , 0 , 1 , 0 ) ;
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pvert + + ;
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pvert - > set_xyzst ( - 0x7fff , - 0x7fff , 0 , 0 , 1 ) ;
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pvert + + ;
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pvert - > set_xyzst ( 0x7fff , - 0x7fff , 0 , 1 , 1 ) ;
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pvert + + ;
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glBufferDataARB ( GL_ARRAY_BUFFER , 4 * sizeof ( VertexGPU ) , & verts [ 0 ] , GL_STATIC_DRAW ) ;
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# ifndef GLSL4_API
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// setup the default vertex declaration
glEnableClientState ( GL_VERTEX_ARRAY ) ;
glClientActiveTexture ( GL_TEXTURE0 ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glEnableClientState ( GL_SECONDARY_COLOR_ARRAY ) ;
glEnableClientState ( GL_COLOR_ARRAY ) ;
GL_REPORT_ERROR ( ) ;
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# endif
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// create the conversion textures
glGenTextures ( 1 , & ptexConv16to32 ) ;
glBindTexture ( GL_TEXTURE_2D , ptexConv16to32 ) ;
vector < u32 > conv16to32data ( 256 * 256 ) ;
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for ( int i = 0 ; i < 256 * 256 ; + + i )
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{
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u32 tempcol = RGBA16to32 ( i ) ;
// have to flip r and b
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conv16to32data [ i ] = ( tempcol & 0xff00ff00 ) | ( ( tempcol & 0xff ) < < 16 ) | ( ( tempcol & 0xff0000 ) > > 16 ) ;
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}
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Texture2D ( 4 , 256 , 256 , GL_RGBA , GL_UNSIGNED_BYTE , & conv16to32data [ 0 ] ) ;
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setTex2DFilters ( GL_NEAREST ) ;
setTex2DWrap ( GL_CLAMP ) ;
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GL_REPORT_ERROR ( ) ;
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if ( err ! = GL_NO_ERROR ) bSuccess = false ;
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vector < u32 > conv32to16data ( 32 * 32 * 32 ) ;
glGenTextures ( 1 , & ptexConv32to16 ) ;
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glBindTexture ( GL_TEXTURE_3D , ptexConv32to16 ) ;
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u32 * dst = & conv32to16data [ 0 ] ;
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for ( int i = 0 ; i < 32 ; + + i )
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{
for ( int j = 0 ; j < 32 ; + + j )
{
for ( int k = 0 ; k < 32 ; + + k )
{
u32 col = ( i < < 10 ) | ( j < < 5 ) | k ;
* dst + + = ( ( col & 0xff ) < < 16 ) | ( col & 0xff00 ) ;
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}
}
}
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Texture3D ( 4 , 32 , 32 , 32 , GL_RGBA , GL_UNSIGNED_BYTE , & conv32to16data [ 0 ] ) ;
setTex3DFilters ( GL_NEAREST ) ;
setTex3DWrap ( GL_CLAMP ) ;
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GL_REPORT_ERROR ( ) ;
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if ( err ! = GL_NO_ERROR ) bSuccess = false ;
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if ( ! ZZshStartUsingShaders ( ) ) bSuccess = false ;
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GL_REPORT_ERROR ( ) ;
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if ( err ! = GL_NO_ERROR ) bSuccess = false ;
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glDisable ( GL_STENCIL_TEST ) ;
glEnable ( GL_SCISSOR_TEST ) ;
GL_BLEND_ALPHA ( GL_ONE , GL_ZERO ) ;
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glBlendColorEXT ( 0 , 0 , 0 , 0.5f ) ;
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glDisable ( GL_CULL_FACE ) ;
// points
// This was changed in SetAA - should we be changing it back?
glPointSize ( 1.0f ) ;
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// g_nDepthBias = 0;
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glEnable ( GL_POLYGON_OFFSET_FILL ) ;
glEnable ( GL_POLYGON_OFFSET_LINE ) ;
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glPolygonOffset ( 0 , 1 ) ;
vb [ 0 ] . Init ( VB_BUFFERSIZE ) ;
vb [ 1 ] . Init ( VB_BUFFERSIZE ) ;
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g_vsprog = g_psprog = sZero ;
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if ( glGetError ( ) = = GL_NO_ERROR )
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{
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return bSuccess ;
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}
else
{
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ZZLog : : Debug_Log ( " Error In final init! " ) ;
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return false ;
}
}
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void ZZDestroy ( )
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{
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Delete_Avi_Capture ( ) ;
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g_MemTargs . Destroy ( ) ;
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s_RTs . Destroy ( ) ;
s_DepthRTs . Destroy ( ) ;
s_BitwiseTextures . Destroy ( ) ;
SAFE_RELEASE_TEX ( s_ptexInterlace ) ;
SAFE_RELEASE_TEX ( ptexBlocks ) ;
SAFE_RELEASE_TEX ( ptexBilinearBlocks ) ;
SAFE_RELEASE_TEX ( ptexConv16to32 ) ;
SAFE_RELEASE_TEX ( ptexConv32to16 ) ;
vb [ 0 ] . Destroy ( ) ;
vb [ 1 ] . Destroy ( ) ;
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if ( vb_buffer_allocated )
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{
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glDeleteBuffers ( ( GLsizei ) ArraySize ( g_vboBuffers ) , g_vboBuffers ) ;
vb_buffer_allocated = false ; // mark the buffer unallocated
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}
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# ifdef GLSL4_API
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if ( vertex_array ! = NULL ) {
delete vertex_array ;
vertex_array = NULL ;
}
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# endif
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g_nCurVBOIndex = 0 ;
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for ( u32 i = 0 ; i < ArraySize ( pvs ) ; + + i )
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{
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SAFE_RELEASE_PROG ( pvs [ i ] ) ;
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}
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for ( u32 i = 0 ; i < ArraySize ( ppsRegular ) ; + + i )
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{
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SAFE_RELEASE_PROG ( ppsRegular [ i ] . prog ) ;
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}
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for ( u32 i = 0 ; i < ArraySize ( ppsTexture ) ; + + i )
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{
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SAFE_RELEASE_PROG ( ppsTexture [ i ] . prog ) ;
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}
SAFE_RELEASE_PROG ( pvsBitBlt . prog ) ;
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SAFE_RELEASE_PROG ( ppsBitBlt [ 0 ] . prog ) ;
SAFE_RELEASE_PROG ( ppsBitBlt [ 1 ] . prog ) ;
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SAFE_RELEASE_PROG ( ppsBitBltDepth . prog ) ;
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SAFE_RELEASE_PROG ( ppsCRTCTarg [ 0 ] . prog ) ;
SAFE_RELEASE_PROG ( ppsCRTCTarg [ 1 ] . prog ) ;
SAFE_RELEASE_PROG ( ppsCRTC [ 0 ] . prog ) ;
SAFE_RELEASE_PROG ( ppsCRTC [ 1 ] . prog ) ;
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// SAFE_RELEASE_PROG(ppsCRTC24[0].prog);
// SAFE_RELEASE_PROG(ppsCRTC24[1].prog);
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SAFE_RELEASE_PROG ( ppsOne . prog ) ;
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safe_delete ( font_p ) ;
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FB : : Delete ( ) ;
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GLWin . ReleaseContext ( ) ;
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mapGLExtensions . clear ( ) ;
}