pcsx2/plugins/GSdx/GSDeviceOGL.cpp

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/*
* Copyright (C) 2011-2011 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* 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, 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 GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "GSDeviceOGL.h"
// Various Note: separate build of shader
// ************************** BUILD METHOD 1
// 1/ create a stand alone prog
// uint CreateShaderProgramv( enum type, sizei count, const char **strings );
// 2/ Create various prog pipeline (maybe 1 foreach combination or only 1)
// glGenProgramPipelines
// 3/ Attach a program to a pipeline
// void UseProgramStages( uint pipeline, bitfield stages, uint program );
// ...
// ...
// 5/ Before the use of the program, we can validate it. (mandatory or not ?)
// glValidateProgramPipeline
//
// ************************** BUILD METHOD 2
// Humm, there is another solutions. You can setup function pointer in GLSL and configure them with OPENGL. shader_subroutine. glUseProgram must be replace with glUseProgramInstance in this case (and instance must be managed)
//GL EXT: Overview
//GL EXT:
//GL EXT: This extension adds support to shaders for "indirect subroutine calls",
//GL EXT: where a single shader can include many subroutines and dynamically select
//GL EXT: through the API which subroutine is called from each call site.
//GL EXT: Switching subroutines dynamically in this fashion can avoid the cost of
//GL EXT: recompiling and managing multiple shaders, while still retaining most of
//GL EXT: the performance of specialized shaders.
//
// ************************** Uniform buffer
// // Note don't know how to chose block_binding_point (probably managed like texture unit
// maybe any number will be fine)
// index=glGetUniformBlockIndex(program, "BlockName");
// glBindBufferBase(GL_UNIFORM_BUFFER, block_binding_point, some_buffer_object);
// glUniformBlockBinding(program, block_index, block_binding_point);
//#define LOUD_DEBUGGING
GSDeviceOGL::GSDeviceOGL()
: m_free_window(false)
, m_window(NULL)
, m_vb(0)
, m_pipeline(0)
, m_fbo(0)
, m_sr_vb_offset(0)
, m_srv_changed(false)
, m_ss_changed(false)
{
m_msaa = theApp.GetConfig("msaa", 0);
memset(&m_merge, 0, sizeof(m_merge));
memset(&m_interlace, 0, sizeof(m_interlace));
memset(&m_convert, 0, sizeof(m_convert));
memset(&m_date, 0, sizeof(m_date));
memset(&m_state, 0, sizeof(m_state));
}
GSDeviceOGL::~GSDeviceOGL()
{
// Clean m_merge
for (uint i = 0; i < 2; i++)
glDeleteProgram(m_merge.ps[i]);
delete (m_merge.cb);
delete (m_merge.bs);
// Clean m_interlace
for (uint i = 0; i < 2; i++)
glDeleteProgram(m_interlace.ps[i]);
delete (m_interlace.cb);
// Clean m_convert
glDeleteVertexArrays(1, &m_convert.va);
glDeleteBuffers(1, &m_convert.vb);
glDeleteProgram(m_convert.vs);
for (uint i = 0; i < 2; i++)
glDeleteProgram(m_convert.ps[i]);
glDeleteSamplers(1, &m_convert.ln);
glDeleteSamplers(1, &m_convert.pt);
delete m_convert.dss;
delete m_convert.bs;
// Clean m_date
delete m_date.dss;
delete m_date.bs;
// Clean various opengl allocation
glDeleteBuffers(1, &m_vb);
glDeleteProgramPipelines(1, &m_pipeline);
glDeleteFramebuffers(1, &m_fbo);
}
GSTexture* GSDeviceOGL::CreateSurface(int type, int w, int h, bool msaa, int format)
{
// A wrapper to call GSTextureOGL, with the different kind of parameter
GSTextureOGL* t = NULL;
t = new GSTextureOGL(type, w, h, msaa, format);
switch(type)
{
case GSTexture::RenderTarget:
ClearRenderTarget(t, 0);
break;
case GSTexture::DepthStencil:
ClearDepth(t, 0);
//FIXME might be need to clear the stencil too
break;
}
return t;
}
GSTexture* GSDeviceOGL::FetchSurface(int type, int w, int h, bool msaa, int format)
{
// FIXME: keep DX code. Do not know how work msaa but not important for the moment
// Current config give only 0 or 1
#if 0
if(m_msaa < 2) {
msaa = false;
}
#endif
msaa = false;
return GSDevice::FetchSurface(type, w, h, msaa, format);
}
bool GSDeviceOGL::Create(GSWnd* wnd)
{
if (m_window == NULL) {
// FIXME......
// GLEW's problem is that it calls glGetString(GL_EXTENSIONS) which causes GL_INVALID_ENUM on GL 3.2 forward compatible context as soon as glewInit() is called. It also doesn't fetch the function pointers. The solution is for GLEW to use glGetStringi instead.
// The current version of GLEW is 1.7.0 but they still haven't corrected it. The only fix is to use glewExperimental for now :
//NOTE: I'm not sure experimental work on 1.6 ...
glewExperimental=true;
const int glew_ok = glewInit();
if (glew_ok != GLEW_OK)
{
// FIXME:proper logging
fprintf(stderr, "Error: Failed to init glew :%s\n", glewGetErrorString(glew_ok));
return false;
}
// FIXME upgrade to 4.2 when AMD drivers are ready
// Note need glew 1.7 too
if (!GLEW_VERSION_4_1) {
fprintf(stderr, "4.1 is not supported!\n");
return false;
}
}
// FIXME disable it when code is ready
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
m_window = wnd;
// ****************************************************************
// Various object
// ****************************************************************
glGenProgramPipelines(1, &m_pipeline);
glBindProgramPipeline(m_pipeline);
glGenFramebuffers(1, &m_fbo);
// Setup FBO fragment output
OMSetFBO(m_fbo);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
OMSetFBO(0);
// ****************************************************************
// convert
// ****************************************************************
glGenVertexArrays(1, &m_convert.va);
IASetVertexArrray(m_convert.va);
glGenBuffers(1, &m_convert.vb);
IASetVertexBufferBind(m_convert.vb);
glBufferData(GL_ARRAY_BUFFER, 4 * 4 * sizeof(GSVertexPT1), NULL, GL_STREAM_DRAW);
GSInputLayout il_convert[2] =
{
{0, 4, GL_FLOAT, sizeof(GSVertexPT1), (const GLvoid*)offsetof(struct GSVertexPT1, p) },
{1, 2, GL_FLOAT, sizeof(GSVertexPT1), (const GLvoid*)offsetof(struct GSVertexPT1, t) },
};
for (int i = 0; i < 2; i++) {
// Note this function need both a vertex array object and a GL_ARRAY_BUFFER buffer
glEnableVertexAttribArray(il_convert[i].index);
glVertexAttribPointer(il_convert[i].index, il_convert[i].size, il_convert[i].type, GL_FALSE, il_convert[i].stride, il_convert[i].offset);
}
// Unbind to avoid issue with the setup of others parameters
IASetVertexArrray(0);
IASetVertexBufferBind(0);
CompileShaderFromSource("convert.glsl", "vs_main", GL_VERTEX_SHADER, &m_convert.vs);
for(int i = 0; i < countof(m_convert.ps); i++)
CompileShaderFromSource("convert.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, &m_convert.ps[i]);
// Note the following object are initialized to 0 so disabled.
// Note: maybe enable blend with a factor of 1
// m_convert.dss, m_convert.bs
#if 0
memset(&dsd, 0, sizeof(dsd));
dsd.DepthEnable = false;
dsd.StencilEnable = false;
hr = m_dev->CreateDepthStencilState(&dsd, &m_convert.dss);
memset(&bsd, 0, sizeof(bsd));
bsd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = m_dev->CreateBlendState(&bsd, &m_convert.bs);
#endif
glGenSamplers(1, &m_convert.ln);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// FIXME which value for GL_TEXTURE_MIN_LOD
glSamplerParameteri(m_convert.ln, GL_TEXTURE_MAX_LOD, FLT_MAX);
// FIXME: seems there is 2 possibility in opengl
// DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
// glSamplerParameteri(m_convert.ln, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_COMPARE_FUNC, GL_NEVER);
glGenSamplers(1, &m_convert.pt);
glGenSamplers(1, &m_convert.pt);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// FIXME which value for GL_TEXTURE_MIN_LOD
glSamplerParameteri(m_convert.pt, GL_TEXTURE_MAX_LOD, FLT_MAX);
// FIXME: seems there is 2 possibility in opengl
// DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
// glSamplerParameteri(m_convert.pt, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_COMPARE_FUNC, GL_NEVER);
m_convert.dss = new GSDepthStencilOGL();
m_convert.bs = new GSBlendStateOGL();
// ****************************************************************
// merge
// ****************************************************************
m_merge.cb = new GSUniformBufferOGL(1, sizeof(MergeConstantBuffer));
glGenBuffers(1, &m_merge.cb->buffer);
glBindBuffer(GL_UNIFORM_BUFFER, m_merge.cb->buffer);
glBufferData(GL_UNIFORM_BUFFER, m_merge.cb->byte_size, NULL, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, m_merge.cb->index, m_merge.cb->buffer);
for(int i = 0; i < countof(m_merge.ps); i++)
CompileShaderFromSource("merge.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, &m_merge.ps[i]);
m_merge.bs = new GSBlendStateOGL();
m_merge.bs->m_enable = true;
m_merge.bs->m_equation_RGB = GL_FUNC_ADD;
m_merge.bs->m_equation_ALPHA = GL_FUNC_ADD;
m_merge.bs->m_func_sRGB = GL_SRC_ALPHA;
m_merge.bs->m_func_dRGB = GL_ONE_MINUS_SRC_ALPHA;
m_merge.bs->m_func_sALPHA = GL_ONE;
m_merge.bs->m_func_dALPHA = GL_ZERO;
// ****************************************************************
// interlace
// ****************************************************************
m_interlace.cb = new GSUniformBufferOGL(2, sizeof(InterlaceConstantBuffer));
glGenBuffers(1, &m_interlace.cb->buffer);
glBindBuffer(GL_UNIFORM_BUFFER, m_interlace.cb->buffer);
glBufferData(GL_UNIFORM_BUFFER, m_interlace.cb->byte_size, NULL, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, m_interlace.cb->index, m_interlace.cb->buffer);
for(int i = 0; i < countof(m_interlace.ps); i++)
CompileShaderFromSource("interlace.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, &m_interlace.ps[i]);
// ****************************************************************
// rasterization configuration
// ****************************************************************
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_CULL_FACE);
glEnable(GL_SCISSOR_TEST);
// FIXME enable it when multisample code will be here
// DX: rd.MultisampleEnable = true;
glDisable(GL_MULTISAMPLE);
// Hum I don't know for those options but let's hope there are not activated
#if 0
rd.FrontCounterClockwise = false;
rd.DepthBias = false;
rd.DepthBiasClamp = 0;
rd.SlopeScaledDepthBias = 0;
rd.DepthClipEnable = false; // ???
rd.AntialiasedLineEnable = false;
#endif
// ****************************************************************
// Finish window setup and backbuffer
// ****************************************************************
if(!GSDevice::Create(wnd))
return false;
GSVector4i rect = wnd->GetClientRect();
Reset(rect.z, rect.w);
#if 0
HRESULT hr = E_FAIL;
DXGI_SWAP_CHAIN_DESC scd;
D3D11_BUFFER_DESC bd;
D3D11_SAMPLER_DESC sd;
D3D11_DEPTH_STENCIL_DESC dsd;
D3D11_RASTERIZER_DESC rd;
D3D11_BLEND_DESC bsd;
memset(&scd, 0, sizeof(scd));
scd.BufferCount = 2;
scd.BufferDesc.Width = 1;
scd.BufferDesc.Height = 1;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
//scd.BufferDesc.RefreshRate.Numerator = 60;
//scd.BufferDesc.RefreshRate.Denominator = 1;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = (HWND)m_wnd->GetHandle();
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
// Always start in Windowed mode. According to MS, DXGI just "prefers" this, and it's more or less
// required if we want to add support for dual displays later on. The fullscreen/exclusive flip
// will be issued after all other initializations are complete.
scd.Windowed = TRUE;
// NOTE : D3D11_CREATE_DEVICE_SINGLETHREADED
// This flag is safe as long as the DXGI's internal message pump is disabled or is on the
// same thread as the GS window (which the emulator makes sure of, if it utilizes a
// multithreaded GS). Setting the flag is a nice and easy 5% speedup on GS-intensive scenes.
uint32 flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
#ifdef DEBUG
flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_FEATURE_LEVEL level;
const D3D_FEATURE_LEVEL levels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, levels, countof(levels), D3D11_SDK_VERSION, &scd, &m_swapchain, &m_dev, &level, &m_ctx);
// hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, flags, NULL, 0, D3D11_SDK_VERSION, &scd, &m_swapchain, &m_dev, &level, &m_ctx);
#endif
// ****************************************************************
// The check of capability is done when context is created on openGL
// For the moment don't bother with extension, I just ask the most recent openGL version
// ****************************************************************
#if 0
if(FAILED(hr)) return false;
if(!SetFeatureLevel(level, true))
{
return false;
}
D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS options;
hr = m_dev->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &options, sizeof(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS));
// msaa
for(uint32 i = 2; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
{
uint32 quality[2] = {0, 0};
if(SUCCEEDED(m_dev->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, i, &quality[0])) && quality[0] > 0
&& SUCCEEDED(m_dev->CheckMultisampleQualityLevels(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, i, &quality[1])) && quality[1] > 0)
{
m_msaa_desc.Count = i;
m_msaa_desc.Quality = std::min<uint32>(quality[0] - 1, quality[1] - 1);
if(i >= m_msaa) break;
}
}
if(m_msaa_desc.Count == 1)
{
m_msaa = 0;
}
#endif
// TODO Later
// ****************************************************************
// fxaa
// ****************************************************************
#if 0
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(FXAAConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, NULL, &m_fxaa.cb);
hr = CompileShader(IDR_FXAA_FX, "ps_main", NULL, &m_fxaa.ps);
#endif
// TODO later
#if 0
CreateTextureFX();
//
memset(&dsd, 0, sizeof(dsd));
dsd.DepthEnable = false;
dsd.StencilEnable = true;
dsd.StencilReadMask = 1;
dsd.StencilWriteMask = 1;
dsd.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
dsd.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
dsd.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
dsd.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
dsd.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
m_dev->CreateDepthStencilState(&dsd, &m_date.dss);
D3D11_BLEND_DESC blend;
memset(&blend, 0, sizeof(blend));
m_dev->CreateBlendState(&blend, &m_date.bs);
#endif
}
bool GSDeviceOGL::Reset(int w, int h)
{
if(!GSDevice::Reset(w, h))
return false;
// TODO
// Opengl allocate the backbuffer with the window. The render is done in the backbuffer when
// there isn't any FBO. Only a dummy texture is created to easily detect when the rendering is done
// in the backbuffer
m_backbuffer = new GSTextureOGL(0, w, h, false, 0);
#if 0
if(m_swapchain)
{
DXGI_SWAP_CHAIN_DESC scd;
memset(&scd, 0, sizeof(scd));
m_swapchain->GetDesc(&scd);
m_swapchain->ResizeBuffers(scd.BufferCount, w, h, scd.BufferDesc.Format, 0);
CComPtr<ID3D11Texture2D> backbuffer;
if(FAILED(m_swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backbuffer)))
{
return false;
}
m_backbuffer = new GSTexture11(backbuffer);
}
#endif
return true;
}
void GSDeviceOGL::Flip()
{
// FIXME: disable it when code is working
CheckDebugLog();
m_wnd->Flip();
}
void GSDeviceOGL::DrawPrimitive()
{
glDrawArrays(m_state.topology, m_vertices.start, m_vertices.count);
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
{
GSTextureOGL* t_ogl = (GSTextureOGL*)t;
if (t == m_backbuffer) {
// FIXME I really not sure
OMSetFBO(0);
glClearBufferfv(GL_COLOR, GL_LEFT, c.v);
} else {
// FIXME I need to clarify this FBO attachment stuff
// I would like to avoid FBO for a basic clean operation
OMSetFBO(m_fbo);
t_ogl->Attach(GL_COLOR_ATTACHMENT0);
glClearBufferfv(GL_COLOR, 0, c.v);
}
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c)
{
GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255);
ClearRenderTarget(t, color);
}
void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
{
glClearBufferfv(GL_DEPTH, 0, &c);
}
void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
{
GLint color = c;
glClearBufferiv(GL_STENCIL, 0, &color);
}
GSTexture* GSDeviceOGL::CreateRenderTarget(int w, int h, bool msaa, int format)
{
return GSDevice::CreateRenderTarget(w, h, msaa, format ? format : GL_RGBA8);
}
GSTexture* GSDeviceOGL::CreateDepthStencil(int w, int h, bool msaa, int format)
{
return GSDevice::CreateDepthStencil(w, h, msaa, format ? format : GL_DEPTH32F_STENCIL8);
}
GSTexture* GSDeviceOGL::CreateTexture(int w, int h, int format)
{
return GSDevice::CreateTexture(w, h, format ? format : GL_RGBA8);
}
GSTexture* GSDeviceOGL::CreateOffscreen(int w, int h, int format)
{
return GSDevice::CreateOffscreen(w, h, format ? format : GL_RGBA8);
}
// blit a texture into an offscreen buffer
GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format)
{
// I'm not sure about the object type for offscreen buffer
// TODO later;
assert(0);
// Need to find format equivalent. Then I think it will be straight forward
// A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits per channel including alpha.
// DXGI_FORMAT_R8G8B8A8_UNORM <=> GL_RGBA8
// A single-component, 16-bit unsigned-integer format that supports 16 bits for the red channel
// DXGI_FORMAT_R16_UINT <=> GL_R16
#if 0
GSTexture* dst = NULL;
if(format == 0)
{
format = DXGI_FORMAT_R8G8B8A8_UNORM;
}
if(format != DXGI_FORMAT_R8G8B8A8_UNORM && format != DXGI_FORMAT_R16_UINT)
{
ASSERT(0);
return false;
}
if(GSTexture* rt = CreateRenderTarget(w, h, false, format))
{
GSVector4 dr(0, 0, w, h);
if(GSTexture* src2 = src->IsMSAA() ? Resolve(src) : src)
{
StretchRect(src2, sr, rt, dr, m_convert.ps[format == DXGI_FORMAT_R16_UINT ? 1 : 0], NULL);
if(src2 != src) Recycle(src2);
}
dst = CreateOffscreen(w, h, format);
if(dst)
{
m_ctx->CopyResource(*(GSTexture11*)dst, *(GSTexture11*)rt);
}
Recycle(rt);
}
return dst;
#endif
}
// Copy a sub part of a texture into another
// Several question to answer did texture have same size?
// From a sub-part to the same sub-part
// From a sub-part to a full texture
void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
{
if(!st || !dt)
{
ASSERT(0);
return;
}
assert(0);
// GL_NV_copy_image seem like the good extension but not supported on AMD...
// FIXME attach the texture to the FBO
GSTextureOGL* st_ogl = (GSTextureOGL*) st;
GSTextureOGL* dt_ogl = (GSTextureOGL*) dt;
dt_ogl->Attach(GL_COLOR_ATTACHMENT0);
st_ogl->Attach(GL_COLOR_ATTACHMENT1);
glReadBuffer(GL_COLOR_ATTACHMENT1);
// FIXME I'not sure how to select the destination
// const GLenum draw_buffer[1] = { GL_COLOR_ATTACHMENT0 };
// glDrawBuffers(draw_buffer);
dt_ogl->EnableUnit(0);
// FIXME need acess of target and it probably need to be same for both
//glCopyTexSubImage2D(dt_ogl.m_texture_target, 0, 0, 0, r.left, r.bottom, r.right-r.left, r.top-r.bottom);
// FIXME I'm not sure GL_TEXTURE_RECTANGLE is supported!!!
//glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE, 0, 0, 0, r.left, r.bottom, r.right-r.left, r.top-r.bottom);
#if 0
D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
m_ctx->CopySubresourceRegion(*(GSTexture11*)dt, 0, 0, 0, 0, *(GSTexture11*)st, 0, &box);
#endif
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
{
StretchRect(st, sr, dt, dr, m_convert.ps[shader], linear);
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear)
{
StretchRect(st, sr, dt, dr, ps, m_convert.bs, linear);
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear)
{
if(!st || !dt)
{
ASSERT(0);
return;
}
// ************************************
// Init
// ************************************
BeginScene();
GSVector2i ds = dt->GetSize();
// ************************************
// om
// ************************************
OMSetDepthStencilState(m_convert.dss, 0);
OMSetBlendState(bs, 0);
OMSetRenderTargets(dt, NULL);
// ************************************
// ia
// ************************************
float left = dr.x * 2 / ds.x - 1.0f;
float top = 1.0f - dr.y * 2 / ds.y;
float right = dr.z * 2 / ds.x - 1.0f;
float bottom = 1.0f - dr.w * 2 / ds.y;
// Flip y axis only when we render in the backbuffer
// By default everything is render in the wrong order (ie dx).
// 1/ consistency between several pass rendering (interlace)
// 2/ in case some GSdx code expect thing in dx order.
// Only flipping the backbuffer is transparent (I hope)...
GSVector4 flip_sr = sr;
if (dt == m_backbuffer) {
flip_sr.y = 1.0f - sr.y;
flip_sr.w = 1.0f - sr.w;
}
GSVertexPT1 vertices[] =
{
{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(flip_sr.x, flip_sr.y)},
{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(flip_sr.z, flip_sr.y)},
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(flip_sr.x, flip_sr.w)},
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(flip_sr.z, flip_sr.w)},
};
IASetVertexArrray(m_convert.va);
IASetVertexBufferBind(m_convert.vb);
// FIXME it will worth some benchmark.
// What is the faster always use the same. Or pack to difference emplacement. I'm afraid
// that in all case the GPU will be stall to wait the data
// Note maybe create a new buffer can be faster.
// m_sr_vb_offset = 0;
glBufferSubData(GL_ARRAY_BUFFER, m_sr_vb_offset * 4 * sizeof(GSVertexPT1) , sizeof(GSVertexPT1) * 4, vertices);
// ************************************
// vs
// ************************************
VSSetShader(m_convert.vs);
// ************************************
// gs
// ************************************
GSSetShader(0);
// ************************************
// ps
// ************************************
PSSetShaderResources(st, NULL);
PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, 0);
PSSetShader(ps);
// ************************************
// Draw
// ************************************
glDrawArrays(GL_TRIANGLE_STRIP, m_sr_vb_offset * 4, 4);
m_sr_vb_offset = (m_sr_vb_offset + 1) & 0x3;
// ************************************
// End
// ************************************
EndScene();
PSSetShaderResources(NULL, NULL);
}
void GSDeviceOGL::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{
ClearRenderTarget(dt, c);
if(st[1] && !slbg)
{
StretchRect(st[1], sr[1], dt, dr[1], m_merge.ps[0]);
}
if(st[0])
{
if (m_state.cb != m_merge.cb->buffer) {
m_state.cb = m_merge.cb->buffer;
glBindBuffer(GL_UNIFORM_BUFFER, m_merge.cb->buffer);
}
glBufferSubData(GL_UNIFORM_BUFFER, 0, m_merge.cb->byte_size, &c.v);
StretchRect(st[0], sr[0], dt, dr[0], m_merge.ps[mmod ? 1 : 0], m_merge.bs);
}
}
void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset)
{
GSVector4 s = GSVector4(dt->GetSize());
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
InterlaceConstantBuffer cb;
cb.ZrH = GSVector2(0, 1.0f / s.y);
cb.hH = s.y / 2;
if (m_state.cb != m_interlace.cb->buffer) {
m_state.cb = m_interlace.cb->buffer;
glBindBuffer(GL_UNIFORM_BUFFER, m_interlace.cb->buffer);
}
glBufferSubData(GL_UNIFORM_BUFFER, 0, m_interlace.cb->byte_size, &cb);
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], linear);
}
// copy a multisample texture to a non-texture multisample. On opengl you need 2 FBO with different level of
// sample and then do a blit. Headach expected to for the moment just drop MSAA...
GSTexture* GSDeviceOGL::Resolve(GSTexture* t)
{
ASSERT(t != NULL && t->IsMSAA());
#if 0
if(GSTexture* dst = CreateRenderTarget(t->GetWidth(), t->GetHeight(), false, t->GetFormat()))
{
dst->SetScale(t->GetScale());
m_ctx->ResolveSubresource(*(GSTexture11*)dst, 0, *(GSTexture11*)t, 0, (DXGI_FORMAT)t->GetFormat());
return dst;
}
return NULL;
#endif
return NULL;
}
void GSDeviceOGL::IASetVertexArrray(GLuint va)
{
if (m_state.va != va) {
glBindVertexArray(va);
m_state.va = va;
}
}
void GSDeviceOGL::IASetVertexBufferBind(GLuint vb)
{
if (m_state.vb != vb) {
glBindBuffer(GL_ARRAY_BUFFER, vb);
m_state.vb = vb;
}
}
void GSDeviceOGL::IASetVertexBuffer(const void* vertices, size_t stride, size_t count)
{
ASSERT(m_vertices.count == 0);
if(count * stride > m_vertices.limit * m_vertices.stride)
{
// Current GPU buffer is too small need to realocate a new one
if (m_vb) {
glDeleteBuffers(1, &m_vb);
m_vb = 0;
}
m_vertices.start = 0;
m_vertices.count = 0;
m_vertices.limit = std::max<int>(count * 3 / 2, 11000);
m_vertices.stride = stride;
}
if(!m_vb)
{
glGenBuffers(1, &m_vb);
IASetVertexBufferBind(m_vb);
// Allocate the buffer
glBufferData(GL_ARRAY_BUFFER, m_vertices.limit * m_vertices.stride, NULL, GL_STREAM_DRAW);
//m_vb_changed = true;
}
// append data or go back to the beginning
// Hum why we don't always go back to the beginning !!!
if(m_vertices.start + count > m_vertices.limit || stride != m_vertices.stride)
m_vertices.start = 0;
// Fill the buffer
glBufferSubData(GL_ARRAY_BUFFER, m_vertices.start * stride, count * stride, vertices);
m_vertices.count = count;
}
#if 0
void GSDeviceOGL::IASetInputLayout(GSInputLayout* layout, int layout_nbr)
{
if(m_state.layout != layout || m_state.layout_nbr != layout_nbr || m_vb_changed)
{
// Remove old configuration.
for (int i = m_state.layout_nbr ; i > (m_state.layout_nbr - layout_nbr) ; i--) {
glDisableVertexAttribArray(i);
}
for (int i = 0; i < layout_nbr; i++) {
glEnableVertexAttribArray(layout[i].index);
glVertexAttribPointer(layout[i].index, layout[i].size, layout[i].type, GL_FALSE, layout[i].stride, layout[i].offset);
}
m_vb_changed = false;
m_state.layout = layout;
m_state.layout_nbr = layout_nbr;
}
}
#endif
void GSDeviceOGL::IASetPrimitiveTopology(GLenum topology)
{
if(m_state.topology != topology)
{
m_state.topology = topology;
}
}
void GSDeviceOGL::VSSetShader(GLuint vs)
{
if(m_state.vs != vs)
{
m_state.vs = vs;
glUseProgramStages(m_pipeline, GL_VERTEX_SHADER_BIT, vs);
}
}
void GSDeviceOGL::GSSetShader(GLuint gs)
{
if(m_state.gs != gs)
{
m_state.gs = gs;
glUseProgramStages(m_pipeline, GL_GEOMETRY_SHADER_BIT, gs);
}
}
void GSDeviceOGL::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
{
PSSetShaderResource(0, sr0);
PSSetShaderResource(1, sr1);
PSSetShaderResource(2, NULL);
}
void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sr)
{
GSTextureOGL* srv = NULL;
if(sr) srv = (GSTextureOGL*)sr;
if(m_state.ps_srv[i] != srv)
{
m_state.ps_srv[i] = srv;
m_srv_changed = true;
}
}
void GSDeviceOGL::PSSetSamplerState(GLuint ss0, GLuint ss1, GLuint ss2)
{
if(m_state.ps_ss[0] != ss0 || m_state.ps_ss[1] != ss1 || m_state.ps_ss[2] != ss2)
{
m_state.ps_ss[0] = ss0;
m_state.ps_ss[1] = ss1;
m_state.ps_ss[2] = ss2;
m_ss_changed = true;
}
}
void GSDeviceOGL::PSSetShader(GLuint ps)
{
if(m_state.ps != ps)
{
m_state.ps = ps;
glUseProgramStages(m_pipeline, GL_FRAGMENT_SHADER_BIT, ps);
}
// Sampler and texture must be set at the same time
// 1/ select the texture unit
// glActiveTexture(GL_TEXTURE0 + 1);
// 2/ bind the texture
// glBindTexture(GL_TEXTURE_2D , brickTexture);
// 3/ sets the texture sampler in GLSL (could be useless with layout stuff)
// glUniform1i(brickSamplerId , 1);
// 4/ set the sampler state
// glBindSampler(1 , sampler);
if (m_srv_changed || m_ss_changed) {
for (uint i=0 ; i < 3; i++) {
if (m_state.ps_srv[i] != NULL) {
m_state.ps_srv[i]->EnableUnit(i);
glBindSampler(i, m_state.ps_ss[i]);
}
}
}
#if 0
if (m_srv_changed)
{
m_ctx->PSSetShaderResources(0, 3, m_state.ps_srv);
m_srv_changed = false;
}
if(m_ss_changed)
{
m_ctx->PSSetSamplers(0, 3, m_state.ps_ss);
m_ss_changed = false;
}
#endif
}
void GSDeviceOGL::OMSetFBO(GLuint fbo)
{
if (m_state.fbo != fbo) {
m_state.fbo = fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
}
void GSDeviceOGL::OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref)
{
uint ref = sref;
if(m_state.dss != dss || m_state.sref != sref)
{
m_state.dss = dss;
m_state.sref = sref;
if (dss->m_depth_enable) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(dss->m_depth_func);
glDepthMask(dss->m_depth_mask);
} else
glDisable(GL_DEPTH_TEST);
if (dss->m_stencil_enable) {
glEnable(GL_STENCIL_TEST);
glStencilFunc(dss->m_stencil_func, ref, dss->m_stencil_mask);
glStencilOp(dss->m_stencil_sfail_op, dss->m_stencil_spass_dfail_op, dss->m_stencil_spass_dpass_op);
} else
glDisable(GL_STENCIL_TEST);
}
}
void GSDeviceOGL::OMSetBlendState(GSBlendStateOGL* bs, float bf)
{
// DX:Blend factor D3D11_BLEND_BLEND_FACTOR | D3D11_BLEND_INV_BLEND_FACTOR
// OPENGL: GL_CONSTANT_COLOR | GL_ONE_MINUS_CONSTANT_COLOR
// Note factor must be set before by glBlendColor
if(m_state.bs != bs || m_state.bf != bf)
{
m_state.bs = bs;
m_state.bf = bf;
if (bs->m_enable) {
glEnable(GL_BLEND);
// FIXME: double check when blend stuff is complete
if (bs->m_func_sRGB == GL_CONSTANT_COLOR || bs->m_func_sRGB == GL_ONE_MINUS_CONSTANT_COLOR
|| bs->m_func_dRGB == GL_CONSTANT_COLOR || bs->m_func_dRGB == GL_ONE_MINUS_CONSTANT_COLOR)
glBlendColor(bf, bf, bf, 0);
glBlendEquationSeparate(bs->m_equation_RGB, bs->m_equation_ALPHA);
glBlendFuncSeparate(bs->m_func_sRGB, bs->m_func_dRGB, bs->m_func_sALPHA, bs->m_func_dALPHA);
} else
glDisable(GL_BLEND);
}
}
void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor)
{
// attach render&depth to the FBO
// Hum, need to separate 2 case, Render target fbo and render target backbuffer
// Or maybe blit final result to the backbuffer
#if 0
ID3D11RenderTargetView* rtv = NULL;
ID3D11DepthStencilView* dsv = NULL;
if(rt) rtv = *(GSTexture11*)rt;
if(ds) dsv = *(GSTexture11*)ds;
if(m_state.rtv != rtv || m_state.dsv != dsv)
{
m_state.rtv = rtv;
m_state.dsv = dsv;
m_ctx->OMSetRenderTargets(1, &rtv, dsv);
}
#endif
GSTextureOGL* rt_ogl = (GSTextureOGL*)rt;
GSTextureOGL* ds_ogl = (GSTextureOGL*)ds;
if (m_backbuffer == rt_ogl) {
OMSetFBO(0);
assert(ds_ogl == NULL); // no depth-stencil without FBO
} else {
OMSetFBO(m_fbo);
assert(rt_ogl != NULL); // a render target must exists
rt_ogl->Attach(GL_COLOR_ATTACHMENT0);
if (ds_ogl != NULL)
ds_ogl->Attach(GL_DEPTH_STENCIL_ATTACHMENT);
}
// Viewport -> glViewport
if(m_state.viewport != rt->GetSize())
{
m_state.viewport = rt->GetSize();
glViewport(0, 0, rt->GetWidth(), rt->GetHeight());
}
// Scissor -> glScissor (note must be enabled)
GSVector4i r = scissor ? *scissor : GSVector4i(rt->GetSize()).zwxy();
if(!m_state.scissor.eq(r))
{
m_state.scissor = r;
glScissor( r.x, r.y, r.width(), r.height() );
#if 0
m_ctx->RSSetScissorRects(1, r);
#endif
}
}
void GSDeviceOGL::CompileShaderFromSource(const std::string& glsl_file, const std::string& entry, GLenum type, GLuint* program)
{
// *****************************************************
// Build a header string
// *****************************************************
// First select the version (must be the first line so we need to generate it
std::string version = "#version 410\n#extension GL_ARB_shading_language_420pack: enable\n";
// Allow to puts several shader in 1 files
std::string shader_type;
switch (type) {
case GL_VERTEX_SHADER:
shader_type = "#define VERTEX_SHADER 1\n";
break;
case GL_GEOMETRY_SHADER:
shader_type = "#define GEOMETRY_SHADER 1\n";
break;
case GL_FRAGMENT_SHADER:
shader_type = "#define FRAGMENT_SHADER 1\n";
break;
default: assert(0);
}
// Select the entry point ie the main function
std::string entry_main = format("#define %s main\n", entry.c_str());
std::string header = version + shader_type + entry_main;
// *****************************************************
// Read the source file
// *****************************************************
std::string source;
std::string line;
// 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
const std::string shader_file = string(xPLUGIN_DIR_str(PLUGIN_DIR_COMPILATION)) + '/' + glsl_file;
#else
const std::string shader_file = string("plugins/") + glsl_file;
#endif
std::ifstream myfile(shader_file.c_str());
if (myfile.is_open()) {
while ( myfile.good() )
{
getline (myfile,line);
source += line;
source += '\n';
}
myfile.close();
} else {
fprintf(stderr, "Error opening %s: ", shader_file.c_str());
}
// Note it is better to separate header and source file to have the good line number
// in the glsl compiler report
const char** sources_array = (const char**)malloc(2*sizeof(char*));
char* source_str = (char*)malloc(source.size() + 1);
char* header_str = (char*)malloc(header.size() + 1);
sources_array[0] = header_str;
sources_array[1] = source_str;
source.copy(source_str, source.size(), 0);
source_str[source.size()] = '\0';
header.copy(header_str, header.size(), 0);
header_str[header.size()] = '\0';
*program = glCreateShaderProgramv(type, 2, sources_array);
free(source_str);
free(header_str);
free(sources_array);
// Print a nice debug log
GLint log_length = 0;
glGetProgramiv(*program, GL_INFO_LOG_LENGTH, &log_length);
char* log = (char*)malloc(log_length);
glGetProgramInfoLog(*program, log_length, NULL, log);
fprintf(stderr, "%s (%s) :", glsl_file.c_str(), entry.c_str());
fprintf(stderr, "%s\n", log);
free(log);
}
void GSDeviceOGL::CheckDebugLog()
{
unsigned int count = 64; // max. num. of messages that will be read from the log
int bufsize = 2048;
unsigned int* sources = new unsigned int[count];
unsigned int* types = new unsigned int[count];
unsigned int* ids = new unsigned int[count];
unsigned int* severities = new unsigned int[count];
int* lengths = new int[count];
char* messageLog = new char[bufsize];
unsigned int retVal = glGetDebugMessageLogARB(count, bufsize, sources, types, ids, severities, lengths, messageLog);
if(retVal > 0)
{
unsigned int pos = 0;
for(unsigned int i=0; i<retVal; i++)
{
DebugOutputToFile(sources[i], types[i], ids[i], severities[i],
&messageLog[pos]);
pos += lengths[i];
}
}
delete [] sources;
delete [] types;
delete [] ids;
delete [] severities;
delete [] lengths;
delete [] messageLog;
}
void GSDeviceOGL::DebugOutputToFile(unsigned int source, unsigned int type, unsigned int id, unsigned int severity, const char* message)
{
char debType[20], debSev[5];
if(type == GL_DEBUG_TYPE_ERROR_ARB)
strcpy(debType, "Error");
else if(type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB)
strcpy(debType, "Deprecated behavior");
else if(type == GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB)
strcpy(debType, "Undefined behavior");
else if(type == GL_DEBUG_TYPE_PORTABILITY_ARB)
strcpy(debType, "Portability");
else if(type == GL_DEBUG_TYPE_PERFORMANCE_ARB)
strcpy(debType, "Performance");
else if(type == GL_DEBUG_TYPE_OTHER_ARB)
strcpy(debType, "Other");
else
strcpy(debType, "UNKNOWN");
if(severity == GL_DEBUG_SEVERITY_HIGH_ARB)
strcpy(debSev, "High");
else if(severity == GL_DEBUG_SEVERITY_MEDIUM_ARB)
strcpy(debSev, "Med");
else if(severity == GL_DEBUG_SEVERITY_LOW_ARB)
strcpy(debSev, "Low");
#ifdef LOUD_DEBUGGING
fprintf(stderr,"Type:%s\tID:%d\tSeverity:%s\tMessage:%s\n", debType,id,debSev,message);
#endif
FILE* f = fopen("Debug.txt","a");
if(f)
{
fprintf(f,"Type:%s\tID:%d\tSeverity:%s\tMessage:%s\n", debType,id,debSev,message);
fclose(f);
}
}