pcsx2/plugins/zerogs/opengl/zerogs.cpp

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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
*/
#if defined(_WIN32)
#include <windows.h>
#include <aviUtil.h>
#include "resource.h"
#endif
#include <stdio.h>
#include <malloc.h>
#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include "GS.h"
#include "Mem.h"
#include "x86.h"
#include "zerogs.h"
#include "zpipe.h"
#include "ZeroGSShaders/zerogsshaders.h"
#include "targets.h"
#include "rasterfont.h" // simple font
#define VB_BUFFERSIZE 0x400
#define VB_NUMBUFFERS 512
#define SIZEOF_VB sizeof(ZeroGS::VB)//((u32)((u8*)&vb[0].buffers-(u8*)&vb[0]))
#define MINMAX_SHIFT 3
#define MAX_ACTIVECLUTS 16
#define ZEROGS_SAVEVER 0xaa000005
#define STENCIL_ALPHABIT 1 // if set, dest alpha >= 0x80
#define STENCIL_PIXELWRITE 2 // if set, pixel just written (reset after every Flush)
#define STENCIL_FBA 4 // if set, just written pixel's alpha >= 0 (reset after every Flush)
#define STENCIL_SPECIAL 8 // if set, indicates that pixel passed its alpha test (reset after every Flush)
//#define STENCIL_PBE 16
#define STENCIL_CLEAR (2|4|8|16)
#define VBSAVELIMIT ((u32)((u8*)&vb[0].nNextFrameHeight-(u8*)&vb[0]))
using namespace ZeroGS;
extern u32 g_nGenVars, g_nTexVars, g_nAlphaVars, g_nResolve;
extern char *libraryName;
extern int g_nFrame, g_nRealFrame;
extern float fFPS;
extern unsigned char zgsrevision, zgsbuild, zgsminor;
BOOL g_bDisplayMsg = 1;
#ifdef _WIN32
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
#endif
BOOL g_bCRTCBilinear = TRUE;
BOOL g_bSaveFlushedFrame = 0;
BOOL g_bIsLost = 0;
int g_nFrameRender = 10;
int g_nFramesSkipped = 0;
#ifndef ZEROGS_DEVBUILD
#define INC_GENVARS()
#define INC_TEXVARS()
#define INC_ALPHAVARS()
#define INC_RESOLVE()
#define g_bUpdateEffect 0
#define g_bSaveTex 0
#define g_bSaveTrans 0
#define g_bSaveFrame 0
#define g_bSaveFinalFrame 0
#define g_bSaveResolved 0
#else
#define INC_GENVARS() ++g_nGenVars
#define INC_TEXVARS() ++g_nTexVars
#define INC_ALPHAVARS() ++g_nAlphaVars
#define INC_RESOLVE() ++g_nResolve
BOOL g_bSaveTrans = 0;
BOOL g_bUpdateEffect = 0;
BOOL g_bSaveTex = 0; // saves the curent texture
BOOL g_bSaveFrame = 0; // saves the current psurfTarget
BOOL g_bSaveFinalFrame = 0; // saves the input to the CRTC
BOOL g_bSaveResolved = 0;
#ifdef _WIN32
//#define EFFECT_NAME "f:\\ps2dev\\svn\\pcsx2\\ZeroGS\\opengl\\"
char* EFFECT_DIR = "C:\\programming\\ps2dev\\zerogs\\opengl\\";
char* EFFECT_NAME = "C:\\programming\\ps2dev\\zerogs\\opengl\\ps2hw.fx";
#else
char EFFECT_DIR[255] = "~/pcsx2/plugins/gs/zerogs/opengl/";
char EFFECT_NAME[255] = "~/pcsx2/plugins/gs/zerogs/opengl/ps2hw.fx";
#endif
#endif
BOOL g_bUpdateStencil = 1; // only needed for dest alpha test (unfortunately, it has to be on all the time)
#define DRAW() glDrawArrays(primtype[curvb.curprim.prim], 0, curvb.nCount)
#define GL_BLEND_RGB(src, dst) { \
s_srcrgb = src; \
s_dstrgb = dst; \
zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
}
#define GL_BLEND_ALPHA(src, dst) { \
s_srcalpha = src; \
s_dstalpha = dst; \
zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
}
#define GL_BLEND_ALL(srcrgb, dstrgb, srcalpha, dstalpha) { \
s_srcrgb = srcrgb; \
s_dstrgb = dstrgb; \
s_srcalpha = srcalpha; \
s_dstalpha = dstalpha; \
zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
}
#define GL_BLEND_SET() zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha)
#define GL_ZTEST(enable) { \
if( enable ) glEnable(GL_DEPTH_TEST); \
else glDisable(GL_DEPTH_TEST); \
}
#define GL_ALPHATEST(enable) { \
if( enable ) glEnable(GL_ALPHA_TEST); \
else glDisable(GL_ALPHA_TEST); \
}
#define GL_BLENDEQ_RGB(eq) { \
s_rgbeq = eq; \
zgsBlendEquationSeparateEXT(s_rgbeq, s_alphaeq); \
}
#define GL_BLENDEQ_ALPHA(eq) { \
s_alphaeq = eq; \
zgsBlendEquationSeparateEXT(s_rgbeq, s_alphaeq); \
}
#define GL_STENCILFUNC(func, ref, mask) { \
s_stencilfunc = func; \
s_stencilref = ref; \
s_stencilmask = mask; \
glStencilFunc(func, ref, mask); \
}
#define GL_STENCILFUNC_SET() glStencilFunc(s_stencilfunc, s_stencilref, s_stencilmask)
#define COLORMASK_RED 1
#define COLORMASK_GREEN 2
#define COLORMASK_BLUE 4
#define COLORMASK_ALPHA 8
#define GL_COLORMASK(mask) glColorMask(!!((mask)&COLORMASK_RED), !!((mask)&COLORMASK_GREEN), !!((mask)&COLORMASK_BLUE), !!((mask)&COLORMASK_ALPHA))
typedef void (APIENTRYP _PFNSWAPINTERVAL) (int);
extern int s_frameskipping;
static u32 g_SaveFrameNum = 0;
BOOL g_bMakeSnapshot = 0;
string strSnapshot;
int GPU_TEXWIDTH = 512;
float g_fiGPU_TEXWIDTH = 1/512.0f;
int g_MaxTexWidth = 4096, g_MaxTexHeight = 4096;
CGprogram g_vsprog = 0, g_psprog = 0;
// AVI Capture
static int s_aviinit = 0;
static int s_avicapturing = 0;
inline u32 FtoDW(float f) { return (*((u32*)&f)); }
float g_fBlockMult = 1;
static int s_nFullscreen = 0;
int g_nDepthUpdateCount = 0;
int g_nDepthBias = 0;
// local alpha blending settings
static GLenum s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha; // set by zgsBlendFuncSeparateEXT
static GLenum s_rgbeq, s_alphaeq; // set by zgsBlendEquationSeparateEXT
static u32 s_stencilfunc, s_stencilref, s_stencilmask;
static GLenum s_drawbuffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
#ifdef _WIN32
extern HINSTANCE hInst;
void (__stdcall *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL;
void (__stdcall *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL;
#else
void (APIENTRY *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL;
void (APIENTRY *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL;
#endif
GLenum g_internalFloatFmt = GL_ALPHA_FLOAT32_ATI;
GLenum g_internalRGBAFloatFmt = GL_RGBA_FLOAT32_ATI;
GLenum g_internalRGBAFloat16Fmt = GL_RGBA_FLOAT16_ATI;
// Consts
static const GLenum primtype[8] = { GL_POINTS, GL_LINES, GL_LINES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, 0xffffffff };
static const u32 blendalpha[3] = { GL_SRC_ALPHA, GL_DST_ALPHA, GL_CONSTANT_COLOR_EXT };
static const u32 blendinvalpha[3] = { GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_CONSTANT_COLOR_EXT };
static const int PRIMMASK = 0x0e; // for now ignore 0x10 (AA)
static const u32 g_dwAlphaCmp[] = { GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL };
// used for afail case
static const u32 g_dwReverseAlphaCmp[] = { GL_ALWAYS, GL_NEVER, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_EQUAL };
static const u32 g_dwZCmp[] = { GL_NEVER, GL_ALWAYS, GL_GEQUAL, GL_GREATER };
PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT = NULL;
PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT = NULL;
PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT = NULL;
PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT = NULL;
PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT = NULL;
PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT = NULL;
PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT = NULL;
PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT = NULL;
PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT = NULL;
PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT = NULL;
PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT = NULL;
PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT = NULL;
PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT = NULL;
PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT = NULL;
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT = NULL;
PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT = NULL;
PFNGLDRAWBUFFERSPROC glDrawBuffers = NULL;
/////////////////////
// graphics resources
static map<string, GLbyte> mapGLExtensions;
RasterFont* font_p = NULL;
CGprofile cgvProf, cgfProf;
static CGprogram pvs[16] = {NULL};
static FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
static FRAGMENTSHADER ppsCRTC[2], ppsCRTC24[2], ppsCRTCTarg[2];
CGparameter g_vparamPosXY[2] = {0}, g_fparamFogColor = 0;
int g_nPixelShaderVer = 0; // default
static u8* s_lpShaderResources = NULL;
static map<int, SHADERHEADER*> mapShaderResources;
u32 s_uFramebuffer = 0;
u32 s_ptexCurSet[2] = {0};
#define s_bForceTexFlush 1
static u32 s_ptexNextSet[2] = {0};
u32 ptexBlocks = 0, ptexConv16to32 = 0; // holds information on block tiling
u32 ptexBilinearBlocks = 0;
u32 ptexConv32to16 = 0;
static u32 s_ptexInterlace = 0; // holds interlace fields
static int s_nInterlaceTexWidth = 0; // width of texture
static vector<u32> s_vecTempTextures; // temporary textures, released at the end of every frame
static BOOL s_bTexFlush = FALSE;
static u32 ptexLogo = 0;
static int nLogoWidth, nLogoHeight;
static BOOL s_bWriteDepth = FALSE;
static BOOL s_bDestAlphaTest = FALSE;
static int s_nLastResolveReset = 0;
static int s_nResolveCounts[30] = {0}; // resolve counts for last 30 frames
static int s_nCurResolveIndex = 0;
int s_nResolved = 0; // number of targets resolved this frame
int g_nDepthUsed = 0; // ffx2 pal movies
static int s_nWriteDepthCount = 0;
static int s_nWireframeCount = 0;
static int s_nWriteDestAlphaTest = 0;
////////////////////
// State parameters
static float fiRendWidth, fiRendHeight;
static Vector vAlphaBlendColor; // used for GPU_COLOR
static u8 bNeedBlendFactorInAlpha; // set if the output source alpha is different from the real source alpha (only when blend factor > 0x80)
static u32 s_dwColorWrite = 0xf; // the color write mask of the current target
BOOL g_bDisplayFPS = FALSE;
union {
struct {
u8 _bNeedAlphaColor; // set if vAlphaBlendColor needs to be set
u8 _b2XAlphaTest; // Only valid when bNeedAlphaColor is set. if 1st bit set set, double all alpha testing values
// otherwise alpha testing needs to be done separately.
u8 _bDestAlphaColor; // set to 1 if blending with dest color (process only one tri at a time). If 2, dest alpha is always 1.
u8 _bAlphaClamping; // if first bit is set, do min; if second bit, do max
};
u32 _bAlphaState;
} g_vars;
//#define bNeedAlphaColor g_vars._bNeedAlphaColor
#define b2XAlphaTest g_vars._b2XAlphaTest
#define bDestAlphaColor g_vars._bDestAlphaColor
#define bAlphaClamping g_vars._bAlphaClamping
int g_PrevBitwiseTexX = -1, g_PrevBitwiseTexY = -1; // textures stored in SAMP_BITWISEANDX and SAMP_BITWISEANDY
// stores the buffers for the last RenderCRTC
const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
static alphaInfo s_alphaInfo;
CGcontext g_cgcontext;
static int nBackbufferWidth, nBackbufferHeight;
u8* g_pbyGSMemory = NULL; // 4Mb GS system mem
u8* g_pbyGSClut = NULL;
namespace ZeroGS
{
VB vb[2];
float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
GLuint vboRect = 0;
vector<GLuint> g_vboBuffers; // VBOs for all drawing commands
int g_nCurVBOIndex = 0;
u8 s_AAx = 0, s_AAy = 0; // if AAy is set, then AAx has to be set
RenderFormatType g_RenderFormatType = RFT_float16;
int icurctx = -1;
Vector g_vdepth = Vector(256.0f*65536.0f, 65536.0f, 256.0f, 65536.0f*65536.0f);
VERTEXSHADER pvsBitBlt;
FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne;
FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16;
extern CRangeManager s_RangeMngr; // manages overwritten memory
void FlushTransferRanges(const tex0Info* ptex);
RenderFormatType GetRenderFormat() { return g_RenderFormatType; }
GLenum GetRenderTargetFormat() { return GetRenderFormat()==RFT_byte8?4:g_internalRGBAFloat16Fmt; }
// 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);
bool LoadEffects();
bool LoadExtraEffects();
FRAGMENTSHADER* LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed);
static int s_nNewWidth = -1, s_nNewHeight = -1;
void ChangeDeviceSize(int nNewWidth, int nNewHeight);
void ProcessMessages();
void RenderCustom(float fAlpha); // intro anim
struct MESSAGE
{
MESSAGE() {}
MESSAGE(const char* p, u32 dw) { strcpy(str, p); dwTimeStamp = dw; }
char str[255];
u32 dwTimeStamp;
};
static list<MESSAGE> listMsgs;
///////////////////////
// Method Prototypes //
///////////////////////
void AdjustTransToAspect(Vector& v, int dispwidth, int dispheight);
void KickPoint();
void KickLine();
void KickTriangle();
void KickTriangleFan();
void KickSprite();
void KickDummy();
__forceinline void SetContextTarget(int context);
// use to update the state
void SetTexVariables(int context, FRAGMENTSHADER* pfragment, int settexint);
void SetAlphaVariables(const alphaInfo& ainfo);
void ResetAlphaVariables();
__forceinline void SetAlphaTestInt(pixTest curtest);
__forceinline void RenderAlphaTest(const VB& curvb, CGparameter sOneColor);
__forceinline void RenderStencil(const VB& curvb, u32 dwUsingSpecialTesting);
__forceinline void ProcessStencil(const VB& curvb);
__forceinline void RenderFBA(const VB& curvb, CGparameter sOneColor);
__forceinline void ProcessFBA(const VB& curvb, CGparameter sOneColor);
void ResolveInRange(int start, int end);
void ExtWrite();
__forceinline u32 CreateInterlaceTex(int width) {
if( width == s_nInterlaceTexWidth && s_ptexInterlace != 0 ) return s_ptexInterlace;
SAFE_RELEASE_TEX(s_ptexInterlace);
s_nInterlaceTexWidth = width;
vector<u32> data(width);
for(int i = 0; i < width; ++i) data[i] = (i&1) ? 0xffffffff : 0;
glGenTextures(1, &s_ptexInterlace);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, s_ptexInterlace);
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, width, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GL_REPORT_ERRORD();
return s_ptexInterlace;
}
void ResetRenderTarget(int index) {
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+index, GL_TEXTURE_RECTANGLE_NV, 0, 0 );
}
DrawFn drawfn[8] = { KickDummy, KickDummy, KickDummy, KickDummy,
KickDummy, KickDummy, KickDummy, KickDummy };
}; // end namespace
///////////////////
// Context State //
///////////////////
ZeroGS::VB::VB()
{
memset(this, 0, SIZEOF_VB);
tex0.tw = 1;
tex0.th = 1;
}
ZeroGS::VB::~VB()
{
Destroy();
}
void ZeroGS::VB::Destroy()
{
_aligned_free(pBufferData); pBufferData = NULL; nNumVertices = 0;
prndr = NULL;
pdepth = NULL;
}
bool ZeroGS::VB::CheckPrim()
{
if( (PRIMMASK & prim->_val) != (PRIMMASK & curprim._val) || primtype[prim->prim] != primtype[curprim.prim] )
return nCount > 0;
return false;
}
// upper bound on max possible height
#define GET_MAXHEIGHT(fbp, fbw, psm) ((((0x00100000-64*(fbp))/(fbw))&~0x1f)<<((psm&2)?1:0))
#include <set>
static int maxmin = 608;
//static set<int> s_setFBP[2]; // previous frame/zbuf pointers for the last 2 frames
//static int s_nCurFBPSet = 0;
//static map<int, int> s_mapFrameHeights[2];
//static int s_nCurFrameMap = 0;
// a lot of times, target is too big and overwrites the texture using, if tbp != 0, use it to bound
void ZeroGS::VB::CheckFrame(int tbp)
{
static int bChanged;
if( bNeedZCheck ) {
PRIM_LOG("zbuf_%d: zbp=0x%x psm=0x%x, zmsk=%d\n", ictx, zbuf.zbp, zbuf.psm, zbuf.zmsk);
//zbuf = *zb;
}
bChanged = 0;
if( bNeedFrameCheck ) {
int maxpos = 0x00100000;
// important to set before calling GetTarg
bNeedFrameCheck = 0;
bNeedZCheck = 0;
// add constraints of other targets
if( gsfb.fbw > 0 ) {
maxpos = 0x00100000-64*gsfb.fbp;
// make sure texture is far away from tbp
if( gsfb.fbp < tbp && gsfb.fbp + 0x2000 < tbp) {
maxpos = min(64*(tbp-gsfb.fbp), maxpos);
}
if( prndr != NULL ) {
// offroad uses 0x80 fbp which messes up targets
if( gsfb.fbp + 0x80 < frame.fbp ) {
// special case when double buffering (hamsterball)
maxpos = min(64*(frame.fbp-gsfb.fbp), maxpos);
}
}
if( zbuf.zbp < tbp && !zbuf.zmsk ) {
maxpos = min((tbp-zbuf.zbp)*((zbuf.psm&2)?128:64), maxpos);
}
// old caching method
if( gsfb.fbp < zbuf.zbp && !zbuf.zmsk ) { // zmsk necessary for KH movie
int temp = 64*(zbuf.zbp-gsfb.fbp);//min( (0x00100000-64*zbuf.zbp) , 64*(zbuf.zbp-gsfb.fbp) );
maxpos = min(temp, maxpos);
}
maxpos /= gsfb.fbw;
if( gsfb.psm & 2 ) maxpos *= 2;;
maxpos = min(gsfb.fbh, maxpos);
maxpos = min(maxmin, maxpos);
//? atelier iris crashes without it
if( maxpos > 256 ) maxpos &= ~0x1f;
}
else {
ERROR_LOG("render target null, ignoring\n");
//prndr = NULL;
//pdepth = NULL;
return;
}
gsfb.psm &= 0xf; // shadow tower
if( prndr != NULL ) {
// render target
if( prndr->psm != gsfb.psm ) {
// behavior for dest alpha varies
ResetAlphaVariables();
}
}
int fbh = (scissor.y1>>MINMAX_SHIFT)+1;
if( fbh > 2 && (fbh&1) ) fbh -= 1;
if( !(gsfb.psm&2) || !(g_GameSettings&GAME_FULL16BITRES) ) {
fbh = min(fbh, maxpos);
}
frame = gsfb;
// if (frame.fbw > 1024) frame.fbw = 1024;
// if( fbh > 256 && (fbh % m_Blocks[gsfb.psm].height) <= 2 ) {
// // dragon ball z
// fbh -= fbh%m_Blocks[gsfb.psm].height;
// }
if( !(frame.psm&2) || !(g_GameSettings&GAME_FULL16BITRES) )
frame.fbh = fbh;
if( !(frame.psm&2) ) {//|| !(g_GameSettings&GAME_FULL16BITRES) ) {
if( frame.fbh >= 512 ) {
// neopets hack
maxmin = min(maxmin, frame.fbh);
frame.fbh = maxmin;
}
}
// mgs3 hack to get proper resolution, targets after 0x2000 are usually feedback
/*if( g_MaxRenderedHeight >= 0xe0 && frame.fbp >= 0x2000 ) {
int considerheight = (g_MaxRenderedHeight/8+31)&~31;
if( frame.fbh > considerheight )
frame.fbh = considerheight;
else if( frame.fbh <= 32 )
frame.fbh = considerheight;
if( frame.fbh == considerheight ) {
// stops bad resolves (mgs3)
if( !curprim.abe && (!test.ate || test.atst == 0) )
s_nResolved |= 0x100;
}
}*/
// ffxii hack to stop resolving
if( !(frame.psm&2) || !(g_GameSettings&GAME_FULL16BITRES) ) {
if( frame.fbp >= 0x3000 && fbh >= 0x1a0 ) {
int endfbp = frame.fbp + frame.fbw*fbh/((gsfb.psm&2)?128:64);
// see if there is a previous render target in the way, reduce
for(CRenderTargetMngr::MAPTARGETS::iterator itnew = s_RTs.mapTargets.begin(); itnew != s_RTs.mapTargets.end(); ++itnew) {
if( itnew->second->fbp > frame.fbp && endfbp > itnew->second->fbp ) {
endfbp = itnew->second->fbp;
}
}
frame.fbh = (endfbp-frame.fbp)*((gsfb.psm&2)?128:64)/frame.fbw;
}
}
CRenderTarget* pprevrndr = prndr;
CDepthTarget* pprevdepth = pdepth;
// reset so that Resolve doesn't call Flush
prndr = NULL;
pdepth = NULL;
CRenderTarget* pnewtarg = s_RTs.GetTarg(frame, 0, maxmin);
assert( pnewtarg != NULL );
// pnewtarg->fbh >= 0x1c0 needed for ffx
if( pnewtarg->fbh >= 0x1c0 && pnewtarg->fbh > frame.fbh && zbuf.zbp < tbp && !zbuf.zmsk ) {
// check if zbuf is in the way of the texture (suikoden5)
int maxallowedfbh = (tbp-zbuf.zbp)*((zbuf.psm&2)?128:64) / gsfb.fbw;
if( gsfb.psm & 2 )
maxallowedfbh *= 2;
if( pnewtarg->fbh > maxallowedfbh+32 ) { // +32 needed for ffx2
// destroy and recreate
s_RTs.DestroyAllTargs(0, 0x100, pnewtarg->fbw);
pnewtarg = s_RTs.GetTarg(frame, 0, maxmin);
assert( pnewtarg != NULL );
}
}
PRIM_LOG("frame_%d: fbp=0x%x fbw=%d fbh=%d(%d) psm=0x%x fbm=0x%x\n", ictx, gsfb.fbp, gsfb.fbw, gsfb.fbh, pnewtarg->fbh, gsfb.psm, gsfb.fbm);
if( (pprevrndr != pnewtarg) || (prndr != NULL && (prndr->status & CRenderTarget::TS_NeedUpdate)) )
bChanged = 1;
prndr = pnewtarg;
// update z
frameInfo tempfb;
tempfb.fbw = prndr->fbw;
tempfb.fbp = zbuf.zbp;
tempfb.psm = zbuf.psm;
tempfb.fbh = prndr->fbh;
if( zbuf.psm == 0x31 )
tempfb.fbm = 0xff000000;
else
tempfb.fbm = 0;
// check if there is a target that exactly aligns with zbuf (zbuf can be cleared this way, gunbird 2)
//u32 key = zbuf.zbp|(frame.fbw<<16);
//CRenderTargetMngr::MAPTARGETS::iterator it = s_RTs.mapTargets.find(key);
// if( it != s_RTs.mapTargets.end() ) {
//#ifdef _DEBUG
// DEBUG_LOG("zbuf resolve\n");
//#endif
// if( it->second->status & CRenderTarget::TS_Resolved )
// it->second->Resolve();
// }
GL_REPORT_ERRORD();
CDepthTarget* pnewdepth = (CDepthTarget*)s_DepthRTs.GetTarg(tempfb, CRenderTargetMngr::TO_DepthBuffer |
CRenderTargetMngr::TO_StrictHeight|(zbuf.zmsk?CRenderTargetMngr::TO_Virtual:0),
GET_MAXHEIGHT(zbuf.zbp, gsfb.fbw, 0));
assert( pnewdepth != NULL && prndr != NULL );
assert( pnewdepth->fbh == prndr->fbh );
if( (pprevdepth != pnewdepth) || (pdepth != NULL && (pdepth->status & CRenderTarget::TS_NeedUpdate)) )
bChanged |= 2;
pdepth = pnewdepth;
if( prndr->status & CRenderTarget::TS_NeedConvert32) {
if( pdepth->pdepth != 0 )
pdepth->SetDepthStencilSurface();
prndr->fbh *= 2;
prndr->ConvertTo32();
prndr->status &= ~CRenderTarget::TS_NeedConvert32;
}
else if( prndr->status & CRenderTarget::TS_NeedConvert16 ) {
if( pdepth->pdepth != 0 )
pdepth->SetDepthStencilSurface();
prndr->fbh /= 2;
prndr->ConvertTo16();
prndr->status &= ~CRenderTarget::TS_NeedConvert16;
}
}
else if( bNeedZCheck ) {
bNeedZCheck = 0;
CDepthTarget* pprevdepth = pdepth;
pdepth = NULL;
if( prndr != NULL && gsfb.fbw > 0 ) {
// just z changed
frameInfo f;
f.fbp = zbuf.zbp;
f.fbw = prndr->fbw;
f.fbh = prndr->fbh;
f.psm = zbuf.psm;
if( zbuf.psm == PSMT24Z ) f.fbm = 0xff000000;
else f.fbm = 0;
CDepthTarget* pnewdepth = (CDepthTarget*)s_DepthRTs.GetTarg(f, CRenderTargetMngr::TO_DepthBuffer|CRenderTargetMngr::TO_StrictHeight|
(zbuf.zmsk?CRenderTargetMngr::TO_Virtual:0), GET_MAXHEIGHT(zbuf.zbp, gsfb.fbw, 0));
assert( pnewdepth != NULL && prndr != NULL );
assert( pnewdepth->fbh == prndr->fbh );
if( (pprevdepth != pnewdepth) || (pdepth != NULL && (pdepth->status & CRenderTarget::TS_NeedUpdate)) )
bChanged = 2;
pdepth = pnewdepth;
}
}
if( prndr != NULL ) SetContextTarget(ictx);
}
void ZeroGS::VB::FlushTexData()
{
assert( bNeedTexCheck );
bNeedTexCheck = 0;
u32 psm = (uNextTex0Data[0] >> 20) & 0x3f;
if( psm == 9 ) psm = 1; // hmm..., ffx intro menu
// don't update unless necessary
if( uCurTex0Data[0] == uNextTex0Data[0] && (uCurTex0Data[1]&0x1f) == (uNextTex0Data[1]&0x1f) ) {
if( PSMT_ISCLUT(psm) ) {
// have to write the CLUT again if changed
if( (uCurTex0Data[1]&0x1fffffe0) == (uNextTex0Data[1]&0x1fffffe0) ) {
if( uNextTex0Data[1]&0xe0000000 ) {
//ZeroGS::Flush(ictx);
ZeroGS::texClutWrite(ictx);
// invalidate to make sure target didn't change!
bVarsTexSync = FALSE;
}
return;
}
if( (uNextTex0Data[1]&0xe0000000) == 0 ) {
if( (uCurTex0Data[1]&0x1ff10000) != (uNextTex0Data[1]&0x1ff10000) )
ZeroGS::Flush(ictx);
// clut isn't going to be loaded so can ignore, but at least update CSA and CPSM!
uCurTex0Data[1] = (uCurTex0Data[1]&0xe087ffff)|(uNextTex0Data[1]&0x1f780000);
if( tex0.cpsm <= 1 ) tex0.csa = (uNextTex0Data[1] >> 24) & 0xf;
else tex0.csa = (uNextTex0Data[1] >> 24) & 0x1f;
tex0.cpsm = (uNextTex0Data[1] >> 19) & 0xe;
ZeroGS::texClutWrite(ictx);
bVarsTexSync = FALSE;
return;
}
// fall through
}
else {
//bVarsTexSync = FALSE;
return;
}
}
ZeroGS::Flush(ictx);
bVarsTexSync = FALSE;
bTexConstsSync = FALSE;
uCurTex0Data[0] = uNextTex0Data[0];
uCurTex0Data[1] = uNextTex0Data[1];
tex0.tbp0 = (uNextTex0Data[0] & 0x3fff);
tex0.tbw = ((uNextTex0Data[0] >> 14) & 0x3f) * 64;
tex0.psm = psm;
tex0.tw = (uNextTex0Data[0] >> 26) & 0xf;
if (tex0.tw > 10) tex0.tw = 10;
tex0.tw = 1<<tex0.tw;
tex0.th = ((uNextTex0Data[0] >> 30) & 0x3) | ((uNextTex0Data[1] & 0x3) << 2);
if (tex0.th > 10) tex0.th = 10;
tex0.th = 1<<tex0.th;
tex0.tcc = (uNextTex0Data[1] >> 2) & 0x1;
tex0.tfx = (uNextTex0Data[1] >> 3) & 0x3;
ZeroGS::fiTexWidth[ictx] = (1/16.0f)/ tex0.tw;
ZeroGS::fiTexHeight[ictx] = (1/16.0f) / tex0.th;
if (tex0.tbw == 0) tex0.tbw = 64;
if( PSMT_ISCLUT(psm) ) {
tex0.cbp = ((uNextTex0Data[1] >> 5) & 0x3fff);
tex0.cpsm = (uNextTex0Data[1] >> 19) & 0xe;
tex0.csm = (uNextTex0Data[1] >> 23) & 0x1;
if( tex0.cpsm <= 1 ) tex0.csa = (uNextTex0Data[1] >> 24) & 0xf;
else tex0.csa = (uNextTex0Data[1] >> 24) & 0x1f;
tex0.cld = (uNextTex0Data[1] >> 29) & 0x7;
ZeroGS::texClutWrite(ictx);
}
}
// does one time only initializing/destruction
class ZeroGSInit
{
public:
ZeroGSInit() {
// clear
g_pbyGSMemory = (u8*)_aligned_malloc(0x00410000, 1024); // leave some room for out of range accesses (saves on the checks)
memset(g_pbyGSMemory, 0, 0x00410000);
g_pbyGSClut = (u8*)_aligned_malloc(256*8, 1024); // need 512 alignment!
memset(g_pbyGSClut, 0, 256*8);
#ifndef _WIN32
memset(&GLWin, 0, sizeof(GLWin));
#endif
}
~ZeroGSInit() {
_aligned_free(g_pbyGSMemory); g_pbyGSMemory = NULL;
_aligned_free(g_pbyGSClut); g_pbyGSClut = NULL;
}
};
static ZeroGSInit s_ZeroGSInit;
#ifdef _WIN32
void __stdcall glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4)
#else
void APIENTRY glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4)
#endif
{
glBlendFunc(e1, e2);
}
#ifdef _WIN32
void __stdcall glBlendEquationSeparateDummy(GLenum e1, GLenum e2)
#else
void APIENTRY glBlendEquationSeparateDummy(GLenum e1, GLenum e2)
#endif
{
glBlendEquation(e1);
}
void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
{
ERROR_LOG("Cg error: %s\n", cgGetErrorString(err));
const char* listing = cgGetLastListing(g_cgcontext);
if( listing != NULL ) DEBUG_LOG(" last listing: %s\n", listing);
// int loc;
// const GLubyte* pstr = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
// if( pstr != NULL ) printf("error at: %s\n");
// glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &loc);
// DEBUG_LOG("pos: %d\n", loc);
}
#ifndef GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT
#define GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT 0x8CD8
#endif
void ZeroGS::HandleGLError()
{
// check the error status of this framebuffer */
GLenum error = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
// if error != GL_FRAMEBUFFER_COMPLETE_EXT, there's an error of some sort
if( error != 0 ) {
int w, h;
GLint fmt;
glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_INTERNAL_FORMAT_EXT, &fmt);
glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_WIDTH_EXT, &w);
glGetRenderbufferParameterivEXT(GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_HEIGHT_EXT, &h);
switch(error)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
ERROR_LOG("Error! missing a required image/buffer attachment!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
ERROR_LOG("Error! has no images/buffers attached!\n");
break;
// case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
// ERROR_LOG("Error! has an image/buffer attached in multiple locations!\n");
// break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
ERROR_LOG("Error! has mismatched image/buffer dimensions!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
ERROR_LOG("Error! colorbuffer attachments have different types!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
ERROR_LOG("Error! trying to draw to non-attached color buffer!\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
ERROR_LOG("Error! trying to read from a non-attached color buffer!\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
ERROR_LOG("Error! format is not supported by current graphics card/driver!\n");
break;
default:
ERROR_LOG("*UNKNOWN ERROR* reported from glCheckFramebufferStatusEXT() for %s!\n");
break;
}
}
}
#ifdef _WIN32
#define GL_LOADFN(name) { \
if( (*(void**)&name = (void*)wglGetProcAddress(#name)) == NULL ) { \
ERROR_LOG("Failed to find %s, exiting\n", #name); \
} \
}
#else
// let GLEW take care of it
#define GL_LOADFN(name)
#endif
bool ZeroGS::IsGLExt( const char* szTargetExtension )
{
return mapGLExtensions.find(string(szTargetExtension)) != mapGLExtensions.end();
}
bool ZeroGS::Create(int _width, int _height)
{
GLenum err = GL_NO_ERROR;
bool bSuccess = true;
int i;
Destroy(1);
GSStateReset();
cgSetErrorHandler(HandleCgError, NULL);
g_RenderFormatType = RFT_float16;
nBackbufferWidth = _width;
nBackbufferHeight = _height;
fiRendWidth = 1.0f / nBackbufferWidth;
fiRendHeight = 1.0f / nBackbufferHeight;
#ifdef _WIN32
GLuint PixelFormat; // Holds The Results After Searching For A Match
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT rcdesktop;
GetWindowRect(GetDesktopWindow(), &rcdesktop);
if (conf.options & GSOPTION_FULLSCREEN) {
nBackbufferWidth = rcdesktop.right - rcdesktop.left;
nBackbufferHeight = rcdesktop.bottom - rcdesktop.top;
DEVMODE dmScreenSettings;
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize=sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = nBackbufferWidth;
dmScreenSettings.dmPelsHeight = nBackbufferHeight;
dmScreenSettings.dmBitsPerPel = 32;
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
conf.options &= ~GSOPTION_FULLSCREEN;
else
return false;
}
}
else {
// change to default resolution
ChangeDisplaySettings(NULL, 0);
}
if( conf.options & GSOPTION_FULLSCREEN) {
dwExStyle=WS_EX_APPWINDOW;
dwStyle=WS_POPUP;
ShowCursor(FALSE);
}
else {
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
dwStyle=WS_OVERLAPPEDWINDOW;
}
RECT rc;
rc.left = 0; rc.top = 0;
rc.right = nBackbufferWidth; rc.bottom = nBackbufferHeight;
AdjustWindowRectEx(&rc, dwStyle, FALSE, dwExStyle);
int X = (rcdesktop.right-rcdesktop.left)/2 - (rc.right-rc.left)/2;
int Y = (rcdesktop.bottom-rcdesktop.top)/2 - (rc.bottom-rc.top)/2;
SetWindowPos(GShwnd, NULL, X, Y, rc.right-rc.left, rc.bottom-rc.top, SWP_NOREPOSITION|SWP_NOZORDER);
PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
32, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // 8bit Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
24, // 24Bit Z-Buffer (Depth Buffer)
8, // 8bit Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(GShwnd))) {
MessageBox(NULL,"(1) Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) {
MessageBox(NULL,"(2) Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) {
MessageBox(NULL,"(3) Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
if (!(hRC=wglCreateContext(hDC))) {
MessageBox(NULL,"(4) Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
if(!wglMakeCurrent(hDC,hRC)) {
MessageBox(NULL,"(5) Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;
}
#else
GLWin.DisplayWindow(_width, _height);
#endif
// fill the opengl extension map
const char* ptoken = (const char*)glGetString( GL_EXTENSIONS );
if( ptoken == NULL ) return false;
int prevlog = conf.log;
conf.log = 1;
GS_LOG("Supported OpenGL Extensions:\n%s\n", ptoken); // write to the log file
conf.log = prevlog;
// insert all exts into mapGLExtensions
const char* pend = NULL;
while(ptoken != NULL ) {
pend = strchr(ptoken, ' ');
if( pend != NULL ) {
mapGLExtensions[string(ptoken, pend-ptoken)];
}
else {
mapGLExtensions[string(ptoken)];
break;
}
ptoken = pend;
while(*ptoken == ' ') ++ptoken;
}
s_nFullscreen = (conf.options & GSOPTION_FULLSCREEN) ? 1 : 0;
conf.mrtdepth = 0; // for now
#ifndef _WIN32
int const glew_ok = glewInit();
if( glew_ok != GLEW_OK ) {
ERROR_LOG("glewInit() is not ok!\n");
return false;
}
#endif
if( !IsGLExt("GL_EXT_framebuffer_object") ) {
ERROR_LOG("*********\nZeroGS: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nZeroGS: *********\n");
bSuccess = false;
}
if( !IsGLExt("GL_EXT_blend_equation_separate") || glBlendEquationSeparateEXT == NULL ) {
ERROR_LOG("*********\nZeroGS: OGL WARNING: Need GL_EXT_blend_equation_separate\nZeroGS: *********\n");
zgsBlendEquationSeparateEXT = glBlendEquationSeparateDummy;
}
else {
zgsBlendEquationSeparateEXT = glBlendEquationSeparateEXT;
}
if( !IsGLExt("GL_EXT_blend_func_separate") || glBlendFuncSeparateEXT == NULL ) {
ERROR_LOG("*********\nZeroGS: OGL WARNING: Need GL_EXT_blend_func_separate\nZeroGS: *********\n");
zgsBlendFuncSeparateEXT = glBlendFuncSeparateDummy;
}
else {
zgsBlendFuncSeparateEXT = glBlendFuncSeparateEXT;
}
if( !IsGLExt("GL_EXT_secondary_color") ) {
ERROR_LOG("*********\nZeroGS: OGL WARNING: Need GL_EXT_secondary_color\nZeroGS: *********\n");
bSuccess = false;
}
if( !IsGLExt("GL_ARB_draw_buffers") && !IsGLExt("GL_ATI_draw_buffers") ) {
ERROR_LOG("*********\nZeroGS: OGL WARNING: multiple render targets not supported, some effects might look bad\nZeroGS: *********\n");
conf.mrtdepth = 0;
}
if( !bSuccess )
return false;
if( g_GameSettings & GAME_32BITTARGS ) {
g_RenderFormatType = RFT_byte8;
ERROR_LOG("Setting 32 bit render target\n");
}
else {
if( !IsGLExt("GL_NV_float_buffer") && !IsGLExt("GL_ARB_color_buffer_float") && !IsGLExt("ATI_pixel_format_float") ) {
ERROR_LOG("******\nZeroGS: GS WARNING: Floating point render targets not supported, switching to 32bit\nZeroGS: *********\n");
g_RenderFormatType = RFT_byte8;
}
}
g_RenderFormatType = RFT_byte8;
#ifdef _WIN32
if( IsGLExt("WGL_EXT_swap_control") || IsGLExt("EXT_swap_control") )
wglSwapIntervalEXT(0);
#else
if( IsGLExt("GLX_SGI_swap_control") ) {
_PFNSWAPINTERVAL swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapInterval");
if( !swapinterval )
swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapIntervalSGI");
if( !swapinterval )
swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapIntervalEXT");
if( swapinterval )
swapinterval(0);
else
ERROR_LOG("no support for SwapInterval (framerate clamped to monitor refresh rate)\n");
}
#endif
// check the max texture width and height
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &g_MaxTexWidth);
g_MaxTexHeight = g_MaxTexWidth;
GPU_TEXWIDTH = g_MaxTexWidth/8;
g_fiGPU_TEXWIDTH = 1.0f / GPU_TEXWIDTH;
#ifndef ZEROGS_DEVBUILD
#ifdef _WIN32
HRSRC hShaderSrc = FindResource(hInst, MAKEINTRESOURCE(IDR_SHADERS), RT_RCDATA);
assert( hShaderSrc != NULL );
HGLOBAL hShaderGlob = LoadResource(hInst, hShaderSrc);
assert( hShaderGlob != NULL );
s_lpShaderResources = (u8*)LockResource(hShaderGlob);
#else
FILE* fres = fopen("ps2hw.dat", "rb");
if( fres == NULL ) {
fres = fopen("plugins/ps2hw.dat", "rb");
if( fres == NULL ) {
ERROR_LOG("Cannot find ps2hw.dat in working directory. Exiting\n");
return false;
}
}
fseek(fres, 0, SEEK_END);
size_t s = ftell(fres);
s_lpShaderResources = new u8[s+1];
fseek(fres, 0, SEEK_SET);
fread(s_lpShaderResources, s, 1, fres);
s_lpShaderResources[s] = 0;
#endif
#else
#ifndef _WIN32
// test if ps2hw.fx exists
char tempstr[255];
char curwd[255];
getcwd(curwd, ARRAY_SIZE(curwd));
strcpy(tempstr, "../plugins/zerogs/opengl/");
sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
FILE* f = fopen(EFFECT_NAME, "r");
if( f == NULL ) {
strcpy(tempstr, "../../plugins/zerogs/opengl/");
sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
f = fopen(EFFECT_NAME, "r");
if( f == NULL ) {
ERROR_LOG("Failed to find %s, try compiling a non-devbuild\n", EFFECT_NAME);
return false;
}
}
fclose(f);
sprintf(EFFECT_DIR, "%s/%s", curwd, tempstr);
sprintf(EFFECT_NAME, "%sps2hw.fx", EFFECT_DIR);
#endif
#endif // ZEROGS_DEVBUILD
// load the effect, find the best profiles (if any)
if( cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE ) {
ERROR_LOG("arbvp1 not supported\n");
return false;
}
if( cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE ) {
ERROR_LOG("arbfp1 not supported\n");
return false;
}
GL_REPORT_ERROR();
if( err != GL_NO_ERROR ) bSuccess = false;
s_srcrgb = s_dstrgb = s_srcalpha = s_dstalpha = GL_ONE;
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);
GL_LOADFN(glGenerateMipmapEXT);
if( IsGLExt("GL_ARB_draw_buffers") )
glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffers");
else if( IsGLExt("GL_ATI_draw_buffers") )
glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffersATI");
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
GL_REPORT_ERROR();
if( err != GL_NO_ERROR ) bSuccess = false;
glGenFramebuffersEXT( 1, &s_uFramebuffer);
if( s_uFramebuffer == 0 ) {
ERROR_LOG("failed to create the renderbuffer\n");
}
assert( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT );
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer );
if( glDrawBuffers != NULL )
glDrawBuffers(1, s_drawbuffers);
GL_REPORT_ERROR();
if( err != GL_NO_ERROR ) bSuccess = false;
font_p = new RasterFont();
GL_REPORT_ERROR();
if( err != GL_NO_ERROR ) bSuccess = false;
// init draw fns
drawfn[0] = KickPoint;
drawfn[1] = KickLine;
drawfn[2] = KickLine;
drawfn[3] = KickTriangle;
drawfn[4] = KickTriangle;
drawfn[5] = KickTriangleFan;
drawfn[6] = KickSprite;
drawfn[7] = KickDummy;
SetAA(conf.aa);
GSsetGameCRC(g_LastCRC, g_GameSettings);
GL_STENCILFUNC(GL_ALWAYS, 0, 0);
//g_GameSettings |= 0;//GAME_VSSHACK|GAME_FULL16BITRES|GAME_NODEPTHRESOLVE|GAME_FASTUPDATE;
//s_bWriteDepth = TRUE;
GL_BLEND_ALL(GL_ONE, GL_ONE, GL_ONE, GL_ONE);
glViewport(0,0,nBackbufferWidth,nBackbufferHeight); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
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);
assert( hBitmapSrc != NULL );
HGLOBAL hBitmapGlob = LoadResource(hInst, hBitmapSrc);
assert( hBitmapGlob != NULL );
PBITMAPINFO pinfo = (PBITMAPINFO)LockResource(hBitmapGlob);
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, pinfo->bmiHeader.biWidth, pinfo->bmiHeader.biHeight, 0, pinfo->bmiHeader.biBitCount==32?GL_RGBA:GL_RGB, GL_UNSIGNED_BYTE, (u8*)pinfo+pinfo->bmiHeader.biSize);
nLogoWidth = pinfo->bmiHeader.biWidth;
nLogoHeight = pinfo->bmiHeader.biHeight;
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#else
#endif
GL_REPORT_ERROR();
g_nCurVBOIndex = 0;
g_vboBuffers.resize(VB_NUMBUFFERS);
glGenBuffers((GLsizei)g_vboBuffers.size(), &g_vboBuffers[0]);
for(i = 0; i < (int)g_vboBuffers.size(); ++i) {
glBindBuffer(GL_ARRAY_BUFFER, g_vboBuffers[i]);
glBufferData(GL_ARRAY_BUFFER, 0x100*sizeof(VertexGPU), NULL, GL_STREAM_DRAW);
}
GL_REPORT_ERROR();
if( err != GL_NO_ERROR ) bSuccess = false;
// create the blocks texture
g_fBlockMult = 1;
vector<char> vBlockData, vBilinearData;
BLOCK::FillBlocks(vBlockData, vBilinearData, 1);
glGenTextures(1, &ptexBlocks);
glBindTexture(GL_TEXTURE_2D, ptexBlocks);
g_internalFloatFmt = GL_ALPHA_FLOAT32_ATI;
g_internalRGBAFloatFmt = GL_RGBA_FLOAT32_ATI;
g_internalRGBAFloat16Fmt = GL_RGBA_FLOAT16_ATI;
glTexImage2D(GL_TEXTURE_2D, 0, g_internalFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_ALPHA, GL_FLOAT, &vBlockData[0]);
if( glGetError() != GL_NO_ERROR ) {
// try different internal format
g_internalFloatFmt = GL_FLOAT_R32_NV;
glTexImage2D(GL_TEXTURE_2D, 0, g_internalFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RED, GL_FLOAT, &vBlockData[0]);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if( glGetError() != GL_NO_ERROR ) {
// error, resort to 16bit
g_fBlockMult = 65535.0f*(float)g_fiGPU_TEXWIDTH;
BLOCK::FillBlocks(vBlockData, vBilinearData, 0);
glTexImage2D(GL_TEXTURE_2D, 0, 2, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_R, GL_UNSIGNED_SHORT, &vBlockData[0]);
if( glGetError() != GL_NO_ERROR )
return false;
}
else {
// fill in the bilinear blocks
glGenTextures(1, &ptexBilinearBlocks);
glBindTexture(GL_TEXTURE_2D, ptexBilinearBlocks);
glTexImage2D(GL_TEXTURE_2D, 0, g_internalRGBAFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RGBA, GL_FLOAT, &vBilinearData[0]);
if( glGetError() != GL_NO_ERROR ) {
g_internalRGBAFloatFmt = GL_FLOAT_RGBA32_NV;
g_internalRGBAFloat16Fmt = GL_FLOAT_RGBA16_NV;
glTexImage2D(GL_TEXTURE_2D, 0, g_internalRGBAFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RGBA, GL_FLOAT, &vBilinearData[0]);
B_G(glGetError() == GL_NO_ERROR, return false);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
float fpri = 1;
glPrioritizeTextures(1, &ptexBlocks, &fpri);
if( ptexBilinearBlocks != 0 )
glPrioritizeTextures(1, &ptexBilinearBlocks, &fpri);
GL_REPORT_ERROR();
// fill a simple rect
glGenBuffers(1, &vboRect);
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
vector<VertexGPU> verts(4);
VertexGPU* pvert = &verts[0];
pvert->x = -0x7fff; pvert->y = 0x7fff; pvert->z = 0; pvert->s = 0; pvert->t = 0; pvert++;
pvert->x = 0x7fff; pvert->y = 0x7fff; pvert->z = 0; pvert->s = 1; pvert->t = 0; pvert++;
pvert->x = -0x7fff; pvert->y = -0x7fff; pvert->z = 0; pvert->s = 0; pvert->t = 1; pvert++;
pvert->x = 0x7fff; pvert->y = -0x7fff; pvert->z = 0; pvert->s = 1; pvert->t = 1; pvert++;
glBufferDataARB(GL_ARRAY_BUFFER, 4*sizeof(VertexGPU), &verts[0], GL_STATIC_DRAW);
// 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();
// some cards don't support this
// glClientActiveTexture(GL_TEXTURE0);
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// glTexCoordPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)12);
// create the conversion textures
glGenTextures(1, &ptexConv16to32);
glBindTexture(GL_TEXTURE_2D, ptexConv16to32);
vector<u32> conv16to32data(256*256);
for(i = 0; i < 256*256; ++i) {
u32 tempcol = RGBA16to32(i);
// have to flip r and b
conv16to32data[i] = (tempcol&0xff00ff00)|((tempcol&0xff)<<16)|((tempcol&0xff0000)>>16);
}
glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, &conv16to32data[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERROR();
if( err != GL_NO_ERROR ) bSuccess = false;
vector<u32> conv32to16data(32*32*32);
glGenTextures(1, &ptexConv32to16);
glBindTexture(GL_TEXTURE_3D, ptexConv32to16);
u32* dst = &conv32to16data[0];
for(i = 0; i < 32; ++i) {
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);
}
}
}
glTexImage3D(GL_TEXTURE_3D, 0, 4, 32, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, &conv32to16data[0]);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
GL_REPORT_ERROR();
if( err != GL_NO_ERROR ) bSuccess = false;
g_cgcontext = cgCreateContext();
cgvProf = CG_PROFILE_ARBVP1;
cgfProf = CG_PROFILE_ARBFP1;
cgGLEnableProfile(cgvProf);
cgGLEnableProfile(cgfProf);
cgGLSetOptimalOptions(cgvProf);
cgGLSetOptimalOptions(cgfProf);
cgGLSetManageTextureParameters(g_cgcontext, CG_FALSE);
//cgSetAutoCompile(g_cgcontext, CG_COMPILE_IMMEDIATE);
g_fparamFogColor = cgCreateParameter(g_cgcontext, CG_FLOAT4);
g_vparamPosXY[0] = cgCreateParameter(g_cgcontext, CG_FLOAT4);
g_vparamPosXY[1] = cgCreateParameter(g_cgcontext, CG_FLOAT4);
ERROR_LOG("Creating effects\n");
B_G(LoadEffects(), return false);
g_bDisplayMsg = 0;
// create a sample shader
clampInfo temp;
memset(&temp, 0, sizeof(temp));
temp.wms = 3; temp.wmt = 3;
g_nPixelShaderVer = SHADER_ACCURATE;
// test
bool bFailed;
FRAGMENTSHADER* pfrag = LoadShadeEffect(0, 1, 1, 1, 1, temp, 0, &bFailed);
if( bFailed || pfrag == NULL ) {
g_nPixelShaderVer = SHADER_ACCURATE|SHADER_REDUCED;
pfrag = LoadShadeEffect(0, 0, 1, 1, 0, temp, 0, &bFailed);
if( pfrag != NULL )
cgGLLoadProgram(pfrag->prog);
if( bFailed || pfrag == NULL || cgGetError() != CG_NO_ERROR ) {
g_nPixelShaderVer = SHADER_REDUCED;
ERROR_LOG("Basic shader test failed\n");
}
}
g_bDisplayMsg = 1;
if( g_nPixelShaderVer & SHADER_REDUCED )
conf.bilinear = 0;
ERROR_LOG("Creating extra effects\n");
B_G(LoadExtraEffects(), return false);
ERROR_LOG("using %s shaders\n", g_pShaders[g_nPixelShaderVer]);
GL_REPORT_ERROR();
if( err != GL_NO_ERROR ) bSuccess = false;
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
GL_BLEND_ALPHA(GL_ONE, GL_ZERO);
glBlendColorEXT(0, 0, 0, 0.5f);
glDisable(GL_CULL_FACE);
// points
// This was changed in SetAA - should we be changing it back?
glPointSize(1.0f);
g_nDepthBias = 0;
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(0, 1);
vb[0].Init(VB_BUFFERSIZE);
vb[1].Init(VB_BUFFERSIZE);
g_bSaveFlushedFrame = 1;
g_vsprog = g_psprog = 0;
return glGetError() == GL_NO_ERROR && bSuccess;
}
void ZeroGS::Destroy(BOOL bD3D)
{
if( s_aviinit ) {
StopCapture();
#ifdef _WIN32
STOP_AVI();
#else // linux
//TODO
#endif
ERROR_LOG("zerogs.avi stopped");
s_aviinit = 0;
}
g_MemTargs.Destroy();
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();
if( g_vboBuffers.size() > 0 ) {
glDeleteBuffers((GLsizei)g_vboBuffers.size(), &g_vboBuffers[0]);
g_vboBuffers.clear();
}
g_nCurVBOIndex = 0;
for(int i = 0; i < ARRAY_SIZE(pvs); ++i) {
SAFE_RELEASE_PROG(pvs[i]);
}
for(int i = 0; i < ARRAY_SIZE(ppsRegular); ++i) {
SAFE_RELEASE_PROG(ppsRegular[i].prog);
}
for(int i = 0; i < ARRAY_SIZE(ppsTexture); ++i) {
SAFE_RELEASE_PROG(ppsTexture[i].prog);
}
SAFE_RELEASE_PROG(pvsBitBlt.prog);
SAFE_RELEASE_PROG(ppsBitBlt[0].prog); SAFE_RELEASE_PROG(ppsBitBlt[1].prog);
SAFE_RELEASE_PROG(ppsBitBltDepth.prog);
SAFE_RELEASE_PROG(ppsCRTCTarg[0].prog); SAFE_RELEASE_PROG(ppsCRTCTarg[1].prog);
SAFE_RELEASE_PROG(ppsCRTC[0].prog); SAFE_RELEASE_PROG(ppsCRTC[1].prog);
SAFE_RELEASE_PROG(ppsCRTC24[0].prog); SAFE_RELEASE_PROG(ppsCRTC24[1].prog);
SAFE_RELEASE_PROG(ppsOne.prog);
SAFE_DELETE(font_p);
#ifdef _WIN32
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}
if (hDC && !ReleaseDC(GShwnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}
#else // linux
GLWin.DestroyWindow();
#endif
mapGLExtensions.clear();
}
void ZeroGS::GSStateReset()
{
icurctx = -1;
for(int i = 0; i < 2; ++i) {
vb[i].Destroy();
memset(&vb[i], 0, SIZEOF_VB);
vb[i].tex0.tw = 1;
vb[i].tex0.th = 1;
vb[i].scissor.x1 = 639;
vb[i].scissor.y1 = 479;
vb[i].tex0.tbw = 64;
vb[i].Init(VB_BUFFERSIZE);
}
s_RangeMngr.Clear();
g_MemTargs.Destroy();
s_RTs.Destroy();
s_DepthRTs.Destroy();
s_BitwiseTextures.Destroy();
vb[0].ictx = 0;
vb[1].ictx = 1;
}
void ZeroGS::AddMessage(const char* pstr, u32 ms)
{
listMsgs.push_back(MESSAGE(pstr, timeGetTime()+ms));
}
void ZeroGS::DrawText(const char* pstr, int left, int top, u32 color)
{
cgGLDisableProfile(cgvProf);
cgGLDisableProfile(cgfProf);
glColor3f(((color>>16)&0xff)/255.0f, ((color>>8)&0xff)/255.0f, (color&0xff)/255.0f);
font_p->printString(pstr, left * 2.0f / (float)nBackbufferWidth - 1, 1 - top * 2.0f / (float)nBackbufferHeight,0);
cgGLEnableProfile(cgvProf);
cgGLEnableProfile(cgfProf);
}
void ZeroGS::ChangeWindowSize(int nNewWidth, int nNewHeight)
{
nBackbufferWidth = nNewWidth > 16 ? nNewWidth : 16;
nBackbufferHeight = nNewHeight > 16 ? nNewHeight : 16;
if( !(conf.options & GSOPTION_FULLSCREEN) ) {
conf.width = nNewWidth;
conf.height = nNewHeight;
//SaveConfig();
}
}
void ZeroGS::SetChangeDeviceSize(int nNewWidth, int nNewHeight)
{
s_nNewWidth = nNewWidth;
s_nNewHeight = nNewHeight;
if( !(conf.options & GSOPTION_FULLSCREEN) ) {
conf.width = nNewWidth;
conf.height = nNewHeight;
//SaveConfig();
}
}
void ZeroGS::Reset()
{
s_RTs.ResolveAll();
s_DepthRTs.ResolveAll();
vb[0].nCount = 0;
vb[1].nCount = 0;
memset(s_nResolveCounts, 0, sizeof(s_nResolveCounts));
s_nLastResolveReset = 0;
icurctx = -1;
g_vsprog = g_psprog = 0;
GSStateReset();
Destroy(0);
drawfn[0] = KickDummy;
drawfn[1] = KickDummy;
drawfn[2] = KickDummy;
drawfn[3] = KickDummy;
drawfn[4] = KickDummy;
drawfn[5] = KickDummy;
drawfn[6] = KickDummy;
drawfn[7] = KickDummy;
}
void ZeroGS::ChangeDeviceSize(int nNewWidth, int nNewHeight)
{
int oldscreen = s_nFullscreen;
int oldwidth = nBackbufferWidth, oldheight = nBackbufferHeight;
if( !Create(nNewWidth&~7, nNewHeight&~7) ) {
ERROR_LOG("Failed to recreate, changing to old\n");
if( !Create(oldwidth, oldheight) ) {
SysMessage("failed to create dev, exiting...\n");
exit(0);
}
}
for(int i = 0; i < 2; ++i) {
vb[i].bNeedFrameCheck = vb[i].bNeedZCheck = 1;
vb[i].CheckFrame(0);
}
if( oldscreen && !(conf.options & GSOPTION_FULLSCREEN) ) { // if transitioning from full screen
RECT rc;
rc.left = 0; rc.top = 0;
rc.right = conf.width; rc.bottom = conf.height;
#ifdef _WIN32
AdjustWindowRect(&rc, conf.winstyle, FALSE);
RECT rcdesktop;
GetWindowRect(GetDesktopWindow(), &rcdesktop);
SetWindowLong( GShwnd, GWL_STYLE, conf.winstyle );
SetWindowPos(GShwnd, HWND_TOP, ((rcdesktop.right-rcdesktop.left)-(rc.right-rc.left))/2,
((rcdesktop.bottom-rcdesktop.top)-(rc.bottom-rc.top))/2,
rc.right-rc.left, rc.bottom-rc.top, SWP_SHOWWINDOW);
UpdateWindow(GShwnd);
#else // linux
#endif
}
assert( vb[0].pBufferData != NULL && vb[1].pBufferData != NULL );
}
void ZeroGS::SetAA(int mode)
{
float f;
// need to flush all targets
s_RTs.ResolveAll();
s_RTs.Destroy();
s_DepthRTs.ResolveAll();
s_DepthRTs.Destroy();
s_AAx = s_AAy = 0; // This is code for x0, x2, x4, x8 and x16 anti-aliasing.
if (mode > 0)
{
s_AAx = (mode+1) / 2; // ( 1, 0 ) ; ( 1, 1 ) ; ( 2, 1 ) ; ( 2, 2 ) -- it's used as binary shift, so x >> s_AAx, y >> s_AAy
s_AAy = mode / 2;
}
memset(s_nResolveCounts, 0, sizeof(s_nResolveCounts));
s_nLastResolveReset = 0;
vb[0].prndr = NULL; vb[0].pdepth = NULL; vb[0].bNeedFrameCheck = 1; vb[0].bNeedZCheck = 1;
vb[1].prndr = NULL; vb[1].pdepth = NULL; vb[1].bNeedFrameCheck = 1; vb[1].bNeedZCheck = 1;
f = mode > 0 ? 2.0f : 1.0f;
glPointSize(f);
}
#define SET_UNIFORMPARAM(var, name) { \
p = cgGetNamedParameter(pf->prog, name); \
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) \
pf->var = p; \
} \
void SetupFragmentProgramParameters(FRAGMENTSHADER* pf, int context, int type)
{
// uniform parameters
CGparameter p;
p = cgGetNamedParameter(pf->prog, "g_fFogColor");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgConnectParameter(g_fparamFogColor, p);
}
SET_UNIFORMPARAM(sOneColor, "g_fOneColor");
SET_UNIFORMPARAM(sBitBltZ, "g_fBitBltZ");
SET_UNIFORMPARAM(sInvTexDims, "g_fInvTexDims");
SET_UNIFORMPARAM(fTexAlpha2, "fTexAlpha2");
SET_UNIFORMPARAM(fTexOffset, "g_fTexOffset");
SET_UNIFORMPARAM(fTexDims, "g_fTexDims");
SET_UNIFORMPARAM(fTexBlock, "g_fTexBlock");
SET_UNIFORMPARAM(fClampExts, "g_fClampExts");
SET_UNIFORMPARAM(fTexWrapMode, "TexWrapMode");
SET_UNIFORMPARAM(fRealTexDims, "g_fRealTexDims");
SET_UNIFORMPARAM(fTestBlack, "g_fTestBlack");
SET_UNIFORMPARAM(fPageOffset, "g_fPageOffset");
SET_UNIFORMPARAM(fTexAlpha, "fTexAlpha");
// textures
p = cgGetNamedParameter(pf->prog, "g_sBlocks");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgGLSetTextureParameter(p, ptexBlocks);
cgGLEnableTextureParameter(p);
}
// cg parameter usage is wrong, so do it manually
if( type == 3 ) {
p = cgGetNamedParameter(pf->prog, "g_sConv16to32");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgGLSetTextureParameter(p, ptexConv16to32);
cgGLEnableTextureParameter(p);
}
}
else if( type == 4 ) {
p = cgGetNamedParameter(pf->prog, "g_sConv32to16");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgGLSetTextureParameter(p, ptexConv32to16);
cgGLEnableTextureParameter(p);
}
}
else {
p = cgGetNamedParameter(pf->prog, "g_sBilinearBlocks");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgGLSetTextureParameter(p, ptexBilinearBlocks);
cgGLEnableTextureParameter(p);
}
}
p = cgGetNamedParameter(pf->prog, "g_sMemory");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sMemory = p;
}
p = cgGetNamedParameter(pf->prog, "g_sSrcFinal");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sFinal = p;
}
p = cgGetNamedParameter(pf->prog, "g_sBitwiseANDX");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sBitwiseANDX = p;
}
p = cgGetNamedParameter(pf->prog, "g_sBitwiseANDY");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sBitwiseANDY = p;
}
p = cgGetNamedParameter(pf->prog, "g_sCLUT");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sCLUT = p;
}
p = cgGetNamedParameter(pf->prog, "g_sInterlace");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sInterlace = p;
}
// set global shader constants
p = cgGetNamedParameter(pf->prog, "g_fExactColor");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgGLSetParameter4fv(p, Vector(0.5f, (g_GameSettings&GAME_EXACTCOLOR)?0.9f/256.0f:0.5f/256.0f, 0,1/255.0f));
}
p = cgGetNamedParameter(pf->prog, "g_fBilinear");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE )
cgGLSetParameter4fv(p, Vector(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f ));
p = cgGetNamedParameter(pf->prog, "g_fZBias");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE )
cgGLSetParameter4fv(p, Vector(1.0f/256.0f, 1.0004f, 1, 0.5f));
p = cgGetNamedParameter(pf->prog, "g_fc0");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE )
cgGLSetParameter4fv(p, Vector(0,1, 0.001f, 0.5f));
p = cgGetNamedParameter(pf->prog, "g_fMult");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE )
cgGLSetParameter4fv(p, Vector(1/1024.0f, 0.2f/1024.0f, 1/128.0f, 1/512.0f));
}
void SetupVertexProgramParameters(CGprogram prog, int context)
{
CGparameter p;
p = cgGetNamedParameter(prog, "g_fPosXY");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE )
cgConnectParameter(g_vparamPosXY[context], p);
p = cgGetNamedParameter(prog, "g_fZ");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE )
cgGLSetParameter4fv(p, g_vdepth);
Vector vnorm = Vector(g_filog32, 0, 0,0);
p = cgGetNamedParameter(prog, "g_fZNorm");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE )
cgGLSetParameter4fv(p, vnorm);
p = cgGetNamedParameter(prog, "g_fBilinear");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE )
cgGLSetParameter4fv(p, Vector(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f ));
p = cgGetNamedParameter(prog, "g_fZBias");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE )
cgGLSetParameter4fv(p, Vector(1.0f/256.0f, 1.0004f, 1, 0.5f));
p = cgGetNamedParameter(prog, "g_fc0");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE )
cgGLSetParameter4fv(p, Vector(0,1, 0.001f, 0.5f));
}
#ifndef ZEROGS_DEVBUILD
#define LOAD_VS(Index, prog) { \
assert( mapShaderResources.find(Index) != mapShaderResources.end() ); \
header = mapShaderResources[Index]; \
assert( (header) != NULL && (header)->index == (Index) ); \
prog = cgCreateProgram(g_cgcontext, CG_OBJECT, (char*)(s_lpShaderResources + (header)->offset), cgvProf, NULL, NULL); \
if( !cgIsProgram(prog) ) { \
ERROR_LOG("Failed to load vs %d: \n%s\n", Index, cgGetLastListing(g_cgcontext)); \
return false; \
} \
cgGLLoadProgram(prog); \
if( cgGetError() != CG_NO_ERROR ) ERROR_LOG("failed to load program %d\n", Index); \
SetupVertexProgramParameters(prog, !!(Index&SH_CONTEXT1)); \
} \
#define LOAD_PS(Index, fragment) { \
bLoadSuccess = true; \
assert( mapShaderResources.find(Index) != mapShaderResources.end() ); \
header = mapShaderResources[Index]; \
fragment.prog = cgCreateProgram(g_cgcontext, CG_OBJECT, (char*)(s_lpShaderResources + (header)->offset), cgfProf, NULL, NULL); \
if( !cgIsProgram(fragment.prog) ) { \
ERROR_LOG("Failed to load ps %d: \n%s\n", Index, cgGetLastListing(g_cgcontext)); \
return false; \
} \
cgGLLoadProgram(fragment.prog); \
if( cgGetError() != CG_NO_ERROR ) { \
ERROR_LOG("failed to load program %d\n", Index); \
bLoadSuccess = false; \
} \
SetupFragmentProgramParameters(&fragment, !!(Index&SH_CONTEXT1), 0); \
} \
bool ZeroGS::LoadEffects()
{
assert( s_lpShaderResources != NULL );
// process the header
u32 num = *(u32*)s_lpShaderResources;
int compressed_size = *(int*)(s_lpShaderResources+4);
int real_size = *(int*)(s_lpShaderResources+8);
int out;
char* pbuffer = (char*)malloc(real_size);
inf((char*)s_lpShaderResources+12, &pbuffer[0], compressed_size, real_size, &out);
assert(out == real_size);
s_lpShaderResources = (u8*)pbuffer;
SHADERHEADER* header = (SHADERHEADER*)s_lpShaderResources;
mapShaderResources.clear();
while(num-- > 0 ) {
mapShaderResources[header->index] = header;
++header;
}
// clear the textures
for(int i = 0; i < ARRAY_SIZE(ppsTexture); ++i) {
SAFE_RELEASE_PROG(ppsTexture[i].prog);
ppsTexture[i].prog = NULL;
}
#ifndef _DEBUG
memset(ppsTexture, 0, sizeof(ppsTexture));
#endif
return true;
}
// called
bool ZeroGS::LoadExtraEffects()
{
SHADERHEADER* header;
bool bLoadSuccess = true;
const int vsshaders[4] = { SH_REGULARVS, SH_TEXTUREVS, SH_REGULARFOGVS, SH_TEXTUREFOGVS };
for(int i = 0; i < 4; ++i) {
LOAD_VS(vsshaders[i], pvs[2*i]);
LOAD_VS(vsshaders[i]|SH_CONTEXT1, pvs[2*i+1]);
//if( conf.mrtdepth ) {
LOAD_VS(vsshaders[i]|SH_WRITEDEPTH, pvs[2*i+8]);
LOAD_VS(vsshaders[i]|SH_WRITEDEPTH|SH_CONTEXT1, pvs[2*i+8+1]);
// }
// else {
// pvs[2*i+8] = pvs[2*i+8+1] = NULL;
// }
}
LOAD_VS(SH_BITBLTVS, pvsBitBlt.prog);
pvsBitBlt.sBitBltPos = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltPos");
pvsBitBlt.sBitBltTex = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTex");
pvsBitBlt.fBitBltTrans = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTrans");
LOAD_PS(SH_REGULARPS, ppsRegular[0]);
LOAD_PS(SH_REGULARFOGPS, ppsRegular[1]);
if( conf.mrtdepth ) {
LOAD_PS(SH_REGULARPS, ppsRegular[2]);
if( !bLoadSuccess )
conf.mrtdepth = 0;
LOAD_PS(SH_REGULARFOGPS, ppsRegular[3]);
if( !bLoadSuccess )
conf.mrtdepth = 0;
}
LOAD_PS(SH_BITBLTPS, ppsBitBlt[0]);
LOAD_PS(SH_BITBLTAAPS, ppsBitBlt[1]);
if( !bLoadSuccess ) {
ERROR_LOG("Failed to load BitBltAAPS, using BitBltPS\n");
LOAD_PS(SH_BITBLTPS, ppsBitBlt[1]);
}
LOAD_PS(SH_BITBLTDEPTHPS, ppsBitBltDepth);
LOAD_PS(SH_CRTCTARGPS, ppsCRTCTarg[0]);
LOAD_PS(SH_CRTCTARGINTERPS, ppsCRTCTarg[1]);
g_bCRTCBilinear = TRUE;
LOAD_PS(SH_CRTCPS, ppsCRTC[0]);
if( !bLoadSuccess ) {
// switch to simpler
g_bCRTCBilinear = FALSE;
LOAD_PS(SH_CRTC_NEARESTPS, ppsCRTC[0]);
LOAD_PS(SH_CRTCINTER_NEARESTPS, ppsCRTC[0]);
}
else {
LOAD_PS(SH_CRTCINTERPS, ppsCRTC[1]);
}
if( !bLoadSuccess )
ERROR_LOG("Failed to create CRTC shaders\n");
LOAD_PS(SH_CRTC24PS, ppsCRTC24[0]);
LOAD_PS(SH_CRTC24INTERPS, ppsCRTC24[1]);
LOAD_PS(SH_ZEROPS, ppsOne);
LOAD_PS(SH_BASETEXTUREPS, ppsBaseTexture);
LOAD_PS(SH_CONVERT16TO32PS, ppsConvert16to32);
LOAD_PS(SH_CONVERT32TO16PS, ppsConvert32to16);
return true;
}
FRAGMENTSHADER* ZeroGS::LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed)
{
int texwrap;
assert( texfilter < NUM_FILTERS );
if(g_nPixelShaderVer&SHADER_REDUCED)
texfilter = 0;
assert(!(g_nPixelShaderVer&SHADER_REDUCED) || !exactcolor);
if( clamp.wms == clamp.wmt ) {
switch( clamp.wms ) {
case 0: texwrap = TEXWRAP_REPEAT; break;
case 1: texwrap = TEXWRAP_CLAMP; break;
case 2: texwrap = TEXWRAP_CLAMP; break;
default: texwrap = TEXWRAP_REGION_REPEAT; break;
}
}
else if( clamp.wms==3||clamp.wmt==3)
texwrap = TEXWRAP_REGION_REPEAT;
else
texwrap = TEXWRAP_REPEAT_CLAMP;
int index = GET_SHADER_INDEX(type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, context, 0);
assert( index < ARRAY_SIZE(ppsTexture) );
FRAGMENTSHADER* pf = ppsTexture+index;
if( pbFailed != NULL ) *pbFailed = false;
if( pf->prog != NULL )
return pf;
if( (g_nPixelShaderVer & SHADER_ACCURATE) && mapShaderResources.find(index+NUM_SHADERS*SHADER_ACCURATE) != mapShaderResources.end() )
index += NUM_SHADERS*SHADER_ACCURATE;
assert( mapShaderResources.find(index) != mapShaderResources.end() );
SHADERHEADER* header = mapShaderResources[index];
if( header == NULL )
ERROR_LOG("%d %d\n", index, g_nPixelShaderVer);
assert( header != NULL );
//DEBUG_LOG("shader:\n%s\n", (char*)(s_lpShaderResources + (header)->offset));
pf->prog = cgCreateProgram(g_cgcontext, CG_OBJECT, (char*)(s_lpShaderResources + (header)->offset), cgfProf, NULL, NULL);
if( pf->prog != NULL && cgIsProgram(pf->prog) && cgGetError() == CG_NO_ERROR ) {
SetupFragmentProgramParameters(pf, context, type);
cgGLLoadProgram(pf->prog);
if( cgGetError() != CG_NO_ERROR ) {
// cgGLLoadProgram(pf->prog);
// if( cgGetError() != CG_NO_ERROR ) {
ERROR_LOG("Failed to load shader %d,%d,%d,%d\n", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
if( pbFailed != NULL ) *pbFailed = true;
return pf;
// }
}
return pf;
}
ERROR_LOG("Failed to create shader %d,%d,%d,%d\n", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
if( pbFailed != NULL ) *pbFailed = true;
return NULL;
}
#else // ZEROGS_DEVBUILD
#define LOAD_VS(name, prog, shaderver) { \
prog = cgCreateProgramFromFile(g_cgcontext, CG_SOURCE, EFFECT_NAME, shaderver, name, args); \
if( !cgIsProgram(prog) ) { \
ERROR_LOG("Failed to load vs %s: \n%s\n", name, cgGetLastListing(g_cgcontext)); \
return false; \
} \
cgGLLoadProgram(prog); \
if( cgGetError() != CG_NO_ERROR ) ERROR_LOG("failed to load program %s\n", name); \
SetupVertexProgramParameters(prog, args[0]==context1); \
} \
#ifdef _DEBUG
#define SET_PSFILENAME(frag, name) frag.filename = name
#else
#define SET_PSFILENAME(frag, name)
#endif
#define LOAD_PS(name, fragment, shaderver) { \
bLoadSuccess = true; \
fragment.prog = cgCreateProgramFromFile(g_cgcontext, CG_SOURCE, EFFECT_NAME, shaderver, name, args); \
if( !cgIsProgram(fragment.prog) ) { \
ERROR_LOG("Failed to load ps %s: \n%s\n", name, cgGetLastListing(g_cgcontext)); \
return false; \
} \
cgGLLoadProgram(fragment.prog); \
if( cgGetError() != CG_NO_ERROR ) { \
ERROR_LOG("failed to load program %s\n", name); \
bLoadSuccess = false; \
} \
SetupFragmentProgramParameters(&fragment, args[0]==context1, 0); \
SET_PSFILENAME(fragment, name); \
} \
bool ZeroGS::LoadEffects()
{
// clear the textures
for(int i = 0; i < ARRAY_SIZE(ppsTexture); ++i) {
SAFE_RELEASE_PROG(ppsTexture[i].prog);
}
#ifndef _DEBUG
memset(ppsTexture, 0, sizeof(ppsTexture));
#endif
return true;
}
bool ZeroGS::LoadExtraEffects()
{
const char* args[] = { NULL , NULL, NULL, NULL };
char context0[255], context1[255];
sprintf(context0, "-I%sctx0", EFFECT_DIR);
sprintf(context1, "-I%sctx1", EFFECT_DIR);
char* write_depth = "-DWRITE_DEPTH";
bool bLoadSuccess = true;
const char* pvsshaders[4] = { "RegularVS", "TextureVS", "RegularFogVS", "TextureFogVS" };
for(int i = 0; i < 4; ++i) {
args[0] = context0;
args[1] = NULL;
LOAD_VS(pvsshaders[i], pvs[2*i], cgvProf);
args[0] = context1;
LOAD_VS(pvsshaders[i], pvs[2*i+1], cgvProf);
//if( conf.mrtdepth ) {
args[0] = context0;
args[1] = write_depth;
LOAD_VS(pvsshaders[i], pvs[2*i+8], cgvProf);
args[0] = context1;
LOAD_VS(pvsshaders[i], pvs[2*i+8+1], cgvProf);
// }
// else {
// pvs[2*i+8] = pvs[2*i+8+1] = NULL;
// }
}
args[0] = context0;
args[1] = NULL;
LOAD_VS("BitBltVS", pvsBitBlt.prog, cgvProf);
pvsBitBlt.sBitBltPos = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltPos");
pvsBitBlt.sBitBltTex = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTex");
pvsBitBlt.fBitBltTrans = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTrans");
LOAD_PS("RegularPS", ppsRegular[0], cgfProf);
LOAD_PS("RegularFogPS", ppsRegular[1], cgfProf);
if( conf.mrtdepth ) {
args[0] = context0;
args[1] = write_depth;
LOAD_PS("RegularPS", ppsRegular[2], cgfProf);
if( !bLoadSuccess )
conf.mrtdepth = 0;
LOAD_PS("RegularFogPS", ppsRegular[3], cgfProf);
if( !bLoadSuccess )
conf.mrtdepth = 0;
}
LOAD_PS("BitBltPS", ppsBitBlt[0], cgfProf);
LOAD_PS("BitBltAAPS", ppsBitBlt[1], cgfProf);
if( !bLoadSuccess ) {
ERROR_LOG("Failed to load BitBltAAPS, using BitBltPS\n");
LOAD_PS("BitBltPS", ppsBitBlt[1], cgfProf);
}
LOAD_PS("BitBltDepthPS", ppsBitBltDepth, cgfProf);
LOAD_PS("CRTCTargPS", ppsCRTCTarg[0], cgfProf); LOAD_PS("CRTCTargInterPS", ppsCRTCTarg[1], cgfProf);
g_bCRTCBilinear = TRUE;
LOAD_PS("CRTCPS", ppsCRTC[0], cgfProf);
if( !bLoadSuccess ) {
// switch to simpler
g_bCRTCBilinear = FALSE;
LOAD_PS("CRTCPS_Nearest", ppsCRTC[0], cgfProf);
LOAD_PS("CRTCInterPS_Nearest", ppsCRTC[0], cgfProf);
}
else {
LOAD_PS("CRTCInterPS", ppsCRTC[1], cgfProf);
}
if( !bLoadSuccess )
ERROR_LOG("Failed to create CRTC shaders\n");
LOAD_PS("CRTC24PS", ppsCRTC24[0], cgfProf); LOAD_PS("CRTC24InterPS", ppsCRTC24[1], cgfProf);
LOAD_PS("ZeroPS", ppsOne, cgfProf);
LOAD_PS("BaseTexturePS", ppsBaseTexture, cgfProf);
LOAD_PS("Convert16to32PS", ppsConvert16to32, cgfProf);
LOAD_PS("Convert32to16PS", ppsConvert32to16, cgfProf);
// if( !conf.mrtdepth ) {
// ERROR_LOG("Disabling MRT depth writing\n");
// s_bWriteDepth = FALSE;
// }
return true;
}
FRAGMENTSHADER* ZeroGS::LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed)
{
int texwrap;
assert( texfilter < NUM_FILTERS );
//assert( g_nPixelShaderVer == SHADER_30 );
if( clamp.wms == clamp.wmt ) {
switch( clamp.wms ) {
case 0: texwrap = TEXWRAP_REPEAT; break;
case 1: texwrap = TEXWRAP_CLAMP; break;
case 2: texwrap = TEXWRAP_CLAMP; break;
default:
texwrap = TEXWRAP_REGION_REPEAT; break;
}
}
else if( clamp.wms==3||clamp.wmt==3)
texwrap = TEXWRAP_REGION_REPEAT;
else
texwrap = TEXWRAP_REPEAT_CLAMP;
int index = GET_SHADER_INDEX(type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, context, 0);
if( pbFailed != NULL ) *pbFailed = false;
FRAGMENTSHADER* pf = ppsTexture+index;
if( pf->prog != NULL )
return pf;
pf->prog = LoadShaderFromType(EFFECT_DIR, EFFECT_NAME, type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, g_nPixelShaderVer, context);
if( pf->prog != NULL ) {
#ifdef _DEBUG
char str[255];
sprintf(str, "Texture%s%d_%sPS", fog?"Fog":"", texfilter, g_pTexTypes[type]);
pf->filename = str;
#endif
SetupFragmentProgramParameters(pf, context, type);
cgGLLoadProgram(pf->prog);
if( cgGetError() != CG_NO_ERROR ) {
// try again
// cgGLLoadProgram(pf->prog);
// if( cgGetError() != CG_NO_ERROR ) {
ERROR_LOG("Failed to load shader %d,%d,%d,%d\n", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
if( pbFailed != NULL ) *pbFailed = true;
//assert(0);
// NULL makes things crash
return pf;
// }
}
return pf;
}
ERROR_LOG("Failed to create shader %d,%d,%d,%d\n", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
if( pbFailed != NULL ) *pbFailed = true;
return NULL;
}
#endif // ZEROGS_DEVBUILD
void ZeroGS::Prim()
{
if( g_bIsLost )
return;
VB& curvb = vb[prim->ctxt];
if( curvb.CheckPrim() )
Flush(prim->ctxt);
curvb.curprim._val = prim->_val;
// flush the other pipe if sharing the same buffer
// if( vb[prim->ctxt].gsfb.fbp == vb[!prim->ctxt].gsfb.fbp && vb[!prim->ctxt].nCount > 0 )
// {
// assert( vb[prim->ctxt].nCount == 0 );
// Flush(!prim->ctxt);
// }
curvb.curprim.prim = prim->prim;
}
int GetTexFilter(const tex1Info& tex1)
{
// always force
if( conf.bilinear == 2 )
return 1;
int texfilter = 0;
if( conf.bilinear && ptexBilinearBlocks != 0 ) {
if( tex1.mmin <= 1 )
texfilter = tex1.mmin|tex1.mmag;
else
texfilter = tex1.mmag ? ((tex1.mmin+2)&5) : tex1.mmin;
texfilter = texfilter == 1 || texfilter == 4 || texfilter == 5;
}
return texfilter;
}
void ZeroGS::ReloadEffects()
{
#ifdef ZEROGS_DEVBUILD
for(int i = 0; i < ARRAY_SIZE(ppsTexture); ++i) {
SAFE_RELEASE_PROG(ppsTexture[i].prog);
}
memset(ppsTexture, 0, sizeof(ppsTexture));
LoadExtraEffects();
#endif
}
static int s_ClutResolve = 0;
void ZeroGS::Flush(int context)
{
GL_REPORT_ERRORD();
assert( context >= 0 && context <= 1 );
#ifdef ZEROGS_DEVBUILD
if( g_bUpdateEffect ) {
ReloadEffects();
g_bUpdateEffect = 0;
}
#endif
VB& curvb = vb[context];
const pixTest curtest = curvb.test;
if( curvb.nCount == 0 || (curtest.zte && curtest.ztst == 0) || g_bIsLost ) {
curvb.nCount = 0;
return;
}
if( s_RangeMngr.ranges.size() > 0 ) {
// don't want infinite loop
u32 prevcount = curvb.nCount;
curvb.nCount = 0;
FlushTransferRanges(curvb.curprim.tme ? &curvb.tex0 : NULL);
curvb.nCount = prevcount;
//if( curvb.nCount == 0 )
// return;
}
if( curvb.bNeedTexCheck ) {
curvb.FlushTexData();
if( curvb.nCount == 0 )
return;
}
DVProfileFunc _pf("Flush");
GL_REPORT_ERRORD();
if( curvb.bNeedFrameCheck || curvb.bNeedZCheck ) {
curvb.CheckFrame(curvb.curprim.tme ? curvb.tex0.tbp0 : 0);
}
if( curvb.prndr == NULL || curvb.pdepth == NULL ) {
WARN_LOG("Current render target NULL (ctx: %d)", context);
curvb.nCount = 0;
return;
}
#if defined(PRIM_LOG) && defined(_DEBUG)
static const char* patst[8] = { "NEVER", "ALWAYS", "LESS", "LEQUAL", "EQUAL", "GEQUAL", "GREATER", "NOTEQUAL"};
static const char* pztst[4] = { "NEVER", "ALWAYS", "GEQUAL", "GREATER" };
static const char* pafail[4] = { "KEEP", "FB_ONLY", "ZB_ONLY", "RGB_ONLY" };
PRIM_LOG("**Drawing ctx %d, num %d, fbp: 0x%x, zbp: 0x%x, fpsm: %d, zpsm: %d, fbw: %d\n", context, vb[context].nCount, curvb.prndr->fbp, curvb.zbuf.zbp, curvb.prndr->psm, curvb.zbuf.psm, curvb.prndr->fbw);
PRIM_LOG("prim: prim=%x iip=%x tme=%x fge=%x abe=%x aa1=%x fst=%x ctxt=%x fix=%x\n",
curvb.curprim.prim, curvb.curprim.iip, curvb.curprim.tme, curvb.curprim.fge, curvb.curprim.abe, curvb.curprim.aa1, curvb.curprim.fst, curvb.curprim.ctxt, curvb.curprim.fix);
PRIM_LOG("test: ate:%d, atst: %s, aref: %d, afail: %s, date: %d, datm: %d, zte: %d, ztst: %s, fba: %d\n",
curvb.test.ate, patst[curvb.test.atst], curvb.test.aref, pafail[curvb.test.afail], curvb.test.date, curvb.test.datm, curvb.test.zte, pztst[curvb.test.ztst], curvb.fba.fba);
PRIM_LOG("alpha: A%d B%d C%d D%d FIX:%d pabe: %d; aem: %d, ta0: %d, ta1: %d\n", curvb.alpha.a, curvb.alpha.b, curvb.alpha.c, curvb.alpha.d, curvb.alpha.fix, gs.pabe, gs.texa.aem, gs.texa.ta[0], gs.texa.ta[1]);
PRIM_LOG("tex0: tbp0=0x%x, tbw=%d, psm=0x%x, tw=%d, th=%d, tcc=%d, tfx=%d, cbp=0x%x, cpsm=0x%x, csm=%d, csa=%d, cld=%d\n",
curvb.tex0.tbp0, curvb.tex0.tbw, curvb.tex0.psm, curvb.tex0.tw,
curvb.tex0.th, curvb.tex0.tcc, curvb.tex0.tfx, curvb.tex0.cbp,
curvb.tex0.cpsm, curvb.tex0.csm, curvb.tex0.csa, curvb.tex0.cld);
PRIM_LOG("frame: %d\n\n", g_SaveFrameNum);
#endif
GL_REPORT_ERRORD();
CRenderTarget* ptextarg = NULL;
if( curtest.date || gs.pabe )
SetDestAlphaTest();
// set the correct pixel shaders
if( curvb.curprim.tme ) {
// if texture is part of a previous target, use that instead
int tbw = curvb.tex0.tbw;
int tbp0 = curvb.tex0.tbp0;
int tpsm = curvb.tex0.psm;
if( curvb.bNeedTexCheck ) {
// not yet initied, but still need to get correct target! (xeno3 ingame)
tbp0 = (curvb.uNextTex0Data[0] & 0x3fff);
tbw = ((curvb.uNextTex0Data[0] >> 14) & 0x3f) * 64;
tpsm = (curvb.uNextTex0Data[0] >> 20) & 0x3f;
}
ptextarg = s_RTs.GetTarg(tbp0, tbw);
if( (tpsm&0x30)==0x30 && ptextarg == NULL ) {
// try depth
ptextarg = s_DepthRTs.GetTarg(tbp0, tbw);
}
if( ptextarg == NULL && (g_GameSettings&GAME_TEXTURETARGS) ) {
// check if any part of the texture intersects the current target
if( !PSMT_ISCLUT(tpsm) && curvb.tex0.tbp0 >= curvb.frame.fbp && (curvb.tex0.tbp0 << 8) < curvb.prndr->end) {
ptextarg = curvb.prndr;
}
}
if( ptextarg != NULL && !(ptextarg->status&CRenderTarget::TS_NeedUpdate) ) {
if( PSMT_ISCLUT(tpsm) && tpsm != PSMT8H ) { // handle 8h cluts
// don't support clut targets, read from mem
// 4hl - kh2 check - from dx version -- arcum42
if( tpsm != PSMT4HL && tpsm != PSMT4HH && s_ClutResolve <= 1 )
{ // xenosaga requires 2 resolves
u32 prevcount = curvb.nCount;
curvb.nCount = 0;
ptextarg->Resolve();
s_ClutResolve++;
curvb.nCount = prevcount;
}
ptextarg = NULL;
}
else {
if( ptextarg == curvb.prndr ) {
// need feedback
curvb.prndr->CreateFeedback();
if(s_bWriteDepth && curvb.pdepth != NULL)
curvb.pdepth->SetRenderTarget(1);
else
ResetRenderTarget(1);
}
}
}
else ptextarg = NULL;
}
#ifdef _DEBUG
if( g_bSaveFlushedFrame & 0x80000000 ) {
char str[255];
sprintf(str, "rndr%u.tga", g_SaveFrameNum);
SaveRenderTarget(str, curvb.prndr->fbw, curvb.prndr->fbh, 0);
}
#endif
if( conf.options & GSOPTION_WIREFRAME ) {
// always render first few geometry as solid
if( s_nWireframeCount > 0 ) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
if( !curvb.bVarsSetTarg )
SetContextTarget(context);
else {
assert( curvb.pdepth != NULL );
if( curvb.pdepth->status & CRenderTarget::TS_Virtual) {
if( !curvb.zbuf.zmsk ) {
CRenderTarget* ptemp = s_DepthRTs.Promote(curvb.pdepth->fbp|(curvb.pdepth->fbw<<16));
assert( ptemp == curvb.pdepth );
}
else
curvb.pdepth->status &= ~CRenderTarget::TS_NeedUpdate;
}
if( (curvb.pdepth->status & CRenderTarget::TS_NeedUpdate) || (curvb.prndr->status & CRenderTarget::TS_NeedUpdate) )
SetContextTarget(context);
}
icurctx = context;
DVProfileFunc _pf5("Flush:after texvars");
glBindBuffer(GL_ARRAY_BUFFER, g_vboBuffers[g_nCurVBOIndex]);
g_nCurVBOIndex = (g_nCurVBOIndex+1)%g_vboBuffers.size();
glBufferData(GL_ARRAY_BUFFER, curvb.nCount * sizeof(VertexGPU), curvb.pBufferData, GL_STREAM_DRAW);
// void* pdata = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
// memcpy_amd(pdata, curvb.pBufferData, curvb.nCount * sizeof(VertexGPU));
// glUnmapBuffer(GL_ARRAY_BUFFER);
SET_STREAM();
assert( !(curvb.prndr->status&CRenderTarget::TS_NeedUpdate) );
curvb.prndr->status = 0;
if( curvb.pdepth != NULL ) {
assert( !(curvb.pdepth->status&CRenderTarget::TS_NeedUpdate) );
if( !curvb.zbuf.zmsk ) {
assert( !(curvb.pdepth->status & CRenderTarget::TS_Virtual) );
curvb.pdepth->status = 0;
}
}
#ifdef _DEBUG
//curvb.prndr->SetRenderTarget(0);
//curvb.pdepth->SetDepthStencilSurface();
//glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_NV, 0, 0 );
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
assert( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT );
#endif
s_dwColorWrite = (curvb.prndr->psm&0xf) == 1 ? (COLORMASK_BLUE|COLORMASK_GREEN|COLORMASK_RED) : 0xf;
if( ((curvb.frame.fbm)&0xff) == 0xff) s_dwColorWrite &= ~COLORMASK_RED;
if( ((curvb.frame.fbm>>8)&0xff) == 0xff) s_dwColorWrite &= ~COLORMASK_GREEN;
if( ((curvb.frame.fbm>>16)&0xff) == 0xff) s_dwColorWrite &= ~COLORMASK_BLUE;
if( ((curvb.frame.fbm>>24)&0xff) == 0xff) s_dwColorWrite &= ~COLORMASK_ALPHA;
GL_COLORMASK(s_dwColorWrite);
Rect& scissor = curvb.prndr->scissorrect;
glScissor(scissor.x, scissor.y, scissor.w, scissor.h);
u32 dwUsingSpecialTesting = 0;
u32 dwFilterOpts = 0;
FRAGMENTSHADER* pfragment = NULL;
// need exact if equal or notequal
int exactcolor = 0;
if( !(g_nPixelShaderVer&SHADER_REDUCED) )
// ffx2 breaks when ==7
exactcolor = (curtest.ate && curtest.aref <= 128) && (curtest.atst==4);//||curtest.atst==7);
int shadertype = 0;
// set the correct pixel shaders
u32 ptexclut = 0;
if( curvb.curprim.tme ) {
if( ptextarg != NULL ) {
if( ptextarg->IsDepth() )
SetWriteDepth();
Vector vpageoffset;
vpageoffset.w = 0;
int psm = curvb.tex0.psm;
if( PSMT_ISCLUT(curvb.tex0.psm) ) psm = curvb.tex0.cpsm;
shadertype = 1;
if( curvb.tex0.psm == PSMT8H && !(g_GameSettings&GAME_NOTARGETCLUT) ) {
// load the clut to memory
glGenTextures(1, &ptexclut);
glBindTexture(GL_TEXTURE_2D, ptexclut);
vector<char> data((curvb.tex0.cpsm&2) ? 512 : 1024);
if( ptexclut != 0 ) {
// fill the buffer by decoding the clut
int nClutOffset = 0, clutsize;
int entries = (curvb.tex0.psm&3)==3 ? 256 : 16;
if( curvb.tex0.cpsm <= 1 ) { // 32 bit
nClutOffset = 64 * curvb.tex0.csa;
clutsize = min(entries, 256-curvb.tex0.csa*16)*4;
}
else {
nClutOffset = 64 * (curvb.tex0.csa&15) + (curvb.tex0.csa>=16?2:0);
clutsize = min(entries, 512-curvb.tex0.csa*16)*2;
}
if( curvb.tex0.cpsm <= 1 ) { // 32 bit
memcpy_amd(&data[0], g_pbyGSClut+nClutOffset, clutsize);
}
else {
u16* pClutBuffer = (u16*)(g_pbyGSClut + nClutOffset);
u16* pclut = (u16*)&data[0];
int left = ((u32)nClutOffset & 2) ? 0 : ((nClutOffset&0x3ff)/2)+clutsize-512;
if( left > 0 ) clutsize -= left;
while(clutsize > 0) {
pclut[0] = pClutBuffer[0];
pclut++;
pClutBuffer+=2;
clutsize -= 2;
}
if( left > 0) {
pClutBuffer = (u16*)(g_pbyGSClut + 2);
while(left > 0) {
pclut[0] = pClutBuffer[0];
left -= 2;
pClutBuffer += 2;
pclut++;
}
}
}
glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 1, 0, GL_RGBA, (curvb.tex0.cpsm&2)?GL_UNSIGNED_SHORT_5_5_5_1:GL_UNSIGNED_BYTE, &data[0]);
s_vecTempTextures.push_back(ptexclut);
if( g_bSaveTex )
SaveTexture("clut.tga", GL_TEXTURE_2D, ptexclut, 256, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
if( !(g_nPixelShaderVer&SHADER_REDUCED) && (ptextarg->psm & 2) ) {
shadertype = 4;
}
else
shadertype = 2;
}
else {
if( PSMT_ISCLUT(curvb.tex0.psm) )
WARN_LOG("Using render target with CLUTs %d!\n", curvb.tex0.psm);
else {
if( (curvb.tex0.psm&2) != (ptextarg->psm&2) && (!(g_nPixelShaderVer&SHADER_REDUCED) || !curvb.curprim.fge) ) {
if( curvb.tex0.psm & 2 ) {
// converting from 32->16
shadertype = 3;
}
else {
// converting from 16->32
WARN_LOG("ZeroGS: converting from 16 to 32bit RTs\n");
//shadetype = 4;
}
}
}
}
pfragment = LoadShadeEffect(shadertype, 0, curvb.curprim.fge, curvb.tex0.tcc && gs.texa.aem && (psm == PSMCT24 || psm == PSMCT16 || psm == PSMCT16S),
exactcolor, curvb.clamp, context, NULL);
if( shadertype == 3 ) {
Vector v;
v.x = 16.0f / (float)curvb.tex0.tw;
v.y = 16.0f / (float)curvb.tex0.th;
v.z = 0.5f * v.x;
v.w = 0.5f * v.y;
cgGLSetParameter4fv(pfragment->fTexOffset, v);
vpageoffset.x = -0.1f / 256.0f;
vpageoffset.y = -0.001f / 256.0f;
vpageoffset.z = -0.1f / ptextarg->fbh;
vpageoffset.w = ((ptextarg->psm&0x30)==0x30)?-1.0f:0.0f;
}
else if( shadertype == 4 ) {
Vector v;
v.x = 16.0f / (float)ptextarg->fbw;
v.y = 16.0f / (float)ptextarg->fbh;
v.z = -1;
v.w = 8.0f / (float)ptextarg->fbh;
cgGLSetParameter4fv(pfragment->fTexOffset, v);
vpageoffset.x = 2;
vpageoffset.y = 1;
vpageoffset.z = 0;
vpageoffset.w = 0.0001f;
}
u32 ptexset = ptextarg == curvb.prndr ? ptextarg->ptexFeedback : ptextarg->ptex;
s_ptexCurSet[context] = ptexset;
if( !curvb.tex1.mmag ) {
glBindTexture(GL_TEXTURE_RECTANGLE_NV, ptexset);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
dwFilterOpts |= 1;
}
if( !curvb.tex1.mmin ) {
if( curvb.tex1.mmag )
glBindTexture(GL_TEXTURE_RECTANGLE_NV, ptexset);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
dwFilterOpts |= 2;
}
Vector vTexDims;
vTexDims.x = curvb.tex0.tw << s_AAx ;
vTexDims.y = curvb.tex0.th << s_AAy ;
// look at the offset of tbp0 from fbp
if( curvb.tex0.tbp0 <= ptextarg->fbp ) {
vTexDims.z = 0;//-0.5f/(float)ptextarg->fbw;
vTexDims.w = 0;//0.2f/(float)ptextarg->fbh;
}
else {
u32 tbp0 = curvb.tex0.tbp0 >> 5; // align to a page
int blockheight = (ptextarg->psm&2) ? 64 : 32;
int ycoord = ((curvb.tex0.tbp0-ptextarg->fbp)/(32*(ptextarg->fbw>>6))) * blockheight;
int xcoord = (((curvb.tex0.tbp0-ptextarg->fbp)%(32*(ptextarg->fbw>>6)))) * 2;
vTexDims.z = (float)xcoord;
vTexDims.w = (float)ycoord;
}
if( shadertype == 4 ) vTexDims.z += 8.0f;
cgGLSetParameter4fv(pfragment->fTexDims, vTexDims);
// zoe2
if( (ptextarg->psm&0x30) == 0x30 ) {//&& (psm&2) == (ptextarg->psm&2) ) {
// target of zbuf has +1 added to it, don't do 16bit
vpageoffset.w = -1;
// Vector valpha2;
// valpha2.x = 1; valpha2.y = 0;
// valpha2.z = -1; valpha2.w = 0;
// SETCONSTF(GPU_TEXALPHA20+context, &valpha2);
}
cgGLSetParameter4fv(pfragment->fPageOffset, vpageoffset);
if( g_bSaveTex )
SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_NV,
ptextarg == curvb.prndr ? ptextarg->ptexFeedback : ptextarg->ptex, ptextarg->fbw<<s_AAx, ptextarg->fbh<<s_AAy);
}
else {
// save the texture
#ifdef _DEBUG
// CMemoryTarget* pmemtarg = g_MemTargs.GetMemoryTarget(curvb.tex0, 0);
// assert( curvb.pmemtarg == pmemtarg );
// if( PSMT_ISCLUT(curvb.tex0.psm) )
// assert( curvb.pmemtarg->ValidateClut(curvb.tex0) );
#endif
//#ifdef ZEROGS_CACHEDCLEAR
// if( !curvb.pmemtarg->ValidateTex(curvb.tex0, true) ) {
// CMemoryTarget* pmemtarg = g_MemTargs.GetMemoryTarget(curvb.tex0, 1);
// SetTexVariablesInt(context, GetTexFilter(curvb.tex1), curvb.tex0, pmemtarg, s_bForceTexFlush);
// vb[context].bVarsTexSync = TRUE;
// }
//#endif
if( g_bSaveTex ) {
if( g_bSaveTex == 1 ) {
SaveTex(&curvb.tex0, 1);
// CMemoryTarget* pmemtarg = g_MemTargs.GetMemoryTarget(curvb.tex0, 0);
// int texheight = (pmemtarg->realheight+pmemtarg->widthmult-1)/pmemtarg->widthmult;
// int texwidth = GPU_TEXWIDTH*pmemtarg->widthmult*pmemtarg->channels;
// SaveTexture("real.tga", GL_TEXTURE_RECTANGLE_NV, pmemtarg->ptex->tex, texwidth, texheight);
}
else SaveTex(&curvb.tex0, 0);
}
int psm = curvb.tex0.psm;
if( PSMT_ISCLUT(curvb.tex0.psm) ) psm = curvb.tex0.cpsm;
pfragment = LoadShadeEffect(0, GetTexFilter(curvb.tex1), curvb.curprim.fge,
curvb.tex0.tcc && gs.texa.aem && (psm == PSMCT24 || psm == PSMCT16 || psm == PSMCT16S),
exactcolor, curvb.clamp, context, NULL);
}
if( pfragment->prog != g_psprog ) {
// programs changed, so reset the texture variables
vb[context].bTexConstsSync = 0;
vb[context].bVarsTexSync = 0;
}
SetTexVariables(context, pfragment, ptextarg == NULL);
}
else {
pfragment = &ppsRegular[curvb.curprim.fge+2*s_bWriteDepth];
}
assert(pfragment != 0 );
if( curvb.curprim.tme ) {
// have to enable the texture parameters
if( curvb.ptexClamp[0] != 0 ) {
cgGLSetTextureParameter(pfragment->sBitwiseANDX, curvb.ptexClamp[0]);
cgGLEnableTextureParameter(pfragment->sBitwiseANDX);
}
if( curvb.ptexClamp[1] != 0 ) {
cgGLSetTextureParameter(pfragment->sBitwiseANDY, curvb.ptexClamp[1]);
cgGLEnableTextureParameter(pfragment->sBitwiseANDY);
}
if( pfragment->sMemory != NULL && s_ptexCurSet[context] != 0) {
cgGLSetTextureParameter(pfragment->sMemory, s_ptexCurSet[context]);
cgGLEnableTextureParameter(pfragment->sMemory);
}
if( pfragment->sCLUT != NULL && ptexclut != 0 ) {
cgGLSetTextureParameter(pfragment->sCLUT, ptexclut);
cgGLEnableTextureParameter(pfragment->sCLUT);
}
}
DVProfileFunc _pf4("Flush:before bind");
GL_REPORT_ERRORD();
// set the shaders
SETVERTEXSHADER(pvs[2*((curvb.curprim._val>>1)&3)+8*s_bWriteDepth+context]);
if( pfragment->prog != g_psprog ) {
cgGLBindProgram(pfragment->prog);
g_psprog = pfragment->prog;
}
GL_REPORT_ERRORD();
DVProfileFunc _pf1("Flush:after bind");
BOOL bCanRenderStencil = g_bUpdateStencil && (curvb.prndr->psm&0xf) != 1 && !(curvb.frame.fbm&0x80000000);
if( g_GameSettings & GAME_NOSTENCIL )
bCanRenderStencil = 0;
if( s_bDestAlphaTest && bCanRenderStencil) {
glEnable(GL_STENCIL_TEST);
GL_STENCILFUNC(GL_ALWAYS, 0, 0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
else glDisable(GL_STENCIL_TEST);
glDepthMask(!curvb.zbuf.zmsk);
GL_ZTEST(curtest.zte);
if( curtest.zte ) {
if( curtest.ztst > 1 ) g_nDepthUsed = 2;
if( (curtest.ztst == 2) ^ (g_nDepthBias != 0) ) {
g_nDepthBias = curtest.ztst == 2;
//SETRS(D3DRS_DEPTHBIAS, g_nDepthBias?FtoDW(0.0003f):FtoDW(0.000015f));
}
glDepthFunc(g_dwZCmp[curtest.ztst]);
// if( curtest.ztst == 3 ) {
// // gequal
// if( s_vznorm.y == 0 ) {
// s_vznorm.y = 0.00001f;
// SETCONSTF(GPU_ZNORM, s_vznorm);
// }
// }
// else {
// if( s_vznorm.y > 0 ) {
// s_vznorm.y = 0;
// SETCONSTF(GPU_ZNORM, s_vznorm);
// }
// }
}
GL_ALPHATEST(curtest.ate&&USEALPHATESTING);
if( curtest.ate ) {
glAlphaFunc(g_dwAlphaCmp[curtest.atst], b2XAlphaTest ? min(1.0f,(float)curtest.aref * (1/ 127.5f)) : curtest.aref*(1/255.0f));
}
if( s_bWriteDepth ) {
if(!curvb.zbuf.zmsk)
curvb.pdepth->SetRenderTarget(1);
else
ResetRenderTarget(1);
}
if( curvb.curprim.abe )
SetAlphaVariables(curvb.alpha);
else
glDisable(GL_BLEND);
// needs to be before RenderAlphaTest
if( curvb.fba.fba || s_bDestAlphaTest ) {
if( gs.pabe || (curvb.fba.fba || bCanRenderStencil) && !(curvb.frame.fbm&0x80000000) ) {
RenderFBA(curvb, pfragment->sOneColor);
}
}
u32 oldabe = curvb.curprim.abe;
if( gs.pabe ) {
//WARN_LOG("PBE!\n");
curvb.curprim.abe = 1;
glEnable(GL_BLEND);
}
if( curvb.curprim.abe ) {
if( //bCanRenderStencil &&
(bNeedBlendFactorInAlpha || ((curtest.ate && curtest.atst>1) && (curtest.aref > 0x80))) ) {
// need special stencil processing for the alpha
RenderAlphaTest(curvb, pfragment->sOneColor);
dwUsingSpecialTesting = 1;
}
// harvest fishing
Vector v = vAlphaBlendColor;// + Vector(0,0,0,(curvb.test.atst==4 && curvb.test.aref>=128)?-0.004f:0);
if( exactcolor ) { v.y *= 255; v.w *= 255; }
cgGLSetParameter4fv(pfragment->sOneColor, v);
}
else {
// not using blending so set to defaults
Vector v = exactcolor ? Vector(1, 510*255.0f/256.0f, 0, 0) : Vector(1,2*255.0f/256.0f,0,0);
cgGLSetParameter4fv(pfragment->sOneColor, v);
}
if( s_bDestAlphaTest && bCanRenderStencil ) {
// if not 24bit and can write to high alpha bit
RenderStencil(curvb, dwUsingSpecialTesting);
}
else {
s_stencilref = STENCIL_SPECIAL;
s_stencilmask = STENCIL_SPECIAL;
// setup the stencil to only accept the test pixels
if( dwUsingSpecialTesting ) {
glEnable(GL_STENCIL_TEST);
glStencilMask(STENCIL_PIXELWRITE);
GL_STENCILFUNC(GL_EQUAL, STENCIL_SPECIAL|STENCIL_PIXELWRITE, STENCIL_SPECIAL);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
}
#ifdef _DEBUG
if( bDestAlphaColor == 1 ) {
WARN_LOG("dest alpha blending! manipulate alpha here\n");
}
#endif
if( bCanRenderStencil && gs.pabe ) {
// only render the pixels with alpha values >= 0x80
GL_STENCILFUNC(GL_EQUAL, s_stencilref|STENCIL_FBA, s_stencilmask|STENCIL_FBA);
}
// curvb.prndr->SetViewport();
// pd3dDevice->SetScissorRect(&curvb.prndr->scissorrect);
// glEnable(GL_SCISSOR_TEST);
GL_REPORT_ERRORD();
if( !curvb.test.ate || curvb.test.atst > 0 ) {
DRAW();
}
GL_REPORT_ERRORD();
if( gs.pabe ) {
// only render the pixels with alpha values < 0x80
glDisable(GL_BLEND);
GL_STENCILFUNC_SET();
Vector v;
v.x = 1; v.y = 2; v.z = 0; v.w = 0;
if( exactcolor ) v.y *= 255;
cgGLSetParameter4fv(pfragment->sOneColor, v);
DRAW();
// reset
if( !s_stencilmask ) s_stencilfunc = GL_ALWAYS;
GL_STENCILFUNC_SET();
}
GL_REPORT_ERRORD();
// more work on alpha failure case
if( curtest.ate && curtest.atst != 1 && curtest.afail > 0 ) {
// need to reverse the test and disable some targets
glAlphaFunc(g_dwReverseAlphaCmp[curtest.atst], b2XAlphaTest ? min(1.0f,(float)curtest.aref * (1/ 127.5f)) : curtest.aref*(1/255.0f));
if( curtest.afail & 1 ) { // front buffer update only
if( curtest.afail == 3 ) // disable alpha
glColorMask(1,1,1,0);
glDepthMask(0);
if( s_bWriteDepth )
ResetRenderTarget(1);
}
else {
// zbuffer update only
glColorMask(0,0,0,0);
}
if( gs.pabe && bCanRenderStencil ) {
// only render the pixels with alpha values >= 0x80
Vector v = vAlphaBlendColor;
if( exactcolor ) { v.y *= 255; v.w *= 255; }
cgGLSetParameter4fv(pfragment->sOneColor, v);
glEnable(GL_BLEND);
GL_STENCILFUNC(GL_EQUAL, s_stencilref|STENCIL_FBA, s_stencilmask|STENCIL_FBA);
}
// IDirect3DQuery9* pOcclusionQuery;
// u32 numberOfPixelsDrawn;
//
// pd3dDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &pOcclusionQuery);
//
// // Add an end marker to the command buffer queue.
// pOcclusionQuery->Issue(D3DISSUE_BEGIN);
DRAW();
GL_REPORT_ERRORD();
// pOcclusionQuery->Issue(D3DISSUE_END);
// Force the driver to execute the commands from the command buffer.
// Empty the command buffer and wait until the GPU is idle.
// while(S_FALSE == pOcclusionQuery->GetData( &numberOfPixelsDrawn, sizeof(u32), D3DGETDATA_FLUSH ));
// SAFE_RELEASE(pOcclusionQuery);
if( gs.pabe ) {
// only render the pixels with alpha values < 0x80
glDisable(GL_BLEND);
GL_STENCILFUNC_SET();
Vector v;
v.x = 1; v.y = 2; v.z = 0; v.w = 0;
if( exactcolor ) v.y *= 255;
cgGLSetParameter4fv(pfragment->sOneColor, v);
DRAW();
// reset
if( oldabe ) glEnable(GL_BLEND);
if( !s_stencilmask ) s_stencilfunc = GL_ALWAYS;
GL_STENCILFUNC_SET();
}
// restore
if( (curtest.afail & 1) && !curvb.zbuf.zmsk ) {
glDepthMask(1);
if( s_bWriteDepth ) {
assert( curvb.pdepth != NULL);
curvb.pdepth->SetRenderTarget(1);
}
}
GL_COLORMASK(s_dwColorWrite);
// not needed anymore since rest of ops concentrate on image processing
}
GL_REPORT_ERRORD();
if( dwUsingSpecialTesting ) {
// render the real alpha
glDisable(GL_ALPHA_TEST);
glColorMask(0,0,0,1);
if( s_bWriteDepth ) {
ResetRenderTarget(1);
}
glDepthMask(0);
glStencilFunc(GL_EQUAL, STENCIL_SPECIAL|STENCIL_PIXELWRITE, STENCIL_SPECIAL|STENCIL_PIXELWRITE);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
Vector v = Vector(0,exactcolor ? 510.0f : 2.0f,0,0);
cgGLSetParameter4fv(pfragment->sOneColor, v);
DRAW();
// don't need to restore
}
GL_REPORT_ERRORD();
if( s_bDestAlphaTest ) {
if( (s_dwColorWrite&COLORMASK_ALPHA) ) {
if( curvb.fba.fba )
ProcessFBA(curvb, pfragment->sOneColor);
else if( bCanRenderStencil )
// finally make sure all entries are 1 when the dest alpha >= 0x80 (if fba is 1, this is already the case)
ProcessStencil(curvb);
}
}
else if( (s_dwColorWrite&COLORMASK_ALPHA) && curvb.fba.fba )
ProcessFBA(curvb, pfragment->sOneColor);
if( bDestAlphaColor == 1 ) {
// need to reset the dest colors to their original counter parts
//WARN_LOG("Need to reset dest alpha color\n");
}
#ifdef _DEBUG
if( g_bSaveFlushedFrame & 0xf ) {
#ifdef _WIN32
CreateDirectory("frames", NULL);
#else
mkdir("frames", 0755);
#endif
char str[255];
sprintf(str, "frames/frame%.4d.tga", g_SaveFrameNum++);
if( (g_bSaveFlushedFrame & 2) ) {
//glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch to the backbuffer
//glFlush();
//SaveTexture("tex.jpg", GL_TEXTURE_RECTANGLE_NV, curvb.prndr->ptex, curvb.prndr->fbw<<s_AAx, curvb.prndr->fbh<<s_AAx);
SaveRenderTarget(str, curvb.prndr->fbw<<s_AAx, curvb.prndr->fbh<<s_AAx, 0);
}
}
#endif
GL_REPORT_ERRORD();
// clamp the final colors, when enabled ffx2 credits mess up
if( curvb.curprim.abe && bAlphaClamping && GetRenderFormat() != RFT_byte8 && !(g_GameSettings&GAME_NOCOLORCLAMP)) { // if !colclamp, skip
ResetAlphaVariables();
// if processing the clamping case, make sure can write to the front buffer
glDisable(GL_STENCIL_TEST);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_DEPTH_TEST);
glDepthMask(0);
glColorMask(1,1,1,0);
if( s_bWriteDepth ) {
ResetRenderTarget(1);
}
SETPIXELSHADER(ppsOne.prog);
// (dest&0x7f)+0x80, blend factor for alpha is always 0x80
GL_BLEND_RGB(GL_ONE, GL_ONE);
float f;
if( bAlphaClamping & 1 ) { // min
f = 0;
cgGLSetParameter4fv(ppsOne.sOneColor, &f);
GL_BLENDEQ_RGB(GL_MAX_EXT);
DRAW();
}
// bios shows white screen
if( bAlphaClamping & 2 ) { // max
f = 1;
cgGLSetParameter4fv(ppsOne.sOneColor, &f);
GL_BLENDEQ_RGB(GL_MIN_EXT);
DRAW();
}
if( !curvb.zbuf.zmsk ) {
glDepthMask(1);
if( s_bWriteDepth ) {
assert( curvb.pdepth != NULL );
curvb.pdepth->SetRenderTarget(1);
}
}
if( curvb.test.ate && USEALPHATESTING )
glEnable(GL_ALPHA_TEST);
GL_ZTEST(curtest.zte);
}
if( dwFilterOpts ) {
// undo filter changes (binding didn't change)
if( dwFilterOpts & 1 ) glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if( dwFilterOpts & 2 ) glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
//#ifdef ZEROGS_DEVBUILD
ppf += curvb.nCount+0x100000;
//#endif
curvb.nCount = 0;
curvb.curprim.abe = oldabe;
//if( oldabe ) glEnable(GL_BLEND);
if( conf.options & GSOPTION_WIREFRAME ) {
// always render first few geometry as solid
if( s_nWireframeCount > 0 ) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
--s_nWireframeCount;
}
}
GL_REPORT_ERRORD();
}
void ZeroGS::ProcessMessages()
{
if( listMsgs.size() > 0 ) {
int left = 25, top = 15;
list<MESSAGE>::iterator it = listMsgs.begin();
while( it != listMsgs.end() ) {
DrawText(it->str, left+1, top+1, 0xff000000);
DrawText(it->str, left, top, 0xffffff30);
top += 15;
if( (int)(it->dwTimeStamp - timeGetTime()) < 0 )
it = listMsgs.erase(it);
else ++it;
}
}
}
void ZeroGS::RenderCustom(float fAlpha)
{
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
fAlpha = 1;
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch to the backbuffer
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDepthMask(0);
glColorMask(1,1,1,1);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, nBackbufferWidth, nBackbufferHeight);
// play custom animation
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
// tex coords
Vector v = Vector(1/32767.0f, 1/32767.0f, 0, 0);
cgGLSetParameter4fv(pvsBitBlt.sBitBltPos, v);
v.x = (float)nLogoWidth;
v.y = (float)nLogoHeight;
cgGLSetParameter4fv(pvsBitBlt.sBitBltPos, v);
v.x = v.y = v.z = v.w = fAlpha;
cgGLSetParameter4fv(ppsBaseTexture.sOneColor, v);
if( conf.options & GSOPTION_WIREFRAME ) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// inside vb[0]'s target area, so render that region only
cgGLSetTextureParameter(ppsBaseTexture.sFinal, ptexLogo);
cgGLEnableTextureParameter(ppsBaseTexture.sFinal);
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
SET_STREAM();
SETVERTEXSHADER(pvsBitBlt.prog);
SETPIXELSHADER(ppsBaseTexture.prog);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// restore
if( conf.options & GSOPTION_WIREFRAME ) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
ProcessMessages();
#ifdef _WIN32
SwapBuffers(hDC);
#else
GLWin.SwapBuffers();
#endif
glEnable(GL_SCISSOR_TEST);
glEnable(GL_STENCIL_TEST);
vb[0].bSyncVars = 0;
vb[1].bSyncVars = 0;
GL_REPORT_ERROR();
GLint status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
assert( status == GL_FRAMEBUFFER_COMPLETE_EXT || status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT );
}
// adjusts trans to preserve aspect ratio
void ZeroGS::AdjustTransToAspect(Vector& v, int dispwidth, int dispheight)
{
double temp;
float f;
if( dispwidth * nBackbufferHeight > dispheight * nBackbufferWidth) {
// limited by width
// change in ratio
f = ((float)nBackbufferWidth / (float)dispwidth) / ((float)nBackbufferHeight / (float)dispheight);
v.y *= f;
v.w *= f;
// scanlines mess up when not aligned right
v.y += (1-(float)modf(v.y*(float)nBackbufferHeight*0.5f+0.05f, &temp))*2.0f/(float)nBackbufferHeight;
v.w += (1-(float)modf(v.w*(float)nBackbufferHeight*0.5f+0.05f, &temp))*2.0f/(float)nBackbufferHeight;
}
else {
// limited by height
f = ((float)nBackbufferHeight / (float)dispheight) / ((float)nBackbufferWidth / (float)dispwidth);
f -= (float)modf(f*nBackbufferWidth, &temp)/(float)nBackbufferWidth;
v.x *= f;
v.z *= f;
}
// v.y *= -1;
// v.w *= -1;
v *= 1/32767.0f;
}
void ZeroGS::Restore()
{
if( !g_bIsLost )
return;
//if( SUCCEEDED(pd3dDevice->Reset(&d3dpp)) ) {
g_bIsLost = 0;
// handle lost states
ZeroGS::ChangeDeviceSize(nBackbufferWidth, nBackbufferHeight);
//}
}
void ZeroGS::RenderCRTC(int interlace)
{
if( g_bIsLost ) return;
// Crashes Final Fantasy X at startup if uncommented. --arcum42
//#ifndef ZEROGS_DEVBUILD
// if(g_nRealFrame < 80 ) {
// RenderCustom( min(1.0f, 2.0f - (float)g_nRealFrame / 40.0f) );
//
// if( g_nRealFrame == 79 )
// SAFE_RELEASE_TEX(ptexLogo);
// return;
// }
//#endif
if( conf.mrtdepth && pvs[8] == NULL ) {
conf.mrtdepth = 0;
s_bWriteDepth = FALSE;
ERROR_LOG("Disabling MRT depth writing\n");
}
Flush(0);
Flush(1);
GL_REPORT_ERRORD();
DVProfileFunc _pf("RenderCRTC");
// frame skipping
if( g_nFrameRender > 0 ) {
if( g_nFrameRender < 8 ) {
g_nFrameRender++;
if( g_nFrameRender <= 3 ) {
g_nFramesSkipped++;
return;
}
}
}
else {
if( g_nFrameRender < -1 ) {
g_nFramesSkipped++;
return;
}
g_nFrameRender--;
}
if( g_bSaveFrame ) {
if( vb[0].prndr != NULL ) {
SaveTexture("frame1.tga", GL_TEXTURE_RECTANGLE_NV, vb[0].prndr->ptex, vb[0].prndr->fbw<<s_AAx, vb[0].prndr->fbh<<s_AAy);
}
if( vb[1].prndr != NULL && vb[0].prndr != vb[1].prndr ) {
SaveTexture("frame2.tga", GL_TEXTURE_RECTANGLE_NV, vb[1].prndr->ptex, vb[1].prndr->fbw<<s_AAx, vb[1].prndr->fbh<<s_AAy);
}
#ifdef _WIN32
else DeleteFile("frame2.tga");
#endif
}
if( s_RangeMngr.ranges.size() > 0 )
FlushTransferRanges(NULL);
//g_GameSettings |= GAME_VSSHACK|GAME_FULL16BITRES|GAME_NODEPTHRESOLVE;
//s_bWriteDepth = TRUE;
g_SaveFrameNum = 0;
g_bSaveFlushedFrame = 1;
// reset fba after every frame
vb[0].fba.fba = 0;
vb[1].fba.fba = 0;
// static int counter = 0;
// counter++;
u32 bInterlace = SMODE2->INT && SMODE2->FFMD && (conf.interlace<2);
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch to the backbuffer
glViewport(0, 0, nBackbufferWidth, nBackbufferHeight);
// if interlace, only clear every other vsync
if(!bInterlace ) {
u32 color = COLOR_ARGB(0, BGCOLOR->R, BGCOLOR->G, BGCOLOR->B);
glClear(GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
}
SETVERTEXSHADER(pvsBitBlt.prog);
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
SET_STREAM();
GL_REPORT_ERRORD();
if( conf.options & GSOPTION_WIREFRAME ) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_DEPTH_TEST);
glDepthMask(0);
glColorMask(1,1,1,1);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
GL_REPORT_ERRORD();
BOOL bUsingStencil = 0;
if( bInterlace ) g_PrevBitwiseTexX = -1; // reset since will be using
tex0Info dispinfo[2];
for(int i = 0; i < 2; ++i) {
if( !(*(u32*)(PMODE) & (1<<i)) ) {
dispinfo[i].tw = 0;
dispinfo[i].th = 0;
continue;
}
GSRegDISPFB* pfb = i ? DISPFB2 : DISPFB1;
GSRegDISPLAY* pd = i ? DISPLAY2 : DISPLAY1;
int magh = pd->MAGH+1;
int magv = pd->MAGV+1;
dispinfo[i].tbp0 = pfb->FBP << 5;
dispinfo[i].tbw = pfb->FBW << 6;
dispinfo[i].tw = (pd->DW + 1) / magh;
dispinfo[i].th = (pd->DH + 1) / magv;
dispinfo[i].psm = pfb->PSM;
// hack!!
// 2 * dispinfo[i].tw / dispinfo[i].th <= 1, metal slug 4
if( bInterlace && 2 * dispinfo[i].tw / dispinfo[i].th <= 1 && !(g_GameSettings&GAME_INTERLACE2X) ) {
dispinfo[i].th >>= 1;
}
}
//int dispwidth = max(dispinfo[0].tw, dispinfo[1].tw), dispheight = max(dispinfo[0].th, dispinfo[1].th);
// hack!, CMOD != 3, gradius
// if( SMODE2->INT && SMODE2->FFMD && SMODE1->CMOD == 3 && dispwidth <= 320)
// dispwidth *= 2;
// hack! makai
//if( !bInterlace && dispheight * 2 < dispwidth ) dispheight *= 2;
// start from the last circuit
for(int i = !PMODE->SLBG; i >= 0; --i) {
tex0Info& texframe = dispinfo[i];
if( texframe.th <= 1 )
continue;
GSRegDISPFB* pfb = i ? DISPFB2 : DISPFB1;
GSRegDISPLAY* pd = i ? DISPLAY2 : DISPLAY1;
Vector v, valpha;
u32 interlacetex = 0;
if( bInterlace ) {
texframe.th >>= 1;
// interlace mode
interlacetex = CreateInterlaceTex(2*texframe.th);
if( interlace == (conf.interlace&1) ) {
// pass if odd
valpha.z = 1.0f;
valpha.w = -0.4999f;
}
else {
// pass if even
valpha.z = -1.0f;
valpha.w = 0.5001f;
}
}
else {
if( SMODE2->INT && SMODE2->FFMD ) {
texframe.th >>= 1;
}
// always pass interlace test
valpha.z = 0;
valpha.w = 1;
}
int bpp = 4;
if( texframe.psm == 0x12 ) bpp = 3;
else if( texframe.psm & 2 ) bpp = 2;
// get the start and end addresses of the buffer
int start, end;
GetRectMemAddress(start, end, texframe.psm, 0, 0, texframe.tw, texframe.th, texframe.tbp0, texframe.tbw);
if( i == 0 ) {
// setup right blending
glEnable(GL_BLEND);
zgsBlendEquationSeparateEXT(GL_FUNC_ADD, GL_FUNC_ADD);
if( PMODE->MMOD ) {
glBlendColorEXT(PMODE->ALP*(1/255.0f), PMODE->ALP*(1/255.0f), PMODE->ALP*(1/255.0f), 0.5f);
s_srcrgb = GL_CONSTANT_COLOR_EXT;
s_dstrgb = GL_ONE_MINUS_CONSTANT_COLOR_EXT;
}
else {
s_srcrgb = GL_SRC_ALPHA;
s_dstrgb = GL_ONE_MINUS_SRC_ALPHA;
}
s_srcalpha = PMODE->AMOD ? GL_ZERO : GL_ONE;
s_dstalpha = PMODE->AMOD? GL_ONE : GL_ZERO;
zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha);
}
if( bUsingStencil ) {
glStencilMask(1<<i);
s_stencilmask = 1<<i;
GL_STENCILFUNC_SET();
}
if( texframe.psm == 0x12 ) {
ERROR_LOG("CRTC24!!!\n");
// assume that data is already in ptexMem (do Resolve?)
SETPIXELSHADER(ppsCRTC24[bInterlace].prog);
valpha.x = 0;
valpha.y = 1;
cgGLSetParameter4fv(ppsCRTC24[bInterlace].sOneColor, valpha);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
continue;
}
// first render the current render targets, then from ptexMem
if( texframe.psm == 1 ) {
valpha.x = 0;
valpha.y = 1;
}
else {
valpha.x = 1;
valpha.y = 0;
}
BOOL bSkip = 0;
BOOL bResolveTargs = 1;
//s_mapFrameHeights[s_nCurFrameMap][texframe.tbp0] = texframe.th;
list<CRenderTarget*> listTargs;
s_RTs.GetTargs(start, end, listTargs);
for(list<CRenderTarget*>::iterator it = listTargs.begin(); it != listTargs.end(); ) {
CRenderTarget* ptarg = *it;
if( ptarg->fbw == texframe.tbw && !(ptarg->status&CRenderTarget::TS_NeedUpdate) && ((256/bpp)*(texframe.tbp0-ptarg->fbp))%texframe.tbw == 0 ) {
if( ptarg->fbp != texframe.tbp0 ) {
// look for a better target (metal slug 5)
list<CRenderTarget*>::iterator itbetter;
for(itbetter = listTargs.begin(); itbetter != listTargs.end(); ++itbetter ) {
if( (*itbetter)->fbp == texframe.tbp0 )
break;
}
if( itbetter != listTargs.end() ) {
it = listTargs.erase(it);
continue;
}
}
if( g_bSaveFinalFrame )
SaveTexture("frame1.tga", GL_TEXTURE_RECTANGLE_NV, ptarg->ptex, ptarg->fbw<<s_AAx, ptarg->fbh<<s_AAy);
int dby = pfb->DBY;
int movy = 0;
// determine the rectangle to render
if( ptarg->fbp < texframe.tbp0 ) {
dby += (256/bpp)*(texframe.tbp0-ptarg->fbp)/texframe.tbw;
}
else if( ptarg->fbp > texframe.tbp0 ) {
dby -= (256/bpp)*(ptarg->fbp-texframe.tbp0)/texframe.tbw;
if( dby < 0 ) {
movy = -dby;
dby = 0;
}
}
int dh = min(ptarg->fbh - dby, texframe.th-movy);
if( dh >= 64 ) {
if( ptarg->fbh - dby < texframe.th-movy && !bUsingStencil ) {
if( !bUsingStencil ) {
glClear(GL_STENCIL_BUFFER_BIT);
}
bUsingStencil = 1;
glEnable(GL_STENCIL_TEST);
GL_STENCILFUNC(GL_NOTEQUAL, 3, 1<<i);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(1<<i);
}
float fiw = 1.0f / texframe.tbw;
float fih = 1.0f / ptarg->fbh;
// tex coords
v = Vector((float)(texframe.tw << s_AAx), (float)(dh << s_AAy), (float)(pfb->DBX << s_AAx), (float)(dby<<s_AAy)-0.5f);
cgGLSetParameter4fv(pvsBitBlt.sBitBltTex, v);
// dest rect
v.x = 1;
v.y = dh/(float)texframe.th;
v.z = 0;
v.w = 1-v.y;
if( movy > 0 )
v.w -= movy/(float)texframe.th;
if (bInterlace && interlace == (conf.interlace&1) ) {
// move down by 1 pixel
v.w += 1.0f / (float)dh;
}
AdjustTransToAspect(v, 640, 480);
cgGLSetParameter4fv(pvsBitBlt.sBitBltPos, v);
cgGLSetParameter4fv(pvsBitBlt.fBitBltTrans, Vector(fih * 0.5f, fih * -0.5f, fih * 0.5f, fih * 0.5f));
// use g_fInvTexDims to store inverse texture dims
if( ppsCRTCTarg[bInterlace].sInvTexDims ) {
v.x = fiw;
v.y = fih;
v.z = 0;
cgGLSetParameter4fv(ppsCRTCTarg[bInterlace].sInvTexDims, v);
}
cgGLSetParameter4fv(ppsCRTCTarg[bInterlace].sOneColor, valpha);
// inside vb[0]'s target area, so render that region only
cgGLSetTextureParameter(ppsCRTCTarg[bInterlace].sFinal, ptarg->ptex);
cgGLEnableTextureParameter(ppsCRTCTarg[bInterlace].sFinal);
if( interlacetex != 0 ) {
cgGLSetTextureParameter(ppsCRTCTarg[bInterlace].sInterlace, interlacetex);
cgGLEnableTextureParameter(ppsCRTCTarg[bInterlace].sInterlace);
}
SETPIXELSHADER(ppsCRTCTarg[bInterlace].prog);
GL_REPORT_ERRORD();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//SaveRenderTarget("temp.tga", nBackbufferWidth, nBackbufferHeight, 0);
if( abs(dh - (int)texframe.th) <= 1 ) {
bSkip = 1;
break;
}
if( abs(dh - (int)ptarg->fbh) <= 1 ) {
it = listTargs.erase(it);
continue;
}
}
}
++it;
}
if( !bSkip ) {
for(list<CRenderTarget*>::iterator it = listTargs.begin(); it != listTargs.end(); ++it)
(*it)->Resolve();
// context has to be 0
CMemoryTarget* pmemtarg = g_MemTargs.GetMemoryTarget(texframe, 1);
SetTexVariablesInt(0, g_bCRTCBilinear?2:0, texframe, pmemtarg, &ppsCRTC[bInterlace], 1);
cgGLSetTextureParameter(ppsCRTC[bInterlace].sMemory, pmemtarg->ptex->tex);
cgGLEnableTextureParameter(ppsCRTC[bInterlace].sMemory);
if( g_bSaveFinalFrame )
SaveTex(&texframe, g_bSaveFinalFrame-1>0);
// finally render from the memory (note that the stencil buffer will keep previous regions)
v = Vector(1,1,0,0);
if (bInterlace && interlace == (conf.interlace)) {
// move down by 1 pixel
v.w += 1.0f / (float)texframe.th;
}
cgGLSetParameter4fv(ppsCRTC[bInterlace].sOneColor, valpha);
AdjustTransToAspect(v, 640, 480);
cgGLSetParameter4fv(pvsBitBlt.sBitBltPos, v);
float fih = 1.0f / (float)texframe.th;
if( g_bCRTCBilinear )
cgGLSetParameter4fv(pvsBitBlt.sBitBltTex, Vector(texframe.tw,texframe.th,-0.5f,-0.5f));
else
cgGLSetParameter4fv(pvsBitBlt.sBitBltTex, Vector(1,1,-0.5f/(float)texframe.tw,-0.5f/(float)texframe.th));
cgGLSetParameter4fv(pvsBitBlt.fBitBltTrans, Vector(fih * 0.5f, fih * -0.5f, fih * 0.5f, fih * 0.5f));
// use g_fInvTexDims to store inverse texture dims
if( ppsCRTC[bInterlace].sInvTexDims ) {
v.x = 1.0f / (float)texframe.tw;
v.y = fih;
v.z = 0;//-0.5f * v.x;
v.w = -0.5f * fih;
cgGLSetParameter4fv(ppsCRTC[bInterlace].sInvTexDims, v);
}
if( interlacetex != 0 ) {
cgGLSetTextureParameter(ppsCRTC[bInterlace].sInterlace, interlacetex);
cgGLEnableTextureParameter(ppsCRTC[bInterlace].sInterlace);
}
SETPIXELSHADER(ppsCRTC[bInterlace].prog);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
GL_REPORT_ERRORD();
if(1) {// || !bInterlace) {
glDisable(GL_BLEND);
ProcessMessages();
if( g_bMakeSnapshot ) {
char str[64];
int left = 200, top = 15;
sprintf(str, "ZeroGS %d.%d.%d - %.1f fps %s", zgsrevision, zgsbuild, zgsminor, fFPS, s_frameskipping?" - frameskipping":"");
DrawText(str, left+1, top+1, 0xff000000);
DrawText(str, left, top, 0xffc0ffff);
}
if( g_bDisplayFPS ) {
char str[64];
int left = 10, top = 15;
sprintf(str, "%.1f fps", fFPS);
DrawText(str, left+1, top+1, 0xff000000);
DrawText(str, left, top, 0xffc0ffff);
}
if (glGetError() != GL_NO_ERROR) DEBUG_LOG("glerror before swap!\n");
#ifdef _WIN32
static u32 lastswaptime = 0;
//if( timeGetTime() - lastswaptime > 14 ) {
SwapBuffers(hDC);
lastswaptime = timeGetTime();
//}
#else
GLWin.SwapBuffers();
#endif
// if( glGetError() != GL_NO_ERROR) {
// // device is lost, need to recreate
// ERROR_LOG("device lost\n");
// g_bIsLost = TRUE;
// Reset();
// return;
// }
if( conf.options & GSOPTION_WIREFRAME ) {
// clear all targets
s_nWireframeCount = 1;
}
if( g_bMakeSnapshot ) {
if( SaveRenderTarget(strSnapshot != ""?strSnapshot.c_str():"temp.jpg", nBackbufferWidth, -nBackbufferHeight, 0)) {//(conf.options&GSOPTION_TGASNAP)?0:1) ) {
char str[255];
sprintf(str, "saved %s\n", strSnapshot.c_str());
AddMessage(str, 500);
}
g_bMakeSnapshot = 0;
}
if( s_avicapturing ) {
CaptureFrame();
}
if( s_nNewWidth >= 0 && s_nNewHeight >= 0 && !g_bIsLost ) {
Reset();
ChangeDeviceSize(s_nNewWidth, s_nNewHeight);
s_nNewWidth = s_nNewHeight = -1;
}
// switch the fbp lists
// s_nCurFBPSet ^= 1;
// s_setFBP[s_nCurFBPSet].clear();
//s_nCurFrameMap ^= 1;
//s_mapFrameHeights[s_nCurFrameMap].clear();
}
// switch back to rendering to textures
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer );
g_MemTargs.DestroyCleared();
if( s_vecTempTextures.size() > 0 )
glDeleteTextures((GLsizei)s_vecTempTextures.size(), &s_vecTempTextures[0]);
s_vecTempTextures.clear();
if( EXTWRITE->WRITE&1 ) {
WARN_LOG("EXTWRITE\n");
ExtWrite();
EXTWRITE->WRITE = 0;
}
if( conf.options & GSOPTION_WIREFRAME ) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glEnable(GL_SCISSOR_TEST);
if( icurctx >= 0 ) {
vb[icurctx].bVarsSetTarg = FALSE;
vb[icurctx].bVarsTexSync = FALSE;
vb[0].bVarsTexSync = FALSE;
}
// statistics
if( s_nWriteDepthCount > 0 ) {
assert( conf.mrtdepth );
if( --s_nWriteDepthCount <= 0 ) {
s_bWriteDepth = FALSE;
}
}
if( s_nWriteDestAlphaTest > 0 ) {
if( --s_nWriteDestAlphaTest <= 0 ) {
s_bDestAlphaTest = FALSE;
}
}
if( g_GameSettings & GAME_AUTORESET ) {
s_nResolveCounts[s_nCurResolveIndex] = s_nResolved;
s_nCurResolveIndex = (s_nCurResolveIndex+1)%ARRAY_SIZE(s_nResolveCounts);
int total = 0;
for(int i = 0; i < ARRAY_SIZE(s_nResolveCounts); ++i) total += s_nResolveCounts[i];
if( total / ARRAY_SIZE(s_nResolveCounts) > 3 ) {
if( s_nLastResolveReset > (int)(fFPS * 8) ) {
// reset
ERROR_LOG("video mem reset\n");
s_nLastResolveReset = 0;
memset(s_nResolveCounts, 0, sizeof(s_nResolveCounts));
s_RTs.ResolveAll();
s_RTs.Destroy();
s_DepthRTs.ResolveAll();
s_DepthRTs.Destroy();
vb[0].prndr = NULL; vb[0].pdepth = NULL; vb[0].bNeedFrameCheck = 1; vb[0].bNeedZCheck = 1;
vb[1].prndr = NULL; vb[1].pdepth = NULL; vb[1].bNeedFrameCheck = 1; vb[1].bNeedZCheck = 1;
}
}
s_nLastResolveReset++;
}
if( s_nResolved > 8 ) s_nResolved = 2;
else if( s_nResolved > 0 ) --s_nResolved;
if( g_nDepthUsed > 0 ) --g_nDepthUsed;
s_ClutResolve = 0;
g_nDepthUpdateCount = 0;
maxmin = 608;
}
//////////////////////////
// Internal Definitions //
//////////////////////////
__forceinline void MOVZ(VertexGPU *p, u32 gsz, const VB& curvb)
{
p->z = curvb.zprimmask==0xffff?min((u32)0xffff, gsz):gsz;
}
__forceinline void MOVFOG(VertexGPU *p, Vertex gsf)
{
p->f = ((s16)(gsf).f<<7)|0x7f;
}
void SET_VERTEX(VertexGPU *p, int Index, const VB& curvb)
{
int index = Index;
p->x = (((int)gs.gsvertex[index].x - curvb.offset.x)>>1)&0xffff;
p->y = (((int)gs.gsvertex[index].y - curvb.offset.y)>>1)&0xffff;
/*x = ((int)gs.gsvertex[index].x - curvb.offset.x);
y = ((int)gs.gsvertex[index].y - curvb.offset.y);
p.x = (x&0x7fff) | (x < 0 ? 0x8000 : 0);
p.y = (y&0x7fff) | (y < 0 ? 0x8000 : 0);*/
p->f = ((s16)gs.gsvertex[index].f<<7)|0x7f;
MOVZ(p, gs.gsvertex[index].z, curvb);
p->rgba = prim->iip ? gs.gsvertex[index].rgba : gs.rgba;
if ((g_GameSettings & GAME_TEXAHACK) && !(p->rgba&0xffffff))
p->rgba = 0;
if (prim->tme )
{
if( prim->fst )
{
p->s = (float)gs.gsvertex[index].u * fiTexWidth[prim->ctxt];
p->t = (float)gs.gsvertex[index].v * fiTexHeight[prim->ctxt];
p->q = 1;
}
else
{
p->s = gs.gsvertex[index].s;
p->t = gs.gsvertex[index].t;
p->q = gs.gsvertex[index].q;
}
}
}
#define OUTPUT_VERT(fn, vert, id) { \
fn("%c%d(%d): xyzf=(%4d,%4d,0x%x,%3d), rgba=0x%8.8x, stq = (%2.5f,%2.5f,%2.5f)\n", id==0?'*':' ', id, prim->prim, vert.x/8, vert.y/8, vert.z, vert.f/128, \
vert.rgba, Clamp(vert.s, -10, 10), Clamp(vert.t, -10, 10), Clamp(vert.q, -10, 10)); \
} \
void ZeroGS::KickPoint()
{
assert( gs.primC >= 1 );
VB& curvb = vb[prim->ctxt];
if (curvb.bNeedTexCheck) curvb.FlushTexData();
if ((vb[!prim->ctxt].nCount > 0) && (vb[prim->ctxt].gsfb.fbp == vb[!prim->ctxt].gsfb.fbp))
{
assert( vb[prim->ctxt].nCount == 0 );
Flush(!prim->ctxt);
}
curvb.NotifyWrite(1);
int last = (gs.primIndex+2)%ARRAY_SIZE(gs.gsvertex);
VertexGPU* p = curvb.pBufferData+curvb.nCount;
SET_VERTEX(&p[0], last, curvb);
curvb.nCount++;
#ifdef PRIM_LOG
OUTPUT_VERT(PRIM_LOG, p[0], 0);
#endif
}
void ZeroGS::KickLine()
{
assert( gs.primC >= 2 );
VB& curvb = vb[prim->ctxt];
if( curvb.bNeedTexCheck )
curvb.FlushTexData();
if( vb[!prim->ctxt].nCount > 0 && vb[prim->ctxt].gsfb.fbp == vb[!prim->ctxt].gsfb.fbp )
{
assert( vb[prim->ctxt].nCount == 0 );
Flush(!prim->ctxt);
}
curvb.NotifyWrite(2);
int next = (gs.primIndex+1)%ARRAY_SIZE(gs.gsvertex);
int last = (gs.primIndex+2)%ARRAY_SIZE(gs.gsvertex);
VertexGPU* p = curvb.pBufferData+curvb.nCount;
SET_VERTEX(&p[0], next, curvb);
SET_VERTEX(&p[1], last, curvb);
curvb.nCount += 2;
#ifdef PRIM_LOG
OUTPUT_VERT(PRIM_LOG, p[0], 0);
OUTPUT_VERT(PRIM_LOG, p[1], 1);
#endif
}
void ZeroGS::KickTriangle()
{
assert( gs.primC >= 3 );
VB& curvb = vb[prim->ctxt];
if (curvb.bNeedTexCheck) curvb.FlushTexData();
if ((vb[!prim->ctxt].nCount > 0) && (vb[prim->ctxt].gsfb.fbp == vb[!prim->ctxt].gsfb.fbp))
{
assert( vb[prim->ctxt].nCount == 0 );
Flush(!prim->ctxt);
}
curvb.NotifyWrite(3);
VertexGPU* p = curvb.pBufferData+curvb.nCount;
SET_VERTEX(&p[0], 0, curvb);
SET_VERTEX(&p[1], 1, curvb);
SET_VERTEX(&p[2], 2, curvb);
curvb.nCount += 3;
#ifdef PRIM_LOG
OUTPUT_VERT(PRIM_LOG, p[0], 0);
OUTPUT_VERT(PRIM_LOG, p[1], 1);
OUTPUT_VERT(PRIM_LOG, p[2], 2);
#endif
}
void ZeroGS::KickTriangleFan()
{
assert( gs.primC >= 3 );
VB& curvb = vb[prim->ctxt];
if (curvb.bNeedTexCheck) curvb.FlushTexData();
if ((vb[!prim->ctxt].nCount > 0) && (vb[prim->ctxt].gsfb.fbp == vb[!prim->ctxt].gsfb.fbp))
{
assert( vb[prim->ctxt].nCount == 0 );
Flush(!prim->ctxt);
}
curvb.NotifyWrite(3);
VertexGPU* p = curvb.pBufferData+curvb.nCount;
SET_VERTEX(&p[0], 0, curvb);
SET_VERTEX(&p[1], 1, curvb);
SET_VERTEX(&p[2], 2, curvb);
curvb.nCount += 3;
// add 1 to skip the first vertex
if (gs.primIndex == gs.nTriFanVert)
gs.primIndex = (gs.primIndex+1)%ARRAY_SIZE(gs.gsvertex);
#ifdef PRIM_LOG
OUTPUT_VERT(PRIM_LOG, p[0], 0);
OUTPUT_VERT(PRIM_LOG, p[1], 1);
OUTPUT_VERT(PRIM_LOG, p[2], 2);
#endif
}
void SetKickVertex(VertexGPU *p, Vertex v, int next, const VB& curvb)
{
SET_VERTEX(p, next, curvb);
MOVZ(p, v.z, curvb);
MOVFOG(p, v);
}
void ZeroGS::KickSprite()
{
assert( gs.primC >= 2 );
VB& curvb = vb[prim->ctxt];
if (curvb.bNeedTexCheck) curvb.FlushTexData();
if ((vb[!prim->ctxt].nCount > 0) && (vb[prim->ctxt].gsfb.fbp == vb[!prim->ctxt].gsfb.fbp))
{
assert( vb[prim->ctxt].nCount == 0 );
Flush(!prim->ctxt);
}
curvb.NotifyWrite(6);
int next = (gs.primIndex+1)%ARRAY_SIZE(gs.gsvertex);
int last = (gs.primIndex+2)%ARRAY_SIZE(gs.gsvertex);
// sprite is too small and AA shows lines (tek4)
if ( s_AAx )
{
gs.gsvertex[last].x += 4;
if( s_AAy ) gs.gsvertex[last].y += 4;
}
// might be bad sprite (KH dialog text)
//if( gs.gsvertex[next].x == gs.gsvertex[last].x || gs.gsvertex[next].y == gs.gsvertex[last].y )
//return;
VertexGPU* p = curvb.pBufferData+curvb.nCount;
SetKickVertex(&p[0], gs.gsvertex[last], next, curvb);
SetKickVertex(&p[3], gs.gsvertex[last], next, curvb);
SetKickVertex(&p[1], gs.gsvertex[last], last, curvb);
SetKickVertex(&p[4], gs.gsvertex[last], last, curvb);
SetKickVertex(&p[2], gs.gsvertex[last], next, curvb);
p[2].s = p[1].s;
p[2].x = p[1].x;
SetKickVertex(&p[5], gs.gsvertex[last], last, curvb);
p[5].s = p[0].s;
p[5].x = p[0].x;
curvb.nCount += 6;
#ifdef PRIM_LOG
OUTPUT_VERT(PRIM_LOG, p[0], 0);
OUTPUT_VERT(PRIM_LOG, p[1], 1);
#endif
}
void ZeroGS::KickDummy()
{
//GREG_LOG("Kicking bad primitive: %.8x\n", *(u32*)prim);
}
__forceinline void ZeroGS::RenderFBA(const VB& curvb, CGparameter sOneColor)
{
// add fba to all pixels
GL_STENCILFUNC(GL_ALWAYS, STENCIL_FBA, 0xff);
glStencilMask(STENCIL_CLEAR);
glStencilOp(GL_ZERO, GL_KEEP, GL_REPLACE);
glDisable(GL_DEPTH_TEST);
glDepthMask(0);
glColorMask(0,0,0,0);
if( s_bWriteDepth ) ResetRenderTarget(1);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, 1);
Vector v;
v.x = 1; v.y = 2; v.z = 0; v.w = 0;
cgGLSetParameter4fv(sOneColor, v);
DRAW();
if( !curvb.test.ate )
glDisable(GL_ALPHA_TEST);
else
glAlphaFunc(g_dwAlphaCmp[curvb.test.atst], b2XAlphaTest ? min(1.0f,curvb.test.aref*(1/127.5f)) : curvb.test.aref*(1/255.0f));
// reset (not necessary)
GL_COLORMASK(s_dwColorWrite);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
if( !curvb.zbuf.zmsk )
{
glDepthMask(1);
assert( curvb.pdepth != NULL );
if( s_bWriteDepth ) curvb.pdepth->SetRenderTarget(1);
}
GL_ZTEST(curvb.test.zte);
}
__forceinline void ZeroGS::RenderAlphaTest(const VB& curvb, CGparameter sOneColor)
{
if( !g_bUpdateStencil ) return;
if( curvb.test.ate )
if( curvb.test.afail == 1 ) glDisable(GL_ALPHA_TEST);
glDepthMask(0);
glColorMask(0,0,0,0);
Vector v;
v.x = 1; v.y = 2; v.z = 0; v.w = 0;
cgGLSetParameter4fv(sOneColor, v);
if (s_bWriteDepth) ResetRenderTarget(1);
// or a 1 to the stencil buffer wherever alpha passes
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
s_stencilfunc = GL_ALWAYS;
glEnable(GL_STENCIL_TEST);
if( !s_bDestAlphaTest )
{
// clear everything
s_stencilref = 0;
glStencilMask(STENCIL_CLEAR);
glDisable(GL_ALPHA_TEST);
GL_STENCILFUNC_SET();
DRAW();
if( curvb.test.ate && curvb.test.afail != 1 && USEALPHATESTING )
glEnable(GL_ALPHA_TEST);
}
if( curvb.test.ate && curvb.test.atst>1 && curvb.test.aref > 0x80)
{
v.x = 1; v.y = 1; v.z = 0; v.w = 0;
cgGLSetParameter4fv(sOneColor, v);
glAlphaFunc(g_dwAlphaCmp[curvb.test.atst], curvb.test.aref*(1/255.0f));
}
s_stencilref = STENCIL_SPECIAL;
glStencilMask(STENCIL_SPECIAL);
GL_STENCILFUNC_SET();
glDisable(GL_DEPTH_TEST);
DRAW();
if( curvb.test.zte )
glEnable(GL_DEPTH_TEST);
GL_ALPHATEST(0);
GL_COLORMASK(s_dwColorWrite);
if( !curvb.zbuf.zmsk )
{
glDepthMask(1);
// set rt next level
if (s_bWriteDepth) curvb.pdepth->SetRenderTarget(1);
}
}
__forceinline void ZeroGS::RenderStencil(const VB& curvb, u32 dwUsingSpecialTesting)
{
//NOTE: This stencil hack for dest alpha testing ONLY works when
// the geometry in one DrawPrimitive call does not overlap
// mark the stencil buffer for the new data's bits (mark 4 if alpha is >= 0xff)
// mark 4 if a pixel was written (so that the stencil buf can be changed with new values)
glStencilMask(STENCIL_PIXELWRITE);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
s_stencilmask = (curvb.test.date?STENCIL_ALPHABIT:0)|(dwUsingSpecialTesting?STENCIL_SPECIAL:0);
s_stencilfunc = s_stencilmask ? GL_EQUAL : GL_ALWAYS;
s_stencilref = curvb.test.date*curvb.test.datm|STENCIL_PIXELWRITE|(dwUsingSpecialTesting?STENCIL_SPECIAL:0);
GL_STENCILFUNC_SET();
}
__forceinline void ZeroGS::ProcessStencil(const VB& curvb)
{
assert( !curvb.fba.fba );
// set new alpha bit
glStencilMask(STENCIL_ALPHABIT);
GL_STENCILFUNC(GL_EQUAL, STENCIL_PIXELWRITE, STENCIL_PIXELWRITE|STENCIL_FBA);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glDisable(GL_DEPTH_TEST);
glDepthMask(0);
glColorMask(0,0,0,0);
if (s_bWriteDepth) ResetRenderTarget(1);
GL_ALPHATEST(0);
SETPIXELSHADER(ppsOne.prog);
DRAW();
// process when alpha >= 0xff
GL_STENCILFUNC(GL_EQUAL, STENCIL_PIXELWRITE|STENCIL_FBA|STENCIL_ALPHABIT, STENCIL_PIXELWRITE|STENCIL_FBA);
DRAW();
// clear STENCIL_PIXELWRITE bit
glStencilMask(STENCIL_CLEAR);
GL_STENCILFUNC(GL_ALWAYS, 0, STENCIL_PIXELWRITE|STENCIL_FBA);
DRAW();
// restore state
GL_COLORMASK(s_dwColorWrite);
if( curvb.test.ate && USEALPHATESTING)
glEnable(GL_ALPHA_TEST);
if( !curvb.zbuf.zmsk ) {
glDepthMask(1);
if( s_bWriteDepth ) {
assert( curvb.pdepth != NULL );
curvb.pdepth->SetRenderTarget(1);
}
}
GL_ZTEST(curvb.test.zte);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
__forceinline void ZeroGS::ProcessFBA(const VB& curvb, CGparameter sOneColor)
{
if( (curvb.frame.fbm&0x80000000) ) return;
// add fba to all pixels that were written and alpha was less than 0xff
glStencilMask(STENCIL_ALPHABIT);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
GL_STENCILFUNC(GL_EQUAL, STENCIL_FBA|STENCIL_PIXELWRITE|STENCIL_ALPHABIT, STENCIL_PIXELWRITE|STENCIL_FBA);
glDisable(GL_DEPTH_TEST);
glDepthMask(0);
glColorMask(0,0,0,1);
if( s_bWriteDepth ) {
ResetRenderTarget(1);
}
// processes the pixels with ALPHA < 0x80*2
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_LEQUAL, 1);
// add 1 to dest
GL_BLEND_ALPHA(GL_ONE, GL_ONE);
GL_BLENDEQ_ALPHA(GL_FUNC_ADD);
float f = 1;
cgGLSetParameter4fv(sOneColor, &f);
SETPIXELSHADER(ppsOne.prog);
DRAW();
glDisable(GL_ALPHA_TEST);
// reset bits
glStencilMask(STENCIL_CLEAR);
GL_STENCILFUNC(GL_GREATER, 0, STENCIL_PIXELWRITE|STENCIL_FBA);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
DRAW();
if( curvb.test.atst && USEALPHATESTING) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(g_dwAlphaCmp[curvb.test.atst], b2XAlphaTest ? min(1.0f,curvb.test.aref*(1/127.5f)) : curvb.test.aref*(1/255.0f));
}
// restore (SetAlphaVariables)
GL_BLEND_ALPHA(GL_ONE, GL_ZERO);
if(vAlphaBlendColor.y<0) GL_BLENDEQ_ALPHA(GL_FUNC_REVERSE_SUBTRACT);
// reset (not necessary)
GL_COLORMASK(s_dwColorWrite);
if( !curvb.zbuf.zmsk ) {
glDepthMask(1);
if (s_bWriteDepth) curvb.pdepth->SetRenderTarget(1);
}
GL_ZTEST(curvb.test.zte);
}
inline void ZeroGS::SetContextTarget(int context)
{
VB& curvb = vb[context];
GL_REPORT_ERRORD();
if( curvb.prndr == NULL )
curvb.prndr = s_RTs.GetTarg(curvb.frame, 0, GET_MAXHEIGHT(curvb.gsfb.fbp, curvb.gsfb.fbw, curvb.gsfb.psm));
// make sure targets are valid
if( curvb.pdepth == NULL ) {
frameInfo f;
f.fbp = curvb.zbuf.zbp;
f.fbw = curvb.frame.fbw;
f.fbh = curvb.prndr->fbh;
f.psm = curvb.zbuf.psm;
f.fbm = 0;
curvb.pdepth = (CDepthTarget*)s_DepthRTs.GetTarg(f, CRenderTargetMngr::TO_DepthBuffer|CRenderTargetMngr::TO_StrictHeight|
(curvb.zbuf.zmsk?CRenderTargetMngr::TO_Virtual:0), GET_MAXHEIGHT(curvb.zbuf.zbp, curvb.gsfb.fbw, 0));
}
assert( curvb.prndr != NULL && curvb.pdepth != NULL );
assert( curvb.pdepth->fbh == curvb.prndr->fbh );
if( curvb.pdepth->status & CRenderTarget::TS_Virtual) {
if( !curvb.zbuf.zmsk ) {
CRenderTarget* ptemp = s_DepthRTs.Promote(curvb.pdepth->fbp|(curvb.pdepth->fbw<<16));
assert( ptemp == curvb.pdepth );
}
else
curvb.pdepth->status &= ~CRenderTarget::TS_NeedUpdate;
}
BOOL bSetTarg = 1;
if( curvb.pdepth->status & CRenderTarget::TS_NeedUpdate ) {
assert( !(curvb.pdepth->status & CRenderTarget::TS_Virtual) );
// don't update if virtual
curvb.pdepth->Update(context, curvb.prndr);
bSetTarg = 0;
}
GL_REPORT_ERRORD();
if( curvb.prndr->status & CRenderTarget::TS_NeedUpdate ) {
// if(bSetTarg s_bWriteDepth ) {
// if( s_bWriteDepth ) {
// curvb.pdepth->SetRenderTarget(1);
// curvb.pdepth->SetDepthStencilSurface();
// }
// else curvb.pdepth->SetDepthStencilSurface();
// }
curvb.prndr->Update(context, curvb.pdepth);
}
else {
//if( (vb[0].prndr != vb[1].prndr && vb[!context].bVarsSetTarg) || !vb[context].bVarsSetTarg )
curvb.prndr->SetRenderTarget(0);
//if( bSetTarg && ((vb[0].pdepth != vb[1].pdepth && vb[!context].bVarsSetTarg) || !vb[context].bVarsSetTarg) )
curvb.pdepth->SetDepthStencilSurface();
if (conf.mrtdepth && ZeroGS::IsWriteDepth()) curvb.pdepth->SetRenderTarget(1);
if (s_ptexCurSet[0] == curvb.prndr->ptex) s_ptexCurSet[0] = 0;
if (s_ptexCurSet[1] == curvb.prndr->ptex) s_ptexCurSet[1] = 0;
curvb.prndr->SetViewport();
}
curvb.prndr->SetTarget(curvb.frame.fbp, curvb.scissor, context);
if( (curvb.zbuf.zbp-curvb.pdepth->fbp) != (curvb.frame.fbp - curvb.prndr->fbp) && curvb.test.zte )
WARN_LOG("frame and zbuf not aligned\n");
curvb.bVarsSetTarg = TRUE;
if( vb[!context].prndr != curvb.prndr ) vb[!context].bVarsSetTarg = FALSE;
assert( !(curvb.prndr->status&CRenderTarget::TS_NeedUpdate) );
assert( curvb.pdepth == NULL || !(curvb.pdepth->status&CRenderTarget::TS_NeedUpdate) );
GL_REPORT_ERRORD();
}
void ZeroGS::SetTexVariables(int context, FRAGMENTSHADER* pfragment, int settexint)
{
if (!vb[context].curprim.tme) return;
DVProfileFunc _pf("SetTexVariables");
assert( !vb[context].bNeedTexCheck );
Vector v, v2;
tex0Info& tex0 = vb[context].tex0;
float fw = (float)tex0.tw;
float fh = (float)tex0.th;
if( !vb[context].bTexConstsSync ) {
// alpha and texture highlighting
Vector valpha, valpha2;
// if clut, use the frame format
int psm = tex0.psm;
if( PSMT_ISCLUT(tex0.psm) ) psm = tex0.cpsm;
int nNeedAlpha = (psm == 1 || psm == 2 || psm == 10);
Vector vblack;
vblack.x = vblack.y = vblack.z = vblack.w = 10;
switch(tex0.tfx) {
case 0:
valpha.z = 0; valpha.w = 0;
valpha2.x = 0; valpha2.y = 0;
valpha2.z = 2; valpha2.w = 1;
break;
case 1:
valpha.z = 0; valpha.w = 1;
valpha2.x = 1; valpha2.y = 0;
valpha2.z = 0; valpha2.w = 0;
break;
case 2:
valpha.z = 1; valpha.w = 1.0f;
valpha2.x = 0; valpha2.y = tex0.tcc ? 1.0f : 0.0f;
valpha2.z = 2; valpha2.w = 0;
break;
case 3:
valpha.z = 1; valpha.w = tex0.tcc ? 0.0f : 1.0f;
valpha2.x = 0; valpha2.y = tex0.tcc ? 1.0f : 0.0f;
valpha2.z = 2; valpha2.w = 0;
break;
}
if( tex0.tcc ) {
if( tex0.tfx == 1 ) {
//mode.x = 10;
valpha.z = 0; valpha.w = 0;
valpha2.x = 1; valpha2.y = 1;
valpha2.z = 0; valpha2.w = 0;
}
if( nNeedAlpha ) {
if( tex0.tfx == 0 ) {
// make sure alpha is mult by two when the output is Cv = Ct*Cf
valpha.x = 2*gs.texa.fta[0];
// if 24bit, always choose ta[0]
valpha.y = 2*gs.texa.fta[psm != 1];
valpha.y -= valpha.x;
}
else {
valpha.x = gs.texa.fta[0];
// if 24bit, always choose ta[0]
valpha.y = gs.texa.fta[psm != 1];
valpha.y -= valpha.x;
}
// need black detection
if( gs.texa.aem && psm == PSMCT24 )
vblack.w = 0;
}
else {
if( tex0.tfx == 0 ) {
valpha.x = 0;
valpha.y = 2;
}
else {
valpha.x = 0;
valpha.y = 1;
}
}
}
else {
// reset alpha to color
valpha.x = valpha.y = 0;
valpha.w = 1;
}
cgGLSetParameter4fv(pfragment->fTexAlpha, valpha);
cgGLSetParameter4fv(pfragment->fTexAlpha2, valpha2);
if( tex0.tcc && gs.texa.aem && (psm == PSMCT24 || psm == PSMCT16 || psm == PSMCT16S) )
cgGLSetParameter4fv(pfragment->fTestBlack, vblack);
// clamp relies on texture width
{
clampInfo* pclamp = &ZeroGS::vb[context].clamp;
Vector v, v2;
v.x = v.y = 0;
u32* ptex = ZeroGS::vb[context].ptexClamp;
ptex[0] = ptex[1] = 0;
float fw = ZeroGS::vb[context].tex0.tw;
float fh = ZeroGS::vb[context].tex0.th;
switch(pclamp->wms) {
case 0:
v2.x = -1e10; v2.z = 1e10;
break;
case 1: // pclamp
// suikoden5 movie text
v2.x = 0; v2.z = 1-0.5f/fw;
break;
case 2: // reg pclamp
v2.x = (pclamp->minu+0.5f)/fw; v2.z = (pclamp->maxu-0.5f)/fw;
break;
case 3: // region rep x
v.x = 0.9999f;
v.z = fw / (float)GPU_TEXMASKWIDTH;
v2.x = (float)GPU_TEXMASKWIDTH / fw;
v2.z = pclamp->maxu / fw;
if( pclamp->minu != g_PrevBitwiseTexX ) {
g_PrevBitwiseTexX = pclamp->minu;
ptex[0] = ZeroGS::s_BitwiseTextures.GetTex(pclamp->minu, 0);
}
break;
}
switch(pclamp->wmt) {
case 0:
v2.y = -1e10; v2.w = 1e10;
break;
case 1: // pclamp
// suikoden5 movie text
v2.y = 0; v2.w = 1-0.5f/fh;
break;
case 2: // reg pclamp
v2.y = (pclamp->minv+0.5f)/fh; v2.w = (pclamp->maxv-0.5f)/fh;
break;
case 3: // region rep y
v.y = 0.9999f;
v.w = fh / (float)GPU_TEXMASKWIDTH;
v2.y = (float)GPU_TEXMASKWIDTH / fh;
v2.w = pclamp->maxv / fh;
if( pclamp->minv != g_PrevBitwiseTexY ) {
g_PrevBitwiseTexY = pclamp->minv;
ptex[1] = ZeroGS::s_BitwiseTextures.GetTex(pclamp->minv, ptex[0]);
}
break;
}
if( pfragment->fTexWrapMode != 0 )
cgGLSetParameter4fv(pfragment->fTexWrapMode, v);
if( pfragment->fClampExts != 0 )
cgGLSetParameter4fv(pfragment->fClampExts, v2);
}
vb[context].bTexConstsSync = TRUE;
}
if(s_bTexFlush ) {
if( PSMT_ISCLUT(tex0.psm) )
texClutWrite(context);
else
s_bTexFlush = FALSE;
}
if( settexint ) {
CMemoryTarget* pmemtarg = g_MemTargs.GetMemoryTarget(tex0, 1);
if( vb[context].bVarsTexSync ) {
if( vb[context].pmemtarg != pmemtarg ) {
SetTexVariablesInt(context, GetTexFilter(vb[context].tex1), tex0, pmemtarg, pfragment, s_bForceTexFlush);
vb[context].bVarsTexSync = TRUE;
}
}
else {
SetTexVariablesInt(context, GetTexFilter(vb[context].tex1), tex0, pmemtarg, pfragment, s_bForceTexFlush);
vb[context].bVarsTexSync = TRUE;
INC_TEXVARS();
}
}
else {
vb[context].bVarsTexSync = FALSE;
}
}
void ZeroGS::SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, CMemoryTarget* pmemtarg, FRAGMENTSHADER* pfragment, int force)
{
DVProfileFunc _pf("SetTexVariablesInt");
Vector v;
assert( pmemtarg != NULL && pfragment != NULL);
float fw = (float)tex0.tw;
float fh = (float)tex0.th;
bool bUseBilinear = bilinear > 1 || (bilinear && conf.bilinear);
if( bUseBilinear ) {
v.x = (float)fw;
v.y = (float)fh;
v.z = 1.0f / (float)fw;
v.w = 1.0f / (float)fh;
if (pfragment->fRealTexDims)
cgGLSetParameter4fv(pfragment->fRealTexDims, v);
else
cgGLSetParameter4fv(cgGetNamedParameter(pfragment->prog,"g_fRealTexDims"),v);
}
if( m_Blocks[tex0.psm].bpp == 0 ) {
ERROR_LOG("Undefined tex psm 0x%x!\n", tex0.psm);
return;
}
const BLOCK& b = m_Blocks[tex0.psm];
float fbw = (float)tex0.tbw;
Vector vTexDims;
vTexDims.x = b.vTexDims.x * fw;
vTexDims.y = b.vTexDims.y * fh;
vTexDims.z = (float)BLOCK_TEXWIDTH*(0.002f / 64.0f + 0.01f/128.0f);
vTexDims.w = (float)BLOCK_TEXHEIGHT*0.2f/512.0f;
if( bUseBilinear ) {
vTexDims.x *= 1/128.0f;
vTexDims.y *= 1/512.0f;
vTexDims.z *= 1/128.0f;
vTexDims.w *= 1/512.0f;
}
float g_fitexwidth = g_fiGPU_TEXWIDTH/(float)pmemtarg->widthmult;
float g_texwidth = GPU_TEXWIDTH*(float)pmemtarg->widthmult;
float fpage = tex0.tbp0*(64.0f*g_fitexwidth) + 0.05f * g_fitexwidth;
float fpageint = floorf(fpage);
int starttbp = (int)fpage;
// 2048 is number of words to span one page
float fblockstride = (2048.0f /(float)(g_texwidth*BLOCK_TEXWIDTH)) * b.vTexDims.x * fbw;
assert( fblockstride >= 1.0f );
v.x = (float)(2048 * g_fitexwidth);
v.y = fblockstride;
v.z = g_fBlockMult/(float)pmemtarg->widthmult;
v.w = fpage-fpageint;
if( g_fBlockMult > 1 ) {
// make sure to divide by mult (since the G16R16 texture loses info)
v.z *= b.bpp * (1/32.0f);
}
cgGLSetParameter4fv(pfragment->fTexDims, vTexDims);
cgGLSetParameter4fv(pfragment->fTexBlock, &b.vTexBlock.x);
cgGLSetParameter4fv(pfragment->fTexOffset, v);
// get hardware texture dims
int texheight = (pmemtarg->realheight+pmemtarg->widthmult-1)/pmemtarg->widthmult;
int texwidth = GPU_TEXWIDTH*pmemtarg->widthmult*pmemtarg->channels;
v.y = 1;//(float)1.0f / (float)((pmemtarg->realheight+pmemtarg->widthmult-1)/pmemtarg->widthmult);
v.x = (fpageint-(float)pmemtarg->realy/(float)pmemtarg->widthmult+0.5f);//*v.y;
// v.x *= (float)texheight;
// v.y *= (float)texheight;
v.z = (float)texwidth;
if( !(g_nPixelShaderVer & SHADER_ACCURATE) || bUseBilinear )
v.w = 0.25f;
else
v.w = 0.5f;
cgGLSetParameter4fv(pfragment->fPageOffset, v);
if( force ) s_ptexCurSet[context] = pmemtarg->ptex->tex;
else s_ptexNextSet[context] = pmemtarg->ptex->tex;
vb[context].pmemtarg = pmemtarg;
vb[context].bVarsTexSync = FALSE;
}
#define SET_ALPHA_COLOR_FACTOR(sign) \
{ \
switch(a.c) \
{ \
case 0: \
vAlphaBlendColor.y = (sign) ? 2.0f*255.0f/256.0f : -2.0f*255.0f/256.0f; \
s_srcalpha = GL_ONE; \
s_alphaeq = (sign) ? GL_FUNC_ADD : GL_FUNC_REVERSE_SUBTRACT; \
break; \
\
case 1: \
/* if in 24 bit mode, dest alpha should be one */ \
switch(vb[icurctx].prndr->psm&0xf) \
{ \
case 0: \
bDestAlphaColor = (a.d!=2)&&((a.a==a.d)||(a.b==a.d)); \
break; \
\
case 1: \
/* dest alpha should be one */ \
bDestAlphaColor = 2; \
break; \
/* default: 16bit surface, so returned alpha is ok */ \
} \
break; \
\
case 2: \
bNeedBlendFactorInAlpha = 1; /* should disable alpha channel writing */ \
vAlphaBlendColor.y = 0; \
vAlphaBlendColor.w = (sign) ? (float)a.fix * (2.0f/255.0f) : (float)a.fix * (-2.0f/255.0f); \
usec = 0; /* change so that alpha comes from source*/ \
break; \
} \
} \
//if( a.fix <= 0x80 ) { \
// dwTemp = (a.fix*2)>255?255:(a.fix*2); \
// dwTemp = dwTemp|(dwTemp<<8)|(dwTemp<<16)|0x80000000; \
// printf("bfactor: %8.8x\n", dwTemp); \
// glBlendColorEXT(dwTemp); \
// } \
// else { \
void ZeroGS::ResetAlphaVariables()
{
}
void ZeroGS::SetAlphaVariables(const alphaInfo& a)
{
bool alphaenable = true;
// TODO: negative color when not clamping turns to positive???
g_vars._bAlphaState = 0; // set all to zero
bNeedBlendFactorInAlpha = 0;
b2XAlphaTest = 1;
u32 dwTemp = 0xffffffff;
// default
s_srcalpha = GL_ONE;
s_dstalpha = GL_ZERO;
s_alphaeq = GL_FUNC_ADD;
s_rgbeq = GL_FUNC_ADD;
s_alphaInfo = a;
vAlphaBlendColor = Vector(1,2*255.0f/256.0f,0,0);
u32 usec = a.c;
if( a.a == a.b )
{ // just d remains
if( a.d == 0 )
{
alphaenable = false;
}
else
{
s_dstrgb = a.d == 1 ? GL_ONE : GL_ZERO;
s_srcrgb = GL_ZERO;
s_rgbeq = GL_FUNC_ADD;
}
goto EndSetAlpha;
}
else if( a.d == 2 )
{ // zero
if( a.a == 2 )
{
// zero all color
s_srcrgb = GL_ZERO;
s_dstrgb = GL_ZERO;
goto EndSetAlpha;
}
else if( a.b == 2 )
{
//b2XAlphaTest = 1;
SET_ALPHA_COLOR_FACTOR(1);
if( bDestAlphaColor == 2 )
{
s_rgbeq = GL_FUNC_ADD;
s_srcrgb = a.a == 0 ? GL_ONE : GL_ZERO;
s_dstrgb = a.a == 0 ? GL_ZERO : GL_ONE;
}
else
{
bAlphaClamping = 2;
s_rgbeq = GL_FUNC_ADD;
s_srcrgb = a.a == 0 ? blendalpha[usec] : GL_ZERO;
s_dstrgb = a.a == 0 ? GL_ZERO : blendalpha[usec];
}
goto EndSetAlpha;
}
// nothing is zero, so must do some real blending
//b2XAlphaTest = 1;
bAlphaClamping = 3;
SET_ALPHA_COLOR_FACTOR(1);
s_rgbeq = a.a == 0 ? GL_FUNC_SUBTRACT : GL_FUNC_REVERSE_SUBTRACT;
s_srcrgb = bDestAlphaColor == 2 ? GL_ONE : blendalpha[usec];
s_dstrgb = bDestAlphaColor == 2 ? GL_ONE : blendalpha[usec];
}
else if( a.a == 2 )
{ // zero
//b2XAlphaTest = 1;
bAlphaClamping = 1; // min testing
SET_ALPHA_COLOR_FACTOR(1);
if( a.b == a.d )
{
// can get away with 1-A
s_rgbeq = GL_FUNC_ADD;
s_srcrgb = (a.b == 0 && bDestAlphaColor != 2) ? blendinvalpha[usec] : GL_ZERO;
s_dstrgb = (a.b == 0 || bDestAlphaColor == 2) ? GL_ZERO : blendinvalpha[usec];
}
else
{
s_rgbeq = a.b==0 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_SUBTRACT;
s_srcrgb = (a.b == 0 && bDestAlphaColor != 2) ? blendalpha[usec] : GL_ONE;
s_dstrgb = (a.b == 0 || bDestAlphaColor == 2 ) ? GL_ONE : blendalpha[usec];
}
}
else if( a.b == 2 )
{
bAlphaClamping = 2; // max testing
SET_ALPHA_COLOR_FACTOR(a.a!=a.d);
if( a.a == a.d )
{
// can get away with 1+A, but need to set alpha to negative
s_rgbeq = GL_FUNC_ADD;
if( bDestAlphaColor == 2 )
{
assert(usec==1);
// all ones
bNeedBlendFactorInAlpha = 1;
vAlphaBlendColor.y = 0;
vAlphaBlendColor.w = -1;
s_srcrgb = (a.a == 0) ? GL_ONE_MINUS_SRC_ALPHA : GL_ZERO;
s_dstrgb = (a.a == 0) ? GL_ZERO : GL_ONE_MINUS_SRC_ALPHA;
}
else
{
s_srcrgb = a.a == 0 ? blendinvalpha[usec] : GL_ZERO;
s_dstrgb = a.a == 0 ? GL_ZERO : blendinvalpha[usec];
}
}
else
{
//b2XAlphaTest = 1;
s_rgbeq = GL_FUNC_ADD;
s_srcrgb = (a.a == 0 && bDestAlphaColor != 2) ? blendalpha[usec] : GL_ONE;
s_dstrgb = (a.a == 0 || bDestAlphaColor == 2) ? GL_ONE : blendalpha[usec];
}
}
else
{
// all 3 components are valid!
bAlphaClamping = 3; // all testing
SET_ALPHA_COLOR_FACTOR(a.a!=a.d);
if( a.a == a.d )
{
// can get away with 1+A, but need to set alpha to negative
s_rgbeq = GL_FUNC_ADD;
if( bDestAlphaColor == 2 )
{
assert(usec==1);
// all ones
bNeedBlendFactorInAlpha = 1;
vAlphaBlendColor.y = 0;
vAlphaBlendColor.w = -1;
s_srcrgb = a.a == 0 ? GL_ONE_MINUS_SRC_ALPHA : GL_SRC_ALPHA;
s_dstrgb = a.a == 0 ? GL_SRC_ALPHA : GL_ONE_MINUS_SRC_ALPHA;
}
else
{
s_srcrgb = a.a == 0 ? blendinvalpha[usec] : blendalpha[usec];
s_dstrgb = a.a == 0 ? blendalpha[usec] : blendinvalpha[usec];
}
}
else
{
assert(a.b == a.d);
s_rgbeq = GL_FUNC_ADD;
if( bDestAlphaColor == 2 )
{
assert(usec==1);
// all ones
bNeedBlendFactorInAlpha = 1;
vAlphaBlendColor.y = 0;
vAlphaBlendColor.w = 1;
s_srcrgb = a.a != 0 ? GL_ONE_MINUS_SRC_ALPHA : GL_SRC_ALPHA;
s_dstrgb = a.a != 0 ? GL_SRC_ALPHA : GL_ONE_MINUS_SRC_ALPHA;
}
else
{
//b2XAlphaTest = 1;
s_srcrgb = a.a != 0 ? blendinvalpha[usec] : blendalpha[usec];
s_dstrgb = a.a != 0 ? blendalpha[usec] : blendinvalpha[usec];
}
}
}
EndSetAlpha:
GL_BLEND_SET();
zgsBlendEquationSeparateEXT(s_rgbeq, s_alphaeq);
if( alphaenable )
glEnable(GL_BLEND); // always set
else
glDisable(GL_BLEND);
INC_ALPHAVARS();
}
void ZeroGS::SetWriteDepth()
{
if( conf.mrtdepth ) {
s_bWriteDepth = TRUE;
s_nWriteDepthCount = 4;
}
}
BOOL ZeroGS::IsWriteDepth()
{
return s_bWriteDepth;
}
BOOL ZeroGS::IsWriteDestAlphaTest()
{
return s_bWriteDepth;
}
void ZeroGS::SetDestAlphaTest()
{
s_bDestAlphaTest = TRUE;
s_nWriteDestAlphaTest = 4;
}
void ZeroGS::SetFogColor(u32 fog)
{
if( 1||gs.fogcol != fog ) {
gs.fogcol = fog;
ZeroGS::Flush(0);
ZeroGS::Flush(1);
if( !g_bIsLost ) {
Vector v;
// set it immediately
v.x = (gs.fogcol&0xff)/255.0f;
v.y = ((gs.fogcol>>8)&0xff)/255.0f;
v.z = ((gs.fogcol>>16)&0xff)/255.0f;
cgGLSetParameter4fv(g_fparamFogColor, v);
}
}
}
void ZeroGS::ExtWrite()
{
WARN_LOG("ExtWrite\n");
// use local DISPFB, EXTDATA, EXTBUF, and PMODE
// int bpp, start, end;
// tex0Info texframe;
// bpp = 4;
// if( texframe.psm == 0x12 ) bpp = 3;
// else if( texframe.psm & 2 ) bpp = 2;
//
// // get the start and end addresses of the buffer
// GetRectMemAddress(start, end, texframe.psm, 0, 0, texframe.tw, texframe.th, texframe.tbp0, texframe.tbw);
}
////////////
// Caches //
////////////
bool ZeroGS::CheckChangeInClut(u32 highdword, u32 psm)
{
int cld = (highdword >> 29) & 0x7;
int cbp = ((highdword >> 5) & 0x3fff);
// processing the CLUT after tex0/2 are written
switch(cld) {
case 0: return false;
case 1: break; // Seems to rarely not be 1.
// note sure about changing cbp[0,1]
case 4: return gs.cbp[0] != cbp;
case 5: return gs.cbp[1] != cbp;
// default: load
default: break;
}
int cpsm = (highdword >> 19) & 0xe;
int csm = (highdword >> 23) & 0x1;
if( cpsm > 1 || csm )
// don't support 16bit for now
return true;
int csa = (highdword >> 24) & 0x1f;
int entries = (psm&3)==3 ? 256 : 16;
u64* src = (u64*)(g_pbyGSMemory + cbp*256);
u64* dst = (u64*)(g_pbyGSClut+64*csa);
bool bRet = false;
// do a fast test with MMX
#ifdef _MSC_VER
int storeebx;
__asm {
mov storeebx, ebx
mov edx, dst
mov ecx, src
mov ebx, entries
Start:
movq mm0, [edx]
movq mm1, [edx+8]
pcmpeqd mm0, [ecx]
pcmpeqd mm1, [ecx+16]
movq mm2, [edx+16]
movq mm3, [edx+24]
pcmpeqd mm2, [ecx+32]
pcmpeqd mm3, [ecx+48]
pand mm0, mm1
pand mm2, mm3
movq mm4, [edx+32]
movq mm5, [edx+40]
pcmpeqd mm4, [ecx+8]
pcmpeqd mm5, [ecx+24]
pand mm0, mm2
pand mm4, mm5
movq mm6, [edx+48]
movq mm7, [edx+56]
pcmpeqd mm6, [ecx+40]
pcmpeqd mm7, [ecx+56]
pand mm0, mm4
pand mm6, mm7
pand mm0, mm6
pmovmskb eax, mm0
cmp eax, 0xff
je Continue
mov bRet, 1
jmp Return
Continue:
cmp ebx, 16
jle Return
test ebx, 0x10
jz AddEcx
sub ecx, 448 // go back and down one column,
AddEcx:
add ecx, 256 // go to the right block
jne Continue1
add ecx, 256 // skip whole block
Continue1:
add edx, 64
sub ebx, 16
jmp Start
Return:
emms
mov ebx, storeebx
}
#else // linux
// do a fast test with MMX
__asm__(
".intel_syntax\n"
"Start:\n"
"movq %%mm0, [%%ecx]\n"
"movq %%mm1, [%%ecx+8]\n"
"pcmpeqd %%mm0, [%%edx]\n"
"pcmpeqd %%mm1, [%%edx+16]\n"
"movq %%mm2, [%%ecx+16]\n"
"movq %%mm3, [%%ecx+24]\n"
"pcmpeqd %%mm2, [%%edx+32]\n"
"pcmpeqd %%mm3, [%%edx+48]\n"
"pand %%mm0, %%mm1\n"
"pand %%mm2, %%mm3\n"
"movq %%mm4, [%%ecx+32]\n"
"movq %%mm5, [%%ecx+40]\n"
"pcmpeqd %%mm4, [%%edx+8]\n"
"pcmpeqd %%mm5, [%%edx+24]\n"
"pand %%mm0, %%mm2\n"
"pand %%mm4, %%mm5\n"
"movq %%mm6, [%%ecx+48]\n"
"movq %%mm7, [%%ecx+56]\n"
"pcmpeqd %%mm6, [%%edx+40]\n"
"pcmpeqd %%mm7, [%%edx+56]\n"
"pand %%mm0, %%mm4\n"
"pand %%mm6, %%mm7\n"
"pand %%mm0, %%mm6\n"
"pmovmskb %%eax, %%mm0\n"
"cmp %%eax, 0xff\n"
"je Continue\n"
".att_syntax\n"
"movb $1, %0\n"
".intel_syntax\n"
"jmp Return\n"
"Continue:\n"
"cmp %%ebx, 16\n"
"jle Return\n"
"test %%ebx, 0x10\n"
"jz AddEcx\n"
"sub %%edx, 448\n" // go back and down one column
"AddEcx:\n"
"add %%edx, 256\n" // go to the right block
"cmp %%ebx, 0x90\n"
"jne Continue1\n"
"add %%edx, 256\n" // skip whole block
"Continue1:\n"
"add %%ecx, 64\n"
"sub %%ebx, 16\n"
"jmp Start\n"
"Return:\n"
"emms\n"
".att_syntax\n" : "=m"(bRet) : "c"(dst), "d"(src), "S"(entries) : "eax", "memory"); // Breaks -fPIC
#endif // _WIN32
return bRet;
}
void ZeroGS::texClutWrite(int ctx)
{
s_bTexFlush = 0;
if( g_bIsLost )
return;
tex0Info& tex0 = vb[ctx].tex0;
assert( PSMT_ISCLUT(tex0.psm) );
// processing the CLUT after tex0/2 are written
switch(tex0.cld) {
case 0: return;
case 1: break; // tex0.cld is usually 1.
case 2: gs.cbp[0] = tex0.cbp; break;
case 3: gs.cbp[1] = tex0.cbp; break;
// not sure about changing cbp[0,1]
case 4:
if( gs.cbp[0] == tex0.cbp )
return;
gs.cbp[0] = tex0.cbp;
break;
case 5:
if( gs.cbp[1] == tex0.cbp )
return;
gs.cbp[1] = tex0.cbp;
break;
default: //DEBUG_LOG("cld isn't 0-5!");
break;
}
Flush(!ctx);
int entries = (tex0.psm & 3)==3 ? 256 : 16;
if (tex0.csm)
{
switch (tex0.cpsm)
{
// 16bit psm
// eggomania uses non16bit textures for csm2
case PSMCT16:
{
u16* src = (u16*)g_pbyGSMemory + tex0.cbp*128;
u16 *dst = (u16*)(g_pbyGSClut+32*(tex0.csa&15)+(tex0.csa>=16?2:0));
for (int i = 0; i < entries; ++i)
{
*dst = src[getPixelAddress16_0(gs.clut.cou+i, gs.clut.cov, gs.clut.cbw)];
dst += 2;
// check for wrapping
if (((u32)(uptr)dst & 0x3ff) == 0) dst = (u16*)(g_pbyGSClut+2);
}
break;
}
case PSMCT16S:
{
u16* src = (u16*)g_pbyGSMemory + tex0.cbp*128;
u16 *dst = (u16*)(g_pbyGSClut+32*(tex0.csa&15)+(tex0.csa>=16?2:0));
for (int i = 0; i < entries; ++i)
{
*dst = src[getPixelAddress16S_0(gs.clut.cou+i, gs.clut.cov, gs.clut.cbw)];
dst += 2;
// check for wrapping
if (((u32)(uptr)dst & 0x3ff) == 0) dst = (u16*)(g_pbyGSClut+2);
}
break;
}
case PSMCT32:
case PSMCT24:
{
u32* src = (u32*)g_pbyGSMemory + tex0.cbp*64;
u32 *dst = (u32*)(g_pbyGSClut+64*tex0.csa);
// check if address exceeds src
if( src+getPixelAddress32_0(gs.clut.cou+entries-1, gs.clut.cov, gs.clut.cbw) >= (u32*)g_pbyGSMemory + 0x00100000 )
ERROR_LOG("texClutWrite out of bounds\n");
else
for(int i = 0; i < entries; ++i)
{
*dst = src[getPixelAddress32_0(gs.clut.cou+i, gs.clut.cov, gs.clut.cbw)];
dst++;
}
break;
}
default:
{
#ifdef ZEROGS_DEVBUILD
//DEBUG_LOG("unknown cpsm: %x (%x)\n", tex0.cpsm, tex0.psm);
#endif
break;
}
}
}
else
{
switch (tex0.cpsm)
{
case PSMCT24:
case PSMCT32:
if( entries == 16 )
WriteCLUT_T32_I4_CSM1((u32*)(g_pbyGSMemory + tex0.cbp*256), (u32*)(g_pbyGSClut+64*tex0.csa));
else
WriteCLUT_T32_I8_CSM1((u32*)(g_pbyGSMemory + tex0.cbp*256), (u32*)(g_pbyGSClut+64*tex0.csa));
break;
default:
if( entries == 16 )
WriteCLUT_T16_I4_CSM1((u32*)(g_pbyGSMemory + 256 * tex0.cbp), (u32*)(g_pbyGSClut+32*(tex0.csa&15)+(tex0.csa>=16?2:0)));
else // sse2 for 256 is more complicated, so use regular
WriteCLUT_T16_I8_CSM1_c((u32*)(g_pbyGSMemory + 256 * tex0.cbp), (u32*)(g_pbyGSClut+32*(tex0.csa&15)+(tex0.csa>=16?2:0)));
break;
}
}
}
void ZeroGS::SetTexFlush()
{
s_bTexFlush = TRUE;
// if( PSMT_ISCLUT(vb[0].tex0.psm) )
// texClutWrite(0);
// if( PSMT_ISCLUT(vb[1].tex0.psm) )
// texClutWrite(1);
if( !s_bForceTexFlush )
{
if (s_ptexCurSet[0] != s_ptexNextSet[0]) s_ptexCurSet[0] = s_ptexNextSet[0];
if (s_ptexCurSet[1] != s_ptexNextSet[1]) s_ptexCurSet[1] = s_ptexNextSet[1];
}
}
int ZeroGS::Save(char* pbydata)
{
if( pbydata == NULL )
return 40 + 0x00400000 + sizeof(gs) + 2*VBSAVELIMIT + 2*sizeof(frameInfo) + 4 + 256*4;
s_RTs.ResolveAll();
s_DepthRTs.ResolveAll();
strcpy(pbydata, libraryName);
*(u32*)(pbydata+16) = ZEROGS_SAVEVER;
pbydata += 32;
*(int*)pbydata = icurctx; pbydata += 4;
*(int*)pbydata = VBSAVELIMIT; pbydata += 4;
memcpy(pbydata, g_pbyGSMemory, 0x00400000);
pbydata += 0x00400000;
memcpy(pbydata, g_pbyGSClut, 256*4);
pbydata += 256*4;
*(int*)pbydata = sizeof(gs);
pbydata += 4;
memcpy(pbydata, &gs, sizeof(gs));
pbydata += sizeof(gs);
for(int i = 0; i < 2; ++i) {
memcpy(pbydata, &vb[i], VBSAVELIMIT);
pbydata += VBSAVELIMIT;
}
return 0;
}
extern u32 s_uTex1Data[2][2], s_uClampData[2];
extern char *libraryName;
bool ZeroGS::Load(char* pbydata)
{
memset(s_uTex1Data, 0, sizeof(s_uTex1Data));
memset(s_uClampData, 0, sizeof(s_uClampData));
g_nCurVBOIndex = 0;
// first 32 bytes are the id
u32 savever = *(u32*)(pbydata+16);
if( strncmp(pbydata, libraryName, 6) == 0 && (savever == ZEROGS_SAVEVER || savever == 0xaa000004) ) {
g_MemTargs.Destroy();
GSStateReset();
pbydata += 32;
int context = *(int*)pbydata; pbydata += 4;
u32 savelimit = VBSAVELIMIT;
savelimit = *(u32*)pbydata; pbydata += 4;
memcpy(g_pbyGSMemory, pbydata, 0x00400000);
pbydata += 0x00400000;
memcpy(g_pbyGSClut, pbydata, 256*4);
pbydata += 256*4;
memset(&gs, 0, sizeof(gs));
int savedgssize;
if( savever == 0xaa000004 )
savedgssize = 0x1d0;
else {
savedgssize = *(int*)pbydata;
pbydata += 4;
}
memcpy(&gs, pbydata, savedgssize);
pbydata += savedgssize;
prim = &gs._prim[gs.prac];
vb[0].Destroy();
memcpy(&vb[0], pbydata, min(savelimit, VBSAVELIMIT));
pbydata += savelimit;
vb[0].pBufferData = NULL;
vb[1].Destroy();
memcpy(&vb[1], pbydata, min(savelimit, VBSAVELIMIT));
pbydata += savelimit;
vb[1].pBufferData = NULL;
for(int i = 0; i < 2; ++i) {
vb[i].Init(VB_BUFFERSIZE);
vb[i].bNeedZCheck = vb[i].bNeedFrameCheck = 1;
vb[i].bSyncVars = 0; vb[i].bNeedTexCheck = 1;
memset(vb[i].uCurTex0Data, 0, sizeof(vb[i].uCurTex0Data));
}
icurctx = -1;
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer ); // switch to the backbuffer
SetFogColor(gs.fogcol);
GL_REPORT_ERRORD();
return true;
}
return false;
}
void ZeroGS::SaveSnapshot(const char* filename)
{
g_bMakeSnapshot = 1;
strSnapshot = filename;
}
bool ZeroGS::SaveRenderTarget(const char* filename, int width, int height, int jpeg)
{
bool bflip = height < 0;
height = abs(height);
vector<u32> data(width*height);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
if( glGetError() != GL_NO_ERROR )
return false;
if( bflip ) {
// swap scanlines
vector<u32> scanline(width);
for(int i = 0; i < height/2; ++i) {
memcpy(&scanline[0], &data[i*width], width*4);
memcpy(&data[i*width], &data[(height-i-1)*width], width*4);
memcpy(&data[(height-i-1)*width], &scanline[0], width*4);
}
}
if( jpeg ) return SaveJPEG(filename, width, height, &data[0], 70);
return SaveTGA(filename, width, height, &data[0]);
}
bool ZeroGS::SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height)
{
vector<u32> data(width*height);
glBindTexture(textarget, tex);
glGetTexImage(textarget, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
if( glGetError() != GL_NO_ERROR ) {
return false;
}
return SaveTGA(filename, width, height, &data[0]);//SaveJPEG(filename, width, height, &data[0], 70);
}
extern "C" {
#ifdef _WIN32
#define XMD_H
#undef FAR
#define HAVE_BOOLEAN
#endif
#include "jpeglib.h"
}
bool ZeroGS::SaveJPEG(const char* filename, int image_width, int image_height, const void* pdata, int quality)
{
u8* image_buffer = new u8[image_width * image_height * 3];
u8* psrc = (u8*)pdata;
// input data is rgba format, so convert to rgb
u8* p = image_buffer;
for(int i = 0; i < image_height; ++i) {
for(int j = 0; j < image_width; ++j) {
p[0] = psrc[0];
p[1] = psrc[1];
p[2] = psrc[2];
p += 3;
psrc += 4;
}
}
/* This struct contains the JPEG compression parameters and pointers to
* working space (which is allocated as needed by the JPEG library).
* It is possible to have several such structures, representing multiple
* compression/decompression processes, in existence at once. We refer
* to any one struct (and its associated working data) as a "JPEG object".
*/
struct jpeg_compress_struct cinfo;
/* This struct represents a JPEG error handler. It is declared separately
* because applications often want to supply a specialized error handler
* (see the second half of this file for an example). But here we just
* take the easy way out and use the standard error handler, which will
* print a message on stderr and call exit() if compression fails.
* Note that this struct must live as long as the main JPEG parameter
* struct, to avoid dangling-pointer problems.
*/
struct jpeg_error_mgr jerr;
/* More stuff */
FILE * outfile; /* target file */
JSAMPROW row_pointer[1]; /* pointer to JSAMPLE row[s] */
int row_stride; /* physical row width in image buffer */
/* Step 1: allocate and initialize JPEG compression object */
/* We have to set up the error handler first, in case the initialization
* step fails. (Unlikely, but it could happen if you are out of memory.)
* This routine fills in the contents of struct jerr, and returns jerr's
* address which we place into the link field in cinfo.
*/
cinfo.err = jpeg_std_error(&jerr);
/* Now we can initialize the JPEG compression object. */
jpeg_create_compress(&cinfo);
/* Step 2: specify data destination (eg, a file) */
/* Note: steps 2 and 3 can be done in either order. */
/* Here we use the library-supplied code to send compressed data to a
* stdio stream. You can also write your own code to do something else.
* VERY IMPORTANT: use "b" option to fopen() if you are on a machine that
* requires it in order to write binary files.
*/
if ((outfile = fopen(filename, "wb")) == NULL) {
fprintf(stderr, "can't open %s\n", filename);
exit(1);
}
jpeg_stdio_dest(&cinfo, outfile);
/* Step 3: set parameters for compression */
/* First we supply a description of the input image.
* Four fields of the cinfo struct must be filled in:
*/
cinfo.image_width = image_width; /* image width and height, in pixels */
cinfo.image_height = image_height;
cinfo.input_components = 3; /* # of color components per pixel */
cinfo.in_color_space = JCS_RGB; /* colorspace of input image */
/* Now use the library's routine to set default compression parameters.
* (You must set at least cinfo.in_color_space before calling this,
* since the defaults depend on the source color space.)
*/
jpeg_set_defaults(&cinfo);
/* Now you can set any non-default parameters you wish to.
* Here we just illustrate the use of quality (quantization table) scaling:
*/
jpeg_set_quality(&cinfo, quality, TRUE /* limit to baseline-JPEG values */);
/* Step 4: Start compressor */
/* TRUE ensures that we will write a complete interchange-JPEG file.
* Pass TRUE unless you are very sure of what you're doing.
*/
jpeg_start_compress(&cinfo, TRUE);
/* Step 5: while (scan lines remain to be written) */
/* jpeg_write_scanlines(...); */
/* Here we use the library's state variable cinfo.next_scanline as the
* loop counter, so that we don't have to keep track ourselves.
* To keep things simple, we pass one scanline per call; you can pass
* more if you wish, though.
*/
row_stride = image_width * 3; /* JSAMPLEs per row in image_buffer */
while (cinfo.next_scanline < cinfo.image_height) {
/* jpeg_write_scanlines expects an array of pointers to scanlines.
* Here the array is only one element long, but you could pass
* more than one scanline at a time if that's more convenient.
*/
row_pointer[0] = & image_buffer[cinfo.next_scanline * row_stride];
(void) jpeg_write_scanlines(&cinfo, row_pointer, 1);
}
/* Step 6: Finish compression */
jpeg_finish_compress(&cinfo);
/* After finish_compress, we can close the output file. */
fclose(outfile);
/* Step 7: release JPEG compression object */
/* This is an important step since it will release a good deal of memory. */
jpeg_destroy_compress(&cinfo);
delete image_buffer;
/* And we're done! */
return true;
}
#if defined(_MSC_VER)
#pragma pack(push, 1)
#endif
struct TGA_HEADER
{
u8 identsize; // size of ID field that follows 18 u8 header (0 usually)
u8 colourmaptype; // type of colour map 0=none, 1=has palette
u8 imagetype; // type of image 0=none,1=indexed,2=rgb,3=grey,+8=rle packed
s16 colourmapstart; // first colour map entry in palette
s16 colourmaplength; // number of colours in palette
u8 colourmapbits; // number of bits per palette entry 15,16,24,32
s16 xstart; // image x origin
s16 ystart; // image y origin
s16 width; // image width in pixels
s16 height; // image height in pixels
u8 bits; // image bits per pixel 8,16,24,32
u8 descriptor; // image descriptor bits (vh flip bits)
// pixel data follows header
#if defined(_MSC_VER)
};
#pragma pack(pop)
#else
} __attribute__((packed));
#endif
bool ZeroGS::SaveTGA(const char* filename, int width, int height, void* pdata)
{
TGA_HEADER hdr;
FILE* f = fopen(filename, "wb");
if( f == NULL )
return false;
assert( sizeof(TGA_HEADER) == 18 && sizeof(hdr) == 18 );
memset(&hdr, 0, sizeof(hdr));
hdr.imagetype = 2;
hdr.bits = 32;
hdr.width = width;
hdr.height = height;
hdr.descriptor |= 8|(1<<5); // 8bit alpha, flip vertical
fwrite(&hdr, sizeof(hdr), 1, f);
fwrite(pdata, width*height*4, 1, f);
fclose(f);
return true;
}
// AVI capture stuff
void ZeroGS::StartCapture()
{
if( !s_aviinit ) {
#ifdef _WIN32
START_AVI("zerogs.avi");
#else // linux
//TODO
#endif
s_aviinit = 1;
}
else {
ERROR_LOG("Continuing from previous capture");
}
s_avicapturing = 1;
}
void ZeroGS::StopCapture()
{
s_avicapturing = 0;
}
void ZeroGS::CaptureFrame()
{
assert( s_avicapturing && s_aviinit );
//vector<u8> mem(nBackbufferWidth*nBackbufferHeight);
vector<u32> data(nBackbufferWidth*nBackbufferHeight);
glReadPixels(0, 0, nBackbufferWidth, nBackbufferHeight, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
if( glGetError() != GL_NO_ERROR )
return;
// u8* pend = (u8*)&data[0] + (nBackbufferHeight-1)*nBackbufferWidth*4;
// for(int i = 0; i < conf.height; ++i) {
// memcpy_amd(&mem[nBackbufferWidth*4*i], pend - nBackbufferWidth*4*i, nBackbufferWidth * 4);
// }
int fps = SMODE1->CMOD == 3 ? 50 : 60;
#ifdef _WIN32
bool bSuccess = ADD_FRAME_FROM_DIB_TO_AVI("AAAA", fps, nBackbufferWidth, nBackbufferHeight, 32, &data[0]);
if( !bSuccess ) {
s_avicapturing = 0;
STOP_AVI();
ZeroGS::AddMessage("Failed to create avi");
return;
}
#else // linux
//TODO
#endif
}