pcsx2/plugins/zzogl-pg/opengl/zerogs.h

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/* ZZ Open GL graphics plugin
* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __ZEROGS__H
#define __ZEROGS__H
#ifdef _MSC_VER
#pragma warning(disable:4200) // nonstandard extension used : zero-sized array in struct/union
#endif
// ----------------------------- Includes
#include <list>
#include <vector>
#include <map>
#include <string>
#include "ZZGl.h"
#include "GS.h"
#include "CRC.h"
#include "rasterfont.h" // simple font
using namespace std;
//------------------------ Constants ----------------------
#define VB_BUFFERSIZE 0x400
// Used in a logarithmic Z-test, as (1-o(1))/log(MAX_U32).
const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
//------------------------ Inlines -------------------------
// Calculate maximum height for target
inline int get_maxheight(int fbp, int fbw, int psm)
{
int ret;
if (fbw == 0) return 0;
ret = (((0x00100000 - 64 * fbp) / fbw) & ~0x1f);
if (PSMT_ISHALF(psm)) ret *= 2;
return ret;
}
// ------------------------ Variables -------------------------
// all textures have this width
extern int GPU_TEXWIDTH;
extern float g_fiGPU_TEXWIDTH;
#define MASKDIVISOR 0 // Used for decrement bitwise mask texture size if 1024 is too big
#define GPU_TEXMASKWIDTH (1024 >> MASKDIVISOR) // bitwise mask width for region repeat mode
extern u32 ptexBlocks; // holds information on block tiling. It's texture number in OpenGL -- if 0 than such texture
extern u32 ptexConv16to32; // does not exists. This textures should be created on start and released on finish.
extern u32 ptexBilinearBlocks;
extern u32 ptexConv32to16;
// this is currently *not* used as a bool, in spite of its moniker --air
// Actually, the only thing written to it is 1 or 0, which makes the (g_bSaveFlushedFrame & 0x80000000) check rather bizzare.
//extern u32 g_bSaveFlushedFrame;
//////////////////////////
// State parameters
#ifdef ZEROGS_DEVBUILD
extern char* EFFECT_NAME;
extern char* EFFECT_DIR;
extern u32 g_nGenVars, g_nTexVars, g_nAlphaVars, g_nResolve;
extern bool g_bSaveTrans, g_bUpdateEffect, g_bSaveTex, g_bSaveResolved;
#endif
extern u32 s_uFramebuffer;
extern int g_nPixelShaderVer;
extern bool s_bWriteDepth;
extern u32 ptexLogo;
extern int nLogoWidth, nLogoHeight;
extern int nBackbufferWidth, nBackbufferHeight;
namespace ZeroGS
{
typedef void (*DrawFn)();
enum RenderFormatType
{
RFT_byte8 = 0, // A8R8G8B8
RFT_float16 = 1, // A32R32B32G32
};
// managers render-to-texture targets
class CRenderTarget
{
public:
CRenderTarget();
virtual ~CRenderTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
// set the GPU_POSXY variable, scissor rect, and current render target
void SetTarget(int fbplocal, const Rect2& scissor, int context);
void SetViewport();
// copies/creates the feedback contents
inline void CreateFeedback()
{
if (ptexFeedback == 0 || !(status&TS_FeedbackReady))
_CreateFeedback();
}
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* pdepth);
virtual void ConvertTo32(); // converts a psm==2 target, to a psm==0
virtual void ConvertTo16(); // converts a psm==0 target, to a psm==2
virtual bool IsDepth() { return false; }
void SetRenderTarget(int targ);
void* psys; // system data used for comparison
u32 ptex;
int fbp, fbw, fbh, fbhCalc; // if fbp is negative, virtual target (not mapped to any real addr)
int start, end; // in bytes
u32 lastused; // time stamp since last used
float4 vposxy;
u32 fbm;
u16 status;
u8 psm;
u8 resv0;
Rect scissorrect;
u8 created; // Check for object destruction/creating for r201.
//int startresolve, endresolve;
u32 nUpdateTarg; // use this target to update the texture if non 0 (one time only)
// this is optionally used when feedback effects are used (render target is used as a texture when rendering to itself)
u32 ptexFeedback;
enum TargetStatus
{
TS_Resolved = 1,
TS_NeedUpdate = 2,
TS_Virtual = 4, // currently not mapped to memory
TS_FeedbackReady = 8, // feedback effect is ready and doesn't need to be updated
TS_NeedConvert32 = 16,
TS_NeedConvert16 = 32,
};
inline float4 DefaultBitBltPos();
inline float4 DefaultBitBltTex();
private:
void _CreateFeedback();
inline bool InitialiseDefaultTexture(u32 *p_ptr, int fbw, int fbh) ;
};
// manages zbuffers
class CDepthTarget : public CRenderTarget
{
public:
CDepthTarget();
virtual ~CDepthTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* prndr);
virtual bool IsDepth() { return true; }
void SetDepthStencilSurface();
u32 pdepth; // 24 bit, will contain the stencil buffer if possible
u32 pstencil; // if not 0, contains the stencil buffer
int icount; // internal counter
};
// manages contiguous chunks of memory (width is always 1024)
class CMemoryTarget
{
public:
struct TEXTURE
{
inline TEXTURE() : tex(0), memptr(NULL), ref(0) {}
inline ~TEXTURE() { glDeleteTextures(1, &tex); _aligned_free(memptr); }
u32 tex;
u8* memptr; // GPU memory used for comparison
int ref;
};
inline CMemoryTarget() : ptex(NULL), starty(0), height(0), realy(0), realheight(0), usedstamp(0), psm(0), cpsm(0), channels(0), clearminy(0), clearmaxy(0), validatecount(0) {}
inline CMemoryTarget(const CMemoryTarget& r)
{
ptex = r.ptex;
if (ptex != NULL) ptex->ref++;
starty = r.starty;
height = r.height;
realy = r.realy;
realheight = r.realheight;
usedstamp = r.usedstamp;
psm = r.psm;
cpsm = r.cpsm;
clut = r.clut;
clearminy = r.clearminy;
clearmaxy = r.clearmaxy;
widthmult = r.widthmult;
channels = r.channels;
validatecount = r.validatecount;
fmt = r.fmt;
}
~CMemoryTarget() { Destroy(); }
inline void Destroy()
{
if (ptex != NULL && ptex->ref > 0)
{
if (--ptex->ref <= 0) delete ptex;
}
ptex = NULL;
}
// returns true if clut data is synced
bool ValidateClut(const tex0Info& tex0);
// returns true if tex data is synced
bool ValidateTex(const tex0Info& tex0, int starttex, int endtex, bool bDeleteBadTex);
// realy is offset in pixels from start of valid region
// so texture in memory is [realy,starty+height]
// valid texture is [starty,starty+height]
// offset in mem [starty-realy, height]
TEXTURE* ptex; // can be 16bit
int starty, height; // assert(starty >= realy)
int realy, realheight; // this is never touched once allocated
u32 usedstamp;
u8 psm, cpsm; // texture and clut format. For psm, only 16bit/32bit differentiation matters
u32 fmt;
int widthmult;
int channels;
int clearminy, clearmaxy; // when maxy > 0, need to check for clearing
int validatecount; // count how many times has been validated, if too many, destroy
vector<u8> clut; // if nonzero, texture uses CLUT
};
struct VB
{
VB();
~VB();
void Destroy();
inline bool CheckPrim()
{
static const int PRIMMASK = 0x0e; // for now ignore 0x10 (AA)
if ((PRIMMASK & prim->_val) != (PRIMMASK & curprim._val) || primtype[prim->prim] != primtype[curprim.prim])
return nCount > 0;
return false;
}
void CheckFrame(int tbp);
// context specific state
Point offset;
Rect2 scissor;
tex0Info tex0;
tex1Info tex1;
miptbpInfo miptbp0;
miptbpInfo miptbp1;
alphaInfo alpha;
fbaInfo fba;
clampInfo clamp;
pixTest test;
u32 ptexClamp[2]; // textures for x and y dir region clamping
public:
void FlushTexData();
inline int CheckFrameAddConstraints(int tbp);
inline void CheckScissors(int maxpos);
inline void CheckFrame32bitRes(int maxpos);
inline int FindMinimalMemoryConstrain(int tbp, int maxpos);
inline int FindZbufferMemoryConstrain(int tbp, int maxpos);
inline int FindMinimalHeightConstrain(int maxpos);
inline int CheckFrameResolveRender(int tbp);
inline void CheckFrame16vs32Conversion();
inline int CheckFrameResolveDepth(int tbp);
inline void FlushTexUnchangedClutDontUpdate() ;
inline void FlushTexClutDontUpdate() ;
inline void FlushTexClutting() ;
inline void FlushTexSetNewVars(u32 psm) ;
// notify VB that nVerts need to be written to pbuf
inline void NotifyWrite(int nVerts)
{
assert(pBufferData != NULL && nCount <= nNumVertices && nVerts > 0);
if (nCount + nVerts > nNumVertices)
{
// recreate except with a bigger count
VertexGPU* ptemp = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nNumVertices * 2, 256);
memcpy_amd(ptemp, pBufferData, sizeof(VertexGPU) * nCount);
nNumVertices *= 2;
assert(nCount + nVerts <= nNumVertices);
_aligned_free(pBufferData);
pBufferData = ptemp;
}
}
void Init(int nVerts)
{
if (pBufferData == NULL && nVerts > 0)
{
pBufferData = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nVerts, 256);
nNumVertices = nVerts;
}
nCount = 0;
}
u8 bNeedFrameCheck;
u8 bNeedZCheck;
u8 bNeedTexCheck;
u8 dummy0;
union
{
struct
{
u8 bTexConstsSync; // only pixel shader constants that context owns
u8 bVarsTexSync; // texture info
u8 bVarsSetTarg;
u8 dummy1;
};
u32 bSyncVars;
};
int ictx;
VertexGPU* pBufferData; // current allocated data
int nNumVertices; // size of pBufferData in terms of VertexGPU objects
int nCount;
primInfo curprim; // the previous prim the current buffers are set to
zbufInfo zbuf;
frameInfo gsfb; // the real info set by FRAME cmd
frameInfo frame;
int zprimmask; // zmask for incoming points
union
{
u32 uCurTex0Data[2]; // current tex0 data
GIFRegTEX0 uCurTex0;
};
u32 uNextTex0Data[2]; // tex0 data that has to be applied if bNeedTexCheck is 1
//int nFrameHeights[8]; // frame heights for the past frame changes
int nNextFrameHeight;
CMemoryTarget* pmemtarg; // the current mem target set
CRenderTarget* prndr;
CDepthTarget* pdepth;
};
// visible members
extern DrawFn drawfn[8];
// VB variables
extern VB vb[2];
extern float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
extern vector<GLuint> g_vboBuffers; // VBOs for all drawing commands
extern GLuint vboRect;
extern int g_nCurVBOIndex;
extern RenderFormatType g_RenderFormatType;
void AddMessage(const char* pstr, u32 ms = 5000);
void DrawText(const char* pstr, int left, int top, u32 color);
void ChangeWindowSize(int nNewWidth, int nNewHeight);
void SetChangeDeviceSize(int nNewWidth, int nNewHeight);
void ChangeDeviceSize(int nNewWidth, int nNewHeight);
void SetAA(int mode);
void SetCRC(int crc);
void ReloadEffects();
// Methods //
bool IsGLExt(const char* szTargetExtension); ///< returns true if the the opengl extension is supported
inline bool Create_Window(int _width, int _height);
bool Create(int width, int height);
void Destroy(bool bD3D);
void Reset(); // call to destroy video resources
void GSStateReset();
void GSReset();
void GSSoftReset(u32 mask);
void HandleGLError();
// called on a primitive switch
void Prim();
void SetTexFlush();
// flush current vertices, call before setting new registers (the main render method)
void Flush(int context);
void FlushBoth();
void ExtWrite();
void SetWriteDepth();
bool IsWriteDepth();
void SetDestAlphaTest();
bool IsWriteDestAlphaTest();
void SetFogColor(u32 fog);
void SetFogColor(GIFRegFOGCOL* fog);
void SaveTex(tex0Info* ptex, int usevid);
char* NamedSaveTex(tex0Info* ptex, int usevid);
// called when trxdir is accessed. If host is involved, transfers memory to temp buffer byTransferBuf.
// Otherwise performs the transfer. TODO: Perhaps divide the transfers into chunks?
void InitTransferHostLocal();
void TransferHostLocal(const void* pbyMem, u32 nQWordSize);
void InitTransferLocalHost();
void TransferLocalHost(void* pbyMem, u32 nQWordSize);
inline void TerminateLocalHost() {}
void TransferLocalLocal();
// switches the render target to the real target, flushes the current render targets and renders the real image
void RenderCRTC(int interlace);
void ResetRenderTarget(int index);
bool CheckChangeInClut(u32 highdword, u32 psm); // returns true if clut will change after this tex0 op
// call to load CLUT data (depending on CLD)
void texClutWrite(int ctx);
RenderFormatType GetRenderFormat();
GLenum GetRenderTargetFormat();
int Save(s8* pbydata);
bool Load(s8* pbydata);
void SaveSnapshot(const char* filename);
bool SaveRenderTarget(const char* filename, int width, int height, int jpeg);
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height);
bool SaveJPEG(const char* filename, int width, int height, const void* pdata, int quality);
bool SaveTGA(const char* filename, int width, int height, void* pdata);
void Stop_Avi();
void Delete_Avi_Capture();
// private methods
void FlushSysMem(const RECT* prc);
void _Resolve(const void* psrc, int fbp, int fbw, int fbh, int psm, u32 fbm, bool mode);
// returns the first and last addresses aligned to a page that cover
void GetRectMemAddress(int& start, int& end, int psm, int x, int y, int w, int h, int bp, int bw);
// inits the smallest rectangle in ptexMem that covers this region in ptexMem
// returns the offset that needs to be added to the locked rect to get the beginning of the buffer
//void GetMemRect(RECT& rc, int psm, int x, int y, int w, int h, int bp, int bw);
void SetContextTarget(int context) ;
void NeedFactor(int w);
void ResetAlphaVariables();
void StartCapture();
void StopCapture();
void CaptureFrame();
// Perform clutting for flushed texture. Better check if it needs a prior call.
inline void CluttingForFlushedTex(tex0Info* tex0, u32 Data, int ictx)
{
tex0->cbp = ZZOglGet_cbp_TexBits(Data);
tex0->cpsm = ZZOglGet_cpsm_TexBits(Data);
tex0->csm = ZZOglGet_csm_TexBits(Data);
tex0->csa = ZZOglGet_csa_TexBits(Data);
tex0->cld = ZZOglGet_cld_TexBits(Data);
ZeroGS::texClutWrite(ictx);
}
};
#endif