pcsx2/plugins/zzogl-pg/opengl/ZZoglCreate.cpp

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/* ZZ Open GL graphics plugin
* Copyright (c)2009 zeydlitz@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2006
*
* 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
*/
// Create and Destroy function. They would be called once per session.
//------------------ Includes
#include "GS.h"
#include "Mem.h"
#include "zerogs.h"
#include "ZeroGSShaders/zerogsshaders.h"
#include "targets.h"
// This include for windows resource file with Shaders
#ifdef _WIN32
# include "Win32.h"
#endif
//------------------ Defines
#ifdef _WIN32
#define GL_LOADFN(name) { \
if( (*(void**)&name = (void*)wglGetProcAddress(#name)) == NULL ) { \
ZZLog::Error_Log("Failed to find %s, exiting.", #name); \
} \
}
#else
// let GLEW take care of it
#define GL_LOADFN(name)
#endif
#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_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 VB_BUFFERSIZE 0x400
#define VB_NUMBUFFERS 512
// ----------------- Types
typedef void (APIENTRYP _PFNSWAPINTERVAL)(int);
map<string, GLbyte> mapGLExtensions;
namespace ZeroGS
{
RenderFormatType g_RenderFormatType = RFT_float16;
extern void KickPoint();
extern void KickLine();
extern void KickTriangle();
extern void KickTriangleFan();
extern void KickSprite();
extern void KickDummy();
extern bool LoadEffects();
extern bool LoadExtraEffects();
extern FRAGMENTSHADER* LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed);
VERTEXSHADER pvsBitBlt;
GLuint vboRect = 0;
vector<GLuint> g_vboBuffers; // VBOs for all drawing commands
int g_nCurVBOIndex = 0;
inline bool CreateImportantCheck();
inline void CreateOtherCheck();
inline bool CreateOpenShadersFile();
}
//------------------ Dummies
#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);
}
#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
//------------------ variables
////////////////////////////
// State parameters
float fiRendWidth, fiRendHeight;
extern u8* s_lpShaderResources;
CGprogram pvs[16] = {NULL};
// String's for shader file in developer mode
#ifdef DEVBUILD
char* EFFECT_NAME = "";
char* EFFECT_DIR = "";
#endif
/////////////////////
// graphics resources
FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
FRAGMENTSHADER ppsCRTC[2], ppsCRTC24[2], ppsCRTCTarg[2];
GLenum s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha; // set by zgsBlendFuncSeparateEXT
u32 s_stencilfunc, s_stencilref, s_stencilmask;
GLenum s_drawbuffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
GLenum g_internalFloatFmt = GL_ALPHA_FLOAT32_ATI;
GLenum g_internalRGBAFloatFmt = GL_RGBA_FLOAT32_ATI;
GLenum g_internalRGBAFloat16Fmt = GL_RGBA_FLOAT16_ATI;
u32 ptexLogo = 0;
int nLogoWidth, nLogoHeight;
u32 s_ptexInterlace = 0; // holds interlace fields
//------------------ Global Variables
int g_MaxTexWidth = 4096, g_MaxTexHeight = 4096;
u32 s_uFramebuffer = 0;
CGprofile cgvProf, cgfProf;
int g_nPixelShaderVer = 0; // default
RasterFont* font_p = NULL;
float g_fBlockMult = 1;
//int s_nFullscreen = 0;
u32 ptexBlocks = 0, ptexConv16to32 = 0; // holds information on block tiling
u32 ptexBilinearBlocks = 0;
u32 ptexConv32to16 = 0;
bool g_bDisplayMsg = 1;
int g_nDepthBias = 0;
//u32 g_bSaveFlushedFrame = 0;
//------------------ Code
bool ZeroGS::IsGLExt(const char* szTargetExtension)
{
return mapGLExtensions.find(string(szTargetExtension)) != mapGLExtensions.end();
}
inline bool
ZeroGS::Create_Window(int _width, int _height)
{
nBackbufferWidth = _width;
nBackbufferHeight = _height;
fiRendWidth = 1.0f / nBackbufferWidth;
fiRendHeight = 1.0f / nBackbufferHeight;
if (!GLWin.DisplayWindow(_width, _height)) return false;
//s_nFullscreen = (conf.fullscreen()) ? 1 : 0;
conf.mrtdepth = 0; // for now
return true;
}
// Function asks about different OGL extensions, that are required to setup accordingly. Return false if checks failed
inline bool ZeroGS::CreateImportantCheck()
{
bool bSuccess = true;
#ifndef _WIN32
int const glew_ok = glewInit();
if (glew_ok != GLEW_OK)
{
ZZLog::Error_Log("glewInit() is not ok!");
bSuccess = false;
}
#endif
if (!IsGLExt("GL_EXT_framebuffer_object"))
{
ZZLog::Error_Log("*********\nZZogl: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nZZogl: *********");
bSuccess = false;
}
if (!IsGLExt("GL_EXT_secondary_color"))
{
ZZLog::Error_Log("*********\nZZogl: OGL WARNING: Need GL_EXT_secondary_color\nZZogl: *********");
bSuccess = false;
}
// load the effect & find the best profiles (if any)
if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE)
{
ZZLog::Error_Log("arbvp1 not supported.");
bSuccess = false;
}
if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE)
{
ZZLog::Error_Log("arbfp1 not supported.");
bSuccess = false;
}
return bSuccess;
}
// This is a check for less important open gl extensions.
inline void ZeroGS::CreateOtherCheck()
{
if (!IsGLExt("GL_EXT_blend_equation_separate") || glBlendEquationSeparateEXT == NULL)
{
ZZLog::Error_Log("*********\nZZogl: OGL WARNING: Need GL_EXT_blend_equation_separate\nZZogl: *********");
zgsBlendEquationSeparateEXT = glBlendEquationSeparateDummy;
}
else
zgsBlendEquationSeparateEXT = glBlendEquationSeparateEXT;
if (!IsGLExt("GL_EXT_blend_func_separate") || glBlendFuncSeparateEXT == NULL)
{
ZZLog::Error_Log("*********\nZZogl: OGL WARNING: Need GL_EXT_blend_func_separate\nZZogl: *********");
zgsBlendFuncSeparateEXT = glBlendFuncSeparateDummy;
}
else
zgsBlendFuncSeparateEXT = glBlendFuncSeparateEXT;
if (!IsGLExt("GL_ARB_draw_buffers") && !IsGLExt("GL_ATI_draw_buffers"))
{
ZZLog::Error_Log("*********\nZZogl: OGL WARNING: multiple render targets not supported, some effects might look bad\nZZogl: *********");
conf.mrtdepth = 0;
}
if (IsGLExt("GL_ARB_draw_buffers"))
glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffers");
else if (IsGLExt("GL_ATI_draw_buffers"))
glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffersATI");
if (!IsGLExt("GL_ARB_multitexture"))
ZZLog::Error_Log("No multitexturing.");
else
ZZLog::Error_Log("Using multitexturing.");
GLint Max_Texture_Size_NV = 0;
GLint Max_Texture_Size_2d = 0;
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, &Max_Texture_Size_NV);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &Max_Texture_Size_2d);
ZZLog::Error_Log("Maximum texture size is %d for Tex_2d and %d for Tex_NV.", Max_Texture_Size_2d, Max_Texture_Size_NV);
if (Max_Texture_Size_NV < 1024)
ZZLog::Error_Log("Could not properly make bitmasks, so some textures will be missed.");
/* Zeydlitz: we don't support 128-bit targets yet. they are slow and weirdo
if( conf.settings() & GAME_32BITTARGS ) {
g_RenderFormatType = RFT_byte8;
ZZLog::Error_Log("Setting 32 bit render target.");
}
else {
if( !IsGLExt("GL_NV_float_buffer") && !IsGLExt("GL_ARB_color_buffer_float") && !IsGLExt("ATI_pixel_format_float") ) {
ZZLog::Error_Log("******\nZZogl: GS WARNING: Floating point render targets not supported, switching to 32bit\nZZogl: *********");
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
ZZLog::Error_Log("No support for SwapInterval (framerate clamped to monitor refresh rate),");
}
#endif
}
// open shader file according to build target
inline bool ZeroGS::CreateOpenShadersFile()
{
#ifndef 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 // not _WIN32
FILE* fres = fopen("ps2hw.dat", "rb");
if (fres == NULL)
{
fres = fopen("plugins/ps2hw.dat", "rb");
if (fres == NULL)
{
ZZLog::Error_Log("Cannot find ps2hw.dat in working directory. Exiting.");
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 // _WIN32
#else // defined(ZEROGS_DEVBUILD)
# ifndef _WIN32 // NOT WINDOWS
// test if ps2hw.fx exists
char tempstr[255];
char curwd[255];
getcwd(curwd, ARRAY_SIZE(curwd));
strcpy(tempstr, "/plugins/");
sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
FILE* f = fopen(EFFECT_NAME, "r");
if (f == NULL)
{
strcpy(tempstr, "../../plugins/zzogl-pg/opengl/");
sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
f = fopen(EFFECT_NAME, "r");
if (f == NULL)
{
ZZLog::Error_Log("Failed to find %s, try compiling a non-devbuild.", EFFECT_NAME);
return false;
}
}
fclose(f);
sprintf(EFFECT_DIR, "%s/%s", curwd, tempstr);
sprintf(EFFECT_NAME, "%sps2hw.fx", EFFECT_DIR);
#endif
#endif // !defined(ZEROGS_DEVBUILD)
return true;
}
// Read all extensions name and fill mapGLExtensions
inline bool CreateFillExtensionsMap()
{
// 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;
ZZLog::GS_Log("Supported OpenGL Extensions:\n%s\n", ptoken); // write to the log file
// Probably a better way to do it, but seems to crash.
/*int n;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
ZZLog::GS_Log("Supported OpenGL Extensions:\n");
for (int i = 0; i < n; i++)
{
ZZLog::GS_Log("%s/n", (const char*)glGetStringi(GL_EXTENSIONS, i));
}*/
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;
}
return true;
}
const static char* g_pShaders[] = { "full", "reduced", "accurate", "accurate-reduced" };
void LoadglFunctions()
{
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);
}
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;
if (!Create_Window(_width, _height)) return false;
if (!CreateFillExtensionsMap()) return false;
if (!CreateImportantCheck()) return false;
ZeroGS::CreateOtherCheck();
// check the max texture width and height
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &g_MaxTexWidth);
g_MaxTexHeight = g_MaxTexWidth / 4;
GPU_TEXWIDTH = g_MaxTexWidth / 8;
g_fiGPU_TEXWIDTH = 1.0f / GPU_TEXWIDTH;
if (!CreateOpenShadersFile()) return false;
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
s_srcrgb = s_dstrgb = s_srcalpha = s_dstalpha = GL_ONE;
LoadglFunctions();
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)
{
ZZLog::Error_Log("Failed to create the renderbuffer.");
}
GL_REPORT_ERRORD();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
DrawBuffers(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, conf.settings()._u32);
GL_STENCILFUNC(GL_ALWAYS, 0, 0);
//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);
GLenum tempFmt = (pinfo->bmiHeader.biBitCount == 32) ? GL_RGBA : GL_RGB;
TextureRect(4, pinfo->bmiHeader.biWidth, pinfo->bmiHeader.biHeight, tempFmt, GL_UNSIGNED_BYTE, (u8*)pinfo + pinfo->bmiHeader.biSize);
nLogoWidth = pinfo->bmiHeader.biWidth;
nLogoHeight = pinfo->bmiHeader.biHeight;
setRectFilters(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;
Texture2D(g_internalFloatFmt, GL_ALPHA, GL_FLOAT, &vBlockData[0]);
if (glGetError() != GL_NO_ERROR)
{
// try different internal format
g_internalFloatFmt = GL_FLOAT_R32_NV;
Texture2D(g_internalFloatFmt, GL_RED, GL_FLOAT, &vBlockData[0]);
}
setTex2DFilters(GL_NEAREST);
setTex2DWrap(GL_REPEAT);
if (glGetError() != GL_NO_ERROR)
{
// error, resort to 16bit
g_fBlockMult = 65535.0f * (float)g_fiGPU_TEXWIDTH / 32.0f;
BLOCK::FillBlocks(vBlockData, vBilinearData, 0);
Texture2D(2, GL_R, GL_UNSIGNED_SHORT, &vBlockData[0]);
if (glGetError() != GL_NO_ERROR)
{
ZZLog::Error_Log("Could not fill blocks.");
return false;
}
ZZLog::GS_Log("Using non-bilinear fill.");
}
else
{
// fill in the bilinear blocks
glGenTextures(1, &ptexBilinearBlocks);
glBindTexture(GL_TEXTURE_2D, ptexBilinearBlocks);
Texture2D(g_internalRGBAFloatFmt, GL_RGBA, GL_FLOAT, &vBilinearData[0]);
if (glGetError() != GL_NO_ERROR)
{
g_internalRGBAFloatFmt = GL_FLOAT_RGBA32_NV;
g_internalRGBAFloat16Fmt = GL_FLOAT_RGBA16_NV;
Texture2D(g_internalRGBAFloatFmt, GL_RGBA, GL_FLOAT, &vBilinearData[0]);
ZZLog::Debug_Log("ZZogl Fill bilinear blocks. ");
B_G(glGetError() == GL_NO_ERROR, return false);
}
else
{
// No, they failed on the first clause of the if statement, not the second.
//ZZLog::Error_Log("Fill bilinear blocks failed!");
}
setTex2DFilters(GL_NEAREST);
setTex2DWrap(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);
}
Texture2D(4, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, &conv16to32data[0]);
setTex2DFilters(GL_NEAREST);
setTex2DWrap(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);
}
}
}
Texture3D(4, 32, 32, 32, GL_RGBA, GL_UNSIGNED_BYTE, &conv32to16data[0]);
setTex3DFilters(GL_NEAREST);
setTex3DWrap(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);
ZZLog::GS_Log("Creating effects.");
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 = 0;//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;
ZZLog::Error_Log("Basic shader test failed.");
}
}
g_bDisplayMsg = 1;
if (g_nPixelShaderVer & SHADER_REDUCED) conf.bilinear = 0;
ZZLog::GS_Log("Creating extra effects.");
B_G(LoadExtraEffects(), return false);
ZZLog::GS_Log("Using %s shaders.", 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;
if (glGetError() == GL_NO_ERROR)
{
return bSuccess;
}
else
{
ZZLog::Debug_Log("In final init!");
return false;
}
}
void ZeroGS::Destroy(bool bD3D)
{
Delete_Avi_Capture();
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);
GLWin.ReleaseWindow();
mapGLExtensions.clear();
}