pcsx2/plugins/GSdx/GSDeviceOGL.cpp

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/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSdx.h"
#include "GSDeviceOGL.h"
#include "resource.h"
GSDeviceOGL::GSDeviceOGL()
: m_hDC(NULL)
, m_hGLRC(NULL)
, m_vbo(0)
, m_fbo(0)
, m_topology(-1)
{
m_vertices.stride = 0;
m_vertices.start = 0;
m_vertices.count = 0;
m_vertices.limit = 0;
}
GSDeviceOGL::~GSDeviceOGL()
{
if(m_vbo) glDeleteBuffers(1, &m_vbo);
if(m_fbo) glDeleteFramebuffers(1, &m_fbo);
#ifdef _WINDOWS
if(m_hGLRC) {wglMakeCurrent(NULL, NULL); wglDeleteContext(m_hGLRC);}
if(m_hDC) ReleaseDC((HWND)m_wnd->GetHandle(), m_hDC);
#endif
}
void GSDeviceOGL::OnCgError(CGcontext ctx, CGerror err)
{
printf("%s\n", cgGetErrorString(err));
printf("%s\n", cgGetLastListing(ctx)); // ?
}
bool GSDeviceOGL::Create(GSWnd* wnd, bool vsync)
{
if(!__super::Create(wnd, vsync))
{
return false;
}
cgSetErrorHandler(OnStaticCgError, this);
#ifdef _WINDOWS
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 32; // 24?
pfd.cStencilBits = 8;
pfd.iLayerType = PFD_MAIN_PLANE;
m_hDC = GetDC((HWND)m_wnd->GetHandle());
if(!m_hDC) return false;
if(!SetPixelFormat(m_hDC, ChoosePixelFormat(m_hDC, &pfd), &pfd))
{
return false;
}
m_hGLRC = wglCreateContext(m_hDC);
if(!m_hGLRC) return false;
if(!wglMakeCurrent(m_hDC, m_hGLRC))
{
return false;
}
if(WGLEW_EXT_swap_control)
{
wglSwapIntervalEXT(vsync ? 1 : 0);
}
#endif
if(glewInit() != GLEW_OK)
{
return false;
}
// const char* exts = (const char*)glGetString(GL_EXTENSIONS);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
// TODO: setup layout?
GSVector4i r = wnd->GetClientRect();
Reset(r.width(), r.height(), false);
return true;
}
bool GSDeviceOGL::Reset(int w, int h, bool fs)
{
if(!__super::Reset(w, h, fs))
return false;
m_backbuffer = new GSTextureOGL(0, GSTexture::RenderTarget, w, h);
glCullFace(GL_FRONT_AND_BACK);
glDisable(GL_LIGHTING);
glDisable(GL_ALPHA_TEST);
glEnable(GL_SCISSOR_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
// glViewport(0, 0, w, h);
if(m_fbo) {glDeleteFramebuffersEXT(1, &m_fbo); m_fbo = 0;}
glGenFramebuffers(1, &m_fbo);
if(m_fbo == 0) return false;
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
return true;
}
void GSDeviceOGL::Flip()
{
#ifdef _WINDOWS
SwapBuffers(m_hDC);
#endif
}
void GSDeviceOGL::BeginScene()
{
}
void GSDeviceOGL::DrawPrimitive()
{
glDrawArrays(m_topology, m_vertices.count, m_vertices.start);
}
void GSDeviceOGL::EndScene()
{
m_vertices.start += m_vertices.count;
m_vertices.count = 0;
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
{
// TODO: disable scissor, color mask
glClearColor(c.r, c.g, c.b, c.a);
glClear(GL_COLOR_BUFFER_BIT);
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c)
{
ClearRenderTarget(t, GSVector4(c) * (1.0f / 255));
}
void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
{
// TODO: disable scissor, depth mask
glClearDepth(c);
glClear(GL_DEPTH_BUFFER_BIT);
}
void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
{
// TODO: disable scissor, depth (?) mask
glClearStencil((GLint)c);
glClear(GL_STENCIL_BUFFER_BIT);
}
GSTexture* GSDeviceOGL::Create(int type, int w, int h, int format)
{
GLuint texture = 0;
switch(type)
{
case GSTexture::RenderTarget:
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case GSTexture::DepthStencil:
glGenRenderbuffersEXT(1, &texture);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, texture);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH32F_STENCIL8, w, h);
// TODO: depth textures?
break;
case GSTexture::Texture:
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case GSTexture::Offscreen:
// TODO: ???
break;
}
if(!texture) return false;
GSTextureOGL* t = new GSTextureOGL(texture, type, w, h, format);
switch(type)
{
case GSTexture::RenderTarget:
ClearRenderTarget(t, 0);
break;
case GSTexture::DepthStencil:
ClearDepth(t, 0);
break;
}
return t;
}
GSTexture* GSDeviceOGL::CreateRenderTarget(int w, int h, int format)
{
return __super::CreateRenderTarget(w, h, format ? format : GL_RGBA8);
}
GSTexture* GSDeviceOGL::CreateDepthStencil(int w, int h, int format)
{
return __super::CreateDepthStencil(w, h, format ? format : GL_DEPTH32F_STENCIL8); // TODO: GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8
}
GSTexture* GSDeviceOGL::CreateTexture(int w, int h, int format)
{
return __super::CreateTexture(w, h, format ? format : GL_RGBA8);
}
GSTexture* GSDeviceOGL::CreateOffscreen(int w, int h, int format)
{
return __super::CreateOffscreen(w, h, format ? format : GL_RGBA8);
}
GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format)
{
// TODO
return NULL;
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
{
// TODO
}
void GSDeviceOGL::DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c)
{
// TODO
}
void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset)
{
// TODO
}
void GSDeviceOGL::IASetVertexBuffer(const void* vertices, size_t stride, size_t count)
{
ASSERT(m_vertices.count == 0);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
if(count * stride > m_vertices.limit * m_vertices.stride)
{
m_vertices.start = 0;
m_vertices.count = 0;
m_vertices.limit = 0;
}
if(m_vertices.limit == 0)
{
m_vertices.limit = max(count * 3 / 2, 10000);
glBufferData(GL_ARRAY_BUFFER, m_vertices.limit * stride, NULL, GL_DYNAMIC_DRAW); // GL_STREAM_DRAW?
}
if(m_vertices.start + count > m_vertices.limit || stride != m_vertices.stride)
{
m_vertices.start = 0; // TODO: how to discard and not overwrite previous data?
}
if(GLvoid* v = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY))
{
GSVector4i::storent((uint8*)v + m_vertices.start * stride, vertices, count * stride);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
m_vertices.count = count;
m_vertices.stride = stride;
}
void GSDeviceOGL::IASetInputLayout()
{
// TODO
}
void GSDeviceOGL::IASetPrimitiveTopology(int topology)
{
m_topology = topology;
}