pcsx2/plugins/GSdx/GSTextureFXOGL.cpp

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/*
* Copyright (C) 2011-2011 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSDeviceOGL.h"
#include "GSTables.h"
static const uint32 g_vs_cb_index = 20;
static const uint32 g_ps_cb_index = 21;
static const uint32 g_gs_cb_index = 22;
void GSDeviceOGL::CreateTextureFX()
{
GL_PUSH("CreateTextureFX");
m_vs_cb = new GSUniformBufferOGL(g_vs_cb_index, sizeof(VSConstantBuffer));
m_ps_cb = new GSUniformBufferOGL(g_ps_cb_index, sizeof(PSConstantBuffer));
// warning 1 sampler by image unit. So you cannot reuse m_ps_ss...
m_palette_ss = CreateSampler(false, false, false);
gl_BindSampler(1, m_palette_ss);
// Pre compile all Geometry & Vertex Shader
// It might cost a seconds at startup but it would reduce benchmark pollution
m_gs = CompileGS();
int logz = theApp.GetConfig("logz", 1);
// Don't do it in debug build, so it can still be tested
#ifndef _DEBUG
if (GLLoader::found_GL_ARB_clip_control && logz) {
fprintf(stderr, "Your driver supports advance depth. Logz will be disabled\n");
logz = 0;
} else if (!GLLoader::found_GL_ARB_clip_control && !logz) {
fprintf(stderr, "Your driver DOESN'T support advance depth (GL_ARB_clip_control)\n It is higly recommmended to enable logz\n");
}
#endif
for (uint32 key = 0; key < VSSelector::size(); key++) {
// wildhack is only useful if both TME and FST are enabled.
VSSelector sel(key);
if (sel.wildhack && (!sel.tme || !sel.fst))
m_vs[key] = 0;
else
m_vs[key] = CompileVS(sel, logz);
}
// Enable all bits for stencil operations. Technically 1 bit is
// enough but buffer is polluted with noise. Clear will be limited
// to the mask.
glStencilMask(0xFF);
for (uint32 key = 0; key < OMDepthStencilSelector::size(); key++)
m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key));
// Help to debug FS in apitrace
m_apitrace = CompilePS(PSSelector());
GL_POP();
}
GSDepthStencilOGL* GSDeviceOGL::CreateDepthStencil(OMDepthStencilSelector dssel)
{
GSDepthStencilOGL* dss = new GSDepthStencilOGL();
if (dssel.date)
{
dss->EnableStencil();
dss->SetStencil(GL_EQUAL, dssel.alpha_stencil ? GL_ZERO : GL_KEEP);
}
if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
{
static const GLenum ztst[] =
{
GL_NEVER,
GL_ALWAYS,
GL_GEQUAL,
GL_GREATER
};
dss->EnableDepth();
dss->SetDepth(ztst[dssel.ztst], dssel.zwe);
}
return dss;
}
GSBlendStateOGL* GSDeviceOGL::CreateBlend(OMBlendSelector bsel, float afix)
{
GSBlendStateOGL* bs = new GSBlendStateOGL();
if(bsel.abe)
{
int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, m_blendMapD3D9[i].dst);
if (m_blendMapD3D9[i].bogus & A_MAX) {
if (!theApp.GetConfig("accurate_blend", 1)) {
bs->EnableBlend();
if (bsel.a == 0)
bs->SetRGB(m_blendMapD3D9[i].op, GL_ONE, m_blendMapD3D9[i].dst);
else
bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, GL_ONE);
}
const string afixstr = format("%f", afix);
const char *col[3] = {"Cs", "Cd", "0"};
const char *alpha[3] = {"As", "Ad", afixstr.c_str()};
fprintf(stderr, "Impossible blend for D3D: (%s - %s) * %s + %s\n", col[bsel.a], col[bsel.b], alpha[bsel.c], col[bsel.d]);
} else {
bs->EnableBlend();
}
// Not very good but I don't wanna write another 81 row table
if(bsel.negative) bs->RevertOp();
}
return bs;
}
void GSDeviceOGL::SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb)
{
if(m_vs_cb_cache.Update(vs_cb)) {
m_vs_cb->upload(vs_cb);
}
if(m_ps_cb_cache.Update(ps_cb)) {
m_ps_cb->upload(ps_cb);
}
}
void GSDeviceOGL::SetupVS(VSSelector sel)
{
if (GLLoader::found_GL_ARB_shader_subroutine) {
GLuint sub[1];
sub[0] = sel.tme ? 1 + (uint32)sel.fst : 0;
m_shader->VS_subroutine(sub);
// Handle by subroutine useless now
sel.tme = 0;
sel.fst = 0;
}
m_shader->VS(m_vs[sel], 1);
}
void GSDeviceOGL::SetupGS(bool enable)
{
if (enable)
m_shader->GS(m_gs);
else
m_shader->GS(0);
}
void GSDeviceOGL::SetupPS(PSSelector sel)
{
if (GLLoader::found_GL_ARB_shader_subroutine) {
GLuint tfx = sel.tfx > 3 ? 19 : 11 + (uint32)sel.tfx + (uint32)sel.tcc*4;
GLuint colclip = 8 + (uint32)sel.colclip;
GLuint clamp =
(sel.wms == 2 && sel.wmt == 2) ? 20 :
(sel.wms == 2) ? 21 :
(sel.wmt == 2) ? 22 : 23;
GLuint wrap =
(sel.wms == 2 && sel.wmt == 2) ? 24 :
(sel.wms == 3 && sel.wmt == 3) ? 25 :
(sel.wms == 2 && sel.wmt == 3) ? 26 :
(sel.wms == 3 && sel.wmt == 2) ? 27 :
(sel.wms == 2) ? 28 :
(sel.wmt == 3) ? 29 :
(sel.wms == 3) ? 30 :
(sel.wmt == 2) ? 31 : 32;
GLuint sub[5] = {sel.atst, colclip, tfx, clamp, wrap};
m_shader->PS_subroutine(sub);
// Handle by subroutine useless now
sel.atst = 0;
sel.colclip = 0;
sel.tfx = 0;
sel.tcc = 0;
// sel.wms = 0;
// sel.wmt = 0;
}
// *************************************************************
// Static
// *************************************************************
GLuint ps;
auto i = m_ps.find(sel);
if (i == m_ps.end()) {
ps = CompilePS(sel);
m_ps[sel] = ps;
} else {
ps = i->second;
}
// *************************************************************
// Dynamic
// *************************************************************
m_shader->PS(ps, 3);
}
void GSDeviceOGL::SetupSampler(PSSamplerSelector ssel)
{
PSSetSamplerState(m_ps_ss[ssel]);
}
GLuint GSDeviceOGL::GetSamplerID(PSSamplerSelector ssel)
{
return m_ps_ss[ssel];
}
GLuint GSDeviceOGL::GetPaletteSamplerID()
{
return m_palette_ss;
}
void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float afix, bool sw_blending)
{
GSDepthStencilOGL* dss = m_om_dss[dssel];
OMSetDepthStencilState(dss, 1);
if (sw_blending) {
if (GLState::blend) {
GLState::blend = false;
glDisable(GL_BLEND);
}
// No hardware blending thank
return;
}
// *************************************************************
// Static
// *************************************************************
auto j = m_om_bs.find(bsel);
GSBlendStateOGL* bs;
if(j == m_om_bs.end())
{
bs = CreateBlend(bsel, afix);
m_om_bs[bsel] = bs;
} else {
bs = j->second;
}
// *************************************************************
// Dynamic
// *************************************************************
OMSetBlendState(bs, afix);
}