pcsx2/plugins/GSdx/GSDeviceOGL.h

960 lines
23 KiB
C
Raw Normal View History

/*
* 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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include <fstream>
#include "GSDevice.h"
#include "GSTextureOGL.h"
#include "GSdx.h"
class GSBlendStateOGL {
// Note: You can also select the index of the draw buffer for which to set the blend setting
// We will keep basic the first try
bool m_enable;
GLenum m_equation_RGB;
GLenum m_equation_ALPHA;
GLenum m_func_sRGB;
GLenum m_func_dRGB;
GLenum m_func_sALPHA;
GLenum m_func_dALPHA;
bool m_r_msk;
bool m_b_msk;
bool m_g_msk;
bool m_a_msk;
bool constant_factor;
float debug_factor;
public:
GSBlendStateOGL() : m_enable(false)
, m_equation_RGB(0)
, m_equation_ALPHA(GL_FUNC_ADD)
, m_func_sRGB(0)
, m_func_dRGB(0)
, m_func_sALPHA(GL_ONE)
, m_func_dALPHA(GL_ZERO)
, m_r_msk(GL_TRUE)
, m_b_msk(GL_TRUE)
, m_g_msk(GL_TRUE)
, m_a_msk(GL_TRUE)
, constant_factor(false)
{}
void SetRGB(GLenum op, GLenum src, GLenum dst)
{
m_equation_RGB = op;
m_func_sRGB = src;
m_func_dRGB = dst;
if (IsConstant(src) || IsConstant(dst)) constant_factor = true;
}
void SetALPHA(GLenum op, GLenum src, GLenum dst)
{
m_equation_ALPHA = op;
m_func_sALPHA = src;
m_func_dALPHA = dst;
}
void SetMask(bool r, bool g, bool b, bool a) { m_r_msk = r; m_g_msk = g; m_b_msk = b; m_a_msk = a; }
void RevertOp()
{
if(m_equation_RGB == GL_FUNC_ADD)
m_equation_RGB = GL_FUNC_REVERSE_SUBTRACT;
else if(m_equation_RGB == GL_FUNC_REVERSE_SUBTRACT)
m_equation_RGB = GL_FUNC_ADD;
}
void EnableBlend() { m_enable = true;}
bool IsConstant(GLenum factor) { return ((factor == GL_CONSTANT_COLOR) || (factor == GL_ONE_MINUS_CONSTANT_COLOR)); }
bool HasConstantFactor() { return constant_factor; }
void SetupColorMask()
{
glColorMask(m_r_msk, m_g_msk, m_b_msk, m_a_msk);
}
void SetupBlend(float factor)
{
SetupColorMask();
if (m_enable) {
glEnable(GL_BLEND);
if (HasConstantFactor()) {
debug_factor = factor;
glBlendColor(factor, factor, factor, 0);
}
glBlendEquationSeparate(m_equation_RGB, m_equation_ALPHA);
glBlendFuncSeparate(m_func_sRGB, m_func_dRGB, m_func_sALPHA, m_func_dALPHA);
} else {
glDisable(GL_BLEND);
}
}
char* NameOfParam(GLenum p)
{
switch (p) {
case GL_FUNC_ADD: return "ADD";
case GL_FUNC_SUBTRACT: return "SUB";
case GL_FUNC_REVERSE_SUBTRACT: return "REV SUB";
case GL_ONE: return "ONE";
case GL_ZERO: return "ZERO";
case GL_SRC1_ALPHA: return "SRC1 ALPHA";
case GL_SRC_ALPHA: return "SRC ALPHA";
case GL_ONE_MINUS_DST_ALPHA: return "1 - DST ALPHA";
case GL_DST_ALPHA: return "DST ALPHA";
case GL_DST_COLOR: return "DST COLOR";
case GL_ONE_MINUS_SRC1_ALPHA: return "1 - SRC1 ALPHA";
case GL_ONE_MINUS_SRC_ALPHA: return "1 - SRC ALPHA";
case GL_CONSTANT_COLOR: return "CST";
case GL_ONE_MINUS_CONSTANT_COLOR: return "1 - CST";
default: return "UKN";
}
return "UKN";
}
void debug()
{
if (!m_enable) return;
fprintf(stderr,"Blend op: %s; src:%s; dst:%s\n", NameOfParam(m_equation_RGB), NameOfParam(m_func_sRGB), NameOfParam(m_func_dRGB));
if (HasConstantFactor()) fprintf(stderr, "Blend constant: %f\n", debug_factor);
fprintf(stderr,"Mask. R:%d B:%d G:%d A:%d\n", m_r_msk, m_b_msk, m_g_msk, m_a_msk);
}
};
class GSDepthStencilOGL {
bool m_depth_enable;
GLenum m_depth_func;
GLboolean m_depth_mask;
// Note front face and back might be split but it seems they have same parameter configuration
bool m_stencil_enable;
GLuint m_stencil_mask;
GLuint m_stencil_func;
GLuint m_stencil_ref;
GLuint m_stencil_sfail_op;
GLuint m_stencil_spass_dfail_op;
GLuint m_stencil_spass_dpass_op;
char* NameOfParam(GLenum p)
{
switch(p) {
case GL_NEVER: return "NEVER";
case GL_ALWAYS: return "ALWAYS";
case GL_GEQUAL: return "GEQUAL";
case GL_GREATER: return "GREATER";
case GL_KEEP: return "KEEP";
case GL_EQUAL: return "EQUAL";
case GL_REPLACE: return "REPLACE";
default: return "UKN";
}
return "UKN";
}
public:
GSDepthStencilOGL() : m_depth_enable(false)
, m_depth_func(0)
, m_depth_mask(0)
, m_stencil_enable(false)
, m_stencil_mask(1)
, m_stencil_func(0)
, m_stencil_ref(0)
, m_stencil_sfail_op(GL_KEEP)
, m_stencil_spass_dfail_op(GL_KEEP)
, m_stencil_spass_dpass_op(GL_KEEP)
{}
void EnableDepth() { m_depth_enable = true; }
void EnableStencil() { m_stencil_enable = true; }
void SetDepth(GLenum func, GLboolean mask) { m_depth_func = func; m_depth_mask = mask; }
void SetStencil(GLuint func, GLuint pass) { m_stencil_func = func; m_stencil_spass_dpass_op = pass; }
void SetupDepth()
{
if (m_depth_enable) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(m_depth_func);
glDepthMask(m_depth_mask);
} else
glDisable(GL_DEPTH_TEST);
}
void SetupStencil(uint8 sref)
{
uint ref = sref;
if (m_stencil_enable) {
glEnable(GL_STENCIL_TEST);
glStencilFunc(m_stencil_func, ref, m_stencil_mask);
glStencilOp(m_stencil_sfail_op, m_stencil_spass_dfail_op, m_stencil_spass_dpass_op);
} else
glDisable(GL_STENCIL_TEST);
}
void debug() { debug_depth(); debug_stencil(); }
void debug_depth()
{
if (!m_depth_enable) return;
fprintf(stderr, "Depth %s. Mask %x\n", NameOfParam(m_depth_func), m_depth_mask);
}
void debug_stencil()
{
if (!m_stencil_enable) return;
fprintf(stderr, "Stencil %s. Both pass op %s\n", NameOfParam(m_stencil_func), NameOfParam(m_stencil_spass_dpass_op));
}
};
class GSUniformBufferOGL {
GLuint buffer; // data object
GLuint index; // GLSL slot
uint size; // size of the data
const GLenum target;
public:
GSUniformBufferOGL(GLuint index, uint size) : index(index)
, size(size)
,target(GL_UNIFORM_BUFFER)
{
glGenBuffers(1, &buffer);
bind();
allocate();
attach();
}
void bind()
{
glBindBuffer(target, buffer);
}
void allocate()
{
glBufferData(target, size, NULL, GL_STREAM_DRAW);
}
void attach()
{
glBindBufferBase(target, index, buffer);
}
void upload(const void* src)
{
uint32 flags = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
uint8* dst = (uint8*) glMapBufferRange(target, 0, size, flags);
memcpy(dst, src, size);
glUnmapBuffer(target);
}
~GSUniformBufferOGL() {
glDeleteBuffers(1, &buffer);
}
};
struct GSInputLayoutOGL {
GLuint index;
GLint size;
GLenum type;
GLboolean normalize;
GLsizei stride;
const GLvoid* offset;
};
class GSVertexBufferStateOGL {
class GSBufferOGL {
size_t m_stride;
size_t m_start;
size_t m_count;
size_t m_limit;
GLenum m_target;
GLuint m_buffer;
size_t m_default_size;
public:
GSBufferOGL(GLenum target, size_t stride) :
m_stride(stride)
, m_start(0)
, m_count(0)
, m_limit(0)
, m_target(target)
{
glGenBuffers(1, &m_buffer);
// Opengl works best with 1-4MB buffer.
m_default_size = 2 * 1024 * 1024 / m_stride;
}
~GSBufferOGL() { glDeleteBuffers(1, &m_buffer); }
void allocate() { allocate(m_default_size); }
void allocate(size_t new_limit)
{
m_start = 0;
m_limit = new_limit;
glBufferData(GL_ARRAY_BUFFER, m_limit * m_stride, NULL, GL_STREAM_DRAW);
}
void bind()
{
glBindBuffer(m_target, m_buffer);
}
void upload(const void* src, uint32 count)
{
#ifdef OGL_DEBUG
GLint b_size = -1;
glGetBufferParameteriv(m_target, GL_BUFFER_SIZE, &b_size);
if (b_size <= 0) return;
#endif
m_count = count;
// Note: For an explanation of the map flag
// see http://www.opengl.org/wiki/Buffer_Object_Streaming
uint32 map_flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
// Current GPU buffer is really too small need to allocate a new one
if (m_count > m_limit) {
allocate(std::max<int>(count * 3 / 2, m_default_size));
} else if (m_count > (m_limit - m_start) ) {
// Not enough left free room. Just go back at the beginning
m_start = 0;
// Tell the driver that it can orphan previous buffer and restart from a scratch buffer.
// Technically the buffer will not be accessible by the application anymore but the
// GL will effectively remove it when draws call are finised.
map_flags |= GL_MAP_INVALIDATE_BUFFER_BIT;
} else {
// Tell the driver that it doesn't need to contain any valid buffer data, and that you promise to write the entire range you map
map_flags |= GL_MAP_INVALIDATE_RANGE_BIT;
}
// Upload the data to the buffer
uint8* dst = (uint8*) glMapBufferRange(m_target, m_stride*m_start, m_stride*m_count, map_flags);
#ifdef OGL_DEBUG
if (dst == NULL) {
fprintf(stderr, "CRITICAL ERROR map failed for vb!!!\n");
return;
}
#endif
memcpy(dst, src, m_stride*m_count);
glUnmapBuffer(m_target);
}
void EndScene()
{
m_start += m_count;
m_count = 0;
}
void Draw(GLenum mode)
{
glDrawArrays(mode, m_start, m_count);
}
void Draw(GLenum mode, GLint basevertex)
{
glDrawElementsBaseVertex(mode, m_count, GL_UNSIGNED_INT, (void*)(m_start * m_stride), basevertex);
}
size_t GetStart() { return m_start; }
} *m_vb, *m_ib;
GLuint m_va;
GLenum m_topology;
public:
GSVertexBufferStateOGL(size_t stride, GSInputLayoutOGL* layout, uint32 layout_nbr)
{
glGenVertexArrays(1, &m_va);
m_vb = new GSBufferOGL(GL_ARRAY_BUFFER, stride);
m_ib = new GSBufferOGL(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32));
bind();
// Note: index array are part of the VA state so it need to be bind only once.
m_ib->bind();
m_vb->allocate();
m_ib->allocate();
set_internal_format(layout, layout_nbr);
}
void bind()
{
glBindVertexArray(m_va);
m_vb->bind();
}
#if 0
void upload(const void* src, uint32 count)
{
#ifdef OGL_DEBUG
GLint b_size = -1;
glGetBufferParameteriv(m_target, GL_BUFFER_SIZE, &b_size);
if (b_size <= 0) return;
#endif
m_count = count;
// Note: For an explanation of the map flag
// see http://www.opengl.org/wiki/Buffer_Object_Streaming
uint32 map_flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
// Current GPU buffer is really too small need to allocate a new one
if (m_count > m_limit) {
allocate(std::max<int>(count * 3 / 2, 60000));
} else if (m_count > (m_limit - m_start) ) {
// Not enough left free room. Just go back at the beginning
m_start = 0;
// Tell the driver that it can orphan previous buffer and restart from a scratch buffer.
// Technically the buffer will not be accessible by the application anymore but the
// GL will effectively remove it when draws call are finised.
map_flags |= GL_MAP_INVALIDATE_BUFFER_BIT;
} else {
// Tell the driver that it doesn't need to contain any valid buffer data, and that you promise to write the entire range you map
map_flags |= GL_MAP_INVALIDATE_RANGE_BIT;
}
// Upload the data to the buffer
uint8* dst = (uint8*) glMapBufferRange(m_target, m_stride*m_start, m_stride*m_count, map_flags);
#ifdef OGL_DEBUG
if (dst == NULL) {
fprintf(stderr, "CRITICAL ERROR map failed for vb!!!\n");
return;
}
#endif
memcpy(dst, src, m_stride*m_count);
glUnmapBuffer(m_target);
}
#endif
void set_internal_format(GSInputLayoutOGL* layout, uint32 layout_nbr)
{
for (int i = 0; i < layout_nbr; i++) {
// Note this function need both a vertex array object and a GL_ARRAY_BUFFER buffer
glEnableVertexAttribArray(layout[i].index);
switch (layout[i].type) {
case GL_UNSIGNED_SHORT:
case GL_UNSIGNED_INT:
// Rule: when shader use integral (not normalized) you must use glVertexAttribIPointer (note the extra I)
glVertexAttribIPointer(layout[i].index, layout[i].size, layout[i].type, layout[i].stride, layout[i].offset);
break;
default:
glVertexAttribPointer(layout[i].index, layout[i].size, layout[i].type, layout[i].normalize, layout[i].stride, layout[i].offset);
break;
}
}
}
void EndScene()
{
m_vb->EndScene();
m_ib->EndScene();
}
void DrawPrimitive() { m_vb->Draw(m_topology); }
void DrawIndexedPrimitive() { m_ib->Draw(m_topology, m_vb->GetStart() ); }
void SetTopology(GLenum topology) { m_topology = topology; }
void UploadVB(const void* vertices, size_t count)
{
m_vb->upload(vertices, count);
}
void UploadIB(const void* index, size_t count)
{
m_ib->upload(index, count);
}
~GSVertexBufferStateOGL()
{
glDeleteVertexArrays(1, &m_va);
}
void debug()
{
uint32 element = 0;
string topo;
switch (m_topology) {
case GL_POINTS:
//element = m_count;
topo = "point";
break;
case GL_LINES:
//element = m_count/2;
topo = "line";
break;
case GL_TRIANGLES:
//element = m_count/3;
topo = "triangle";
break;
case GL_TRIANGLE_STRIP:
//element = m_count - 2;
topo = "triangle strip";
break;
}
fprintf(stderr, "%d primitives of %s\n", element, topo.c_str());
}
};
class GSDeviceOGL : public GSDevice
{
public:
__aligned(struct, 32) VSConstantBuffer
{
GSVector4 VertexScale;
GSVector4 VertexOffset;
GSVector4 TextureScale;
VSConstantBuffer()
{
VertexScale = GSVector4::zero();
VertexOffset = GSVector4::zero();
TextureScale = GSVector4::zero();
}
__forceinline bool Update(const VSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
GSVector4i b0 = b[0];
GSVector4i b1 = b[1];
GSVector4i b2 = b[2];
if(!((a[0] == b0) & (a[1] == b1) & (a[2] == b2)).alltrue())
{
a[0] = b0;
a[1] = b1;
a[2] = b2;
return true;
}
return false;
}
};
struct VSSelector
{
union
{
struct
{
uint32 bppz:2;
uint32 tme:1;
uint32 fst:1;
uint32 logz:1;
uint32 rtcopy:1;
};
uint32 key;
};
operator uint32() {return key & 0x3f;}
VSSelector() : key(0) {}
};
__aligned(struct, 32) PSConstantBuffer
{
GSVector4 FogColor_AREF;
GSVector4 HalfTexel;
GSVector4 WH;
GSVector4 MinMax;
GSVector4 MinF_TA;
GSVector4i MskFix;
PSConstantBuffer()
{
FogColor_AREF = GSVector4::zero();
HalfTexel = GSVector4::zero();
WH = GSVector4::zero();
MinMax = GSVector4::zero();
MinF_TA = GSVector4::zero();
MskFix = GSVector4i::zero();
}
__forceinline bool Update(const PSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
GSVector4i b0 = b[0];
GSVector4i b1 = b[1];
GSVector4i b2 = b[2];
GSVector4i b3 = b[3];
GSVector4i b4 = b[4];
GSVector4i b5 = b[5];
if(!((a[0] == b0) /*& (a[1] == b1)*/ & (a[2] == b2) & (a[3] == b3) & (a[4] == b4) & (a[5] == b5)).alltrue()) // if WH matches HalfTexel does too
{
a[0] = b0;
a[1] = b1;
a[2] = b2;
a[3] = b3;
a[4] = b4;
a[5] = b5;
return true;
}
return false;
}
};
struct GSSelector
{
union
{
struct
{
uint32 iip:1;
uint32 prim:2;
};
uint32 key;
};
operator uint32() {return key & 0x7;}
GSSelector() : key(0) {}
};
struct PSSelector
{
union
{
struct
{
uint32 fst:1;
uint32 wms:2;
uint32 wmt:2;
uint32 fmt:3;
uint32 aem:1;
uint32 tfx:3;
uint32 tcc:1;
uint32 atst:3;
uint32 fog:1;
uint32 clr1:1;
uint32 fba:1;
uint32 aout:1;
uint32 rt:1;
uint32 ltf:1;
uint32 colclip:2;
uint32 date:2;
};
uint32 key;
};
operator uint32() {return key & 0x3ffffff;}
PSSelector() : key(0) {}
};
struct PSSamplerSelector
{
union
{
struct
{
uint32 tau:1;
uint32 tav:1;
uint32 ltf:1;
};
uint32 key;
};
operator uint32() {return key & 0x7;}
PSSamplerSelector() : key(0) {}
};
struct OMDepthStencilSelector
{
union
{
struct
{
uint32 ztst:2;
uint32 zwe:1;
uint32 date:1;
uint32 fba:1;
};
uint32 key;
};
operator uint32() {return key & 0x1f;}
OMDepthStencilSelector() : key(0) {}
};
struct OMBlendSelector
{
union
{
struct
{
uint32 abe:1;
uint32 a:2;
uint32 b:2;
uint32 c:2;
uint32 d:2;
uint32 wr:1;
uint32 wg:1;
uint32 wb:1;
uint32 wa:1;
uint32 negative:1;
};
struct
{
uint32 _pad:1;
uint32 abcd:8;
uint32 wrgba:4;
};
uint32 key;
};
operator uint32() {return key & 0x3fff;}
OMBlendSelector() : key(0) {}
bool IsCLR1() const
{
return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
}
};
struct D3D9Blend {int bogus, op, src, dst;};
static const D3D9Blend m_blendMapD3D9[3*3*3*3];
private:
uint32 m_msaa; // Level of Msaa
bool m_free_window;
GSWnd* m_window;
GLuint m_pipeline; // pipeline to attach program shader
GLuint m_fbo; // frame buffer container
GLuint m_fbo_read; // frame buffer container only for reading
GSVertexBufferStateOGL* m_vb; // vb_state for HW renderer
GSVertexBufferStateOGL* m_vb_sr; // vb_state for StretchRect
struct {
GLuint ps[2]; // program object
GSUniformBufferOGL* cb; // uniform buffer object
GSBlendStateOGL* bs;
} m_merge_obj;
struct {
GLuint ps[4]; // program object
GSUniformBufferOGL* cb; // uniform buffer object
} m_interlace;
struct {
GLuint vs; // program object
GLuint ps[8]; // program object
GLuint ln; // sampler object
GLuint pt; // sampler object
GLuint gs;
GSDepthStencilOGL* dss;
GSBlendStateOGL* bs;
} m_convert;
struct
{
GLuint ps;
GSUniformBufferOGL *cb;
} m_fxaa;
struct
{
GSDepthStencilOGL* dss;
GSBlendStateOGL* bs;
} m_date;
struct
{
GSVertexBufferStateOGL* vb;
GLuint vs; // program
GSUniformBufferOGL* cb; // uniform current buffer
GLuint gs; // program
// FIXME texture binding. Maybe not equivalent for the state but the best I could find.
GSTextureOGL* ps_srv[3];
// ID3D11ShaderResourceView* ps_srv[3];
GLuint ps; // program
GLuint ps_ss[3]; // sampler
GSVector2i viewport;
GSVector4i scissor;
GSDepthStencilOGL* dss;
uint8 sref;
GSBlendStateOGL* bs;
float bf;
// FIXME texture attachment in the FBO
// ID3D11RenderTargetView* rtv;
// ID3D11DepthStencilView* dsv;
GSTextureOGL* rtv;
GSTextureOGL* dsv;
GLuint fbo;
} m_state;
bool m_srv_changed;
bool m_ss_changed;
#if 0
CComPtr<ID3D11Device> m_dev;
CComPtr<ID3D11DeviceContext> m_ctx;
CComPtr<IDXGISwapChain> m_swapchain;
CComPtr<ID3D11RasterizerState> m_rs;
// Shaders...
CComPtr<ID3D11SamplerState> m_palette_ss;
CComPtr<ID3D11SamplerState> m_rt_ss;
#endif
// hash_map<uint32, GSVertexShader11 > m_vs;
// hash_map<uint32, CComPtr<ID3D11GeometryShader> > m_gs;
// hash_map<uint32, CComPtr<ID3D11PixelShader> > m_ps;
// hash_map<uint32, CComPtr<ID3D11SamplerState> > m_ps_ss;
// hash_map<uint32, CComPtr<ID3D11DepthStencilState> > m_om_dss;
// hash_map<uint32, CComPtr<ID3D11BlendState> > m_om_bs;
hash_map<uint32, GLuint > m_vs;
hash_map<uint32, GLuint > m_gs;
hash_map<uint32, GLuint > m_ps;
hash_map<uint32, GLuint > m_ps_ss;
hash_map<uint32, GSDepthStencilOGL* > m_om_dss;
hash_map<uint32, GSBlendStateOGL* > m_om_bs;
//CComPtr<ID3D11SamplerState> m_palette_ss;
//CComPtr<ID3D11SamplerState> m_rt_ss;
GLuint m_palette_ss;
GLuint m_rt_ss;
//CComPtr<ID3D11Buffer> m_vs_cb;
//CComPtr<ID3D11Buffer> m_ps_cb;
GSUniformBufferOGL* m_vs_cb;
GSUniformBufferOGL* m_ps_cb;
VSConstantBuffer m_vs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
protected:
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
public:
GSDeviceOGL();
virtual ~GSDeviceOGL();
void CheckDebugLog();
static void DebugOutputToFile(unsigned int source, unsigned int type, unsigned int id, unsigned int severity, const char* message);
void DebugOutput();
void DebugInput();
bool HasStencil() { return true; }
bool HasDepth32() { return true; }
bool Create(GSWnd* wnd);
bool Reset(int w, int h);
void Flip();
void DrawPrimitive();
void DrawIndexedPrimitive();
void ClearRenderTarget(GSTexture* t, const GSVector4& c);
void ClearRenderTarget(GSTexture* t, uint32 c);
void ClearDepth(GSTexture* t, float c);
void ClearStencil(GSTexture* t, uint8 c);
GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0);
GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0);
GSTexture* CreateTexture(int w, int h, int format = 0);
GSTexture* CreateOffscreen(int w, int h, int format = 0);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true);
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
GSTexture* Resolve(GSTexture* t);
void CompileShaderFromSource(const std::string& glsl_file, const std::string& entry, GLenum type, GLuint* program, const std::string& macro_sel = "");
void EndScene();
void IASetPrimitiveTopology(GLenum topology);
void IASetVertexBuffer(const void* vertices, size_t count);
void IASetIndexBuffer(const void* index, size_t count);
void IASetVertexState(GSVertexBufferStateOGL* vb);
void SetUniformBuffer(GSUniformBufferOGL* cb);
void VSSetShader(GLuint vs);
void GSSetShader(GLuint gs);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShaderResource(int i, GSTexture* sr);
void PSSetSamplerState(GLuint ss0, GLuint ss1, GLuint ss2 = 0);
void PSSetShader(GLuint ps);
void OMSetFBO(GLuint fbo);
void OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref);
void OMSetBlendState(GSBlendStateOGL* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
void CreateTextureFX();
void SetupIA(const void* vertex, int vertex_count, const uint32* index, int index_count, int prim);
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel);
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
};