pcsx2/plugins/GSdx/GSDeviceOGL.cpp

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/*
* Copyright (C) 2011-2016 PCSX2 Dev Team
* 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 "GSState.h"
#include "GSDeviceOGL.h"
#include "GLState.h"
#include "GSUtil.h"
#include "GSOsdManager.h"
#include <fstream>
//#define ONLY_LINES
#ifdef _WIN32
#include "resource.h"
#else
#include "GSdxResources.h"
#endif
// TODO port those value into PerfMon API
#ifdef ENABLE_OGL_DEBUG_MEM_BW
uint64 g_real_texture_upload_byte = 0;
uint64 g_vertex_upload_byte = 0;
uint64 g_uniform_upload_byte = 0;
#endif
static const uint32 g_merge_cb_index = 10;
static const uint32 g_interlace_cb_index = 11;
static const uint32 g_fx_cb_index = 14;
static const uint32 g_convert_index = 15;
static const uint32 g_vs_cb_index = 20;
static const uint32 g_ps_cb_index = 21;
bool GSDeviceOGL::m_debug_gl_call = false;
int GSDeviceOGL::m_shader_inst = 0;
int GSDeviceOGL::m_shader_reg = 0;
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FILE* GSDeviceOGL::m_debug_gl_file = NULL;
GSDeviceOGL::GSDeviceOGL()
: m_msaa(0)
, m_force_texture_clear(0)
, m_fbo(0)
, m_fbo_read(0)
, m_va(NULL)
, m_apitrace(0)
, m_palette_ss(0)
, m_vs_cb(NULL)
, m_ps_cb(NULL)
, m_font(NULL)
, m_shader(NULL)
{
memset(&m_merge_obj, 0, sizeof(m_merge_obj));
memset(&m_interlace, 0, sizeof(m_interlace));
memset(&m_convert, 0, sizeof(m_convert));
memset(&m_fxaa, 0, sizeof(m_fxaa));
memset(&m_shaderfx, 0, sizeof(m_shaderfx));
memset(&m_date, 0, sizeof(m_date));
memset(&m_shadeboost, 0, sizeof(m_shadeboost));
memset(&m_om_dss, 0, sizeof(m_om_dss));
memset(&m_profiler, 0 , sizeof(m_profiler));
GLState::Clear();
m_mipmap = theApp.GetConfigI("mipmap");
m_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
if (!theApp.GetConfigB("UserHacks"))
m_filter = TriFiltering::None;
// Reset the debug file
#ifdef ENABLE_OGL_DEBUG
if (theApp.GetCurrentRendererType() == GSRendererType::OGL_SW)
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m_debug_gl_file = fopen("GSdx_opengl_debug_sw.txt","w");
else
m_debug_gl_file = fopen("GSdx_opengl_debug_hw.txt","w");
#endif
m_debug_gl_call = theApp.GetConfigB("debug_opengl");
m_disable_hw_gl_draw = theApp.GetConfigB("disable_hw_gl_draw");
}
GSDeviceOGL::~GSDeviceOGL()
{
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if (m_debug_gl_file) {
fclose(m_debug_gl_file);
m_debug_gl_file = NULL;
}
// If the create function wasn't called nothing to do.
if (m_shader == NULL)
return;
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GL_PUSH("GSDeviceOGL destructor");
// Clean vertex buffer state
delete m_va;
// Clean m_merge_obj
delete m_merge_obj.cb;
// Clean m_interlace
delete m_interlace.cb;
// Clean m_convert
delete m_convert.dss;
delete m_convert.dss_write;
delete m_convert.cb;
// Clean m_fxaa
delete m_fxaa.cb;
// Clean m_shaderfx
delete m_shaderfx.cb;
// Clean m_date
delete m_date.dss;
// Clean various opengl allocation
glDeleteFramebuffers(1, &m_fbo);
glDeleteFramebuffers(1, &m_fbo_read);
// Delete HW FX
delete m_vs_cb;
delete m_ps_cb;
glDeleteSamplers(1, &m_palette_ss);
m_ps.clear();
glDeleteSamplers(countof(m_ps_ss), m_ps_ss);
for (uint32 key = 0; key < countof(m_om_dss); key++) delete m_om_dss[key];
PboPool::Destroy();
// Must be done after the destruction of all shader/program objects
delete m_shader;
m_shader = NULL;
// Purge any pending message to reduce noise in Valgrind (potential memory leak
// in Mesa driver that doesn't free internal buffer when the context is destroyed)
CheckDebugLog();
}
void GSDeviceOGL::GenerateProfilerData()
{
if (m_profiler.last_query < 3) {
glDeleteQueries(1 << 16, m_profiler.timer_query);
return;
}
// Wait latest quey to get valid result
GLuint available = 0;
while (!available) {
glGetQueryObjectuiv(m_profiler.timer(), GL_QUERY_RESULT_AVAILABLE, &available);
}
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GLuint64 time_start;
GLuint64 time_end;
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std::vector<double> times;
double ms = 0.000001;
int replay = theApp.GetConfigI("linux_replay");
int first_query = replay > 1 ? m_profiler.last_query / replay : 0;
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glGetQueryObjectui64v(m_profiler.timer_query[first_query], GL_QUERY_RESULT, &time_start);
for (uint32 q = first_query + 1; q < m_profiler.last_query; q++) {
glGetQueryObjectui64v(m_profiler.timer_query[q], GL_QUERY_RESULT, &time_end);
uint64 t = time_end - time_start;
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times.push_back((double)t * ms);
time_start = time_end;
}
// Latest value is often silly, just drop it
times.pop_back();
glDeleteQueries(1 << 16, m_profiler.timer_query);
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double frames = times.size();
double mean = 0.0;
double sd = 0.0;
auto minmax_time = std::minmax_element(times.begin(), times.end());
for (auto t : times) mean += t;
mean = mean / frames;
for (auto t : times) sd += pow(t-mean, 2);
sd = sqrt(sd / frames);
uint32 time_repartition[16] = {0};
for (auto t : times) {
uint32 slot = (uint32)(t/2.0);
if (slot >= countof(time_repartition)) {
slot = countof(time_repartition) - 1;
}
time_repartition[slot]++;
}
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fprintf(stderr, "\nPerformance Profile for %.0f frames:\n", frames);
fprintf(stderr, "Min %4.2f ms\t(%4.2f fps)\n", *minmax_time.first, 1000.0 / *minmax_time.first);
fprintf(stderr, "Mean %4.2f ms\t(%4.2f fps)\n", mean, 1000.0 / mean);
fprintf(stderr, "Max %4.2f ms\t(%4.2f fps)\n", *minmax_time.second, 1000.0 / *minmax_time.second);
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fprintf(stderr, "SD %4.2f ms\n", sd);
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fprintf(stderr, "\n");
fprintf(stderr, "Frame Repartition\n");
for (uint32 i = 0; i < countof(time_repartition); i ++) {
fprintf(stderr, "%3u ms => %3u ms\t%4u\n", 2 * i, 2 * (i+1), time_repartition[i]);
}
FILE* csv = fopen("GSdx_profile.csv", "w");
if (csv) {
for (size_t i = 0; i < times.size(); i++) {
fprintf(csv, "%zu,%lf\n", i, times[i]);
}
fclose(csv);
}
}
GSTexture* GSDeviceOGL::CreateSurface(int type, int w, int h, bool msaa, int fmt)
{
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GL_PUSH("Create surface");
// A wrapper to call GSTextureOGL, with the different kind of parameter
GSTextureOGL* t = new GSTextureOGL(type, w, h, fmt, m_fbo_read, m_mipmap > 1 || m_filter != TriFiltering::None);
// NOTE: I'm not sure RenderTarget always need to be cleared. It could be costly for big upscale.
// FIXME: it will be more logical to do it in FetchSurface. This code is only called at first creation
// of the texture. However we could reuse a deleted texture.
if (m_force_texture_clear == 0) {
switch(type)
{
case GSTexture::RenderTarget:
ClearRenderTarget(t, 0);
break;
case GSTexture::DepthStencil:
ClearDepth(t);
// No need to clear the stencil now.
break;
}
}
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return t;
}
GSTexture* GSDeviceOGL::FetchSurface(int type, int w, int h, bool msaa, int format)
{
GSTexture* t = GSDevice::FetchSurface(type, w, h, false, format);
if (m_force_texture_clear) {
GSVector4 red(1.0f, 0.0f, 0.0f, 1.0f);
switch(type)
{
case GSTexture::RenderTarget:
ClearRenderTarget(t, 0);
break;
case GSTexture::DepthStencil:
ClearDepth(t);
// No need to clear the stencil now.
break;
case GSTexture::Texture:
if (m_force_texture_clear > 1)
static_cast<GSTextureOGL*>(t)->Clear((void*)&red);
else if (m_force_texture_clear)
static_cast<GSTextureOGL*>(t)->Clear(NULL);
break;
}
}
return t;
}
bool GSDeviceOGL::Create(const std::shared_ptr<GSWnd> &wnd)
{
std::vector<char> shader;
// ****************************************************************
// Debug helper
// ****************************************************************
#ifdef ENABLE_OGL_DEBUG
if (theApp.GetConfigB("debug_opengl")) {
glDebugMessageCallback((GLDEBUGPROC)DebugOutputToFile, NULL);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, true);
// Useless info message on Nvidia driver
GLuint ids[] = {0x20004};
glDebugMessageControl(GL_DEBUG_SOURCE_API_ARB, GL_DEBUG_TYPE_OTHER_ARB, GL_DONT_CARE, countof(ids), ids, false);
}
#endif
m_force_texture_clear = theApp.GetConfigI("force_texture_clear");
// WARNING it must be done after the control setup (at least on MESA)
GL_PUSH("GSDeviceOGL::Create");
// ****************************************************************
// Various object
// ****************************************************************
{
GL_PUSH("GSDeviceOGL::Various");
m_shader = new GSShaderOGL(theApp.GetConfigB("debug_glsl_shader"));
glGenFramebuffers(1, &m_fbo);
// Always write to the first buffer
OMSetFBO(m_fbo);
GLenum target[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, target);
OMSetFBO(0);
glGenFramebuffers(1, &m_fbo_read);
// Always read from the first buffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// Some timers to help profiling
if (GLLoader::in_replayer) {
glCreateQueries(GL_TIMESTAMP, 1 << 16, m_profiler.timer_query);
}
}
// ****************************************************************
// Vertex buffer state
// ****************************************************************
{
GL_PUSH("GSDeviceOGL::Vertex Buffer");
static_assert(sizeof(GSVertexPT1) == sizeof(GSVertex), "wrong GSVertex size");
GSInputLayoutOGL il_convert[] =
{
{2 , GL_FLOAT , GL_FALSE , sizeof(GSVertexPT1) , (const GLvoid*)(0) } ,
{2 , GL_FLOAT , GL_FALSE , sizeof(GSVertexPT1) , (const GLvoid*)(16) } ,
{4 , GL_UNSIGNED_BYTE , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(8) } ,
{1 , GL_FLOAT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(12) } ,
{2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(16) } ,
{1 , GL_UNSIGNED_INT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(20) } ,
{2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(24) } ,
{4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(28) } , // Only 1 byte is useful but hardware unit only support 4B
};
m_va = new GSVertexBufferStateOGL(il_convert, countof(il_convert));
}
// ****************************************************************
// Pre Generate the different sampler object
// ****************************************************************
{
GL_PUSH("GSDeviceOGL::Sampler");
for (uint32 key = 0; key < countof(m_ps_ss); key++) {
m_ps_ss[key] = CreateSampler(PSSamplerSelector(key));
}
}
// ****************************************************************
// convert
// ****************************************************************
GLuint vs = 0;
GLuint ps = 0;
{
GL_PUSH("GSDeviceOGL::Convert");
m_convert.cb = new GSUniformBufferOGL("Misc UBO", g_convert_index, sizeof(MiscConstantBuffer));
// Upload once and forget about it
m_misc_cb_cache.ScalingFactor = GSVector4i(theApp.GetConfigI("upscale_multiplier"));
m_convert.cb->cache_upload(&m_misc_cb_cache);
theApp.LoadResource(IDR_CONVERT_GLSL, shader);
vs = m_shader->Compile("convert.glsl", "vs_main", GL_VERTEX_SHADER, shader.data());
m_convert.vs = vs;
for(size_t i = 0; i < countof(m_convert.ps); i++) {
ps = m_shader->Compile("convert.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, shader.data());
std::string pretty_name = "Convert pipe " + std::to_string(i);
m_convert.ps[i] = m_shader->LinkPipeline(pretty_name, vs, 0, ps);
}
PSSamplerSelector point;
m_convert.pt = GetSamplerID(point);
PSSamplerSelector bilinear;
bilinear.biln = true;
m_convert.ln = GetSamplerID(bilinear);
m_convert.dss = new GSDepthStencilOGL();
m_convert.dss_write = new GSDepthStencilOGL();
m_convert.dss_write->EnableDepth();
m_convert.dss_write->SetDepth(GL_ALWAYS, true);
}
// ****************************************************************
// merge
// ****************************************************************
{
GL_PUSH("GSDeviceOGL::Merge");
m_merge_obj.cb = new GSUniformBufferOGL("Merge UBO", g_merge_cb_index, sizeof(MergeConstantBuffer));
theApp.LoadResource(IDR_MERGE_GLSL, shader);
for(size_t i = 0; i < countof(m_merge_obj.ps); i++) {
ps = m_shader->Compile("merge.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, shader.data());
std::string pretty_name = "Merge pipe " + std::to_string(i);
m_merge_obj.ps[i] = m_shader->LinkPipeline(pretty_name, vs, 0, ps);
}
}
// ****************************************************************
// interlace
// ****************************************************************
{
GL_PUSH("GSDeviceOGL::Interlace");
m_interlace.cb = new GSUniformBufferOGL("Interlace UBO", g_interlace_cb_index, sizeof(InterlaceConstantBuffer));
theApp.LoadResource(IDR_INTERLACE_GLSL, shader);
for(size_t i = 0; i < countof(m_interlace.ps); i++) {
ps = m_shader->Compile("interlace.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, shader.data());
std::string pretty_name = "Interlace pipe " + std::to_string(i);
m_interlace.ps[i] = m_shader->LinkPipeline(pretty_name, vs, 0, ps);
}
}
// ****************************************************************
// Shade boost
// ****************************************************************
{
GL_PUSH("GSDeviceOGL::Shadeboost");
int ShadeBoost_Contrast = theApp.GetConfigI("ShadeBoost_Contrast");
int ShadeBoost_Brightness = theApp.GetConfigI("ShadeBoost_Brightness");
int ShadeBoost_Saturation = theApp.GetConfigI("ShadeBoost_Saturation");
std::string shade_macro = format("#define SB_SATURATION %d.0\n", ShadeBoost_Saturation)
+ format("#define SB_BRIGHTNESS %d.0\n", ShadeBoost_Brightness)
+ format("#define SB_CONTRAST %d.0\n", ShadeBoost_Contrast);
theApp.LoadResource(IDR_SHADEBOOST_GLSL, shader);
ps = m_shader->Compile("shadeboost.glsl", "ps_main", GL_FRAGMENT_SHADER, shader.data(), shade_macro);
m_shadeboost.ps = m_shader->LinkPipeline("ShadeBoost pipe", vs, 0, ps);
}
// ****************************************************************
// rasterization configuration
// ****************************************************************
{
GL_PUSH("GSDeviceOGL::Rasterization");
#ifdef ONLY_LINES
glLineWidth(5.0);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
glDisable(GL_CULL_FACE);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_MULTISAMPLE);
glDisable(GL_DITHER); // Honestly I don't know!
}
// ****************************************************************
// DATE
// ****************************************************************
{
GL_PUSH("GSDeviceOGL::Date");
m_date.dss = new GSDepthStencilOGL();
m_date.dss->EnableStencil();
m_date.dss->SetStencil(GL_ALWAYS, GL_REPLACE);
}
// ****************************************************************
// Use DX coordinate convention
// ****************************************************************
// VS gl_position.z => [-1,-1]
// FS depth => [0, 1]
// because of -1 we loose lot of precision for small GS value
// This extension allow FS depth to range from -1 to 1. So
// gl_position.z could range from [0, 1]
// Change depth convention
if (GLLoader::found_GL_ARB_clip_control && glClipControl)
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
// ****************************************************************
// HW renderer shader
// ****************************************************************
CreateTextureFX();
// ****************************************************************
// Pbo Pool allocation
// ****************************************************************
{
GL_PUSH("GSDeviceOGL::PBO");
// Mesa seems to use it to compute the row length. In our case, we are
// tightly packed so don't bother with this parameter and set it to the
// minimum alignment (1 byte)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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PboPool::Init();
}
// ****************************************************************
// Get Available Memory
// ****************************************************************
GLint vram[4] = {0};
if (GLLoader::vendor_id_amd) {
// Full vram, remove a small margin for others buffer
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, vram);
} else if (GLLoader::found_GL_NVX_gpu_memory_info) {
// GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX <= give full memory
// Available vram
glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, vram);
} else {
fprintf(stdout, "No extenstion supported to get available memory. Use default value !\n");
}
// When VRAM is at least 2GB, we set the limit to the default i.e. 3.8 GB
// When VRAM is below 2GB, we add a factor 2 because RAM can be used. Potentially
// low VRAM gpu can go higher but perf will be bad anyway.
if (vram[0] > 0 && vram[0] < 1800000)
GLState::available_vram = (int64)(vram[0]) * 1024ul * 2ul;
fprintf(stdout, "Available VRAM/RAM:%lldMB for textures\n", GLState::available_vram >> 20u);
// ****************************************************************
// Texture Font (OSD)
// ****************************************************************
GSVector2i tex_font = m_osd.get_texture_font_size();
m_font = new GSTextureOGL(GSTextureOGL::Texture, tex_font.x, tex_font.y, GL_R8, m_fbo_read, false);
// ****************************************************************
// Finish window setup and backbuffer
// ****************************************************************
if(!GSDevice::Create(wnd))
return false;
GSVector4i rect = wnd->GetClientRect();
Reset(rect.z, rect.w);
// Basic to ensure structures are correctly packed
static_assert(sizeof(VSSelector) == 4, "Wrong VSSelector size");
static_assert(sizeof(PSSelector) == 8, "Wrong PSSelector size");
static_assert(sizeof(PSSamplerSelector) == 4, "Wrong PSSamplerSelector size");
static_assert(sizeof(OMDepthStencilSelector) == 4, "Wrong OMDepthStencilSelector size");
static_assert(sizeof(OMColorMaskSelector) == 4, "Wrong OMColorMaskSelector size");
return true;
}
void GSDeviceOGL::CreateTextureFX()
{
GL_PUSH("GSDeviceOGL::CreateTextureFX");
m_vs_cb = new GSUniformBufferOGL("HW VS UBO", g_vs_cb_index, sizeof(VSConstantBuffer));
m_ps_cb = new GSUniformBufferOGL("HW PS UBO", g_ps_cb_index, sizeof(PSConstantBuffer));
theApp.LoadResource(IDR_TFX_VGS_GLSL, m_shader_tfx_vgs);
theApp.LoadResource(IDR_TFX_FS_GLSL, m_shader_tfx_fs);
// warning 1 sampler by image unit. So you cannot reuse m_ps_ss...
m_palette_ss = CreateSampler(PSSamplerSelector(0));
glBindSampler(1, m_palette_ss);
// Pre compile the (remaining) Geometry & Vertex Shader
// One-Hot encoding
memset(m_gs, 0, sizeof(m_gs));
m_gs[1] = CompileGS(GSSelector(1));
m_gs[2] = CompileGS(GSSelector(2));
m_gs[4] = CompileGS(GSSelector(4));
for (uint32 key = 0; key < countof(m_vs); key++)
m_vs[key] = CompileVS(VSSelector(key));
// 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 < countof(m_om_dss); key++) {
m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key));
}
// Help to debug FS in apitrace
m_apitrace = CompilePS(PSSelector());
}
bool GSDeviceOGL::Reset(int w, int h)
{
if(!GSDevice::Reset(w, h))
return false;
// Opengl allocate the backbuffer with the window. The render is done in the backbuffer when
// there isn't any FBO. Only a dummy texture is created to easily detect when the rendering is done
// in the backbuffer
m_backbuffer = new GSTextureOGL(GSTextureOGL::Backbuffer, w, h, 0, m_fbo_read, false);
return true;
}
void GSDeviceOGL::SetVSync(int vsync)
{
m_wnd->SetVSync(vsync);
}
void GSDeviceOGL::Flip()
{
#ifdef ENABLE_OGL_DEBUG
CheckDebugLog();
#endif
m_wnd->Flip();
if (GLLoader::in_replayer) {
glQueryCounter(m_profiler.timer(), GL_TIMESTAMP);
m_profiler.last_query++;
}
}
void GSDeviceOGL::BeforeDraw()
{
}
void GSDeviceOGL::AfterDraw()
{
}
void GSDeviceOGL::DrawPrimitive()
{
BeforeDraw();
m_va->DrawPrimitive();
AfterDraw();
}
void GSDeviceOGL::DrawPrimitive(int offset, int count)
{
BeforeDraw();
m_va->DrawPrimitive(offset, count);
AfterDraw();
}
void GSDeviceOGL::DrawIndexedPrimitive()
{
BeforeDraw();
if (!m_disable_hw_gl_draw)
m_va->DrawIndexedPrimitive();
AfterDraw();
}
void GSDeviceOGL::DrawIndexedPrimitive(int offset, int count)
{
//ASSERT(offset + count <= (int)m_index.count);
BeforeDraw();
if (!m_disable_hw_gl_draw)
m_va->DrawIndexedPrimitive(offset, count);
AfterDraw();
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
{
if (!t) return;
GSTextureOGL* T = static_cast<GSTextureOGL*>(t);
if (T->HasBeenCleaned() && !T->IsBackbuffer())
return;
// Performance note: potentially T->Clear() could be used. Main purpose of
// Clear() is to avoid the framebuffer setup cost. However, in this context,
// the texture 't' will be set as the render target of the framebuffer and
// therefore will require a framebuffer setup.
// So using the old/standard path is faster/better albeit verbose.
GL_PUSH("Clear RT %d", T->GetID());
// TODO: check size of scissor before toggling it
glDisable(GL_SCISSOR_TEST);
uint32 old_color_mask = GLState::wrgba;
OMSetColorMaskState();
if (T->IsBackbuffer()) {
OMSetFBO(0);
// glDrawBuffer(GL_BACK); // this is the default when there is no FB
// 0 will select the first drawbuffer ie GL_BACK
glClearBufferfv(GL_COLOR, 0, c.v);
} else {
OMSetFBO(m_fbo);
OMAttachRt(T);
glClearBufferfv(GL_COLOR, 0, c.v);
}
OMSetColorMaskState(OMColorMaskSelector(old_color_mask));
glEnable(GL_SCISSOR_TEST);
T->WasCleaned();
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c)
{
if (!t) return;
GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255);
ClearRenderTarget(t, color);
}
void GSDeviceOGL::ClearDepth(GSTexture* t)
{
if (!t) return;
GSTextureOGL* T = static_cast<GSTextureOGL*>(t);
GL_PUSH("Clear Depth %d", T->GetID());
if (0 && GLLoader::found_GL_ARB_clear_texture) {
// I don't know what the driver does but it creates
// some slowdowns on Harry Potter PS
// Maybe it triggers some texture relocations, or maybe
// it clears also the stencil value (2 times slower)
//
// Let's disable this code for the moment.
// Don't bother with Depth_Stencil insanity
T->Clear(NULL);
} else {
OMSetFBO(m_fbo);
// RT must be detached, if RT is too small, depth won't be fully cleared
// AT tolenico 2 map clip bug
OMAttachRt(NULL);
OMAttachDs(T);
// TODO: check size of scissor before toggling it
glDisable(GL_SCISSOR_TEST);
float c = 0.0f;
if (GLState::depth_mask) {
glClearBufferfv(GL_DEPTH, 0, &c);
} else {
glDepthMask(true);
glClearBufferfv(GL_DEPTH, 0, &c);
glDepthMask(false);
}
glEnable(GL_SCISSOR_TEST);
}
}
void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
{
if (!t) return;
GSTextureOGL* T = static_cast<GSTextureOGL*>(t);
GL_PUSH("Clear Stencil %d", T->GetID());
// Keep SCISSOR_TEST enabled on purpose to reduce the size
// of clean in DATE (impact big upscaling)
OMSetFBO(m_fbo);
OMAttachDs(T);
GLint color = c;
glClearBufferiv(GL_STENCIL, 0, &color);
}
GLuint GSDeviceOGL::CreateSampler(PSSamplerSelector sel)
{
GL_PUSH("Create Sampler");
GLuint sampler;
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glCreateSamplers(1, &sampler);
// Bilinear filtering
if (sel.biln) {
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
switch (static_cast<GS_MIN_FILTER>(sel.triln)) {
case GS_MIN_FILTER::Nearest:
// Nop based on biln
break;
case GS_MIN_FILTER::Linear:
// Nop based on biln
break;
case GS_MIN_FILTER::Nearest_Mipmap_Nearest:
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
break;
case GS_MIN_FILTER::Nearest_Mipmap_Linear:
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
break;
case GS_MIN_FILTER::Linear_Mipmap_Nearest:
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
break;
case GS_MIN_FILTER::Linear_Mipmap_Linear:
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
break;
default:
break;
}
//glSamplerParameterf(sampler, GL_TEXTURE_MIN_LOD, 0);
//glSamplerParameterf(sampler, GL_TEXTURE_MAX_LOD, 6);
if (sel.tau)
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_REPEAT);
else
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
if (sel.tav)
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_REPEAT);
else
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
int anisotropy = theApp.GetConfigI("MaxAnisotropy");
if (GLLoader::found_GL_EXT_texture_filter_anisotropic && anisotropy && sel.aniso)
glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)anisotropy);
return sampler;
}
GLuint GSDeviceOGL::GetSamplerID(PSSamplerSelector ssel)
{
return m_ps_ss[ssel];
}
GSDepthStencilOGL* GSDeviceOGL::CreateDepthStencil(OMDepthStencilSelector dssel)
{
GSDepthStencilOGL* dss = new GSDepthStencilOGL();
if (dssel.date)
{
dss->EnableStencil();
if (dssel.date_one)
dss->SetStencil(GL_EQUAL, GL_ZERO);
else
dss->SetStencil(GL_EQUAL, 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;
}
void GSDeviceOGL::InitPrimDateTexture(GSTexture* rt, const GSVector4i& area)
{
const GSVector2i& rtsize = rt->GetSize();
// Create a texture to avoid the useless clean@0
if (m_date.t == NULL)
m_date.t = CreateTexture(rtsize.x, rtsize.y, GL_R32I);
// Clean with the max signed value
int max_int = 0x7FFFFFFF;
static_cast<GSTextureOGL*>(m_date.t)->Clear(&max_int, area);
glBindImageTexture(2, static_cast<GSTextureOGL*>(m_date.t)->GetID(), 0, false, 0, GL_READ_WRITE, GL_R32I);
#ifdef ENABLE_OGL_DEBUG
// Help to see the texture in apitrace
PSSetShaderResource(2, m_date.t);
#endif
}
void GSDeviceOGL::RecycleDateTexture()
{
if (m_date.t) {
//static_cast<GSTextureOGL*>(m_date.t)->Save(format("/tmp/date_adv_%04ld.csv", GSState::s_n));
Recycle(m_date.t);
m_date.t = NULL;
}
}
void GSDeviceOGL::Barrier(GLbitfield b)
{
glMemoryBarrier(b);
}
GLuint GSDeviceOGL::CompileVS(VSSelector sel)
{
std::string macro = format("#define VS_INT_FST %d\n", sel.int_fst);
if (GLLoader::buggy_sso_dual_src)
return m_shader->CompileShader("tfx_vgs.glsl", "vs_main", GL_VERTEX_SHADER, m_shader_tfx_vgs.data(), macro);
else
return m_shader->Compile("tfx_vgs.glsl", "vs_main", GL_VERTEX_SHADER, m_shader_tfx_vgs.data(), macro);
}
GLuint GSDeviceOGL::CompileGS(GSSelector sel)
{
std::string macro = format("#define GS_POINT %d\n", sel.point)
+ format("#define GS_LINE %d\n", sel.line);
if (GLLoader::buggy_sso_dual_src)
return m_shader->CompileShader("tfx_vgs.glsl", "gs_main", GL_GEOMETRY_SHADER, m_shader_tfx_vgs.data(), macro);
else
return m_shader->Compile("tfx_vgs.glsl", "gs_main", GL_GEOMETRY_SHADER, m_shader_tfx_vgs.data(), macro);
}
GLuint GSDeviceOGL::CompilePS(PSSelector sel)
{
std::string macro = format("#define PS_FST %d\n", sel.fst)
+ format("#define PS_WMS %d\n", sel.wms)
+ format("#define PS_WMT %d\n", sel.wmt)
+ format("#define PS_TEX_FMT %d\n", sel.tex_fmt)
+ format("#define PS_DFMT %d\n", sel.dfmt)
+ format("#define PS_DEPTH_FMT %d\n", sel.depth_fmt)
+ format("#define PS_CHANNEL_FETCH %d\n", sel.channel)
+ format("#define PS_URBAN_CHAOS_HLE %d\n", sel.urban_chaos_hle)
+ format("#define PS_TALES_OF_ABYSS_HLE %d\n", sel.tales_of_abyss_hle)
+ format("#define PS_TEX_IS_FB %d\n", sel.tex_is_fb)
+ format("#define PS_AEM %d\n", sel.aem)
+ format("#define PS_TFX %d\n", sel.tfx)
+ format("#define PS_TCC %d\n", sel.tcc)
+ format("#define PS_ATST %d\n", sel.atst)
+ format("#define PS_FOG %d\n", sel.fog)
+ format("#define PS_CLR1 %d\n", sel.clr1)
+ format("#define PS_FBA %d\n", sel.fba)
+ format("#define PS_LTF %d\n", sel.ltf)
+ format("#define PS_AUTOMATIC_LOD %d\n", sel.automatic_lod)
+ format("#define PS_MANUAL_LOD %d\n", sel.manual_lod)
+ format("#define PS_COLCLIP %d\n", sel.colclip)
+ format("#define PS_DATE %d\n", sel.date)
+ format("#define PS_TCOFFSETHACK %d\n", sel.tcoffsethack)
//+ format("#define PS_POINT_SAMPLER %d\n", sel.point_sampler)
+ format("#define PS_BLEND_A %d\n", sel.blend_a)
+ format("#define PS_BLEND_B %d\n", sel.blend_b)
+ format("#define PS_BLEND_C %d\n", sel.blend_c)
+ format("#define PS_BLEND_D %d\n", sel.blend_d)
+ format("#define PS_IIP %d\n", sel.iip)
+ format("#define PS_SHUFFLE %d\n", sel.shuffle)
+ format("#define PS_READ_BA %d\n", sel.read_ba)
+ format("#define PS_WRITE_RG %d\n", sel.write_rg)
+ format("#define PS_FBMASK %d\n", sel.fbmask)
+ format("#define PS_HDR %d\n", sel.hdr)
+ format("#define PS_PABE %d\n", sel.pabe);
;
if (GLLoader::buggy_sso_dual_src)
return m_shader->CompileShader("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, m_shader_tfx_fs.data(), macro);
else
return m_shader->Compile("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, m_shader_tfx_fs.data(), macro);
}
void GSDeviceOGL::SelfShaderTestRun(const std::string& dir, const std::string& file, const PSSelector& sel, int& nb_shader)
{
#ifdef __unix__
std::string out = "/tmp/GSdx_Shader/";
GSmkdir(out.c_str());
out += dir + "/";
GSmkdir(out.c_str());
out += file;
#else
std::string out = file;
#endif
#ifdef __linux__
// Nouveau actually
if (GLLoader::mesa_driver) {
if (freopen(out.c_str(), "w", stderr) == NULL)
fprintf(stderr, "Failed to redirect stderr\n");
}
#endif
GLuint p = CompilePS(sel);
nb_shader++;
m_shader_inst += m_shader->DumpAsm(out, p);
#ifdef __linux__
// Nouveau actually
if (GLLoader::mesa_driver) {
if (freopen("/dev/tty", "w", stderr) == NULL)
fprintf(stderr, "Failed to restore stderr\n");
}
#endif
}
void GSDeviceOGL::SelfShaderTestPrint(const std::string& test, int& nb_shader)
{
fprintf(stderr, "%-25s\t\t%d shaders:\t%d instructions (M %4.2f)\t%d registers (M %4.2f)\n",
test.c_str(), nb_shader,
m_shader_inst, (float)m_shader_inst/(float)nb_shader,
m_shader_reg, (float)m_shader_reg/(float)nb_shader);
m_shader_inst = 0;
m_shader_reg = 0;
nb_shader = 0;
}
void GSDeviceOGL::SelfShaderTest()
{
std::string out;
#ifdef __unix__
setenv("NV50_PROG_DEBUG", "1", 1);
#endif
std::string test;
m_shader_inst = 0;
m_shader_reg = 0;
int nb_shader = 0;
test = "SW_Blending";
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for (int colclip = 0; colclip < 2; colclip++) {
for (int fmt = 0; fmt < 3; fmt++) {
for (int i = 0; i < 3; i++) {
PSSelector sel;
sel.tfx = 4;
int ib = (i + 1) % 3;
sel.blend_a = i;
sel.blend_b = ib;;
sel.blend_c = i;
sel.blend_d = i;
sel.colclip = colclip;
sel.dfmt = fmt;
std::string file = format("Shader_Blend_%d_%d_%d_%d__Cclip_%d__Dfmt_%d.glsl.asm",
i, ib, i, i, colclip, fmt);
SelfShaderTestRun(test, file, sel, nb_shader);
}
}
}
SelfShaderTestPrint(test, nb_shader);
test = "Alpha_Test";
for (int atst = 0; atst < 5; atst++) {
PSSelector sel;
sel.tfx = 4;
sel.atst = atst;
std::string file = format("Shader_Atst_%d.glsl.asm", atst);
SelfShaderTestRun(test, file, sel, nb_shader);
}
SelfShaderTestPrint(test, nb_shader);
test = "Fbmask__Fog__Shuffle__Read_ba";
for (int read_ba = 0; read_ba < 2; read_ba++) {
PSSelector sel;
sel.tfx = 4;
sel.fog = 1;
sel.fbmask = 1;
sel.shuffle = 1;
sel.read_ba = read_ba;
std::string file = format("Shader_Fog__Fbmask__Shuffle__Read_ba_%d.glsl.asm", read_ba);
SelfShaderTestRun(test, file, sel, nb_shader);
}
SelfShaderTestPrint(test, nb_shader);
test = "Date";
for (int date = 1; date < 7; date++) {
PSSelector sel;
sel.tfx = 4;
sel.date = date;
std::string file = format("Shader_Date_%d.glsl.asm", date);
SelfShaderTestRun(test, file, sel, nb_shader);
}
SelfShaderTestPrint(test, nb_shader);
test = "FBA";
for (int fmt = 0; fmt < 3; fmt++) {
PSSelector sel;
sel.tfx = 4;
sel.fba = 1;
sel.dfmt = fmt;
sel.clr1 = 1;
std::string file = format("Shader_Fba__Clr1__Dfmt_%d.glsl.asm", fmt);
SelfShaderTestRun(test, file, sel, nb_shader);
}
SelfShaderTestPrint(test, nb_shader);
test = "Fst__Tc__IIP";
{
PSSelector sel;
sel.tfx = 1;
sel.fst = 0;
sel.iip = 1;
sel.tcoffsethack = 1;
std::string file = format("Shader_Fst__TC__Iip.glsl.asm");
SelfShaderTestRun(test, file, sel, nb_shader);
}
SelfShaderTestPrint(test, nb_shader);
test = "Tfx__Tcc";
for (int channel = 0; channel < 5; channel++) {
for (int tfx = 0; tfx < 5; tfx++) {
for (int tcc = 0; tcc < 2; tcc++) {
PSSelector sel;
sel.fst = 1;
sel.channel = channel;
sel.tfx = tfx;
sel.tcc = tcc;
std::string file = format("Shader_Tfx_%d__Tcc_%d__Channel_%d.glsl.asm", tfx, tcc, channel);
SelfShaderTestRun(test, file, sel, nb_shader);
}
}
}
SelfShaderTestPrint(test, nb_shader);
test = "Texture_Sampling";
for (int depth = 0; depth < 4; depth++) {
for (int fmt = 0; fmt < 16; fmt++) {
if ((fmt & 3) == 3) continue;
for (int ltf = 0; ltf < 2; ltf++) {
for (int aem = 0; aem < 2; aem++) {
for (int wms = 1; wms < 4; wms++) {
for (int wmt = 1; wmt < 4; wmt++) {
PSSelector sel;
sel.tfx = 1;
sel.tcc = 1;
sel.fst = 1;
sel.depth_fmt = depth;
sel.ltf = ltf;
sel.aem = aem;
sel.tex_fmt = fmt;
sel.wms = wms;
sel.wmt = wmt;
std::string file = format("Shader_Ltf_%d__Aem_%d__TFmt_%d__Wms_%d__Wmt_%d__DepthFmt_%d.glsl.asm",
ltf, aem, fmt, wms, wmt, depth);
SelfShaderTestRun(test, file, sel, nb_shader);
}
}
}
}
}
}
SelfShaderTestPrint(test, nb_shader);
}
GSTexture* GSDeviceOGL::CreateRenderTarget(int w, int h, bool msaa, int format)
{
return GSDevice::CreateRenderTarget(w, h, msaa, format ? format : GL_RGBA8);
}
GSTexture* GSDeviceOGL::CreateDepthStencil(int w, int h, bool msaa, int format)
{
return GSDevice::CreateDepthStencil(w, h, msaa, format ? format : GL_DEPTH32F_STENCIL8);
}
GSTexture* GSDeviceOGL::CreateTexture(int w, int h, int format)
{
return GSDevice::CreateTexture(w, h, format ? format : GL_RGBA8);
}
GSTexture* GSDeviceOGL::CreateOffscreen(int w, int h, int format)
{
return GSDevice::CreateOffscreen(w, h, format ? format : GL_RGBA8);
}
// blit a texture into an offscreen buffer
GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format, int ps_shader)
{
if (format == 0)
format = GL_RGBA8;
ASSERT(src);
ASSERT(format == GL_RGBA8 || format == GL_R16UI || format == GL_R32UI);
GSTexture* dst = CreateOffscreen(w, h, format);
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GSVector4 dRect(0, 0, w, h);
// StretchRect will read an old target. However, the memory cache might contains
// invalid data (for example due to SW blending).
glTextureBarrier();
StretchRect(src, sRect, dst, dRect, m_convert.ps[ps_shader]);
return dst;
}
// Copy a sub part of texture (same as below but force a conversion)
void GSDeviceOGL::CopyRectConv(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r, bool at_origin)
{
ASSERT(sTex && dTex);
if (!(sTex && dTex))
return;
const GLuint& sid = static_cast<GSTextureOGL*>(sTex)->GetID();
const GLuint& did = static_cast<GSTextureOGL*>(dTex)->GetID();
GL_PUSH(format("CopyRectConv from %d to %d", sid, did).c_str());
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sid, 0);
if (at_origin)
glCopyTextureSubImage2D(did, GL_TEX_LEVEL_0, 0, 0, r.x, r.y, r.width(), r.height());
else
glCopyTextureSubImage2D(did, GL_TEX_LEVEL_0, r.x, r.y, r.x, r.y, r.width(), r.height());
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
// Copy a sub part of a texture into another
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void GSDeviceOGL::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r)
{
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ASSERT(sTex && dTex);
if (!(sTex && dTex))
return;
const GLuint& sid = static_cast<GSTextureOGL*>(sTex)->GetID();
const GLuint& did = static_cast<GSTextureOGL*>(dTex)->GetID();
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GL_PUSH("CopyRect from %d to %d", sid, did);
#ifdef ENABLE_OGL_DEBUG
PSSetShaderResource(6, sTex);
#endif
ASSERT(GLLoader::found_GL_ARB_copy_image && glCopyImageSubData);
glCopyImageSubData( sid, GL_TEXTURE_2D,
0, r.x, r.y, 0,
did, GL_TEXTURE_2D,
0, 0, 0, 0,
r.width(), r.height(), 1);
}
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void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader, bool linear)
{
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StretchRect(sTex, sRect, dTex, dRect, m_convert.ps[shader], linear);
}
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void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, GLuint ps, bool linear)
{
StretchRect(sTex, sRect, dTex, dRect, ps, m_NO_BLEND, linear);
}
void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, GLuint ps, int bs, bool linear)
{
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if(!sTex || !dTex)
{
ASSERT(0);
return;
}
bool draw_in_depth = (ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT32] || ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT24] ||
ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT16] || ps == m_convert.ps[ShaderConvert_RGB5A1_TO_FLOAT16]);
// Performance optimization. It might be faster to use a framebuffer blit for standard case
// instead to emulate it with shader
// see https://www.opengl.org/wiki/Framebuffer#Blitting
GL_PUSH("StretchRect from %d to %d", sTex->GetID(), dTex->GetID());
// ************************************
// Init
// ************************************
BeginScene();
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GSVector2i ds = dTex->GetSize();
m_shader->BindPipeline(ps);
// ************************************
// om
// ************************************
if (draw_in_depth)
OMSetDepthStencilState(m_convert.dss_write);
else
OMSetDepthStencilState(m_convert.dss);
if (draw_in_depth)
OMSetRenderTargets(NULL, dTex);
else
OMSetRenderTargets(dTex, NULL);
OMSetBlendState((uint8)bs);
OMSetColorMaskState();
// ************************************
// ia
// ************************************
// Original code from DX
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float left = dRect.x * 2 / ds.x - 1.0f;
float right = dRect.z * 2 / ds.x - 1.0f;
#if 0
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float top = 1.0f - dRect.y * 2 / ds.y;
float bottom = 1.0f - dRect.w * 2 / ds.y;
#else
// Opengl get some issues with the coordinate
// I flip top/bottom to fix scaling of the internal resolution
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float top = -1.0f + dRect.y * 2 / ds.y;
float bottom = -1.0f + dRect.w * 2 / ds.y;
#endif
// Flip y axis only when we render in the backbuffer
// By default everything is render in the wrong order (ie dx).
// 1/ consistency between several pass rendering (interlace)
// 2/ in case some GSdx code expect thing in dx order.
// Only flipping the backbuffer is transparent (I hope)...
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GSVector4 flip_sr = sRect;
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if (static_cast<GSTextureOGL*>(dTex)->IsBackbuffer()) {
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flip_sr.y = sRect.w;
flip_sr.w = sRect.y;
}
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GSVertexPT1 vertices[] =
{
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{GSVector4(left , top , 0.0f, 0.0f) , GSVector2(flip_sr.x , flip_sr.y)} ,
{GSVector4(right , top , 0.0f, 0.0f) , GSVector2(flip_sr.z , flip_sr.y)} ,
{GSVector4(left , bottom, 0.0f, 0.0f) , GSVector2(flip_sr.x , flip_sr.w)} ,
{GSVector4(right , bottom, 0.0f, 0.0f) , GSVector2(flip_sr.z , flip_sr.w)} ,
};
IASetVertexBuffer(vertices, 4);
IASetPrimitiveTopology(GL_TRIANGLE_STRIP);
// ************************************
// Texture
// ************************************
PSSetShaderResource(0, sTex);
PSSetSamplerState(linear ? m_convert.ln : m_convert.pt);
// ************************************
// Draw
// ************************************
DrawPrimitive();
// ************************************
// End
// ************************************
EndScene();
}
void GSDeviceOGL::RenderOsd(GSTexture* dt)
{
BeginScene();
m_shader->BindPipeline(m_convert.ps[ShaderConvert_OSD]);
OMSetDepthStencilState(m_convert.dss);
OMSetBlendState((uint8)GSDeviceOGL::m_MERGE_BLEND);
OMSetRenderTargets(dt, NULL);
if(m_osd.m_texture_dirty) {
m_osd.upload_texture_atlas(m_font);
}
PSSetShaderResource(0, m_font);
PSSetSamplerState(m_convert.pt);
IASetPrimitiveTopology(GL_TRIANGLES);
// Note scaling could also be done in shader (require gl3/dx10)
size_t count = m_osd.Size();
GSVertexPT1* dst = (GSVertexPT1*)m_va->MapVB(count);
count = m_osd.GeneratePrimitives(dst, count);
m_va->UnmapVB();
DrawPrimitive();
EndScene();
}
void GSDeviceOGL::DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c)
{
GL_PUSH("DoMerge");
GSVector4 full_r(0.0f, 0.0f, 1.0f, 1.0f);
bool feedback_write_2 = PMODE.EN2 && sTex[2] != nullptr && EXTBUF.FBIN == 1;
bool feedback_write_1 = PMODE.EN1 && sTex[2] != nullptr && EXTBUF.FBIN == 0;
bool feedback_write_2_but_blend_bg = feedback_write_2 && PMODE.SLBG == 1;
// Merge the 2 source textures (sTex[0],sTex[1]). Final results go to dTex. Feedback write will go to sTex[2].
// If either 2nd output is disabled or SLBG is 1, a background color will be used.
// Note: background color is also used when outside of the unit rectangle area
OMSetColorMaskState();
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ClearRenderTarget(dTex, c);
// Upload constant to select YUV algo
if (feedback_write_2 || feedback_write_1) {
// Write result to feedback loop
m_misc_cb_cache.EMOD_AC.x = EXTBUF.EMODA;
m_misc_cb_cache.EMOD_AC.y = EXTBUF.EMODC;
m_convert.cb->cache_upload(&m_misc_cb_cache);
}
if (sTex[1] && (PMODE.SLBG == 0 || feedback_write_2_but_blend_bg)) {
// 2nd output is enabled and selected. Copy it to destination so we can blend it with 1st output
// Note: value outside of dRect must contains the background color (c)
StretchRect(sTex[1], sRect[1], dTex, dRect[1], ShaderConvert_COPY);
}
// Save 2nd output
if (feedback_write_2) // FIXME I'm not sure dRect[1] is always correct
StretchRect(dTex, full_r, sTex[2], dRect[1], ShaderConvert_YUV);
// Restore background color to process the normal merge
if (feedback_write_2_but_blend_bg)
ClearRenderTarget(dTex, c);
if (sTex[0]) {
if (PMODE.AMOD == 1) // Keep the alpha from the 2nd output
OMSetColorMaskState(OMColorMaskSelector(0x7));
// 1st output is enabled. It must be blended
if (PMODE.MMOD == 1) {
// Blend with a constant alpha
m_merge_obj.cb->cache_upload(&c.v);
StretchRect(sTex[0], sRect[0], dTex, dRect[0], m_merge_obj.ps[1], m_MERGE_BLEND);
} else {
// Blend with 2 * input alpha
StretchRect(sTex[0], sRect[0], dTex, dRect[0], m_merge_obj.ps[0], m_MERGE_BLEND);
}
}
if (feedback_write_1) // FIXME I'm not sure dRect[0] is always correct
StretchRect(dTex, full_r, sTex[2], dRect[0], ShaderConvert_YUV);
}
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void GSDeviceOGL::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset)
{
GL_PUSH("DoInterlace");
OMSetColorMaskState();
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GSVector4 s = GSVector4(dTex->GetSize());
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GSVector4 sRect(0, 0, 1, 1);
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GSVector4 dRect(0.0f, yoffset, s.x, s.y + yoffset);
InterlaceConstantBuffer cb;
cb.ZrH = GSVector2(0, 1.0f / s.y);
cb.hH = s.y / 2;
m_interlace.cb->cache_upload(&cb);
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StretchRect(sTex, sRect, dTex, dRect, m_interlace.ps[shader], linear);
}
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void GSDeviceOGL::DoFXAA(GSTexture* sTex, GSTexture* dTex)
{
// Lazy compile
if (!m_fxaa.ps) {
if (!GLLoader::found_GL_ARB_gpu_shader5) { // GL4.0 extension
return;
}
std::string fxaa_macro = "#define FXAA_GLSL_130 1\n";
fxaa_macro += "#extension GL_ARB_gpu_shader5 : enable\n";
std::vector<char> shader;
theApp.LoadResource(IDR_FXAA_FX, shader);
GLuint ps = m_shader->Compile("fxaa.fx", "ps_main", GL_FRAGMENT_SHADER, shader.data(), fxaa_macro);
m_fxaa.ps = m_shader->LinkPipeline("FXAA pipe", m_convert.vs, 0, ps);
}
GL_PUSH("DoFxaa");
OMSetColorMaskState();
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GSVector2i s = dTex->GetSize();
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GSVector4 sRect(0, 0, 1, 1);
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GSVector4 dRect(0, 0, s.x, s.y);
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StretchRect(sTex, sRect, dTex, dRect, m_fxaa.ps, true);
}
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void GSDeviceOGL::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
{
// Lazy compile
if (!m_shaderfx.ps) {
if (!GLLoader::found_GL_ARB_gpu_shader5) { // GL4.0 extension
return;
}
std::string config_name(theApp.GetConfigS("shaderfx_conf"));
std::ifstream fconfig(config_name);
std::stringstream config;
config << "#extension GL_ARB_gpu_shader5 : require\n";
if (fconfig.good())
config << fconfig.rdbuf();
else
fprintf(stderr, "Warning failed to load '%s'. External Shader might be wrongly configured\n", config_name.c_str());
std::string shader_name(theApp.GetConfigS("shaderfx_glsl"));
std::ifstream fshader(shader_name);
std::stringstream shader;
if (!fshader.good()) {
fprintf(stderr, "Error failed to load '%s'. External Shader will be disabled !\n", shader_name.c_str());
return;
}
shader << fshader.rdbuf();
m_shaderfx.cb = new GSUniformBufferOGL("eFX UBO", g_fx_cb_index, sizeof(ExternalFXConstantBuffer));
GLuint ps = m_shader->Compile("Extra", "ps_main", GL_FRAGMENT_SHADER, shader.str().c_str(), config.str());
m_shaderfx.ps = m_shader->LinkPipeline("eFX pipie", m_convert.vs, 0, ps);
}
GL_PUSH("DoExternalFX");
OMSetColorMaskState();
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GSVector2i s = dTex->GetSize();
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GSVector4 sRect(0, 0, 1, 1);
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GSVector4 dRect(0, 0, s.x, s.y);
ExternalFXConstantBuffer cb;
cb.xyFrame = GSVector2((float)s.x, (float)s.y);
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
m_shaderfx.cb->cache_upload(&cb);
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StretchRect(sTex, sRect, dTex, dRect, m_shaderfx.ps, true);
}
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void GSDeviceOGL::DoShadeBoost(GSTexture* sTex, GSTexture* dTex)
{
GL_PUSH("DoShadeBoost");
OMSetColorMaskState();
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GSVector2i s = dTex->GetSize();
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GSVector4 sRect(0, 0, 1, 1);
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GSVector4 dRect(0, 0, s.x, s.y);
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StretchRect(sTex, sRect, dTex, dRect, m_shadeboost.ps, true);
}
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void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)
{
GL_PUSH("DATE First Pass");
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
BeginScene();
ClearStencil(ds, 0);
m_shader->BindPipeline(m_convert.ps[datm ? ShaderConvert_DATM_1 : ShaderConvert_DATM_0]);
// om
OMSetDepthStencilState(m_date.dss);
if (GLState::blend) {
glDisable(GL_BLEND);
}
OMSetRenderTargets(NULL, ds, &GLState::scissor);
// ia
IASetVertexBuffer(vertices, 4);
IASetPrimitiveTopology(GL_TRIANGLE_STRIP);
// Texture
PSSetShaderResource(0, rt);
PSSetSamplerState(m_convert.pt);
DrawPrimitive();
if (GLState::blend) {
glEnable(GL_BLEND);
}
EndScene();
}
void GSDeviceOGL::EndScene()
{
m_va->EndScene();
}
void GSDeviceOGL::IASetVertexBuffer(const void* vertices, size_t count)
{
m_va->UploadVB(vertices, count);
}
void GSDeviceOGL::IASetIndexBuffer(const void* index, size_t count)
{
m_va->UploadIB(index, count);
}
void GSDeviceOGL::IASetPrimitiveTopology(GLenum topology)
{
m_va->SetTopology(topology);
}
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void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sr)
{
ASSERT(i < (int)countof(GLState::tex_unit));
// Note: Nvidia debgger doesn't support the id 0 (ie the NULL texture)
if (sr) {
GLuint id = static_cast<GSTextureOGL*>(sr)->GetID();
if (GLState::tex_unit[i] != id) {
GLState::tex_unit[i] = id;
glBindTextureUnit(i, id);
}
}
}
void GSDeviceOGL::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
{
PSSetShaderResource(0, sr0);
PSSetShaderResource(1, sr1);
}
void GSDeviceOGL::PSSetSamplerState(GLuint ss)
{
if (GLState::ps_ss != ss) {
GLState::ps_ss = ss;
glBindSampler(0, ss);
}
}
void GSDeviceOGL::OMAttachRt(GSTextureOGL* rt)
{
GLuint id;
if (rt) {
rt->WasAttached();
id = rt->GetID();
} else {
id = 0;
}
if (GLState::rt != id) {
GLState::rt = id;
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
}
}
void GSDeviceOGL::OMAttachDs(GSTextureOGL* ds)
{
GLuint id;
if (ds) {
ds->WasAttached();
id = ds->GetID();
} else {
id = 0;
}
if (GLState::ds != id) {
GLState::ds = id;
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, id, 0);
}
}
void GSDeviceOGL::OMSetFBO(GLuint fbo)
{
if (GLState::fbo != fbo) {
GLState::fbo = fbo;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
}
}
void GSDeviceOGL::OMSetDepthStencilState(GSDepthStencilOGL* dss)
{
dss->SetupDepth();
dss->SetupStencil();
}
void GSDeviceOGL::OMSetColorMaskState(OMColorMaskSelector sel)
{
if (sel.wrgba != GLState::wrgba) {
GLState::wrgba = sel.wrgba;
glColorMaski(0, sel.wr, sel.wg, sel.wb, sel.wa);
}
}
void GSDeviceOGL::OMSetBlendState(uint8 blend_index, uint8 blend_factor, bool is_blend_constant, bool accumulation_blend)
{
if (blend_index) {
if (!GLState::blend) {
GLState::blend = true;
glEnable(GL_BLEND);
}
if (is_blend_constant && GLState::bf != blend_factor) {
GLState::bf = blend_factor;
float bf = (float)blend_factor / 128.0f;
gl_BlendColor(bf, bf, bf, bf);
}
OGLBlend b = m_blendMapOGL[blend_index];
if (accumulation_blend) {
b.src = GL_ONE;
b.dst = GL_ONE;
}
if (GLState::eq_RGB != b.op) {
GLState::eq_RGB = b.op;
glBlendEquationSeparate(b.op, GL_FUNC_ADD);
}
if (GLState::f_sRGB != b.src || GLState::f_dRGB != b.dst) {
GLState::f_sRGB = b.src;
GLState::f_dRGB = b.dst;
glBlendFuncSeparate(b.src, b.dst, GL_ONE, GL_ZERO);
}
} else {
if (GLState::blend) {
GLState::blend = false;
glDisable(GL_BLEND);
}
}
}
void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor)
{
GSTextureOGL* RT = static_cast<GSTextureOGL*>(rt);
GSTextureOGL* DS = static_cast<GSTextureOGL*>(ds);
if (rt == NULL || !RT->IsBackbuffer()) {
OMSetFBO(m_fbo);
if (rt) {
OMAttachRt(RT);
} else {
OMAttachRt();
}
// Note: it must be done after OMSetFBO
if (ds)
OMAttachDs(DS);
else
OMAttachDs();
} else {
// Render in the backbuffer
OMSetFBO(0);
}
GSVector2i size = rt ? rt->GetSize() : ds ? ds->GetSize() : GLState::viewport;
if(GLState::viewport != size)
{
GLState::viewport = size;
// FIXME ViewportIndexedf or ViewportIndexedfv (GL4.1)
glViewportIndexedf(0, 0, 0, GLfloat(size.x), GLfloat(size.y));
}
GSVector4i r = scissor ? *scissor : GSVector4i(size).zwxy();
if(!GLState::scissor.eq(r))
{
GLState::scissor = r;
// FIXME ScissorIndexedv (GL4.1)
glScissorIndexed(0, r.x, r.y, r.width(), r.height());
}
}
void GSDeviceOGL::SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb)
{
GL_PUSH("UBO");
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::SetupCBMisc(const GSVector4i& channel)
{
m_misc_cb_cache.ChannelShuffle = channel;
m_convert.cb->cache_upload(&m_misc_cb_cache);
}
void GSDeviceOGL::SetupPipeline(const VSSelector& vsel, const GSSelector& gsel, const PSSelector& psel)
{
GLuint ps;
auto i = m_ps.find(psel);
if (i == m_ps.end()) {
ps = CompilePS(psel);
m_ps[psel] = ps;
} else {
ps = i->second;
}
{
#if defined(_DEBUG) && 0
// Toggling Shader is bad for the perf. Let's trace parameter that often toggle to detect
// potential uber shader possibilities.
static PSSelector old_psel;
static GLuint old_ps = 0;
std::string msg("");
#define CHECK_STATE(p) if (psel.p != old_psel.p) msg.append(" ").append(#p);
if (old_ps != ps) {
CHECK_STATE(tex_fmt);
CHECK_STATE(dfmt);
CHECK_STATE(depth_fmt);
CHECK_STATE(aem);
CHECK_STATE(fba);
CHECK_STATE(fog);
CHECK_STATE(iip);
CHECK_STATE(date);
CHECK_STATE(atst);
CHECK_STATE(fst);
CHECK_STATE(tfx);
CHECK_STATE(tcc);
CHECK_STATE(wms);
CHECK_STATE(wmt);
CHECK_STATE(ltf);
CHECK_STATE(shuffle);
CHECK_STATE(read_ba);
CHECK_STATE(write_rg);
CHECK_STATE(fbmask);
CHECK_STATE(blend_a);
CHECK_STATE(blend_b);
CHECK_STATE(blend_c);
CHECK_STATE(blend_d);
CHECK_STATE(clr1);
CHECK_STATE(pabe);
CHECK_STATE(hdr);
CHECK_STATE(colclip);
// CHECK_STATE(channel);
// CHECK_STATE(tcoffsethack);
// CHECK_STATE(urban_chaos_hle);
// CHECK_STATE(tales_of_abyss_hle);
GL_PERF("New PS :%s", msg.c_str());
}
old_psel.key = psel.key;
old_ps = ps;
#endif
}
if (GLLoader::buggy_sso_dual_src)
m_shader->BindProgram(m_vs[vsel], m_gs[gsel], ps);
else
m_shader->BindPipeline(m_vs[vsel], m_gs[gsel], ps);
}
void GSDeviceOGL::SetupSampler(PSSamplerSelector ssel)
{
PSSetSamplerState(m_ps_ss[ssel]);
}
GLuint GSDeviceOGL::GetPaletteSamplerID()
{
return m_palette_ss;
}
void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel)
{
OMSetDepthStencilState(m_om_dss[dssel]);
}
void GSDeviceOGL::CheckDebugLog()
{
if (!m_debug_gl_call) return;
unsigned int count = 16; // max. num. of messages that will be read from the log
int bufsize = 2048;
unsigned int sources[16] = {};
unsigned int types[16] = {};
unsigned int ids[16] = {};
unsigned int severities[16] = {};
int lengths[16] = {};
char* messageLog = new char[bufsize];
unsigned int retVal = glGetDebugMessageLogARB(count, bufsize, sources, types, ids, severities, lengths, messageLog);
if(retVal > 0)
{
unsigned int pos = 0;
for(unsigned int i=0; i<retVal; i++)
{
DebugOutputToFile(sources[i], types[i], ids[i], severities[i], lengths[i], &messageLog[pos], NULL);
pos += lengths[i];
}
}
delete[] messageLog;
}
// Note: used as a callback of DebugMessageCallback. Don't change the signature
void GSDeviceOGL::DebugOutputToFile(GLenum gl_source, GLenum gl_type, GLuint id, GLenum gl_severity, GLsizei gl_length, const GLchar *gl_message, const void* userParam)
{
std::string message(gl_message, gl_length >= 0 ? gl_length : strlen(gl_message));
std::string type, severity, source;
static int sev_counter = 0;
switch(gl_type) {
case GL_DEBUG_TYPE_ERROR_ARB : type = "Error"; break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB : type = "Deprecated bhv"; break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB : type = "Undefined bhv"; break;
case GL_DEBUG_TYPE_PORTABILITY_ARB : type = "Portability"; break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB : type = "Perf"; break;
case GL_DEBUG_TYPE_OTHER_ARB : type = "Oth"; break;
case GL_DEBUG_TYPE_PUSH_GROUP : return; // Don't print message injected by myself
case GL_DEBUG_TYPE_POP_GROUP : return; // Don't print message injected by myself
default : type = "TTT"; break;
}
switch(gl_severity) {
case GL_DEBUG_SEVERITY_HIGH_ARB : severity = "High"; sev_counter++; break;
case GL_DEBUG_SEVERITY_MEDIUM_ARB : severity = "Mid"; break;
case GL_DEBUG_SEVERITY_LOW_ARB : severity = "Low"; break;
default : if (id == 0xFEAD)
severity = "Cache";
else if (id == 0xB0B0)
severity = "REG";
else if (id == 0xD0D0)
severity = "EXTRA";
break;
}
switch(gl_source) {
case GL_DEBUG_SOURCE_API_ARB : source = "API"; break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB : source = "WINDOW"; break;
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB : source = "COMPILER"; break;
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB : source = "3rdparty"; break;
case GL_DEBUG_SOURCE_APPLICATION_ARB : source = "Application"; break;
case GL_DEBUG_SOURCE_OTHER_ARB : source = "Others"; break;
default : source = "???"; break;
}
#ifdef _DEBUG
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// Don't spam noisy information on the terminal
if (gl_severity != GL_DEBUG_SEVERITY_NOTIFICATION) {
fprintf(stderr,"T:%s\tID:%d\tS:%s\t=> %s\n", type.c_str(), GSState::s_n, severity.c_str(), message.c_str());
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}
#else
// Print nouveau shader compiler info
if (GSState::s_n == 0) {
int t, local, gpr, inst, byte;
int status = sscanf(message.c_str(), "type: %d, local: %d, gpr: %d, inst: %d, bytes: %d",
&t, &local, &gpr, &inst, &byte);
if (status == 5) {
m_shader_inst += inst;
m_shader_reg += gpr;
fprintf(stderr,"T:%s\t\tS:%s\t=> %s\n", type.c_str(), severity.c_str(), message.c_str());
}
}
#endif
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if (m_debug_gl_file)
fprintf(m_debug_gl_file,"T:%s\tID:%d\tS:%s\t=> %s\n", type.c_str(), GSState::s_n, severity.c_str(), message.c_str());
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#ifdef _DEBUG
if (sev_counter >= 5) {
// Close the file to flush the content on disk before exiting.
if (m_debug_gl_file) {
fclose(m_debug_gl_file);
m_debug_gl_file = NULL;
}
ASSERT(0);
}
#endif
}
// (A - B) * C + D
// A: Cs/Cd/0
// B: Cs/Cd/0
// C: As/Ad/FIX
// D: Cs/Cd/0
// bogus: 0100, 0110, 0120, 0200, 0210, 0220, 1001, 1011, 1021
// tricky: 1201, 1211, 1221
// Source.rgb = float3(1, 1, 1);
// 1201 Cd*(1 + As) => Source * Dest color + Dest * Source alpha
// 1211 Cd*(1 + Ad) => Source * Dest color + Dest * Dest alpha
// 1221 Cd*(1 + F) => Source * Dest color + Dest * Factor
// Special blending method table:
// # (tricky) => 1 * Cd + Cd * F => Use (Cd, F) as factor of color (1, Cd)
// * (bogus) => C * (1 + F ) + ... => factor is always bigger than 1 (except above case)
// ? => Cs * F + Cd => do the multiplication in shader and addition in blending unit. It is an optimization
// Copy Dx blend table and convert it to ogl
#define D3DBLENDOP_ADD GL_FUNC_ADD
#define D3DBLENDOP_SUBTRACT GL_FUNC_SUBTRACT
#define D3DBLENDOP_REVSUBTRACT GL_FUNC_REVERSE_SUBTRACT
#define D3DBLEND_ONE GL_ONE
#define D3DBLEND_ZERO GL_ZERO
#define D3DBLEND_INVDESTALPHA GL_ONE_MINUS_DST_ALPHA
#define D3DBLEND_DESTALPHA GL_DST_ALPHA
#define D3DBLEND_DESTCOLOR GL_DST_COLOR
#define D3DBLEND_BLENDFACTOR GL_CONSTANT_COLOR
#define D3DBLEND_INVBLENDFACTOR GL_ONE_MINUS_CONSTANT_COLOR
#define D3DBLEND_SRCALPHA GL_SRC1_ALPHA
#define D3DBLEND_INVSRCALPHA GL_ONE_MINUS_SRC1_ALPHA
const int GSDeviceOGL::m_NO_BLEND = 0;
const int GSDeviceOGL::m_MERGE_BLEND = 3*3*3*3;
const GSDeviceOGL::OGLBlend GSDeviceOGL::m_blendMapOGL[3*3*3*3 + 1] =
{
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , // 0000: (Cs - Cs)*As + Cs ==> Cs
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ONE} , // 0001: (Cs - Cs)*As + Cd ==> Cd
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO} , // 0002: (Cs - Cs)*As + 0 ==> 0
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , // 0010: (Cs - Cs)*Ad + Cs ==> Cs
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ONE} , // 0011: (Cs - Cs)*Ad + Cd ==> Cd
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO} , // 0012: (Cs - Cs)*Ad + 0 ==> 0
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , // 0020: (Cs - Cs)*F + Cs ==> Cs
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ONE} , // 0021: (Cs - Cs)*F + Cd ==> Cd
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO} , // 0022: (Cs - Cs)*F + 0 ==> 0
{ BLEND_A_MAX , D3DBLENDOP_SUBTRACT , D3DBLEND_ONE , D3DBLEND_SRCALPHA} , //*0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
{ 0 , D3DBLENDOP_ADD , D3DBLEND_SRCALPHA , D3DBLEND_INVSRCALPHA} , // 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)
{ 0 , D3DBLENDOP_SUBTRACT , D3DBLEND_SRCALPHA , D3DBLEND_SRCALPHA} , // 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As
{ BLEND_A_MAX , D3DBLENDOP_SUBTRACT , D3DBLEND_ONE , D3DBLEND_DESTALPHA} , //*0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
{ 0 , D3DBLENDOP_ADD , D3DBLEND_DESTALPHA , D3DBLEND_INVDESTALPHA} , // 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)
{ 0 , D3DBLENDOP_SUBTRACT , D3DBLEND_DESTALPHA , D3DBLEND_DESTALPHA} , // 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad
{ BLEND_A_MAX , D3DBLENDOP_SUBTRACT , D3DBLEND_ONE , D3DBLEND_BLENDFACTOR} , //*0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F
{ 0 , D3DBLENDOP_ADD , D3DBLEND_BLENDFACTOR , D3DBLEND_INVBLENDFACTOR} , // 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F)
{ 0 , D3DBLENDOP_SUBTRACT , D3DBLEND_BLENDFACTOR , D3DBLEND_BLENDFACTOR} , // 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F
{ BLEND_NO_BAR | BLEND_A_MAX , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , //*0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
{ BLEND_ACCU , D3DBLENDOP_ADD , D3DBLEND_SRCALPHA , D3DBLEND_ONE} , //?0201: (Cs - 0)*As + Cd ==> Cs*As + Cd
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_SRCALPHA , D3DBLEND_ZERO} , // 0202: (Cs - 0)*As + 0 ==> Cs*As
{ BLEND_A_MAX , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , //*0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1)
{ 0 , D3DBLENDOP_ADD , D3DBLEND_DESTALPHA , D3DBLEND_ONE} , // 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd
{ 0 , D3DBLENDOP_ADD , D3DBLEND_DESTALPHA , D3DBLEND_ZERO} , // 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad
{ BLEND_NO_BAR | BLEND_A_MAX , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , //*0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
{ BLEND_ACCU , D3DBLENDOP_ADD , D3DBLEND_BLENDFACTOR , D3DBLEND_ONE} , //?0221: (Cs - 0)*F + Cd ==> Cs*F + Cd
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_BLENDFACTOR , D3DBLEND_ZERO} , // 0222: (Cs - 0)*F + 0 ==> Cs*F
{ 0 , D3DBLENDOP_ADD , D3DBLEND_INVSRCALPHA , D3DBLEND_SRCALPHA} , // 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As)
{ BLEND_A_MAX , D3DBLENDOP_REVSUBTRACT , D3DBLEND_SRCALPHA , D3DBLEND_ONE} , //*1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
{ 0 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_SRCALPHA , D3DBLEND_SRCALPHA} , // 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As
{ 0 , D3DBLENDOP_ADD , D3DBLEND_INVDESTALPHA , D3DBLEND_DESTALPHA} , // 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad)
{ BLEND_A_MAX , D3DBLENDOP_REVSUBTRACT , D3DBLEND_DESTALPHA , D3DBLEND_ONE} , //*1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
{ 0 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_DESTALPHA , D3DBLEND_DESTALPHA} , // 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad
{ 0 , D3DBLENDOP_ADD , D3DBLEND_INVBLENDFACTOR , D3DBLEND_BLENDFACTOR} , // 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F)
{ BLEND_A_MAX , D3DBLENDOP_REVSUBTRACT , D3DBLEND_BLENDFACTOR , D3DBLEND_ONE} , //*1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F
{ 0 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_BLENDFACTOR , D3DBLEND_BLENDFACTOR} , // 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , // 1100: (Cd - Cd)*As + Cs ==> Cs
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ONE} , // 1101: (Cd - Cd)*As + Cd ==> Cd
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO} , // 1102: (Cd - Cd)*As + 0 ==> 0
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , // 1110: (Cd - Cd)*Ad + Cs ==> Cs
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ONE} , // 1111: (Cd - Cd)*Ad + Cd ==> Cd
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO} , // 1112: (Cd - Cd)*Ad + 0 ==> 0
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , // 1120: (Cd - Cd)*F + Cs ==> Cs
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ONE} , // 1121: (Cd - Cd)*F + Cd ==> Cd
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO} , // 1122: (Cd - Cd)*F + 0 ==> 0
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_SRCALPHA} , // 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As
{ BLEND_C_CLR , D3DBLENDOP_ADD , D3DBLEND_DESTCOLOR , D3DBLEND_SRCALPHA} , //#1201: (Cd - 0)*As + Cd ==> Cd*(1 + As) // ffxii main menu background
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_SRCALPHA} , // 1202: (Cd - 0)*As + 0 ==> Cd*As
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_DESTALPHA} , // 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad
{ BLEND_C_CLR , D3DBLENDOP_ADD , D3DBLEND_DESTCOLOR , D3DBLEND_DESTALPHA} , //#1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad)
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_DESTALPHA} , // 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_BLENDFACTOR} , // 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F
{ BLEND_C_CLR , D3DBLENDOP_ADD , D3DBLEND_DESTCOLOR , D3DBLEND_BLENDFACTOR} , //#1221: (Cd - 0)*F + Cd ==> Cd*(1 + F)
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_BLENDFACTOR} , // 1222: (Cd - 0)*F + 0 ==> Cd*F
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_INVSRCALPHA , D3DBLEND_ZERO} , // 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As)
{ BLEND_ACCU , D3DBLENDOP_REVSUBTRACT , D3DBLEND_SRCALPHA , D3DBLEND_ONE} , // 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As
{ BLEND_NO_BAR , D3DBLENDOP_REVSUBTRACT , D3DBLEND_SRCALPHA , D3DBLEND_ZERO} , // 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As
{ 0 , D3DBLENDOP_ADD , D3DBLEND_INVDESTALPHA , D3DBLEND_ZERO} , // 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad)
{ 0 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_DESTALPHA , D3DBLEND_ONE} , // 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad
{ 0 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_DESTALPHA , D3DBLEND_ZERO} , // 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_INVBLENDFACTOR , D3DBLEND_ZERO} , // 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)
{ BLEND_ACCU , D3DBLENDOP_REVSUBTRACT , D3DBLEND_BLENDFACTOR , D3DBLEND_ONE} , // 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F
{ BLEND_NO_BAR , D3DBLENDOP_REVSUBTRACT , D3DBLEND_BLENDFACTOR , D3DBLEND_ZERO} , // 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F
{ 0 , D3DBLENDOP_SUBTRACT , D3DBLEND_ONE , D3DBLEND_SRCALPHA} , // 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_INVSRCALPHA} , // 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As)
{ 0 , D3DBLENDOP_SUBTRACT , D3DBLEND_ZERO , D3DBLEND_SRCALPHA} , // 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As
{ 0 , D3DBLENDOP_SUBTRACT , D3DBLEND_ONE , D3DBLEND_DESTALPHA} , // 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_INVDESTALPHA} , // 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad)
{ 0 , D3DBLENDOP_SUBTRACT , D3DBLEND_ONE , D3DBLEND_DESTALPHA} , // 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad
{ 0 , D3DBLENDOP_SUBTRACT , D3DBLEND_ONE , D3DBLEND_BLENDFACTOR} , // 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_INVBLENDFACTOR} , // 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F)
{ 0 , D3DBLENDOP_SUBTRACT , D3DBLEND_ONE , D3DBLEND_BLENDFACTOR} , // 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , // 2200: (0 - 0)*As + Cs ==> Cs
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ONE} , // 2201: (0 - 0)*As + Cd ==> Cd
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO} , // 2202: (0 - 0)*As + 0 ==> 0
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , // 2210: (0 - 0)*Ad + Cs ==> Cs
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ONE} , // 2211: (0 - 0)*Ad + Cd ==> Cd
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO} , // 2212: (0 - 0)*Ad + 0 ==> 0
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ONE , D3DBLEND_ZERO} , // 2220: (0 - 0)*F + Cs ==> Cs
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ONE} , // 2221: (0 - 0)*F + Cd ==> Cd
{ BLEND_NO_BAR , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO} , // 2222: (0 - 0)*F + 0 ==> 0
{ 0 , D3DBLENDOP_ADD , GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA} , // extra for merge operation
};