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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 , 675 Mass Ave , Cambridge , MA 0213 9 , USA .
* http : //www.gnu.org/copyleft/gpl.html
*
*/
# include "GSDeviceOGL.h"
// Various Note: separate build of shader
// ************************** BUILD METHOD 1
// 1/ create a stand alone prog
// uint CreateShaderProgramv( enum type, sizei count, const char **strings );
// 2/ Create various prog pipeline (maybe 1 foreach combination or only 1)
// glGenProgramPipelines
// 3/ Attach a program to a pipeline
// void UseProgramStages( uint pipeline, bitfield stages, uint program );
// ...
// ...
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// 5/ Before the use of the program, we can validate it. (mandatory or not ?)
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// glValidateProgramPipeline
//
// ************************** BUILD METHOD 2
// Humm, there is another solutions. You can setup function pointer in GLSL and configure them with OPENGL. shader_subroutine. glUseProgram must be replace with glUseProgramInstance in this case (and instance must be managed)
//GL EXT: Overview
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//GL EXT:
//GL EXT: This extension adds support to shaders for "indirect subroutine calls",
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//GL EXT: where a single shader can include many subroutines and dynamically select
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//GL EXT: through the API which subroutine is called from each call site.
//GL EXT: Switching subroutines dynamically in this fashion can avoid the cost of
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//GL EXT: recompiling and managing multiple shaders, while still retaining most of
//GL EXT: the performance of specialized shaders.
//
// ************************** Uniform buffer
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// // Note don't know how to chose block_binding_point (probably managed like texture unit
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// maybe any number will be fine)
// index=glGetUniformBlockIndex(program, "BlockName");
// glBindBufferBase(GL_UNIFORM_BUFFER, block_binding_point, some_buffer_object);
// glUniformBlockBinding(program, block_index, block_binding_point);
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//#define LOUD_DEBUGGING
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GSDeviceOGL : : GSDeviceOGL ( )
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: m_free_window ( false )
, m_window ( NULL )
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, m_pipeline ( 0 )
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, m_fbo ( 0 )
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, m_vb_sr ( NULL )
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, m_srv_changed ( false )
, m_ss_changed ( false )
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{
m_msaa = theApp . GetConfig ( " msaa " , 0 ) ;
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memset ( & m_merge , 0 , sizeof ( m_merge ) ) ;
memset ( & m_interlace , 0 , sizeof ( m_interlace ) ) ;
memset ( & m_convert , 0 , sizeof ( m_convert ) ) ;
memset ( & m_date , 0 , sizeof ( m_date ) ) ;
memset ( & m_state , 0 , sizeof ( m_state ) ) ;
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}
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GSDeviceOGL : : ~ GSDeviceOGL ( )
{
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// Clean vertex buffer state
delete ( m_vb_sr ) ;
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// Clean m_merge
for ( uint i = 0 ; i < 2 ; i + + )
glDeleteProgram ( m_merge . ps [ i ] ) ;
delete ( m_merge . cb ) ;
delete ( m_merge . bs ) ;
// Clean m_interlace
for ( uint i = 0 ; i < 2 ; i + + )
glDeleteProgram ( m_interlace . ps [ i ] ) ;
delete ( m_interlace . cb ) ;
// Clean m_convert
glDeleteProgram ( m_convert . vs ) ;
for ( uint i = 0 ; i < 2 ; i + + )
glDeleteProgram ( m_convert . ps [ i ] ) ;
glDeleteSamplers ( 1 , & m_convert . ln ) ;
glDeleteSamplers ( 1 , & m_convert . pt ) ;
delete m_convert . dss ;
delete m_convert . bs ;
// Clean m_date
delete m_date . dss ;
delete m_date . bs ;
// Clean various opengl allocation
glDeleteProgramPipelines ( 1 , & m_pipeline ) ;
glDeleteFramebuffers ( 1 , & m_fbo ) ;
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// Delete HW FX
delete m_vs_cb ;
delete m_ps_cb ;
glDeleteSamplers ( 1 , & m_rt_ss ) ;
delete m_vb ;
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for ( auto it = m_vs . begin ( ) ; it ! = m_vs . end ( ) ; it + + ) glDeleteProgram ( it - > second ) ;
for ( auto it = m_gs . begin ( ) ; it ! = m_gs . end ( ) ; it + + ) glDeleteProgram ( it - > second ) ;
for ( auto it = m_ps . begin ( ) ; it ! = m_ps . end ( ) ; it + + ) glDeleteProgram ( it - > second ) ;
for ( auto it = m_ps_ss . begin ( ) ; it ! = m_ps_ss . end ( ) ; it + + ) glDeleteSamplers ( 1 , & it - > second ) ;
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m_vs . clear ( ) ;
m_gs . clear ( ) ;
m_ps . clear ( ) ;
m_ps_ss . clear ( ) ;
m_om_dss . clear ( ) ;
m_om_bs . clear ( ) ;
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}
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GSTexture * GSDeviceOGL : : CreateSurface ( int type , int w , int h , bool msaa , int format )
{
// A wrapper to call GSTextureOGL, with the different kind of parameter
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GSTextureOGL * t = NULL ;
t = new GSTextureOGL ( type , w , h , msaa , format ) ;
switch ( type )
{
case GSTexture : : RenderTarget :
ClearRenderTarget ( t , 0 ) ;
break ;
case GSTexture : : DepthStencil :
ClearDepth ( t , 0 ) ;
//FIXME might be need to clear the stencil too
break ;
}
return t ;
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}
GSTexture * GSDeviceOGL : : FetchSurface ( int type , int w , int h , bool msaa , int format )
{
// FIXME: keep DX code. Do not know how work msaa but not important for the moment
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// Current config give only 0 or 1
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#if 0
if ( m_msaa < 2 ) {
msaa = false ;
}
# endif
msaa = false ;
return GSDevice : : FetchSurface ( type , w , h , msaa , format ) ;
}
bool GSDeviceOGL : : Create ( GSWnd * wnd )
{
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if ( m_window = = NULL ) {
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// FIXME......
// GLEW's problem is that it calls glGetString(GL_EXTENSIONS) which causes GL_INVALID_ENUM on GL 3.2 forward compatible context as soon as glewInit() is called. It also doesn't fetch the function pointers. The solution is for GLEW to use glGetStringi instead.
// The current version of GLEW is 1.7.0 but they still haven't corrected it. The only fix is to use glewExperimental for now :
//NOTE: I'm not sure experimental work on 1.6 ...
glewExperimental = true ;
const int glew_ok = glewInit ( ) ;
if ( glew_ok ! = GLEW_OK )
{
// FIXME:proper logging
fprintf ( stderr , " Error: Failed to init glew :%s \n " , glewGetErrorString ( glew_ok ) ) ;
return false ;
}
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// Note: don't rely on glew to avoid to pull glew1.7
// Instead we just copy/adapt the 10 lines of code
// if (!GLEW_VERSION_4_2) {
// fprintf(stderr, "4.2 is not supported!\n");
// return false;
// }
const GLubyte * s ;
s = glGetString ( GL_VERSION ) ;
if ( s = = NULL ) return false ;
GLuint dot ;
while ( s [ dot ] ! = ' \0 ' & & s [ dot ] ! = ' . ' ) dot + + ;
if ( dot = = 0 ) return false ;
GLuint major = s [ dot - 1 ] - ' 0 ' ;
GLuint minor = s [ dot + 1 ] - ' 0 ' ;
if ( ( major < 4 ) | | ( major = = 4 & & minor < 2 ) ) return false ;
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}
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// FIXME disable it when code is ready
glEnable ( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB ) ;
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m_window = wnd ;
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// ****************************************************************
// Various object
// ****************************************************************
glGenProgramPipelines ( 1 , & m_pipeline ) ;
glBindProgramPipeline ( m_pipeline ) ;
glGenFramebuffers ( 1 , & m_fbo ) ;
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// Setup FBO fragment output
OMSetFBO ( m_fbo ) ;
glDrawBuffer ( GL_COLOR_ATTACHMENT0 ) ;
OMSetFBO ( 0 ) ;
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// ****************************************************************
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// Vertex buffer state
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// ****************************************************************
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GSInputLayout il_convert [ 2 ] =
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{
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{ 0 , 4 , GL_FLOAT , GL_FALSE , sizeof ( GSVertexPT1 ) , ( const GLvoid * ) offsetof ( struct GSVertexPT1 , p ) } ,
{ 1 , 2 , GL_FLOAT , GL_FALSE , sizeof ( GSVertexPT1 ) , ( const GLvoid * ) offsetof ( struct GSVertexPT1 , t ) } ,
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} ;
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m_vb_sr = new GSVertexBufferState ( sizeof ( GSVertexPT1 ) , il_convert , countof ( il_convert ) ) ;
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// ****************************************************************
// convert
// ****************************************************************
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CompileShaderFromSource ( " convert.glsl " , " vs_main " , GL_VERTEX_SHADER , & m_convert . vs ) ;
for ( int i = 0 ; i < countof ( m_convert . ps ) ; i + + )
CompileShaderFromSource ( " convert.glsl " , format ( " ps_main%d " , i ) , GL_FRAGMENT_SHADER , & m_convert . ps [ i ] ) ;
// Note the following object are initialized to 0 so disabled.
// Note: maybe enable blend with a factor of 1
// m_convert.dss, m_convert.bs
#if 0
memset ( & dsd , 0 , sizeof ( dsd ) ) ;
dsd . DepthEnable = false ;
dsd . StencilEnable = false ;
hr = m_dev - > CreateDepthStencilState ( & dsd , & m_convert . dss ) ;
memset ( & bsd , 0 , sizeof ( bsd ) ) ;
bsd . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL ;
hr = m_dev - > CreateBlendState ( & bsd , & m_convert . bs ) ;
# endif
glGenSamplers ( 1 , & m_convert . ln ) ;
glSamplerParameteri ( m_convert . ln , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glSamplerParameteri ( m_convert . ln , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glSamplerParameteri ( m_convert . ln , GL_TEXTURE_WRAP_R , GL_CLAMP_TO_EDGE ) ;
glSamplerParameteri ( m_convert . ln , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glSamplerParameteri ( m_convert . ln , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
// FIXME which value for GL_TEXTURE_MIN_LOD
glSamplerParameteri ( m_convert . ln , GL_TEXTURE_MAX_LOD , FLT_MAX ) ;
// FIXME: seems there is 2 possibility in opengl
// DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
// glSamplerParameteri(m_convert.ln, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glSamplerParameteri ( m_convert . ln , GL_TEXTURE_COMPARE_MODE , GL_COMPARE_REF_TO_TEXTURE ) ;
glSamplerParameteri ( m_convert . ln , GL_TEXTURE_COMPARE_FUNC , GL_NEVER ) ;
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// FIXME: need ogl extension sd.MaxAnisotropy = 16;
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glGenSamplers ( 1 , & m_convert . pt ) ;
glSamplerParameteri ( m_convert . pt , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glSamplerParameteri ( m_convert . pt , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
glSamplerParameteri ( m_convert . pt , GL_TEXTURE_WRAP_R , GL_CLAMP_TO_EDGE ) ;
glSamplerParameteri ( m_convert . pt , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glSamplerParameteri ( m_convert . pt , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
// FIXME which value for GL_TEXTURE_MIN_LOD
glSamplerParameteri ( m_convert . pt , GL_TEXTURE_MAX_LOD , FLT_MAX ) ;
// FIXME: seems there is 2 possibility in opengl
// DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
// glSamplerParameteri(m_convert.pt, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glSamplerParameteri ( m_convert . pt , GL_TEXTURE_COMPARE_MODE , GL_COMPARE_REF_TO_TEXTURE ) ;
glSamplerParameteri ( m_convert . pt , GL_TEXTURE_COMPARE_FUNC , GL_NEVER ) ;
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// FIXME: need ogl extension sd.MaxAnisotropy = 16;
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m_convert . dss = new GSDepthStencilOGL ( ) ;
m_convert . bs = new GSBlendStateOGL ( ) ;
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// ****************************************************************
// merge
// ****************************************************************
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m_merge . cb = new GSUniformBufferOGL ( 1 , sizeof ( MergeConstantBuffer ) ) ;
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for ( int i = 0 ; i < countof ( m_merge . ps ) ; i + + )
CompileShaderFromSource ( " merge.glsl " , format ( " ps_main%d " , i ) , GL_FRAGMENT_SHADER , & m_merge . ps [ i ] ) ;
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m_merge . bs = new GSBlendStateOGL ( ) ;
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m_merge . bs - > m_enable = true ;
m_merge . bs - > m_equation_RGB = GL_FUNC_ADD ;
m_merge . bs - > m_equation_ALPHA = GL_FUNC_ADD ;
m_merge . bs - > m_func_sRGB = GL_SRC_ALPHA ;
m_merge . bs - > m_func_dRGB = GL_ONE_MINUS_SRC_ALPHA ;
m_merge . bs - > m_func_sALPHA = GL_ONE ;
m_merge . bs - > m_func_dALPHA = GL_ZERO ;
// ****************************************************************
// interlace
// ****************************************************************
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m_interlace . cb = new GSUniformBufferOGL ( 2 , sizeof ( InterlaceConstantBuffer ) ) ;
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for ( int i = 0 ; i < countof ( m_interlace . ps ) ; i + + )
CompileShaderFromSource ( " interlace.glsl " , format ( " ps_main%d " , i ) , GL_FRAGMENT_SHADER , & m_interlace . ps [ i ] ) ;
// ****************************************************************
// rasterization configuration
// ****************************************************************
glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
glDisable ( GL_CULL_FACE ) ;
glEnable ( GL_SCISSOR_TEST ) ;
// FIXME enable it when multisample code will be here
// DX: rd.MultisampleEnable = true;
glDisable ( GL_MULTISAMPLE ) ;
// Hum I don't know for those options but let's hope there are not activated
#if 0
rd . FrontCounterClockwise = false ;
rd . DepthBias = false ;
rd . DepthBiasClamp = 0 ;
rd . SlopeScaledDepthBias = 0 ;
rd . DepthClipEnable = false ; // ???
rd . AntialiasedLineEnable = false ;
# endif
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// TODO Later
// ****************************************************************
// fxaa (bonus)
// ****************************************************************
// FIXME need to define FXAA_GLSL_130 for the shader
// FIXME need to manually set the index...
// FIXME need dofxaa interface too
// m_fxaa.cb = new GSUniformBufferOGL(3, sizeof(FXAAConstantBuffer));
//CompileShaderFromSource("fxaa.fx", format("ps_main", i), GL_FRAGMENT_SHADER, &m_fxaa.ps);
// ****************************************************************
// date
// ****************************************************************
m_date . dss = new GSDepthStencilOGL ( ) ;
m_date . dss - > m_stencil_enable = true ;
m_date . dss - > m_stencil_func = GL_ALWAYS ;
m_date . dss - > m_stencil_spass_dpass_op = GL_REPLACE ;
//memset(&dsd, 0, sizeof(dsd));
//dsd.DepthEnable = false;
//dsd.StencilEnable = true;
//dsd.StencilReadMask = 1;
//dsd.StencilWriteMask = 1;
//dsd.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//dsd.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
//dsd.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
//dsd.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
//m_dev->CreateDepthStencilState(&dsd, &m_date.dss);
// FIXME are the blend state really empty
m_date . bs = new GSBlendStateOGL ( ) ;
//D3D11_BLEND_DESC blend;
//memset(&blend, 0, sizeof(blend));
//m_dev->CreateBlendState(&blend, &m_date.bs);
// ****************************************************************
// HW renderer shader
// ****************************************************************
CreateTextureFX ( ) ;
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// ****************************************************************
// Finish window setup and backbuffer
// ****************************************************************
if ( ! GSDevice : : Create ( wnd ) )
return false ;
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GSVector4i rect = wnd - > GetClientRect ( ) ;
Reset ( rect . z , rect . w ) ;
#if 0
HRESULT hr = E_FAIL ;
DXGI_SWAP_CHAIN_DESC scd ;
D3D11_BUFFER_DESC bd ;
D3D11_SAMPLER_DESC sd ;
D3D11_DEPTH_STENCIL_DESC dsd ;
D3D11_RASTERIZER_DESC rd ;
D3D11_BLEND_DESC bsd ;
memset ( & scd , 0 , sizeof ( scd ) ) ;
scd . BufferCount = 2 ;
scd . BufferDesc . Width = 1 ;
scd . BufferDesc . Height = 1 ;
scd . BufferDesc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
//scd.BufferDesc.RefreshRate.Numerator = 60;
//scd.BufferDesc.RefreshRate.Denominator = 1;
scd . BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT ;
scd . OutputWindow = ( HWND ) m_wnd - > GetHandle ( ) ;
scd . SampleDesc . Count = 1 ;
scd . SampleDesc . Quality = 0 ;
// Always start in Windowed mode. According to MS, DXGI just "prefers" this, and it's more or less
// required if we want to add support for dual displays later on. The fullscreen/exclusive flip
// will be issued after all other initializations are complete.
scd . Windowed = TRUE ;
// NOTE : D3D11_CREATE_DEVICE_SINGLETHREADED
// This flag is safe as long as the DXGI's internal message pump is disabled or is on the
// same thread as the GS window (which the emulator makes sure of, if it utilizes a
// multithreaded GS). Setting the flag is a nice and easy 5% speedup on GS-intensive scenes.
uint32 flags = D3D11_CREATE_DEVICE_SINGLETHREADED ;
# ifdef DEBUG
flags | = D3D11_CREATE_DEVICE_DEBUG ;
# endif
D3D_FEATURE_LEVEL level ;
const D3D_FEATURE_LEVEL levels [ ] =
{
D3D_FEATURE_LEVEL_11_0 ,
D3D_FEATURE_LEVEL_10_1 ,
D3D_FEATURE_LEVEL_10_0 ,
} ;
hr = D3D11CreateDeviceAndSwapChain ( NULL , D3D_DRIVER_TYPE_HARDWARE , NULL , flags , levels , countof ( levels ) , D3D11_SDK_VERSION , & scd , & m_swapchain , & m_dev , & level , & m_ctx ) ;
// hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, flags, NULL, 0, D3D11_SDK_VERSION, &scd, &m_swapchain, &m_dev, &level, &m_ctx);
# endif
// ****************************************************************
// The check of capability is done when context is created on openGL
// For the moment don't bother with extension, I just ask the most recent openGL version
// ****************************************************************
#if 0
if ( FAILED ( hr ) ) return false ;
if ( ! SetFeatureLevel ( level , true ) )
{
return false ;
}
D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS options ;
hr = m_dev - > CheckFeatureSupport ( D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS , & options , sizeof ( D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS ) ) ;
// msaa
for ( uint32 i = 2 ; i < = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT ; i + + )
{
uint32 quality [ 2 ] = { 0 , 0 } ;
if ( SUCCEEDED ( m_dev - > CheckMultisampleQualityLevels ( DXGI_FORMAT_R8G8B8A8_UNORM , i , & quality [ 0 ] ) ) & & quality [ 0 ] > 0
& & SUCCEEDED ( m_dev - > CheckMultisampleQualityLevels ( DXGI_FORMAT_D32_FLOAT_S8X24_UINT , i , & quality [ 1 ] ) ) & & quality [ 1 ] > 0 )
{
m_msaa_desc . Count = i ;
m_msaa_desc . Quality = std : : min < uint32 > ( quality [ 0 ] - 1 , quality [ 1 ] - 1 ) ;
if ( i > = m_msaa ) break ;
}
}
if ( m_msaa_desc . Count = = 1 )
{
m_msaa = 0 ;
}
# endif
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return true ;
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}
bool GSDeviceOGL : : Reset ( int w , int h )
{
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if ( ! GSDevice : : Reset ( w , h ) )
return false ;
// TODO
// Opengl allocate the backbuffer with the window. The render is done in the backbuffer when
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// there isn't any FBO. Only a dummy texture is created to easily detect when the rendering is done
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// in the backbuffer
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m_backbuffer = new GSTextureOGL ( 0 , w , h , false , GSTextureOGL : : Backbuffer ) ;
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return true ;
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}
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void GSDeviceOGL : : Flip ( )
{
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// FIXME: disable it when code is working
CheckDebugLog ( ) ;
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m_wnd - > Flip ( ) ;
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}
void GSDeviceOGL : : DrawPrimitive ( )
{
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glDrawArrays ( m_state . topology , m_state . vb_state - > start , m_state . vb_state - > count ) ;
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}
void GSDeviceOGL : : ClearRenderTarget ( GSTexture * t , const GSVector4 & c )
{
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if ( static_cast < GSTextureOGL * > ( t ) - > IsBackbuffer ( ) ) {
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// FIXME I really not sure
OMSetFBO ( 0 ) ;
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//glClearBufferfv(GL_COLOR, GL_LEFT, c.v);
glClearBufferfv ( GL_COLOR , 0 , c . v ) ;
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// code for the old interface
// glClearColor(c.x, c.y, c.z, c.w);
// glClear(GL_COLOR_BUFFER_BIT);
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} else {
// FIXME I need to clarify this FBO attachment stuff
// I would like to avoid FBO for a basic clean operation
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OMSetFBO ( m_fbo ) ;
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static_cast < GSTextureOGL * > ( t ) - > Attach ( GL_COLOR_ATTACHMENT0 ) ;
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glClearBufferfv ( GL_COLOR , 0 , c . v ) ;
}
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}
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void GSDeviceOGL : : ClearRenderTarget ( GSTexture * t , uint32 c )
{
GSVector4 color = GSVector4 : : rgba32 ( c ) * ( 1.0f / 255 ) ;
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ClearRenderTarget ( t , color ) ;
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}
void GSDeviceOGL : : ClearDepth ( GSTexture * t , float c )
{
glClearBufferfv ( GL_DEPTH , 0 , & c ) ;
}
void GSDeviceOGL : : ClearStencil ( GSTexture * t , uint8 c )
{
GLint color = c ;
glClearBufferiv ( GL_STENCIL , 0 , & color ) ;
}
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 ) ;
}
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GSTexture * GSDeviceOGL : : CreateTexture ( int w , int h , int format )
{
return GSDevice : : CreateTexture ( w , h , format ? format : GL_RGBA8 ) ;
}
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GSTexture * GSDeviceOGL : : CreateOffscreen ( int w , int h , int format )
{
return GSDevice : : CreateOffscreen ( w , h , format ? format : GL_RGBA8 ) ;
}
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// blit a texture into an offscreen buffer
GSTexture * GSDeviceOGL : : CopyOffscreen ( GSTexture * src , const GSVector4 & sr , int w , int h , int format )
{
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// I'm not sure about the object type for offscreen buffer
// TODO later;
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assert ( 0 ) ;
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// Need to find format equivalent. Then I think it will be straight forward
// A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits per channel including alpha.
// DXGI_FORMAT_R8G8B8A8_UNORM <=> GL_RGBA8
// A single-component, 16-bit unsigned-integer format that supports 16 bits for the red channel
// DXGI_FORMAT_R16_UINT <=> GL_R16
#if 0
GSTexture * dst = NULL ;
if ( format = = 0 )
{
format = DXGI_FORMAT_R8G8B8A8_UNORM ;
}
if ( format ! = DXGI_FORMAT_R8G8B8A8_UNORM & & format ! = DXGI_FORMAT_R16_UINT )
{
ASSERT ( 0 ) ;
return false ;
}
if ( GSTexture * rt = CreateRenderTarget ( w , h , false , format ) )
{
GSVector4 dr ( 0 , 0 , w , h ) ;
if ( GSTexture * src2 = src - > IsMSAA ( ) ? Resolve ( src ) : src )
{
StretchRect ( src2 , sr , rt , dr , m_convert . ps [ format = = DXGI_FORMAT_R16_UINT ? 1 : 0 ] , NULL ) ;
if ( src2 ! = src ) Recycle ( src2 ) ;
}
dst = CreateOffscreen ( w , h , format ) ;
if ( dst )
{
m_ctx - > CopyResource ( * ( GSTexture11 * ) dst , * ( GSTexture11 * ) rt ) ;
}
Recycle ( rt ) ;
}
return dst ;
# endif
}
// Copy a sub part of a texture into another
// Several question to answer did texture have same size?
// From a sub-part to the same sub-part
// From a sub-part to a full texture
void GSDeviceOGL : : CopyRect ( GSTexture * st , GSTexture * dt , const GSVector4i & r )
{
if ( ! st | | ! dt )
{
ASSERT ( 0 ) ;
return ;
}
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assert ( 0 ) ;
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// GL_NV_copy_image seem like the good extension but not supported on AMD...
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// FIXME attach the texture to the FBO
GSTextureOGL * st_ogl = ( GSTextureOGL * ) st ;
GSTextureOGL * dt_ogl = ( GSTextureOGL * ) dt ;
dt_ogl - > Attach ( GL_COLOR_ATTACHMENT0 ) ;
st_ogl - > Attach ( GL_COLOR_ATTACHMENT1 ) ;
glReadBuffer ( GL_COLOR_ATTACHMENT1 ) ;
// FIXME I'not sure how to select the destination
// const GLenum draw_buffer[1] = { GL_COLOR_ATTACHMENT0 };
// glDrawBuffers(draw_buffer);
dt_ogl - > EnableUnit ( 0 ) ;
// FIXME need acess of target and it probably need to be same for both
//glCopyTexSubImage2D(dt_ogl.m_texture_target, 0, 0, 0, r.left, r.bottom, r.right-r.left, r.top-r.bottom);
// FIXME I'm not sure GL_TEXTURE_RECTANGLE is supported!!!
//glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE, 0, 0, 0, r.left, r.bottom, r.right-r.left, r.top-r.bottom);
#if 0
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D3D11_BOX box = { r . left , r . top , 0 , r . right , r . bottom , 1 } ;
m_ctx - > CopySubresourceRegion ( * ( GSTexture11 * ) dt , 0 , 0 , 0 , 0 , * ( GSTexture11 * ) st , 0 , & box ) ;
# endif
}
void GSDeviceOGL : : StretchRect ( GSTexture * st , const GSVector4 & sr , GSTexture * dt , const GSVector4 & dr , int shader , bool linear )
{
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StretchRect ( st , sr , dt , dr , m_convert . ps [ shader ] , linear ) ;
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}
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void GSDeviceOGL : : StretchRect ( GSTexture * st , const GSVector4 & sr , GSTexture * dt , const GSVector4 & dr , GLuint ps , bool linear )
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{
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StretchRect ( st , sr , dt , dr , ps , m_convert . bs , linear ) ;
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}
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void GSDeviceOGL : : StretchRect ( GSTexture * st , const GSVector4 & sr , GSTexture * dt , const GSVector4 & dr , GLuint ps , GSBlendStateOGL * bs , bool linear )
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{
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if ( ! st | | ! dt )
{
ASSERT ( 0 ) ;
return ;
}
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// ************************************
// Init
// ************************************
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BeginScene ( ) ;
GSVector2i ds = dt - > GetSize ( ) ;
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// ************************************
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// om
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// ************************************
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OMSetDepthStencilState ( m_convert . dss , 0 ) ;
OMSetBlendState ( bs , 0 ) ;
OMSetRenderTargets ( dt , NULL ) ;
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// ************************************
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// ia
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// ************************************
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float left = dr . x * 2 / ds . x - 1.0f ;
float top = 1.0f - dr . y * 2 / ds . y ;
float right = dr . z * 2 / ds . x - 1.0f ;
float bottom = 1.0f - dr . w * 2 / ds . y ;
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// 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)...
GSVector4 flip_sr = sr ;
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if ( static_cast < GSTextureOGL * > ( dt ) - > IsBackbuffer ( ) ) {
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flip_sr . y = 1.0f - sr . y ;
flip_sr . w = 1.0f - sr . w ;
}
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GSVertexPT1 vertices [ ] =
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{
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{ GSVector4 ( left , bottom , 0.5f , 1.0f ) , GSVector2 ( flip_sr . x , flip_sr . y ) } ,
{ GSVector4 ( right , bottom , 0.5f , 1.0f ) , GSVector2 ( flip_sr . z , flip_sr . y ) } ,
{ GSVector4 ( left , top , 0.5f , 1.0f ) , GSVector2 ( flip_sr . x , flip_sr . w ) } ,
{ GSVector4 ( right , top , 0.5f , 1.0f ) , GSVector2 ( flip_sr . z , flip_sr . w ) } ,
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} ;
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IASetVertexState ( m_vb_sr ) ;
IASetVertexBuffer ( vertices , 4 ) ;
IASetPrimitiveTopology ( GL_TRIANGLE_STRIP ) ;
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// ************************************
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// vs
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// ************************************
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VSSetShader ( m_convert . vs ) ;
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// ************************************
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// gs
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// ************************************
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GSSetShader ( 0 ) ;
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// ************************************
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// ps
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// ************************************
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PSSetShaderResources ( st , NULL ) ;
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PSSetSamplerState ( linear ? m_convert . ln : m_convert . pt , 0 ) ;
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PSSetShader ( ps ) ;
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// ************************************
// Draw
// ************************************
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DrawPrimitive ( ) ;
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// ************************************
// End
// ************************************
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EndScene ( ) ;
PSSetShaderResources ( NULL , NULL ) ;
}
void GSDeviceOGL : : DoMerge ( GSTexture * st [ 2 ] , GSVector4 * sr , GSTexture * dt , GSVector4 * dr , bool slbg , bool mmod , const GSVector4 & c )
{
ClearRenderTarget ( dt , c ) ;
if ( st [ 1 ] & & ! slbg )
{
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StretchRect ( st [ 1 ] , sr [ 1 ] , dt , dr [ 1 ] , m_merge . ps [ 0 ] ) ;
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}
if ( st [ 0 ] )
{
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SetUniformBuffer ( m_merge . cb ) ;
m_merge . cb - > upload ( & c . v ) ;
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StretchRect ( st [ 0 ] , sr [ 0 ] , dt , dr [ 0 ] , m_merge . ps [ mmod ? 1 : 0 ] , m_merge . bs ) ;
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}
}
void GSDeviceOGL : : DoInterlace ( GSTexture * st , GSTexture * dt , int shader , bool linear , float yoffset )
{
GSVector4 s = GSVector4 ( dt - > GetSize ( ) ) ;
GSVector4 sr ( 0 , 0 , 1 , 1 ) ;
GSVector4 dr ( 0.0f , yoffset , s . x , s . y + yoffset ) ;
InterlaceConstantBuffer cb ;
cb . ZrH = GSVector2 ( 0 , 1.0f / s . y ) ;
cb . hH = s . y / 2 ;
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SetUniformBuffer ( m_interlace . cb ) ;
m_interlace . cb - > upload ( & cb ) ;
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StretchRect ( st , sr , dt , dr , m_interlace . ps [ shader ] , linear ) ;
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}
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void GSDeviceOGL : : SetupDATE ( GSTexture * rt , GSTexture * ds , const GSVertexPT1 * vertices , bool datm )
{
assert ( 0 ) ;
const GSVector2i & size = rt - > GetSize ( ) ;
if ( GSTexture * t = CreateRenderTarget ( size . x , size . y , rt - > IsMSAA ( ) ) )
{
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
BeginScene ( ) ;
ClearStencil ( ds , 0 ) ;
// om
OMSetDepthStencilState ( m_date . dss , 1 ) ;
OMSetBlendState ( m_date . bs , 0 ) ;
OMSetRenderTargets ( t , ds ) ;
// ia
IASetVertexState ( m_vb_sr ) ;
IASetVertexBuffer ( vertices , 4 ) ;
IASetPrimitiveTopology ( GL_TRIANGLE_STRIP ) ;
// vs
VSSetShader ( m_convert . vs ) ;
// gs
GSSetShader ( NULL ) ;
// ps
GSTexture * rt2 = rt - > IsMSAA ( ) ? Resolve ( rt ) : rt ;
PSSetShaderResources ( rt2 , NULL ) ;
PSSetSamplerState ( m_convert . pt , 0 ) ;
PSSetShader ( m_convert . ps [ datm ? 2 : 3 ] ) ;
//
DrawPrimitive ( ) ;
//
EndScene ( ) ;
Recycle ( t ) ;
if ( rt2 ! = rt ) Recycle ( rt2 ) ;
}
}
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// copy a multisample texture to a non-texture multisample. On opengl you need 2 FBO with different level of
// sample and then do a blit. Headach expected to for the moment just drop MSAA...
GSTexture * GSDeviceOGL : : Resolve ( GSTexture * t )
{
ASSERT ( t ! = NULL & & t - > IsMSAA ( ) ) ;
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#if 0
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if ( GSTexture * dst = CreateRenderTarget ( t - > GetWidth ( ) , t - > GetHeight ( ) , false , t - > GetFormat ( ) ) )
{
dst - > SetScale ( t - > GetScale ( ) ) ;
m_ctx - > ResolveSubresource ( * ( GSTexture11 * ) dst , 0 , * ( GSTexture11 * ) t , 0 , ( DXGI_FORMAT ) t - > GetFormat ( ) ) ;
return dst ;
}
return NULL ;
# endif
return NULL ;
}
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void GSDeviceOGL : : EndScene ( )
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{
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m_state . vb_state - > start + = m_state . vb_state - > count ;
m_state . vb_state - > count = 0 ;
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}
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void GSDeviceOGL : : SetUniformBuffer ( GSUniformBufferOGL * cb )
{
if ( m_state . cb ! = cb ) {
m_state . cb = cb ;
cb - > bind ( ) ;
}
}
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void GSDeviceOGL : : IASetVertexState ( GSVertexBufferState * vb_state )
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{
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if ( m_state . vb_state ! = vb_state ) {
m_state . vb_state = vb_state ;
vb_state - > bind ( ) ;
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}
}
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void GSDeviceOGL : : IASetVertexBuffer ( const void * vertices , size_t count )
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{
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// 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 ;
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GSVertexBufferState * vb = m_state . vb_state ;
vb - > count = count ;
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// Current GPU buffer is really too small need to realocate a new one
if ( count > vb - > limit ) {
vb - > allocate ( std : : max < int > ( count * 3 / 2 , 60000 ) ) ;
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} else if ( count > ( vb - > limit - vb - > start ) ) {
// Not enough left free room. Just go back at the beginning
vb - > start = 0 ;
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// 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 ;
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}
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vb - > upload ( vertices , map_flags ) ;
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}
void GSDeviceOGL : : IASetPrimitiveTopology ( GLenum topology )
{
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m_state . topology = topology ;
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}
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void GSDeviceOGL : : VSSetShader ( GLuint vs )
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{
if ( m_state . vs ! = vs )
{
m_state . vs = vs ;
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glUseProgramStages ( m_pipeline , GL_VERTEX_SHADER_BIT , vs ) ;
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}
}
void GSDeviceOGL : : GSSetShader ( GLuint gs )
{
if ( m_state . gs ! = gs )
{
m_state . gs = gs ;
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glUseProgramStages ( m_pipeline , GL_GEOMETRY_SHADER_BIT , gs ) ;
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}
}
void GSDeviceOGL : : PSSetShaderResources ( GSTexture * sr0 , GSTexture * sr1 )
{
PSSetShaderResource ( 0 , sr0 ) ;
PSSetShaderResource ( 1 , sr1 ) ;
PSSetShaderResource ( 2 , NULL ) ;
}
void GSDeviceOGL : : PSSetShaderResource ( int i , GSTexture * sr )
{
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GSTextureOGL * srv = NULL ;
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if ( sr ) srv = ( GSTextureOGL * ) sr ;
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if ( m_state . ps_srv [ i ] ! = srv )
{
m_state . ps_srv [ i ] = srv ;
m_srv_changed = true ;
}
}
void GSDeviceOGL : : PSSetSamplerState ( GLuint ss0 , GLuint ss1 , GLuint ss2 )
{
if ( m_state . ps_ss [ 0 ] ! = ss0 | | m_state . ps_ss [ 1 ] ! = ss1 | | m_state . ps_ss [ 2 ] ! = ss2 )
{
m_state . ps_ss [ 0 ] = ss0 ;
m_state . ps_ss [ 1 ] = ss1 ;
m_state . ps_ss [ 2 ] = ss2 ;
m_ss_changed = true ;
}
}
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void GSDeviceOGL : : PSSetShader ( GLuint ps )
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{
if ( m_state . ps ! = ps )
{
m_state . ps = ps ;
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glUseProgramStages ( m_pipeline , GL_FRAGMENT_SHADER_BIT , ps ) ;
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}
// Sampler and texture must be set at the same time
// 1/ select the texture unit
// glActiveTexture(GL_TEXTURE0 + 1);
// 2/ bind the texture
// glBindTexture(GL_TEXTURE_2D , brickTexture);
// 3/ sets the texture sampler in GLSL (could be useless with layout stuff)
// glUniform1i(brickSamplerId , 1);
// 4/ set the sampler state
// glBindSampler(1 , sampler);
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if ( m_srv_changed | | m_ss_changed ) {
for ( uint i = 0 ; i < 3 ; i + + ) {
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if ( m_state . ps_srv [ i ] ! = NULL ) {
m_state . ps_srv [ i ] - > EnableUnit ( i ) ;
glBindSampler ( i , m_state . ps_ss [ i ] ) ;
}
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}
}
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#if 0
if ( m_srv_changed )
{
m_ctx - > PSSetShaderResources ( 0 , 3 , m_state . ps_srv ) ;
m_srv_changed = false ;
}
if ( m_ss_changed )
{
m_ctx - > PSSetSamplers ( 0 , 3 , m_state . ps_ss ) ;
m_ss_changed = false ;
}
# endif
}
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void GSDeviceOGL : : OMSetFBO ( GLuint fbo )
{
if ( m_state . fbo ! = fbo ) {
m_state . fbo = fbo ;
glBindFramebuffer ( GL_FRAMEBUFFER , fbo ) ;
}
}
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void GSDeviceOGL : : OMSetDepthStencilState ( GSDepthStencilOGL * dss , uint8 sref )
{
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uint ref = sref ;
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if ( m_state . dss ! = dss | | m_state . sref ! = sref )
{
m_state . dss = dss ;
m_state . sref = sref ;
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if ( dss - > m_depth_enable ) {
glEnable ( GL_DEPTH_TEST ) ;
glDepthFunc ( dss - > m_depth_func ) ;
glDepthMask ( dss - > m_depth_mask ) ;
} else
glDisable ( GL_DEPTH_TEST ) ;
if ( dss - > m_stencil_enable ) {
glEnable ( GL_STENCIL_TEST ) ;
glStencilFunc ( dss - > m_stencil_func , ref , dss - > m_stencil_mask ) ;
glStencilOp ( dss - > m_stencil_sfail_op , dss - > m_stencil_spass_dfail_op , dss - > m_stencil_spass_dpass_op ) ;
} else
glDisable ( GL_STENCIL_TEST ) ;
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}
}
void GSDeviceOGL : : OMSetBlendState ( GSBlendStateOGL * bs , float bf )
{
// DX:Blend factor D3D11_BLEND_BLEND_FACTOR | D3D11_BLEND_INV_BLEND_FACTOR
// OPENGL: GL_CONSTANT_COLOR | GL_ONE_MINUS_CONSTANT_COLOR
// Note factor must be set before by glBlendColor
if ( m_state . bs ! = bs | | m_state . bf ! = bf )
{
m_state . bs = bs ;
m_state . bf = bf ;
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glColorMask ( bs - > m_r_msk , bs - > m_g_msk , bs - > m_b_msk , bs - > m_a_msk ) ;
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if ( bs - > m_enable ) {
glEnable ( GL_BLEND ) ;
// FIXME: double check when blend stuff is complete
if ( bs - > m_func_sRGB = = GL_CONSTANT_COLOR | | bs - > m_func_sRGB = = GL_ONE_MINUS_CONSTANT_COLOR
| | bs - > m_func_dRGB = = GL_CONSTANT_COLOR | | bs - > m_func_dRGB = = GL_ONE_MINUS_CONSTANT_COLOR )
glBlendColor ( bf , bf , bf , 0 ) ;
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glBlendEquationSeparate ( bs - > m_equation_RGB , bs - > m_equation_ALPHA ) ;
glBlendFuncSeparate ( bs - > m_func_sRGB , bs - > m_func_dRGB , bs - > m_func_sALPHA , bs - > m_func_dALPHA ) ;
} else
glDisable ( GL_BLEND ) ;
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}
}
void GSDeviceOGL : : OMSetRenderTargets ( GSTexture * rt , GSTexture * ds , const GSVector4i * scissor )
{
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// attach render&depth to the FBO
// Hum, need to separate 2 case, Render target fbo and render target backbuffer
// Or maybe blit final result to the backbuffer
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#if 0
ID3D11RenderTargetView * rtv = NULL ;
ID3D11DepthStencilView * dsv = NULL ;
if ( rt ) rtv = * ( GSTexture11 * ) rt ;
if ( ds ) dsv = * ( GSTexture11 * ) ds ;
if ( m_state . rtv ! = rtv | | m_state . dsv ! = dsv )
{
m_state . rtv = rtv ;
m_state . dsv = dsv ;
m_ctx - > OMSetRenderTargets ( 1 , & rtv , dsv ) ;
}
# endif
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if ( static_cast < GSTextureOGL * > ( rt ) - > IsBackbuffer ( ) ) {
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OMSetFBO ( 0 ) ;
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assert ( ds = = NULL ) ; // no depth-stencil without FBO
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} else {
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OMSetFBO ( m_fbo ) ;
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assert ( rt ! = NULL ) ; // a render target must exists
static_cast < GSTextureOGL * > ( rt ) - > Attach ( GL_COLOR_ATTACHMENT0 ) ;
if ( ds ! = NULL )
static_cast < GSTextureOGL * > ( ds ) - > Attach ( GL_DEPTH_STENCIL_ATTACHMENT ) ;
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}
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// Viewport -> glViewport
if ( m_state . viewport ! = rt - > GetSize ( ) )
{
m_state . viewport = rt - > GetSize ( ) ;
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glViewport ( 0 , 0 , rt - > GetWidth ( ) , rt - > GetHeight ( ) ) ;
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}
// Scissor -> glScissor (note must be enabled)
GSVector4i r = scissor ? * scissor : GSVector4i ( rt - > GetSize ( ) ) . zwxy ( ) ;
if ( ! m_state . scissor . eq ( r ) )
{
m_state . scissor = r ;
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glScissor ( r . x , r . y , r . width ( ) , r . height ( ) ) ;
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#if 0
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m_ctx - > RSSetScissorRects ( 1 , r ) ;
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# endif
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}
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}
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void GSDeviceOGL : : CompileShaderFromSource ( const std : : string & glsl_file , const std : : string & entry , GLenum type , GLuint * program , const std : : string & macro_sel )
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{
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// *****************************************************
// Build a header string
// *****************************************************
// First select the version (must be the first line so we need to generate it
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//std::string version = "#version 410\n#extension GL_ARB_shading_language_420pack: enable\n";
std : : string version = " #version 420 \n " ;
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// Allow to puts several shader in 1 files
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std : : string shader_type ;
switch ( type ) {
case GL_VERTEX_SHADER :
shader_type = " #define VERTEX_SHADER 1 \n " ;
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break ;
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case GL_GEOMETRY_SHADER :
shader_type = " #define GEOMETRY_SHADER 1 \n " ;
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break ;
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case GL_FRAGMENT_SHADER :
shader_type = " #define FRAGMENT_SHADER 1 \n " ;
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break ;
default : assert ( 0 ) ;
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}
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// Select the entry point ie the main function
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std : : string entry_main = format ( " #define %s main \n " , entry . c_str ( ) ) ;
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std : : string header = version + shader_type + entry_main ;
// *****************************************************
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// Read the source file
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// *****************************************************
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std : : string source ;
std : : string line ;
// Each linux distributions have his rules for path so we give them the possibility to
// change it with compilation flags. -- Gregory
# ifdef PLUGIN_DIR_COMPILATION
# define xPLUGIN_DIR_str(s) PLUGIN_DIR_str(s)
# define PLUGIN_DIR_str(s) #s
const std : : string shader_file = string ( xPLUGIN_DIR_str ( PLUGIN_DIR_COMPILATION ) ) + ' / ' + glsl_file ;
# else
const std : : string shader_file = string ( " plugins/ " ) + glsl_file ;
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# endif
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std : : ifstream myfile ( shader_file . c_str ( ) ) ;
if ( myfile . is_open ( ) ) {
while ( myfile . good ( ) )
{
getline ( myfile , line ) ;
source + = line ;
source + = ' \n ' ;
}
myfile . close ( ) ;
} else {
fprintf ( stderr , " Error opening %s: " , shader_file . c_str ( ) ) ;
}
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// Note it is better to separate header and source file to have the good line number
// in the glsl compiler report
const char * * sources_array = ( const char * * ) malloc ( 2 * sizeof ( char * ) ) ;
char * source_str = ( char * ) malloc ( source . size ( ) + 1 ) ;
char * header_str = ( char * ) malloc ( header . size ( ) + 1 ) ;
sources_array [ 0 ] = header_str ;
sources_array [ 1 ] = source_str ;
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source . copy ( source_str , source . size ( ) , 0 ) ;
source_str [ source . size ( ) ] = ' \0 ' ;
header . copy ( header_str , header . size ( ) , 0 ) ;
header_str [ header . size ( ) ] = ' \0 ' ;
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* program = glCreateShaderProgramv ( type , 2 , sources_array ) ;
free ( source_str ) ;
free ( header_str ) ;
free ( sources_array ) ;
// Print a nice debug log
GLint log_length = 0 ;
glGetProgramiv ( * program , GL_INFO_LOG_LENGTH , & log_length ) ;
char * log = ( char * ) malloc ( log_length ) ;
glGetProgramInfoLog ( * program , log_length , NULL , log ) ;
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fprintf ( stderr , " %s (%s) : " , glsl_file . c_str ( ) , entry . c_str ( ) ) ;
fprintf ( stderr , " %s \n " , log ) ;
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free ( log ) ;
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}
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void GSDeviceOGL : : CheckDebugLog ( )
{
unsigned int count = 64 ; // max. num. of messages that will be read from the log
int bufsize = 2048 ;
unsigned int * sources = new unsigned int [ count ] ;
unsigned int * types = new unsigned int [ count ] ;
unsigned int * ids = new unsigned int [ count ] ;
unsigned int * severities = new unsigned int [ count ] ;
int * lengths = new int [ count ] ;
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 ] ,
& messageLog [ pos ] ) ;
pos + = lengths [ i ] ;
}
}
delete [ ] sources ;
delete [ ] types ;
delete [ ] ids ;
delete [ ] severities ;
delete [ ] lengths ;
delete [ ] messageLog ;
}
void GSDeviceOGL : : DebugOutputToFile ( unsigned int source , unsigned int type , unsigned int id , unsigned int severity , const char * message )
{
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char debType [ 20 ] , debSev [ 5 ] ;
if ( type = = GL_DEBUG_TYPE_ERROR_ARB )
strcpy ( debType , " Error " ) ;
else if ( type = = GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB )
strcpy ( debType , " Deprecated behavior " ) ;
else if ( type = = GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB )
strcpy ( debType , " Undefined behavior " ) ;
else if ( type = = GL_DEBUG_TYPE_PORTABILITY_ARB )
strcpy ( debType , " Portability " ) ;
else if ( type = = GL_DEBUG_TYPE_PERFORMANCE_ARB )
strcpy ( debType , " Performance " ) ;
else if ( type = = GL_DEBUG_TYPE_OTHER_ARB )
strcpy ( debType , " Other " ) ;
else
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strcpy ( debType , " UNKNOWN " ) ;
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if ( severity = = GL_DEBUG_SEVERITY_HIGH_ARB )
strcpy ( debSev , " High " ) ;
else if ( severity = = GL_DEBUG_SEVERITY_MEDIUM_ARB )
strcpy ( debSev , " Med " ) ;
else if ( severity = = GL_DEBUG_SEVERITY_LOW_ARB )
strcpy ( debSev , " Low " ) ;
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# ifdef LOUD_DEBUGGING
fprintf ( stderr , " Type:%s \t ID:%d \t Severity:%s \t Message:%s \n " , debType , id , debSev , message ) ;
# endif
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FILE * f = fopen ( " Debug.txt " , " a " ) ;
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if ( f )
{
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fprintf ( f , " Type:%s \t ID:%d \t Severity:%s \t Message:%s \n " , debType , id , debSev , message ) ;
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fclose ( f ) ;
}
}
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// (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
// 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_SRCALPHA GL_SRC1_ALPHA
# define D3DBLEND_INVDESTALPHA GL_ONE_MINUS_DST_ALPHA
# define D3DBLEND_DESTALPHA GL_DST_ALPHA
# define D3DBLEND_DESTCOLOR GL_DST_COLOR
# define D3DBLEND_INVSRCALPHA GL_ONE_MINUS_SRC1_ALPHA
# define D3DBLEND_BLENDFACTOR GL_CONSTANT_COLOR
# define D3DBLEND_INVBLENDFACTOR GL_ONE_MINUS_CONSTANT_COLOR
const GSDeviceOGL : : D3D9Blend GSDeviceOGL : : m_blendMapD3D9 [ 3 * 3 * 3 * 3 ] =
{
{ 0 , 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
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO } , // 0002: (Cs - Cs)*As + 0 ==> 0
{ 0 , 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
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO } , // 0012: (Cs - Cs)*Ad + 0 ==> 0
{ 0 , 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
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO } , // 0022: (Cs - Cs)*F + 0 ==> 0
{ 1 , D3DBLENDOP_SUBTRACT , D3DBLEND_SRCALPHA , 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
{ 1 , D3DBLENDOP_SUBTRACT , D3DBLEND_DESTALPHA , 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
{ 1 , D3DBLENDOP_SUBTRACT , D3DBLEND_BLENDFACTOR , 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
{ 1 , D3DBLENDOP_ADD , D3DBLEND_SRCALPHA , D3DBLEND_ZERO } , //*0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
{ 0 , D3DBLENDOP_ADD , D3DBLEND_SRCALPHA , D3DBLEND_ONE } , // 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd
{ 0 , D3DBLENDOP_ADD , D3DBLEND_SRCALPHA , D3DBLEND_ZERO } , // 0202: (Cs - 0)*As + 0 ==> Cs*As
{ 1 , D3DBLENDOP_ADD , D3DBLEND_DESTALPHA , 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
{ 1 , D3DBLENDOP_ADD , D3DBLEND_BLENDFACTOR , D3DBLEND_ZERO } , //*0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
{ 0 , D3DBLENDOP_ADD , D3DBLEND_BLENDFACTOR , D3DBLEND_ONE } , // 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd
{ 0 , 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)
{ 1 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_SRCALPHA , D3DBLEND_SRCALPHA } , //*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)
{ 1 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_DESTALPHA , D3DBLEND_DESTALPHA } , //*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)
{ 1 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_BLENDFACTOR , D3DBLEND_BLENDFACTOR } , //*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
{ 0 , 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
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO } , // 1102: (Cd - Cd)*As + 0 ==> 0
{ 0 , 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
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO } , // 1112: (Cd - Cd)*Ad + 0 ==> 0
{ 0 , 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
{ 0 , 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
{ 2 , D3DBLENDOP_ADD , D3DBLEND_DESTCOLOR , D3DBLEND_SRCALPHA } , //#1201: (Cd - 0)*As + Cd ==> Cd*(1 + As) // ffxii main menu background glow effect
{ 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
{ 2 , 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
{ 2 , 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
{ 0 , D3DBLENDOP_ADD , D3DBLEND_INVSRCALPHA , D3DBLEND_ZERO } , // 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As)
{ 0 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_SRCALPHA , D3DBLEND_ONE } , // 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As
{ 0 , 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
{ 0 , D3DBLENDOP_ADD , D3DBLEND_INVBLENDFACTOR , D3DBLEND_ZERO } , // 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)
{ 0 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_BLENDFACTOR , D3DBLEND_ONE } , // 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F
{ 0 , 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
{ 0 , 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
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO } , // 2202: (0 - 0)*As + 0 ==> 0
{ 0 , 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
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO } , // 2212: (0 - 0)*Ad + 0 ==> 0
{ 0 , 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
{ 0 , D3DBLENDOP_ADD , D3DBLEND_ZERO , D3DBLEND_ZERO } , // 2222: (0 - 0)*F + 0 ==> 0
} ;