pcsx2/plugins/GSdx/GSTextureFXOGL.cpp

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/*
* Copyright (C) 2011-2011 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSDeviceOGL.h"
#include "GSTables.h"
static const uint32 g_vs_cb_index = 20;
static const uint32 g_ps_cb_index = 21;
void GSDeviceOGL::CreateTextureFX()
{
m_vs_cb = new GSUniformBufferOGL(g_vs_cb_index, sizeof(VSConstantBuffer));
m_ps_cb = new GSUniformBufferOGL(g_ps_cb_index, sizeof(PSConstantBuffer));
m_palette_ss = CreateSampler(false, false, false);
GSInputLayoutOGL vert_format[] =
{
{0 , 2 , GL_FLOAT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(0) } ,
{1 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(8) } ,
{2 , 1 , GL_FLOAT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(12) } ,
{3 , 2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(16) } ,
{4 , 1 , GL_UNSIGNED_INT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(20) } ,
{5 , 2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(24) } ,
{6 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(28) } ,
};
m_vb = new GSVertexBufferStateOGL(sizeof(GSVertex), vert_format, countof(vert_format));
// Compile some dummy shaders to allow modification inside Apitrace for debug
CompileVS(VSSelector());
CompileGS(GSSelector());
CompilePS(PSSelector());
// Pre compile all Geometry & Vertex Shader
// It might cost a seconds at startup but it would reduce benchmark pollution
for (uint32 key = 0; key < GSSelector::size(); key++)
m_gs[key] = CompileGS(GSSelector(key));
for (uint32 key = 0; key < VSSelector::size(); key++)
m_vs[key] = CompileVS(VSSelector(key));
for (uint32 key = 0; key < PSSamplerSelector::size(); key++)
m_ps_ss[key] = CreateSampler(PSSamplerSelector(key));
for (uint32 key = 0; key < OMDepthStencilSelector::size(); key++)
m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key));
}
GLuint GSDeviceOGL::CreateSampler(PSSamplerSelector sel)
{
return CreateSampler(sel.ltf, sel.tau, sel.tav);
}
GSDepthStencilOGL* GSDeviceOGL::CreateDepthStencil(OMDepthStencilSelector dssel)
{
GSDepthStencilOGL* dss = new GSDepthStencilOGL();
if (dssel.date)
{
dss->EnableStencil();
dss->SetStencil(GL_EQUAL, dssel.alpha_stencil ? GL_ZERO : GL_KEEP);
}
if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
{
static const GLenum ztst[] =
{
GL_NEVER,
GL_ALWAYS,
GL_GEQUAL,
GL_GREATER
};
dss->EnableDepth();
dss->SetDepth(ztst[dssel.ztst], dssel.zwe);
}
return dss;
}
GSBlendStateOGL* GSDeviceOGL::CreateBlend(OMBlendSelector bsel, uint8 afix)
{
GSBlendStateOGL* bs = new GSBlendStateOGL();
if(bsel.abe)
{
int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
bs->EnableBlend();
bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, m_blendMapD3D9[i].dst);
if(m_blendMapD3D9[i].bogus == 1)
{
if (bsel.a == 0)
bs->SetRGB(m_blendMapD3D9[i].op, GL_ONE, m_blendMapD3D9[i].dst);
else
bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, GL_ONE);
const string afixstr = format("%d >> 7", afix);
const char *col[3] = {"Cs", "Cd", "0"};
const char *alpha[3] = {"As", "Ad", afixstr.c_str()};
// FIXME, need to investigate OGL capabilities. Maybe for OGL5 ;)
fprintf(stderr, "Impossible blend for D3D: (%s - %s) * %s + %s\n", col[bsel.a], col[bsel.b], alpha[bsel.c], col[bsel.d]);
}
// Not very good but I don't wanna write another 81 row table
if(bsel.negative) bs->RevertOp();
}
bs->SetMask(bsel.wr, bsel.wg, bsel.wb, bsel.wa);
return bs;
}
void GSDeviceOGL::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
{
GLuint vs = m_vs[sel];
if(m_vs_cb_cache.Update(cb)) {
SetUniformBuffer(m_vs_cb);
m_vs_cb->upload(cb);
}
m_shader->VS(vs);
}
void GSDeviceOGL::SetupGS(GSSelector sel)
{
GLuint gs = m_gs[sel];
m_shader->GS(gs);
}
void GSDeviceOGL::SetupPS(PSSelector sel, const PSConstantBuffer* cb)
{
// *************************************************************
// Static
// *************************************************************
GLuint ps;
auto i = m_ps.find(sel);
if (i == m_ps.end()) {
ps = CompilePS(sel);
m_ps[sel] = ps;
} else {
ps = i->second;
}
// *************************************************************
// Dynamic
// *************************************************************
if(m_ps_cb_cache.Update(cb)) {
SetUniformBuffer(m_ps_cb);
m_ps_cb->upload(cb);
}
m_shader->PS(ps);
}
void GSDeviceOGL::SetupSampler(PSSelector sel, PSSamplerSelector ssel)
{
if(!(sel.fmt < 3 && sel.wms < 3 && sel.wmt < 3))
{
ssel.ltf = 0;
}
PSSetSamplerState(0, m_ps_ss[ssel]);
PSSetSamplerState(1, m_palette_ss);
}
void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
{
GSDepthStencilOGL* dss = m_om_dss[dssel];
OMSetDepthStencilState(dss, 1);
// *************************************************************
// Static
// *************************************************************
auto j = m_om_bs.find(bsel);
GSBlendStateOGL* bs;
if(j == m_om_bs.end())
{
bs = CreateBlend(bsel, afix);
m_om_bs[bsel] = bs;
} else {
bs = j->second;
}
// *************************************************************
// Dynamic
// *************************************************************
OMSetBlendState(bs, (float)(int)afix / 0x80);
}