pcsx2/plugins/GSdx/GSDeviceOGL.cpp

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/*
* Copyright (C) 2011-2013 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 "res/convert.h"
#include "res/interlace.h"
#include "res/merge.h"
#include "res/shadeboost.h"
#include "res/fxaa.h"
// TODO performance cost to investigate
// Texture attachment/glDrawBuffer. For the moment it set every draw and potentially multiple time (first time in clear, second time in rendering)
// Attachment 1 is only used with the GL_16UI format
//#define LOUD_DEBUGGING
//#define PRINT_FRAME_NUMBER
//#define ONLY_LINES
#if 0
#ifdef _DEBUG
#define ENABLE_OGL_STENCIL_DEBUG
#endif
#endif
static uint32 g_draw_count = 0;
static uint32 g_frame_count = 1;
static const uint32 g_merge_cb_index = 10;
static const uint32 g_interlace_cb_index = 11;
static const uint32 g_shadeboost_cb_index = 12;
static const uint32 g_fxaa_cb_index = 13;
GSDeviceOGL::GSDeviceOGL()
: m_free_window(false)
, m_window(NULL)
, m_pipeline(0)
, m_fbo(0)
, m_fbo_read(0)
, m_vb_sr(NULL)
, m_shader(NULL)
{
m_msaa = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_MSAA", 0) : 0;
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_date, 0, sizeof(m_date));
memset(&m_state, 0, sizeof(m_state));
// Reset the debug file
#ifdef ENABLE_OGL_DEBUG
FILE* f = fopen("Debug.txt","w");
fclose(f);
#endif
}
GSDeviceOGL::~GSDeviceOGL()
{
// If the create function wasn't called nothing to do.
if (m_shader == NULL)
return;
// Clean vertex buffer state
delete (m_vb_sr);
// Clean m_merge_obj
for (uint32 i = 0; i < 2; i++)
m_shader->Delete(m_merge_obj.ps[i]);
delete (m_merge_obj.cb);
delete (m_merge_obj.bs);
// Clean m_interlace
for (uint32 i = 0; i < 2; i++)
m_shader->Delete(m_interlace.ps[i]);
delete (m_interlace.cb);
// Clean m_convert
m_shader->Delete(m_convert.vs);
for (uint32 i = 0; i < 2; i++)
m_shader->Delete(m_convert.ps[i]);
gl_DeleteSamplers(1, &m_convert.ln);
gl_DeleteSamplers(1, &m_convert.pt);
delete m_convert.dss;
delete m_convert.bs;
// Clean m_fxaa
delete m_fxaa.cb;
m_shader->Delete(m_fxaa.ps);
// Clean m_date
delete m_date.dss;
delete m_date.bs;
// Clean shadeboost
delete m_shadeboost.cb;
m_shader->Delete(m_shadeboost.ps);
// Clean various opengl allocation
gl_DeleteFramebuffers(1, &m_fbo);
gl_DeleteFramebuffers(1, &m_fbo_read);
// Delete HW FX
delete m_vs_cb;
delete m_ps_cb;
gl_DeleteSamplers(1, &m_palette_ss);
delete m_vb;
for (uint32 key = 0; key < VSSelector::size(); key++) m_shader->Delete(m_vs[key]);
for (uint32 key = 0; key < GSSelector::size(); key++) m_shader->Delete(m_gs[key]);
for (auto it = m_ps.begin(); it != m_ps.end() ; it++) m_shader->Delete(it->second);
m_ps.clear();
gl_DeleteSamplers(PSSamplerSelector::size(), m_ps_ss);
for (uint32 key = 0; key < OMDepthStencilSelector::size(); key++) delete m_om_dss[key];
for (auto it = m_om_bs.begin(); it != m_om_bs.end(); it++) delete it->second;
m_om_bs.clear();
}
GSTexture* GSDeviceOGL::CreateSurface(int type, int w, int h, bool msaa, int format)
{
// A wrapper to call GSTextureOGL, with the different kind of parameter
GSTextureOGL* t = NULL;
t = new GSTextureOGL(type, w, h, msaa, format, m_fbo_read);
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;
}
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
// Current config give only 0 or 1
#if 0
if(m_msaa < 2) {
msaa = false;
}
#endif
msaa = false;
return GSDevice::FetchSurface(type, w, h, msaa, format);
}
bool GSDeviceOGL::Create(GSWnd* wnd)
{
if (m_window == NULL) {
if (!GLLoader::check_gl_version(3, 0)) return false;
if (!GLLoader::check_gl_supported_extension()) return false;
}
// FIXME disable it when code is ready
// glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
m_window = wnd;
// ****************************************************************
// Various object
// ****************************************************************
m_shader = new GSShaderOGL(!!theApp.GetConfig("debug_ogl_shader", 1), GLLoader::found_GL_ARB_separate_shader_objects, GLLoader::found_GL_ARB_shading_language_420pack);
gl_GenFramebuffers(1, &m_fbo);
gl_GenFramebuffers(1, &m_fbo_read);
// ****************************************************************
// Vertex buffer state
// ****************************************************************
GSInputLayoutOGL il_convert[2] =
{
{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) },
};
m_vb_sr = new GSVertexBufferStateOGL(sizeof(GSVertexPT1), il_convert, countof(il_convert));
// ****************************************************************
// convert
// ****************************************************************
m_convert.vs = m_shader->Compile("convert.glsl", "vs_main", GL_VERTEX_SHADER, convert_glsl);
for(size_t i = 0; i < countof(m_convert.ps); i++)
m_convert.ps[i] = m_shader->Compile("convert.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, convert_glsl);
// 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
m_convert.ln = CreateSampler(true, false, false);
m_convert.pt = CreateSampler(false, false, false);
m_convert.dss = new GSDepthStencilOGL();
m_convert.bs = new GSBlendStateOGL();
// ****************************************************************
// merge
// ****************************************************************
m_merge_obj.cb = new GSUniformBufferOGL(g_merge_cb_index, sizeof(MergeConstantBuffer));
for(size_t i = 0; i < countof(m_merge_obj.ps); i++)
m_merge_obj.ps[i] = m_shader->Compile("merge.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, merge_glsl);
m_merge_obj.bs = new GSBlendStateOGL();
m_merge_obj.bs->EnableBlend();
m_merge_obj.bs->SetRGB(GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// ****************************************************************
// interlace
// ****************************************************************
m_interlace.cb = new GSUniformBufferOGL(g_interlace_cb_index, sizeof(InterlaceConstantBuffer));
for(size_t i = 0; i < countof(m_interlace.ps); i++)
m_interlace.ps[i] = m_shader->Compile("interlace.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, interlace_glsl);
// ****************************************************************
// Shade boost
// ****************************************************************
m_shadeboost.cb = new GSUniformBufferOGL(g_shadeboost_cb_index, sizeof(ShadeBoostConstantBuffer));
int ShadeBoost_Contrast = theApp.GetConfig("ShadeBoost_Contrast", 50);
int ShadeBoost_Brightness = theApp.GetConfig("ShadeBoost_Brightness", 50);
int ShadeBoost_Saturation = theApp.GetConfig("ShadeBoost_Saturation", 50);
std::string shade_macro = format("#define SB_SATURATION %d\n", ShadeBoost_Saturation)
+ format("#define SB_BRIGHTNESS %d\n", ShadeBoost_Brightness)
+ format("#define SB_CONTRAST %d\n", ShadeBoost_Contrast);
m_shadeboost.ps = m_shader->Compile("shadeboost.glsl", "ps_main", GL_FRAGMENT_SHADER, shadeboost_glsl, shade_macro);
// ****************************************************************
// 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);
#ifdef ONLY_LINES
glLineWidth(5.0);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
// 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
// ****************************************************************
// fxaa (bonus)
// ****************************************************************
std::string fxaa_macro = "#define FXAA_GLSL_130 1\n";
if (GLLoader::found_GL_ARB_gpu_shader5) {
// This extension become core on openGL4
fxaa_macro += "#extension GL_ARB_gpu_shader5 : enable\n";
fxaa_macro += "#define FXAA_GATHER4_ALPHA 1\n";
}
m_fxaa.cb = new GSUniformBufferOGL(g_fxaa_cb_index, sizeof(FXAAConstantBuffer));
m_fxaa.ps = m_shader->Compile("fxaa.fx", "ps_main", GL_FRAGMENT_SHADER, fxaa_fx, fxaa_macro);
// ****************************************************************
// DATE
// ****************************************************************
m_date.dss = new GSDepthStencilOGL();
m_date.dss->EnableStencil();
m_date.dss->SetStencil(GL_ALWAYS, GL_REPLACE);
m_date.bs = new GSBlendStateOGL();
#ifndef ENABLE_OGL_STENCIL_DEBUG
// Only keep stencil data
m_date.bs->SetMask(false, false, false, false);
#endif
// ****************************************************************
// HW renderer shader
// ****************************************************************
CreateTextureFX();
// ****************************************************************
// Finish window setup and backbuffer
// ****************************************************************
if(!GSDevice::Create(wnd))
return false;
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
return true;
}
bool GSDeviceOGL::Reset(int w, int h)
{
if(!GSDevice::Reset(w, h))
return false;
// TODO
// 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, false, 0, m_fbo_read);
return true;
}
void GSDeviceOGL::SetVSync(bool enable)
{
m_wnd->SetVSync(enable);
}
void GSDeviceOGL::Flip()
{
// FIXME: disable it when code is working
#ifdef ENABLE_OGL_DEBUG
CheckDebugLog();
#endif
m_wnd->Flip();
#ifdef PRINT_FRAME_NUMBER
fprintf(stderr, "Draw %d (Frame %d)\n", g_draw_count, g_frame_count);
#endif
#if defined(ENABLE_OGL_DEBUG) || defined(PRINT_FRAME_NUMBER)
g_frame_count++;
#endif
}
void GSDeviceOGL::BeforeDraw()
{
m_shader->UseProgram();
m_shader->SetupUniform();
}
void GSDeviceOGL::AfterDraw()
{
#if defined(ENABLE_OGL_DEBUG) || defined(PRINT_FRAME_NUMBER)
g_draw_count++;
#endif
}
void GSDeviceOGL::DrawPrimitive()
{
BeforeDraw();
m_state.vb->DrawPrimitive();
AfterDraw();
}
void GSDeviceOGL::DrawIndexedPrimitive()
{
BeforeDraw();
m_state.vb->DrawIndexedPrimitive();
AfterDraw();
}
void GSDeviceOGL::DrawIndexedPrimitive(int offset, int count)
{
ASSERT(offset + count <= (int)m_index.count);
BeforeDraw();
m_state.vb->DrawIndexedPrimitive(offset, count);
AfterDraw();
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
{
glDisable(GL_SCISSOR_TEST);
if (static_cast<GSTextureOGL*>(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
gl_ClearBufferfv(GL_COLOR, 0, c.v);
} else {
OMSetFBO(m_fbo);
static_cast<GSTextureOGL*>(t)->Attach(GL_COLOR_ATTACHMENT0);
gl_ClearBufferfv(GL_COLOR, 0, c.v);
}
glEnable(GL_SCISSOR_TEST);
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c)
{
GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255);
ClearRenderTarget(t, color);
}
void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
{
OMSetFBO(m_fbo);
static_cast<GSTextureOGL*>(t)->Attach(GL_DEPTH_STENCIL_ATTACHMENT);
glDisable(GL_SCISSOR_TEST);
if (m_state.dss != NULL && m_state.dss->IsMaskEnable()) {
gl_ClearBufferfv(GL_DEPTH, 0, &c);
} else {
glDepthMask(true);
gl_ClearBufferfv(GL_DEPTH, 0, &c);
glDepthMask(false);
}
glEnable(GL_SCISSOR_TEST);
}
void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
{
OMSetFBO(m_fbo);
static_cast<GSTextureOGL*>(t)->Attach(GL_DEPTH_STENCIL_ATTACHMENT);
GLint color = c;
glDisable(GL_SCISSOR_TEST);
gl_ClearBufferiv(GL_STENCIL, 0, &color);
glEnable(GL_SCISSOR_TEST);
}
GLuint GSDeviceOGL::CreateSampler(bool bilinear, bool tau, bool tav)
{
GLuint sampler;
gl_GenSamplers(1, &sampler);
if (bilinear) {
gl_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
gl_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
// FIXME ensure U -> S, V -> T and W->R
if (tau)
gl_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_REPEAT);
else
gl_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
if (tav)
gl_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_REPEAT);
else
gl_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_SamplerParameteri(sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// FIXME which value for GL_TEXTURE_MIN_LOD
gl_SamplerParameterf(sampler, GL_TEXTURE_MAX_LOD, FLT_MAX);
// FIXME: seems there is 2 possibility in opengl
// DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
// gl_SamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_NONE);
gl_SamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
gl_SamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC, GL_NEVER);
// FIXME: need ogl extension sd.MaxAnisotropy = 16;
return sampler;
}
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& sr, int w, int h, int format)
{
GSTexture* dst = NULL;
if(format == 0) format = GL_RGBA8;
if(format != GL_RGBA8 && format != GL_R16UI)
{
ASSERT(0);
return NULL;
}
// FIXME: It is possible to bypass completely offscreen-buffer on opengl but it needs some re-thinking of the code.
// For the moment mimic dx11
GSTexture* rt = CreateRenderTarget(w, h, false, format);
if(rt)
{
GSVector4 dr(0, 0, w, h);
if(GSTexture* src2 = src->IsMSAA() ? Resolve(src) : src)
{
StretchRect(src2, sr, rt, dr, m_convert.ps[format == GL_R16UI ? 1 : 0]);
if(src2 != src) Recycle(src2);
}
GSVector4i dor(0, 0, w, h);
dst = CreateOffscreen(w, h, format);
if (dst) CopyRect(rt, dst, dor);
#if 0
if(dst)
{
m_ctx->CopyResource(*(GSTexture11*)dst, *(GSTexture11*)rt);
}
#endif
Recycle(rt);
}
return dst;
//return rt;
}
// 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;
}
// FIXME: the extension was integrated in opengl 4.3 (now we need driver that support OGL4.3)
// FIXME check those function work as expected
// void CopyImageSubDataNV(
// uint32 srcName, enum srcTarget, int srcLevel, int srcX, int srcY, int srcZ,
// uint32 dstName, enum dstTarget, int dstLevel, int dstX, int dstY, int dstZ,
// sizei width, sizei height, sizei depth);
if (GLLoader::found_GL_NV_copy_image) {
gl_CopyImageSubDataNV( static_cast<GSTextureOGL*>(st)->GetID(), static_cast<GSTextureOGL*>(st)->GetTarget(),
0, r.x, r.y, 0,
static_cast<GSTextureOGL*>(dt)->GetID(), static_cast<GSTextureOGL*>(dt)->GetTarget(),
0, r.x, r.y, 0,
r.width(), r.height(), 1);
} else if (GLLoader::found_GL_ARB_copy_image) {
// Would need an update of GL definition. For the moment it isn't supported by driver anyway.
#if 0
gl_CopyImageSubData( static_cast<GSTextureOGL*>(st)->GetID(), static_cast<GSTextureOGL*>(st)->GetTarget(),
0, r.x, r.y, 0,
static_cast<GSTextureOGL*>(dt)->GetID(), static_cast<GSTextureOGL*>(dt)->GetTarget(),
0, r.x, r.y, 0,
r.width(), r.height(), 1);
#endif
} else {
GSTextureOGL* st_ogl = (GSTextureOGL*) st;
GSTextureOGL* dt_ogl = (GSTextureOGL*) dt;
gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
st_ogl->AttachRead(GL_COLOR_ATTACHMENT0);
dt_ogl->EnableUnit(6);
glCopyTexSubImage2D(dt_ogl->GetTarget(), 0, r.x, r.y, r.x, r.y, r.width(), r.height());
gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
#if 0
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)
{
StretchRect(st, sr, dt, dr, m_convert.ps[shader], linear);
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear)
{
StretchRect(st, sr, dt, dr, ps, m_convert.bs, linear);
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear)
{
if(!st || !dt)
{
ASSERT(0);
return;
}
// ************************************
// Init
// ************************************
BeginScene();
GSVector2i ds = dt->GetSize();
// ************************************
// om
// ************************************
OMSetDepthStencilState(m_convert.dss, 0);
OMSetBlendState(bs, 0);
OMSetRenderTargets(dt, NULL);
// ************************************
// ia
// ************************************
// Original code from DX
float left = dr.x * 2 / ds.x - 1.0f;
float right = dr.z * 2 / ds.x - 1.0f;
#if 0
float top = 1.0f - dr.y * 2 / ds.y;
float bottom = 1.0f - dr.w * 2 / ds.y;
#else
// Opengl get some issues with the coordinate
// I flip top/bottom to fix scaling of the internal resolution
float top = -1.0f + dr.y * 2 / ds.y;
float bottom = -1.0f + dr.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)...
GSVector4 flip_sr = sr;
if (static_cast<GSTextureOGL*>(dt)->IsBackbuffer()) {
flip_sr.y = sr.w;
flip_sr.w = sr.y;
}
GSVertexPT1 vertices[] =
{
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(flip_sr.x, flip_sr.y)},
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(flip_sr.z, flip_sr.y)},
{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(flip_sr.x, flip_sr.w)},
{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(flip_sr.z, flip_sr.w)},
};
//fprintf(stderr, "A:%fx%f B:%fx%f\n", left, top, bottom, right);
//fprintf(stderr, "SR: %f %f %f %f\n", sr.x, sr.y, sr.z, sr.w);
IASetVertexState(m_vb_sr);
IASetVertexBuffer(vertices, 4);
IASetPrimitiveTopology(GL_TRIANGLE_STRIP);
// ************************************
// vs
// ************************************
m_shader->VS(m_convert.vs);
// ************************************
// gs
// ************************************
m_shader->GS(0);
// ************************************
// ps
// ************************************
PSSetShaderResources(st, NULL);
PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, 0);
m_shader->PS(ps);
// ************************************
// Draw
// ************************************
DrawPrimitive();
// ************************************
// End
// ************************************
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)
{
StretchRect(st[1], sr[1], dt, dr[1], m_merge_obj.ps[0]);
}
if(st[0])
{
SetUniformBuffer(m_merge_obj.cb);
m_merge_obj.cb->upload(&c.v);
StretchRect(st[0], sr[0], dt, dr[0], m_merge_obj.ps[mmod ? 1 : 0], m_merge_obj.bs);
}
}
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;
SetUniformBuffer(m_interlace.cb);
m_interlace.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], linear);
}
void GSDeviceOGL::DoFXAA(GSTexture* st, GSTexture* dt)
{
GSVector2i s = dt->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
FXAAConstantBuffer cb;
// FIXME optimize: remove rcpFrameOpt. And reduce rcpFrame to vec2
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
SetUniformBuffer(m_fxaa.cb);
m_fxaa.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_fxaa.ps, true);
}
void GSDeviceOGL::DoShadeBoost(GSTexture* st, GSTexture* dt)
{
GSVector2i s = dt->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
ShadeBoostConstantBuffer cb;
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
SetUniformBuffer(m_shadeboost.cb);
m_shadeboost.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_shadeboost.ps, true);
}
void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)
{
#ifdef ENABLE_OGL_STENCIL_DEBUG
const GSVector2i& size = rt->GetSize();
GSTexture* t = CreateRenderTarget(size.x, size.y, rt->IsMSAA());
#else
GSTexture* t = NULL;
#endif
// 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
m_shader->VS(m_convert.vs);
// gs
m_shader->GS(0);
// ps
GSTexture* rt2 = rt->IsMSAA() ? Resolve(rt) : rt;
PSSetShaderResources(rt2, NULL);
PSSetSamplerState(m_convert.pt, 0);
m_shader->PS(m_convert.ps[datm ? 2 : 3]);
//
DrawPrimitive();
//
EndScene();
#ifdef ENABLE_OGL_STENCIL_DEBUG
Recycle(t);
#endif
if(rt2 != rt) Recycle(rt2);
}
// 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());
#if 0
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;
}
void GSDeviceOGL::EndScene()
{
m_state.vb->EndScene();
}
void GSDeviceOGL::SetUniformBuffer(GSUniformBufferOGL* cb)
{
if (m_state.cb != cb) {
m_state.cb = cb;
cb->bind();
}
}
void GSDeviceOGL::IASetVertexState(GSVertexBufferStateOGL* vb)
{
if (vb == NULL) vb = m_vb;
if (m_state.vb != vb) {
m_state.vb = vb;
vb->bind();
}
}
void GSDeviceOGL::IASetVertexBuffer(const void* vertices, size_t count)
{
m_state.vb->UploadVB(vertices, count);
}
bool GSDeviceOGL::IAMapVertexBuffer(void** vertex, size_t stride, size_t count)
{
return m_state.vb->MapVB(vertex, count);
}
void GSDeviceOGL::IAUnmapVertexBuffer()
{
m_state.vb->UnmapVB();
}
void GSDeviceOGL::IASetIndexBuffer(const void* index, size_t count)
{
m_state.vb->UploadIB(index, count);
}
void GSDeviceOGL::IASetPrimitiveTopology(GLenum topology)
{
m_state.vb->SetTopology(topology);
}
void GSDeviceOGL::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
{
PSSetShaderResource(0, sr0);
PSSetShaderResource(1, sr1);
//PSSetShaderResource(2, NULL);
}
void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sr)
{
GSTextureOGL* srv = static_cast<GSTextureOGL*>(sr);
if (m_state.ps_srv[i] != srv)
{
m_state.ps_srv[i] = srv;
if (srv != NULL)
m_state.ps_srv[i]->EnableUnit(i);
}
}
void GSDeviceOGL::PSSetSamplerState(GLuint ss0, GLuint ss1, GLuint ss2)
{
if (m_state.ps_ss[0] != ss0) {
m_state.ps_ss[0] = ss0;
gl_BindSampler(0, ss0);
}
if (m_state.ps_ss[1] != ss1) {
m_state.ps_ss[1] = ss1;
gl_BindSampler(1, ss1);
}
}
void GSDeviceOGL::OMSetFBO(GLuint fbo, GLenum buffer)
{
if (m_state.fbo != fbo) {
m_state.fbo = fbo;
gl_BindFramebuffer(GL_FRAMEBUFFER, fbo);
// FIXME DEBUG
//if (fbo) fprintf(stderr, "FB status %x\n", gl_CheckFramebufferStatus(GL_FRAMEBUFFER));
}
if (m_state.draw != buffer) {
m_state.draw = buffer;
glDrawBuffer(buffer);
}
}
void GSDeviceOGL::OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref)
{
if (m_state.dss != dss) {
m_state.dss = dss;
dss->SetupDepth();
dss->SetupStencil();
}
}
void GSDeviceOGL::OMSetBlendState(GSBlendStateOGL* bs, float bf)
{
if ( m_state.bs != bs || (m_state.bf != bf && bs->HasConstantFactor()) )
{
m_state.bs = bs;
m_state.bf = bf;
bs->SetupBlend(bf);
}
}
void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor)
{
if (rt == NULL || !static_cast<GSTextureOGL*>(rt)->IsBackbuffer()) {
if (rt) {
// FIXME DEBUG special case for GL_R16UI
if (rt->GetFormat() == GL_R16UI) {
OMSetFBO(m_fbo, GL_COLOR_ATTACHMENT1);
static_cast<GSTextureOGL*>(rt)->Attach(GL_COLOR_ATTACHMENT1);
} else {
OMSetFBO(m_fbo, GL_COLOR_ATTACHMENT0);
static_cast<GSTextureOGL*>(rt)->Attach(GL_COLOR_ATTACHMENT0);
}
} else {
// Note: NULL rt is only used in DATE so far. Color writing is disabled
// on the blend setup
OMSetFBO(m_fbo, GL_NONE);
}
// Note: it must be done after OMSetFBO
if (ds)
static_cast<GSTextureOGL*>(ds)->Attach(GL_DEPTH_STENCIL_ATTACHMENT);
} else {
// Render in the backbuffer
OMSetFBO(0);
}
GSVector2i size = rt ? rt->GetSize() : ds->GetSize();
if(m_state.viewport != size)
{
m_state.viewport = size;
glViewport(0, 0, size.x, size.y);
}
GSVector4i r = scissor ? *scissor : GSVector4i(size).zwxy();
if(!m_state.scissor.eq(r))
{
m_state.scissor = r;
glScissor( r.x, r.y, r.width(), r.height() );
}
}
void GSDeviceOGL::CheckDebugLog()
{
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 = gl_GetDebugMessageLogARB(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[] messageLog;
}
void GSDeviceOGL::DebugOutputToFile(unsigned int source, unsigned int type, unsigned int id, unsigned int severity, const char* message)
{
char debType[20], debSev[5];
static int sev_counter = 0;
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
strcpy(debType, "UNKNOWN");
if(severity == GL_DEBUG_SEVERITY_HIGH_ARB) {
strcpy(debSev, "High");
sev_counter++;
}
else if(severity == GL_DEBUG_SEVERITY_MEDIUM_ARB)
strcpy(debSev, "Med");
else if(severity == GL_DEBUG_SEVERITY_LOW_ARB)
strcpy(debSev, "Low");
#ifdef LOUD_DEBUGGING
fprintf(stderr,"Type:%s\tID:%d\tSeverity:%s\tMessage:%s\n", debType, g_draw_count, debSev,message);
#endif
FILE* f = fopen("Debug.txt","a");
if(f)
{
fprintf(f,"Type:%s\tID:%d\tSeverity:%s\tMessage:%s\n", debType, g_draw_count, debSev,message);
fclose(f);
}
//if (sev_counter > 2) assert(0);
}
// (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_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 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
};