pcsx2/plugins/GSdx/GSDeviceOGL.h

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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
*
*/
#pragma once
#include "GSDevice.h"
#include "GSTextureOGL.h"
#include "GSdx.h"
#include "GSVertexArrayOGL.h"
#include "GSUniformBufferOGL.h"
#include "GSShaderOGL.h"
#include "GLState.h"
#ifdef ENABLE_OGL_DEBUG_MEM_BW
extern uint32 g_texture_upload_byte;
extern uint32 g_vertex_upload_byte;
#endif
class GSBlendStateOGL {
// Note: You can also select the index of the draw buffer for which to set the blend setting
// We will keep basic the first try
bool m_enable;
GLenum m_equation_RGB;
GLenum m_equation_A;
GLenum m_func_sRGB;
GLenum m_func_dRGB;
GLenum m_func_sA;
GLenum m_func_dA;
bool m_r_msk;
bool m_b_msk;
bool m_g_msk;
bool m_a_msk;
bool constant_factor;
public:
GSBlendStateOGL() : m_enable(false)
, m_equation_RGB(0)
, m_equation_A(GL_FUNC_ADD)
, m_func_sRGB(0)
, m_func_dRGB(0)
, m_func_sA(GL_ONE)
, m_func_dA(GL_ZERO)
, m_r_msk(GL_TRUE)
, m_b_msk(GL_TRUE)
, m_g_msk(GL_TRUE)
, m_a_msk(GL_TRUE)
, constant_factor(false)
{}
void SetRGB(GLenum op, GLenum src, GLenum dst)
{
m_equation_RGB = op;
m_func_sRGB = src;
m_func_dRGB = dst;
if (IsConstant(src) || IsConstant(dst)) constant_factor = true;
}
void SetALPHA(GLenum op, GLenum src, GLenum dst)
{
m_equation_A = op;
m_func_sA = src;
m_func_dA = dst;
}
void SetMask(bool r, bool g, bool b, bool a) { m_r_msk = r; m_g_msk = g; m_b_msk = b; m_a_msk = a; }
void RevertOp()
{
if(m_equation_RGB == GL_FUNC_ADD)
m_equation_RGB = GL_FUNC_REVERSE_SUBTRACT;
else if(m_equation_RGB == GL_FUNC_REVERSE_SUBTRACT)
m_equation_RGB = GL_FUNC_ADD;
}
void EnableBlend() { m_enable = true;}
bool IsConstant(GLenum factor) { return ((factor == GL_CONSTANT_COLOR) || (factor == GL_ONE_MINUS_CONSTANT_COLOR)); }
bool HasConstantFactor() { return constant_factor; }
void SetupColorMask()
{
// FIXME align then SSE
if (GLState::r_msk != m_r_msk || GLState::g_msk != m_g_msk || GLState::b_msk != m_b_msk || GLState::a_msk != m_a_msk) {
GLState::r_msk = m_r_msk;
GLState::g_msk = m_g_msk;
GLState::b_msk = m_b_msk;
GLState::a_msk = m_a_msk;
#ifdef ENABLE_GLES
gl_ColorMask(m_r_msk, m_g_msk, m_b_msk, m_a_msk);
#else
gl_ColorMaski(0, m_r_msk, m_g_msk, m_b_msk, m_a_msk);
#endif
}
}
void SetupBlend(float factor)
{
SetupColorMask();
if (GLState::blend != m_enable) {
GLState::blend = m_enable;
if (m_enable)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
}
if (m_enable) {
if (HasConstantFactor()) {
if (GLState::bf != factor) {
GLState::bf = factor;
gl_BlendColor(factor, factor, factor, 0);
}
}
if (GLState::eq_RGB != m_equation_RGB || GLState::eq_A != m_equation_A) {
GLState::eq_RGB = m_equation_RGB;
GLState::eq_A = m_equation_A;
#ifdef ENABLE_GLES
gl_BlendEquationSeparate(m_equation_RGB, m_equation_A);
#else
gl_BlendEquationSeparateiARB(0, m_equation_RGB, m_equation_A);
#endif
}
// FIXME align then SSE
if (GLState::f_sRGB != m_func_sRGB || GLState::f_dRGB != m_func_dRGB || GLState::f_sA != m_func_sA || GLState::f_dA != m_func_dA) {
GLState::f_sRGB = m_func_sRGB;
GLState::f_dRGB = m_func_dRGB;
GLState::f_sA = m_func_sA;
GLState::f_dA = m_func_dA;
#ifdef ENABLE_GLES
gl_BlendFuncSeparate(m_func_sRGB, m_func_dRGB, m_func_sA, m_func_dA);
#else
gl_BlendFuncSeparateiARB(0, m_func_sRGB, m_func_dRGB, m_func_sA, m_func_dA);
#endif
}
}
}
};
class GSDepthStencilOGL {
bool m_depth_enable;
GLenum m_depth_func;
bool m_depth_mask;
// Note front face and back might be split but it seems they have same parameter configuration
bool m_stencil_enable;
GLenum m_stencil_func;
GLenum m_stencil_spass_dpass_op;
public:
GSDepthStencilOGL() : m_depth_enable(false)
, m_depth_func(0)
, m_depth_mask(0)
, m_stencil_enable(false)
, m_stencil_func(0)
, m_stencil_spass_dpass_op(GL_KEEP)
{
// Only needed once since m_stencil_mask is constant
// Control which stencil bitplane are written
glStencilMask(1);
}
void EnableDepth() { m_depth_enable = true; }
void EnableStencil() { m_stencil_enable = true; }
void SetDepth(GLenum func, bool mask) { m_depth_func = func; m_depth_mask = mask; }
void SetStencil(GLenum func, GLenum pass) { m_stencil_func = func; m_stencil_spass_dpass_op = pass; }
void SetupDepth()
{
if (GLState::depth != m_depth_enable) {
GLState::depth = m_depth_enable;
if (m_depth_enable)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
}
if (m_depth_enable) {
if (GLState::depth_func != m_depth_func) {
GLState::depth_func = m_depth_func;
glDepthFunc(m_depth_func);
}
if (GLState::depth_mask != m_depth_mask) {
GLState::depth_mask = m_depth_mask;
glDepthMask((GLboolean)m_depth_mask);
}
}
}
void SetupStencil()
{
if (GLState::stencil != m_stencil_enable) {
GLState::stencil = m_stencil_enable;
if (m_stencil_enable)
glEnable(GL_STENCIL_TEST);
else
glDisable(GL_STENCIL_TEST);
}
if (m_stencil_enable) {
// Note: here the mask control which bitplane is considered by the operation
if (GLState::stencil_func != m_stencil_func) {
GLState::stencil_func = m_stencil_func;
glStencilFunc(m_stencil_func, 1, 1);
}
if (GLState::stencil_pass != m_stencil_spass_dpass_op) {
GLState::stencil_pass = m_stencil_spass_dpass_op;
glStencilOp(GL_KEEP, GL_KEEP, m_stencil_spass_dpass_op);
}
}
}
bool IsMaskEnable() { return m_depth_mask != GL_FALSE; }
};
class GSDeviceOGL : public GSDevice
{
public:
__aligned(struct, 32) VSConstantBuffer
{
GSVector4 Vertex_Scale_Offset;
GSVector4 TextureScale;
VSConstantBuffer()
{
Vertex_Scale_Offset = GSVector4::zero();
TextureScale = GSVector4::zero();
}
__forceinline bool Update(const VSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
if(!((a[0] == b[0]) & (a[1] == b[1])).alltrue())
{
a[0] = b[0];
a[1] = b[1];
return true;
}
return false;
}
};
struct VSSelector
{
union
{
struct
{
uint32 bppz:2;
uint32 logz:1;
// Next param will be handle by subroutine
uint32 tme:1;
uint32 fst:1;
};
uint32 key;
};
operator uint32() {return key & 0x3f;}
VSSelector() : key(0) {}
VSSelector(uint32 k) : key(k) {}
static uint32 size() { return 1 << 5; }
};
__aligned(struct, 32) PSConstantBuffer
{
GSVector4 FogColor_AREF;
GSVector4 WH;
GSVector4 MinF_TA;
GSVector4i MskFix;
GSVector4 HalfTexel;
GSVector4 MinMax;
GSVector4 TC_OffsetHack;
PSConstantBuffer()
{
FogColor_AREF = GSVector4::zero();
HalfTexel = GSVector4::zero();
WH = GSVector4::zero();
MinMax = GSVector4::zero();
MinF_TA = GSVector4::zero();
MskFix = GSVector4i::zero();
}
__forceinline bool Update(const PSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
// if WH matches both HalfTexel and TC_OffsetHack do too
// MinMax depends on WH and MskFix so no need to check it too
if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3])).alltrue())
{
// Note previous check uses SSE already, a plain copy will be faster than any memcpy
a[0] = b[0];
a[1] = b[1];
a[2] = b[2];
a[3] = b[3];
return true;
}
return false;
}
};
struct PSSelector
{
union
{
struct
{
uint32 fst:1;
uint32 fmt:3;
uint32 aem:1;
uint32 fog:1;
uint32 clr1:1;
uint32 fba:1;
uint32 aout:1;
uint32 date:2;
uint32 spritehack:1;
uint32 tcoffsethack:1;
uint32 point_sampler:1;
uint32 iip:1;
// Next param will be handle by subroutine
uint32 colclip:2;
uint32 atst:3;
uint32 tfx:3;
uint32 tcc:1;
uint32 wms:2;
uint32 wmt:2;
uint32 ltf:1;
};
uint32 key;
};
operator uint32() {return key & 0x1fffffff;}
PSSelector() : key(0) {}
};
struct PSSamplerSelector
{
union
{
struct
{
uint32 tau:1;
uint32 tav:1;
uint32 ltf:1;
};
uint32 key;
};
operator uint32() {return key & 0x7;}
PSSamplerSelector() : key(0) {}
PSSamplerSelector(uint32 k) : key(k) {}
static uint32 size() { return 1 << 3; }
};
struct OMDepthStencilSelector
{
union
{
struct
{
uint32 ztst:2;
uint32 zwe:1;
uint32 date:1;
uint32 fba:1;
uint32 alpha_stencil:1;
};
uint32 key;
};
operator uint32() {return key & 0x3f;}
OMDepthStencilSelector() : key(0) {}
OMDepthStencilSelector(uint32 k) : key(k) {}
static uint32 size() { return 1 << 6; }
};
struct OMBlendSelector
{
union
{
struct
{
uint32 abe:1;
uint32 a:2;
uint32 b:2;
uint32 c:2;
uint32 d:2;
uint32 wr:1;
uint32 wg:1;
uint32 wb:1;
uint32 wa:1;
uint32 negative:1;
};
struct
{
uint32 _pad:1;
uint32 abcd:8;
uint32 wrgba:4;
};
uint32 key;
};
operator uint32() {return key & 0x3fff;}
OMBlendSelector() : key(0) {}
bool IsCLR1() const
{
return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
}
};
struct D3D9Blend {int bogus, op, src, dst;};
static const D3D9Blend m_blendMapD3D9[3*3*3*3];
private:
uint32 m_msaa; // Level of Msaa
bool m_free_window;
GSWnd* m_window;
GLuint m_fbo; // frame buffer container
GLuint m_fbo_read; // frame buffer container only for reading
GSVertexBufferStateOGL* m_va;// state of the vertex buffer/array
struct {
GLuint ps[2]; // program object
GSUniformBufferOGL* cb; // uniform buffer object
GSBlendStateOGL* bs;
} m_merge_obj;
struct {
GLuint ps[4]; // program object
GSUniformBufferOGL* cb; // uniform buffer object
} m_interlace;
struct {
GLuint vs; // program object
GLuint ps[10]; // program object
GLuint ln; // sampler object
GLuint pt; // sampler object
GSDepthStencilOGL* dss;
GSBlendStateOGL* bs;
} m_convert;
struct {
GLuint ps;
GSUniformBufferOGL *cb;
} m_fxaa;
struct {
GLuint ps;
GSUniformBufferOGL* cb;
} m_shaderfx;
struct {
GSDepthStencilOGL* dss;
GSBlendStateOGL* bs;
GSTexture* t;
} m_date;
struct {
GLuint ps;
GSUniformBufferOGL *cb;
} m_shadeboost;
struct {
GSDepthStencilOGL* dss;
GSBlendStateOGL* bs;
float bf; // blend factor
} m_state;
GLuint m_vs[1<<5];
GLuint m_gs;
GLuint m_ps_ss[1<<3];
GSDepthStencilOGL* m_om_dss[1<<6];
hash_map<uint32, GLuint > m_ps;
hash_map<uint32, GSBlendStateOGL* > m_om_bs;
GLuint m_apitrace;
GLuint m_palette_ss;
GLuint m_rt_ss;
GSUniformBufferOGL* m_vs_cb;
GSUniformBufferOGL* m_ps_cb;
VSConstantBuffer m_vs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* st, GSTexture* dt);
void DoShadeBoost(GSTexture* st, GSTexture* dt);
void DoExternalFX(GSTexture* st, GSTexture* dt);
void OMAttachRt(GLuint rt);
void OMAttachDs(GLuint ds);
void OMSetFBO(GLuint fbo);
public:
GSShaderOGL* m_shader;
GSDeviceOGL();
virtual ~GSDeviceOGL();
static void CheckDebugLog();
static void DebugOutputToFile(GLenum gl_source, GLenum gl_type, GLuint id, GLenum gl_severity, GLsizei gl_length, const GLchar *gl_message, const void* userParam);
bool HasStencil() { return true; }
bool HasDepth32() { return true; }
bool Create(GSWnd* wnd);
bool Reset(int w, int h);
void Flip();
void SetVSync(bool enable);
// Used for opengl multithread hack
void AttachContext();
void DetachContext();
void DrawPrimitive();
void DrawIndexedPrimitive();
void DrawIndexedPrimitive(int offset, int count);
void BeforeDraw();
void AfterDraw();
void ClearRenderTarget(GSTexture* t, const GSVector4& c);
void ClearRenderTarget(GSTexture* t, uint32 c);
void ClearRenderTarget_ui(GSTexture* t, uint32 c);
void ClearDepth(GSTexture* t, float c);
void ClearStencil(GSTexture* t, uint8 c);
GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0);
GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0);
GSTexture* CreateTexture(int w, int h, int format = 0);
GSTexture* CreateOffscreen(int w, int h, int format = 0);
void InitPrimDateTexture(int w, int h);
void RecycleDateTexture();
void BindDateTexture();
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true);
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void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
void EndScene();
void IASetPrimitiveTopology(GLenum topology);
void IASetVertexBuffer(const void* vertices, size_t count);
bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);
void IAUnmapVertexBuffer();
void IASetIndexBuffer(const void* index, size_t count);
void PSSetShaderResource(GLuint sr);
void PSSetShaderResources(GLuint tex[2]);
void PSSetSamplerState(GLuint ss);
void OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref);
void OMSetBlendState(GSBlendStateOGL* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
void OMSetWriteBuffer(GLenum buffer = GL_COLOR_ATTACHMENT0);
void CreateTextureFX();
GLuint CompileVS(VSSelector sel);
GLuint CompileGS();
GLuint CompilePS(PSSelector sel);
GLuint CreateSampler(bool bilinear, bool tau, bool tav);
GLuint CreateSampler(PSSamplerSelector sel);
GSDepthStencilOGL* CreateDepthStencil(OMDepthStencilSelector dssel);
GSBlendStateOGL* CreateBlend(OMBlendSelector bsel, uint8 afix);
void SetupIA(const void* vertex, int vertex_count, const uint32* index, int index_count, int prim);
void SetupVS(VSSelector sel);
void SetupGS(bool enable);
void SetupPS(PSSelector sel);
void SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb);
void SetupSampler(PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
GLuint GetSamplerID(PSSamplerSelector ssel);
GLuint GetPaletteSamplerID();
void Barrier(GLbitfield b);
};