GSdx: more opengl code, please review, I have no idea if it done the right way ^_^

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1372 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gabest11 2009-06-16 01:42:08 +00:00
parent c60095f6b0
commit 48eae0c907
11 changed files with 193 additions and 67 deletions

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@ -32,7 +32,6 @@ GPURendererSW::GPURendererSW(GSDevice* dev)
GPURendererSW::~GPURendererSW()
{
m_rl.Terminate();
}
void GPURendererSW::ResetDevice()

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@ -602,4 +602,4 @@ EXPORT_C GSBenchmark(HWND hwnd, HINSTANCE hinst, LPSTR lpszCmdLine, int nCmdShow
fclose(file);
}
#endif
#endif

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@ -167,8 +167,15 @@ void GSDevice::Merge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, const GSVec
// KH:COM crashes at startup when booting *through the bios* due to m_merge being NULL.
// (texture appears to be non-null, and is being re-created at a size around like 1700x340,
// dunno if that's relevant) -- air
if( m_merge )
if(m_merge)
{
DoMerge(st, sr, dr, m_merge, slbg, mmod, c);
}
else
{
printf("GSdx: m_merge is NULL!\n");
}
m_current = m_merge;
}

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@ -30,6 +30,8 @@ GSDeviceOGL::GSDeviceOGL()
, m_vbo(0)
, m_fbo(0)
, m_topology(-1)
, m_rt((GLuint)-1)
, m_ds((GLuint)-1)
{
m_vertices.stride = 0;
m_vertices.start = 0;
@ -110,10 +112,26 @@ bool GSDeviceOGL::Create(GSWnd* wnd, bool vsync)
return false;
}
// const char* exts = (const char*)glGetString(GL_EXTENSIONS);
#ifdef _WINDOWS
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
if(WGLEW_EXT_swap_control)
{
wglSwapIntervalEXT(vsync ? 1 : 0);
}
#endif
const char* vendor = (const char*)glGetString(GL_VENDOR);
const char* renderer = (const char*)glGetString(GL_RENDERER);
const char* version = (const char*)glGetString(GL_VERSION);
const char* exts = (const char*)glGetString(GL_EXTENSIONS);
printf("%s, %s, OpenGL %s\n", vendor, renderer, version);
const char* str = strstr(exts, "ARB_texture_non_power_of_two");
glGenBuffers(1, &m_vbo); CheckError();
glBindBuffer(GL_ARRAY_BUFFER, m_vbo); CheckError();
// TODO: setup layout?
GSVector4i r = wnd->GetClientRect();
@ -128,33 +146,40 @@ bool GSDeviceOGL::Reset(int w, int h, bool fs)
if(!__super::Reset(w, h, fs))
return false;
m_backbuffer = new GSTextureOGL(0, GSTexture::RenderTarget, w, h);
glCullFace(GL_FRONT_AND_BACK); CheckError();
glDisable(GL_LIGHTING); CheckError();
glDisable(GL_ALPHA_TEST); CheckError();
glEnable(GL_SCISSOR_TEST); CheckError();
glCullFace(GL_FRONT_AND_BACK);
glDisable(GL_LIGHTING);
glDisable(GL_ALPHA_TEST);
glEnable(GL_SCISSOR_TEST);
glMatrixMode(GL_PROJECTION); CheckError();
glLoadIdentity(); CheckError();
glMatrixMode(GL_MODELVIEW); CheckError();
glLoadIdentity(); CheckError();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); CheckError();
// glViewport(0, 0, w, h);
if(m_fbo) {glDeleteFramebuffersEXT(1, &m_fbo); m_fbo = 0;}
glGenFramebuffers(1, &m_fbo);
glGenFramebuffers(1, &m_fbo); CheckError();
if(m_fbo == 0) return false;
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); CheckError();
return true;
}
void GSDeviceOGL::Present(const GSVector4i& r, int shader)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0); CheckError();
// TODO: m_current => backbuffer
Flip();
}
void GSDeviceOGL::Flip()
{
#ifdef _WINDOWS
@ -170,7 +195,7 @@ void GSDeviceOGL::BeginScene()
void GSDeviceOGL::DrawPrimitive()
{
glDrawArrays(m_topology, m_vertices.count, m_vertices.start);
glDrawArrays(m_topology, m_vertices.count, m_vertices.start); CheckError();
}
void GSDeviceOGL::EndScene()
@ -181,10 +206,21 @@ void GSDeviceOGL::EndScene()
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
{
GLuint texture = *(GSTextureOGL*)t;
if(texture == 0)
{
// TODO: backbuffer
}
else
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, texture); CheckError();
}
// TODO: disable scissor, color mask
glClearColor(c.r, c.g, c.b, c.a);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(c.r, c.g, c.b, c.a); CheckError();
glClear(GL_COLOR_BUFFER_BIT); CheckError();
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c)
@ -194,18 +230,22 @@ void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c)
void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, *(GSTextureOGL*)t); CheckError();
// TODO: disable scissor, depth mask
glClearDepth(c);
glClear(GL_DEPTH_BUFFER_BIT);
glClearDepth(c); CheckError();
glClear(GL_DEPTH_BUFFER_BIT); CheckError();
}
void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX, *(GSTextureOGL*)t); CheckError();
// TODO: disable scissor, depth (?) mask
glClearStencil((GLint)c);
glClear(GL_STENCIL_BUFFER_BIT);
glClearStencil((GLint)c); CheckError();
glClear(GL_STENCIL_BUFFER_BIT); CheckError();
}
GSTexture* GSDeviceOGL::Create(int type, int w, int h, int format)
@ -215,20 +255,20 @@ GSTexture* GSDeviceOGL::Create(int type, int w, int h, int format)
switch(type)
{
case GSTexture::RenderTarget:
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glGenTextures(1, &texture); CheckError();
glBindTexture(GL_TEXTURE_2D, texture); CheckError();
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); CheckError();
break;
case GSTexture::DepthStencil:
glGenRenderbuffersEXT(1, &texture);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, texture);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH32F_STENCIL8, w, h);
glGenRenderbuffers(1, &texture); CheckError();
glBindRenderbuffer(GL_RENDERBUFFER, texture); CheckError();
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, w, h); CheckError();
// TODO: depth textures?
break;
case GSTexture::Texture:
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glGenTextures(1, &texture); CheckError();
glBindTexture(GL_TEXTURE_2D, texture); CheckError();
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); CheckError();
break;
case GSTexture::Offscreen:
// TODO: ???
@ -298,34 +338,41 @@ void GSDeviceOGL::IASetVertexBuffer(const void* vertices, size_t stride, size_t
{
ASSERT(m_vertices.count == 0);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo); CheckError();
bool growbuffer = false;
bool discard = false; // in opengl 3.x this should be a flag to glMapBuffer, as I read somewhere
if(count * stride > m_vertices.limit * m_vertices.stride)
{
m_vertices.start = 0;
m_vertices.count = 0;
m_vertices.limit = 0;
}
if(m_vertices.limit == 0)
{
m_vertices.limit = max(count * 3 / 2, 10000);
glBufferData(GL_ARRAY_BUFFER, m_vertices.limit * stride, NULL, GL_DYNAMIC_DRAW); // GL_STREAM_DRAW?
growbuffer = true;
}
if(m_vertices.start + count > m_vertices.limit || stride != m_vertices.stride)
{
m_vertices.start = 0; // TODO: how to discard and not overwrite previous data?
m_vertices.start = 0;
discard = true;
}
if(growbuffer || discard)
{
glBufferData(GL_ARRAY_BUFFER, m_vertices.limit * stride, NULL, GL_DYNAMIC_DRAW); CheckError(); // GL_STREAM_DRAW?
}
glBufferSubData(GL_ARRAY_BUFFER, m_vertices.start * stride, count * stride, vertices); CheckError();
/*
if(GLvoid* v = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY))
{
GSVector4i::storent((uint8*)v + m_vertices.start * stride, vertices, count * stride);
glUnmapBuffer(GL_ARRAY_BUFFER);
glUnmapBuffer(GL_ARRAY_BUFFER); CheckError();
}
*/
m_vertices.count = count;
m_vertices.stride = stride;
}
@ -340,3 +387,25 @@ void GSDeviceOGL::IASetPrimitiveTopology(int topology)
m_topology = topology;
}
void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds)
{
GLuint rti = 0;
GLuint dsi = 0;
if(rt) rti = *(GSTextureOGL*)rt;
if(ds) dsi = *(GSTextureOGL*)ds;
// TODO: if(m_rt != rti)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rti); CheckError();
// TODO: m_rt = rti;
}
// TODO: if(m_ds != dsi)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, dsi); CheckError();
// TODO: m_ds = dsi;
}
}

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@ -42,6 +42,8 @@ class GSDeviceOGL : public GSDevice
} m_vertices;
int m_topology;
GLuint m_rt;
GLuint m_ds;
//
@ -62,6 +64,7 @@ public:
bool Create(GSWnd* wnd, bool vsync);
bool Reset(int w, int h, bool fs);
void Present(const GSVector4i& r, int shader);
void Flip();
void BeginScene();
@ -85,4 +88,30 @@ public:
void IASetVertexBuffer(const void* vertices, size_t stride, size_t count);
void IASetInputLayout(); // TODO
void IASetPrimitiveTopology(int topology);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds);
static void CheckError()
{
#ifdef _DEBUG
GLenum error = glGetError();
if(error != GL_NO_ERROR)
{
printf("%s\n", gluErrorString(error));
}
#endif
}
static void CheckFrameBuffer()
{
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE)
{
printf("%d\n", status);
}
}
};

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@ -823,12 +823,9 @@ GSRasterizerMT::GSRasterizerMT(IDrawScanline* ds, int id, int threads, long* syn
}
}
GSRasterizerMT::~GSRasterizerMT() {}
void GSRasterizerMT::Terminate()
GSRasterizerMT::~GSRasterizerMT()
{
m_exit = true;
CloseThread();
}
void GSRasterizerMT::Draw(const GSRasterizerData* data)
@ -879,15 +876,9 @@ GSRasterizerList::GSRasterizerList()
GSRasterizerList::~GSRasterizerList()
{
_aligned_free(m_sync);
}
FreeRasterizers();
void GSRasterizerList::Terminate()
{
for(list<IRasterizer*>::iterator i = begin(); i != end(); i++)
{
(*i)->Terminate();
}
_aligned_free(m_sync);
}
void GSRasterizerList::FreeRasterizers()

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@ -43,7 +43,6 @@ public:
virtual void Draw(const GSRasterizerData* data) = 0;
virtual void GetStats(GSRasterizerStats& stats) = 0;
virtual void Terminate() = 0;
virtual void PrintStats() = 0;
};
@ -102,7 +101,6 @@ public:
void Draw(const GSRasterizerData* data);
void GetStats(GSRasterizerStats& stats);
void PrintStats() {m_ds->PrintStats();}
void Terminate() {}
};
class GSRasterizerMT : public GSRasterizer, private GSThread
@ -120,7 +118,6 @@ public:
// IRasterizer
void Draw(const GSRasterizerData* data);
void Terminate();
};
class GSRasterizerList : protected list<IRasterizer*>, public IRasterizer
@ -151,5 +148,4 @@ public:
void Draw(const GSRasterizerData* data);
void GetStats(GSRasterizerStats& stats);
void PrintStats();
void Terminate();
};

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@ -38,8 +38,6 @@ GSRendererSW::GSRendererSW(uint8* base, bool mt, void (*irq)(), GSDevice* dev)
GSRendererSW::~GSRendererSW()
{
m_rl.Terminate();
delete m_tc;
}

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@ -219,4 +219,4 @@ void GSSettingsDlg::UpdateControls()
EnableWindow(GetDlgItem(m_hWnd, IDC_SWTHREADS_EDIT), sw);
EnableWindow(GetDlgItem(m_hWnd, IDC_SWTHREADS), sw);
}
}
}

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@ -21,6 +21,7 @@
#include "stdafx.h"
#include "GSTextureOGL.h"
#include "GSDeviceOGL.h"
GSTextureOGL::GSTextureOGL(GLuint texture, int type, int width, int height, int format)
: m_texture(texture)
@ -29,19 +30,27 @@ GSTextureOGL::GSTextureOGL(GLuint texture, int type, int width, int height, int
, m_height(height)
, m_format(format)
{
// TODO: offscreen type should be just a memory array, also returned in Map
glGenBuffers(1, &m_pbo); GSDeviceOGL::CheckError();
}
GSTextureOGL::~GSTextureOGL()
{
if(m_pbo)
{
glDeleteBuffers(1, &m_pbo); GSDeviceOGL::CheckError();
}
if(m_texture)
{
switch(m_type)
{
case DepthStencil:
glDeleteRenderbuffersEXT(1, &m_texture);
glDeleteRenderbuffers(1, &m_texture); GSDeviceOGL::CheckError();
break;
default:
glDeleteTextures(1, &m_texture);
glDeleteTextures(1, &m_texture); GSDeviceOGL::CheckError();
break;
}
}
@ -69,7 +78,32 @@ int GSTextureOGL::GetFormat() const
bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
{
// TODO: glTexSubImage2D looks like UpdateSubresource but does not take a pitch
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pbo); GSDeviceOGL::CheckError();
int w = r.width();
int h = r.height();
int bpp = 32; // TODO: should be in sync with m_format
int dstpitch = w * bpp >> 3;
glBufferData(GL_PIXEL_UNPACK_BUFFER, h * dstpitch, NULL, GL_STREAM_DRAW); GSDeviceOGL::CheckError();
if(uint8* dst = (uint8*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY))
{
uint8* src = (uint8*)data;
for(int i = 0; i < h; i++, src += pitch, dst += dstpitch)
{
memcpy(dst, src, dstpitch);
}
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); GSDeviceOGL::CheckError();
}
glBindTexture(GL_TEXTURE_2D, m_texture); GSDeviceOGL::CheckError();
glTexSubImage2D(GL_TEXTURE_2D, 0, r.left, r.top, w, h, GL_RGBA, GL_UNSIGNED_BYTE, 0); GSDeviceOGL::CheckError();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GSDeviceOGL::CheckError();
return false;
}

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@ -26,6 +26,7 @@
class GSTextureOGL : public GSTexture
{
GLuint m_texture;
GLuint m_pbo;
int m_type;
int m_width;
@ -45,4 +46,6 @@ public:
bool Map(GSMap& m, const GSVector4i* r);
void Unmap();
bool Save(const string& fn, bool dds = false);
operator GLuint() {return m_texture;}
};