mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: linux only
compilation fix, add bits for the index buffer. current status is blackscreen :p git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5070 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
parent
0ad5982364
commit
86a9910027
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@ -83,6 +83,7 @@ set(GSdxSources
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GSPerfMon.cpp
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GSRasterizer.cpp
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GSRenderer.cpp
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GSRendererHW.cpp
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GSRendererNull.cpp
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GSRendererOGL.cpp
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GSRendererSW.cpp
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@ -490,17 +490,13 @@ void GSDeviceOGL::Flip()
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#endif
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}
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void GSDeviceOGL::DrawPrimitive()
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void GSDeviceOGL::DebugInput()
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{
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#ifdef OGL_DEBUG
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bool dump_me = false;
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uint32 start = theApp.GetConfig("debug_ogl_dump", 0);
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uint32 length = theApp.GetConfig("debug_ogl_dump_length", 5);
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if ( (start != 0 && g_frame_count >= start && g_frame_count < (start + length)) ) dump_me = true;
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#endif
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// DUMP INPUT
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#ifdef OGL_DEBUG
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if ( dump_me ) {
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for (auto i = 0 ; i < 3 ; i++) {
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if (m_state.ps_srv[i] != NULL) {
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@ -516,12 +512,15 @@ void GSDeviceOGL::DrawPrimitive()
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m_state.bs->debug();
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m_state.dss->debug();
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}
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#endif
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}
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m_state.vb->draw_arrays();
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void GSDeviceOGL::DebugOutput()
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{
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bool dump_me = false;
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uint32 start = theApp.GetConfig("debug_ogl_dump", 0);
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uint32 length = theApp.GetConfig("debug_ogl_dump_length", 5);
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if ( (start != 0 && g_frame_count >= start && g_frame_count < (start + length)) ) dump_me = true;
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// DUMP OUTPUT
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#ifdef OGL_DEBUG
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if ( dump_me ) {
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if (m_state.rtv != NULL) m_state.rtv->Save(format("/tmp/out_f%d__d%d.bmp", g_frame_count, g_draw_count));
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//if (m_state.dsv != NULL) m_state.dsv->Save(format("/tmp/ds_out_%d.bmp", g_draw_count));
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@ -529,7 +528,32 @@ void GSDeviceOGL::DrawPrimitive()
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fprintf(stderr, "\n");
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}
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}
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void GSDeviceOGL::DrawPrimitive()
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{
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#ifdef OGL_DEBUG
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DebugInput();
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#endif
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m_state.vb->DrawPrimitive();
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#ifdef OGL_DEBUG
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DebugOutput();
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g_draw_count++;
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#endif
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}
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void GSDeviceOGL::DrawIndexedPrimitive()
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{
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#ifdef OGL_DEBUG
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DebugInput();
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#endif
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m_state.vb->DrawIndexedPrimitive();
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#ifdef OGL_DEBUG
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DebugOutput();
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g_draw_count++;
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#endif
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}
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@ -929,7 +953,7 @@ GSTexture* GSDeviceOGL::Resolve(GSTexture* t)
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void GSDeviceOGL::EndScene()
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{
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m_state.vb->draw_done();
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m_state.vb->EndScene();
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}
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void GSDeviceOGL::SetUniformBuffer(GSUniformBufferOGL* cb)
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@ -950,7 +974,12 @@ void GSDeviceOGL::IASetVertexState(GSVertexBufferStateOGL* vb)
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void GSDeviceOGL::IASetVertexBuffer(const void* vertices, size_t count)
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{
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m_state.vb->upload(vertices, count);
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m_state.vb->UploadVB(vertices, count);
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}
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void GSDeviceOGL::IASetIndexBuffer(const void* index, size_t count)
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{
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m_state.vb->UploadIB(index, count);
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}
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void GSDeviceOGL::IASetPrimitiveTopology(GLenum topology)
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@ -283,41 +283,135 @@ struct GSInputLayoutOGL {
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};
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class GSVertexBufferStateOGL {
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class GSBufferOGL {
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size_t m_stride;
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size_t m_start;
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size_t m_count;
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size_t m_limit;
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GLuint m_vb;
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GLuint m_va;
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const GLenum m_target;
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GLenum m_topology;
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GLenum m_target;
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GLuint m_buffer;
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size_t m_default_size;
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public:
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GSBufferOGL(GLenum target, size_t stride) :
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m_stride(stride)
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, m_start(0)
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, m_count(0)
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, m_limit(0)
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, m_target(target)
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{
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glGenBuffers(1, &m_buffer);
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// Opengl works best with 1-4MB buffer.
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m_default_size = 2 * 1024 * 1024 / m_stride;
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}
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~GSBufferOGL() { glDeleteBuffers(1, &m_buffer); }
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void allocate() { allocate(m_default_size); }
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void allocate(size_t new_limit)
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{
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m_start = 0;
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m_limit = new_limit;
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glBufferData(m_target, m_limit * m_stride, NULL, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_limit * m_stride, NULL, GL_STREAM_DRAW);
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}
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void bind()
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{
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glBindBuffer(m_target, m_buffer);
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}
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void upload(const void* src, uint32 count)
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{
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#ifdef OGL_DEBUG
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GLint b_size = -1;
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glGetBufferParameteriv(m_target, GL_BUFFER_SIZE, &b_size);
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if (b_size <= 0) return;
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#endif
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m_count = count;
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// Note: For an explanation of the map flag
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// see http://www.opengl.org/wiki/Buffer_Object_Streaming
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uint32 map_flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
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// Current GPU buffer is really too small need to allocate a new one
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if (m_count > m_limit) {
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allocate(std::max<int>(count * 3 / 2, m_default_size));
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} else if (m_count > (m_limit - m_start) ) {
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// Not enough left free room. Just go back at the beginning
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m_start = 0;
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// Tell the driver that it can orphan previous buffer and restart from a scratch buffer.
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// Technically the buffer will not be accessible by the application anymore but the
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// GL will effectively remove it when draws call are finised.
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map_flags |= GL_MAP_INVALIDATE_BUFFER_BIT;
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} else {
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// 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
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map_flags |= GL_MAP_INVALIDATE_RANGE_BIT;
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}
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// Upload the data to the buffer
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uint8* dst = (uint8*) glMapBufferRange(m_target, m_stride*m_start, m_stride*m_count, map_flags);
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#ifdef OGL_DEBUG
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if (dst == NULL) {
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fprintf(stderr, "CRITICAL ERROR map failed for vb!!!\n");
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return;
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}
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#endif
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memcpy(dst, src, m_stride*m_count);
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glUnmapBuffer(m_target);
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}
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void EndScene()
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{
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m_start += m_count;
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m_count = 0;
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}
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void Draw(GLenum mode)
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{
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glDrawArrays(mode, m_start, m_count);
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}
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void Draw(GLenum mode, GLint basevertex)
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{
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glDrawElementsBaseVertex(mode, m_count, GL_UNSIGNED_INT, (void*)(m_start * m_stride), basevertex);
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}
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size_t GetStart() { return m_start; }
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} *m_vb, *m_ib;
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GLuint m_va;
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GLenum m_topology;
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public:
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GSVertexBufferStateOGL(size_t stride, GSInputLayoutOGL* layout, uint32 layout_nbr)
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: m_stride(stride)
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, m_count(0)
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, m_target(GL_ARRAY_BUFFER)
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{
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glGenBuffers(1, &m_vb);
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glGenVertexArrays(1, &m_va);
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m_vb = new GSBufferOGL(GL_ARRAY_BUFFER, stride);
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m_ib = new GSBufferOGL(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32));
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bind();
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allocate(60000); // Opengl works best with 1-4MB buffer. 60k element seems a good value. Note stride is 32
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// Note: index array are part of the VA state so it need to be bind only once.
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m_ib->bind();
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m_vb->allocate();
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m_ib->allocate();
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set_internal_format(layout, layout_nbr);
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}
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void bind()
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{
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glBindVertexArray(m_va);
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glBindBuffer(m_target, m_vb);
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m_vb->bind();
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}
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#if 0
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void upload(const void* src, uint32 count)
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{
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#ifdef OGL_DEBUG
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@ -361,6 +455,7 @@ public:
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memcpy(dst, src, m_stride*m_count);
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glUnmapBuffer(m_target);
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}
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#endif
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void set_internal_format(GSInputLayoutOGL* layout, uint32 layout_nbr)
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{
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}
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}
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void draw_arrays()
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void EndScene()
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{
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glDrawArrays(m_topology, m_start, m_count);
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m_vb->EndScene();
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m_ib->EndScene();
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}
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void draw_done()
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{
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m_start += m_count;
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m_count = 0;
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}
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void DrawPrimitive() { m_vb->Draw(m_topology); }
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void DrawIndexedPrimitive() { m_ib->Draw(m_topology, m_vb->GetStart() ); }
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void SetTopology(GLenum topology) { m_topology = topology; }
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void UploadVB(const void* vertices, size_t count)
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{
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m_vb->upload(vertices, count);
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}
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void UploadIB(const void* index, size_t count)
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{
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m_ib->upload(index, count);
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}
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~GSVertexBufferStateOGL()
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{
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glDeleteBuffers(1, &m_vb);
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glDeleteVertexArrays(1, &m_va);
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}
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void debug()
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{
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uint32 element;
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uint32 element = 0;
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string topo;
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switch (m_topology) {
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case GL_POINTS:
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element = m_count;
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//element = m_count;
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topo = "point";
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break;
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case GL_LINES:
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element = m_count/2;
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//element = m_count/2;
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topo = "line";
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break;
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case GL_TRIANGLES:
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element = m_count/3;
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//element = m_count/3;
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topo = "triangle";
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break;
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case GL_TRIANGLE_STRIP:
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element = m_count - 2;
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//element = m_count - 2;
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topo = "triangle strip";
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break;
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}
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@ -788,6 +891,8 @@ class GSDeviceOGL : public GSDevice
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void CheckDebugLog();
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static void DebugOutputToFile(unsigned int source, unsigned int type, unsigned int id, unsigned int severity, const char* message);
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void DebugOutput();
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void DebugInput();
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bool HasStencil() { return true; }
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bool HasDepth32() { return true; }
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@ -797,6 +902,7 @@ class GSDeviceOGL : public GSDevice
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void Flip();
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void DrawPrimitive();
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void DrawIndexedPrimitive();
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void ClearRenderTarget(GSTexture* t, const GSVector4& c);
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void ClearRenderTarget(GSTexture* t, uint32 c);
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@ -825,6 +931,7 @@ class GSDeviceOGL : public GSDevice
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void IASetPrimitiveTopology(GLenum topology);
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void IASetVertexBuffer(const void* vertices, size_t count);
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void IASetIndexBuffer(const void* index, size_t count);
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void IASetVertexState(GSVertexBufferStateOGL* vb);
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void SetUniformBuffer(GSUniformBufferOGL* cb);
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@ -844,7 +951,7 @@ class GSDeviceOGL : public GSDevice
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void CreateTextureFX();
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void SetupIA(const void* vertices, int count, GLenum prim);
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void SetupIA(const void* vertex, int vertex_count, const uint32* index, int index_count, int prim);
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void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
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void SetupGS(GSSelector sel);
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void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
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@ -26,7 +26,8 @@
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GSRendererOGL::GSRendererOGL()
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// FIXME
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//: GSRendererHW<GSVertexHWOGL>(new GSTextureCacheOGL(this))
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: GSRendererHW<GSVertexHW11>(new GSTextureCacheOGL(this))
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//: GSRendererHW<GSVertexHW11>(new GSTextureCacheOGL(this))
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: GSRendererHW(new GSVertexTraceDX11(this), sizeof(GSVertexHW11), new GSTextureCacheOGL(this))
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, m_topology(0)
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{
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m_logz = !!theApp.GetConfig("logz", 0);
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@ -36,7 +37,7 @@ GSRendererOGL::GSRendererOGL()
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// TODO must be implementer with macro InitVertexKick(GSRendererOGL)
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// template<uint32 prim, uint32 tme, uint32 fst> void VertexKick(bool skip);
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InitVertexKick(GSRendererOGL);
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InitConvertVertex(GSRendererOGL);
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}
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bool GSRendererOGL::CreateDevice(GSDevice* dev)
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@ -47,6 +48,27 @@ bool GSRendererOGL::CreateDevice(GSDevice* dev)
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return true;
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}
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template<uint32 prim, uint32 tme, uint32 fst>
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void GSRendererOGL::ConvertVertex(size_t dst_index, size_t src_index)
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{
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GSVertex* s = (GSVertex*)((GSVertexHW11*)m_vertex.buff + src_index);
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GSVertexHW11* d = (GSVertexHW11*)m_vertex.buff + dst_index;
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GSVector4i v0 = ((GSVector4i*)s)[0];
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GSVector4i v1 = ((GSVector4i*)s)[1];
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if(tme && fst)
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{
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// TODO: modify VertexTrace and the shaders to read uv from v1.u16[0], v1.u16[1], then this step is not needed
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v0 = GSVector4i::cast(GSVector4(v1.uph16()).xyzw(GSVector4::cast(v0))); // uv => st
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}
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((GSVector4i*)d)[0] = v0;
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((GSVector4i*)d)[1] = v1;
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}
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#if 0
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template<uint32 prim, uint32 tme, uint32 fst>
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void GSRendererOGL::VertexKick(bool skip)
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{
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@ -222,3 +244,832 @@ void GSRendererOGL::VertexKick(bool skip)
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m_count += count;
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}
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}
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#endif
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#if 0
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{
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switch(m_vt.m_primclass)
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{
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case GS_POINT_CLASS:
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m_topology = GL_POINTS;
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m_perfmon.Put(GSPerfMon::Prim, m_count);
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break;
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case GS_LINE_CLASS:
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case GS_SPRITE_CLASS:
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m_topology = GL_LINES;
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m_perfmon.Put(GSPerfMon::Prim, m_count / 2);
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break;
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case GS_TRIANGLE_CLASS:
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m_topology = GL_TRIANGLES;
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m_perfmon.Put(GSPerfMon::Prim, m_count / 3);
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break;
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default:
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__assume(0);
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}
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GSDrawingEnvironment& env = m_env;
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GSDrawingContext* context = m_context;
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const GSVector2i& rtsize = rt->GetSize();
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const GSVector2& rtscale = rt->GetScale();
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bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
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GSTexture *rtcopy = NULL;
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ASSERT(m_dev != NULL);
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GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
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if(DATE)
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{
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if(dev->HasStencil())
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{
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GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y);
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GSVector4 o = GSVector4(-1.0f, 1.0f);
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GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
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GSVector4 dst = src * 2.0f + o.xxxx();
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GSVertexPT1 vertices[] =
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{
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{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
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{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
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{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
|
||||
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
|
||||
};
|
||||
|
||||
dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM);
|
||||
}
|
||||
else
|
||||
{
|
||||
rtcopy = dev->CreateRenderTarget(rtsize.x, rtsize.y, false, rt->GetFormat());
|
||||
|
||||
// I'll use VertexTrace when I consider it more trustworthy
|
||||
|
||||
dev->CopyRect(rt, rtcopy, GSVector4i(rtsize).zwxy());
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
dev->BeginScene();
|
||||
|
||||
// om
|
||||
|
||||
GSDeviceOGL::OMDepthStencilSelector om_dssel;
|
||||
|
||||
if(context->TEST.ZTE)
|
||||
{
|
||||
om_dssel.ztst = context->TEST.ZTST;
|
||||
om_dssel.zwe = !context->ZBUF.ZMSK;
|
||||
}
|
||||
else
|
||||
{
|
||||
om_dssel.ztst = ZTST_ALWAYS;
|
||||
}
|
||||
|
||||
if(m_fba)
|
||||
{
|
||||
om_dssel.fba = context->FBA.FBA;
|
||||
}
|
||||
|
||||
GSDeviceOGL::OMBlendSelector om_bsel;
|
||||
|
||||
if(!IsOpaque())
|
||||
{
|
||||
om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
|
||||
|
||||
om_bsel.a = context->ALPHA.A;
|
||||
om_bsel.b = context->ALPHA.B;
|
||||
om_bsel.c = context->ALPHA.C;
|
||||
om_bsel.d = context->ALPHA.D;
|
||||
|
||||
if(env.PABE.PABE)
|
||||
{
|
||||
if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
|
||||
{
|
||||
// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
|
||||
// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
|
||||
|
||||
om_bsel.abe = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
|
||||
//ASSERT(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
|
||||
|
||||
// vs
|
||||
|
||||
GSDeviceOGL::VSSelector vs_sel;
|
||||
|
||||
vs_sel.tme = PRIM->TME;
|
||||
vs_sel.fst = PRIM->FST;
|
||||
vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0;
|
||||
vs_sel.rtcopy = !!rtcopy;
|
||||
|
||||
// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
|
||||
// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
|
||||
// We are probably receiving bad coordinates from VU1 in these cases.
|
||||
|
||||
if(om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe)
|
||||
{
|
||||
if(context->ZBUF.PSM == PSM_PSMZ24)
|
||||
{
|
||||
if(m_vt.m_max.p.z > 0xffffff)
|
||||
{
|
||||
ASSERT(m_vt.m_min.p.z > 0xffffff);
|
||||
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
|
||||
if (m_vt.m_min.p.z > 0xffffff)
|
||||
{
|
||||
vs_sel.bppz = 1;
|
||||
om_dssel.ztst = ZTST_ALWAYS;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
|
||||
{
|
||||
if(m_vt.m_max.p.z > 0xffff)
|
||||
{
|
||||
ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
|
||||
// Fixme : Same as above, I guess.
|
||||
if (m_vt.m_min.p.z > 0xffff)
|
||||
{
|
||||
vs_sel.bppz = 2;
|
||||
om_dssel.ztst = ZTST_ALWAYS;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME Opengl support half pixel center (as dx10). Code could be easier!!!
|
||||
GSDeviceOGL::VSConstantBuffer vs_cb;
|
||||
|
||||
float sx = 2.0f * rtscale.x / (rtsize.x << 4);
|
||||
float sy = 2.0f * rtscale.y / (rtsize.y << 4);
|
||||
float ox = (float)(int)context->XYOFFSET.OFX;
|
||||
float oy = (float)(int)context->XYOFFSET.OFY;
|
||||
float ox2 = 2.0f * m_pixelcenter.x / rtsize.x;
|
||||
float oy2 = 2.0f * m_pixelcenter.y / rtsize.y;
|
||||
|
||||
//This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly,
|
||||
//because DX10 and DX9 have a different pixel center.)
|
||||
//
|
||||
//The resulting shifted output aligns better with common blending / corona / blurring effects,
|
||||
//but introduces a few bad pixels on the edges.
|
||||
|
||||
if(rt->LikelyOffset)
|
||||
{
|
||||
// DX9 has pixelcenter set to 0.0, so give it some value here
|
||||
|
||||
if(m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = -0.0003f; oy2 = -0.0003f; }
|
||||
|
||||
ox2 *= rt->OffsetHack_modx;
|
||||
oy2 *= rt->OffsetHack_mody;
|
||||
}
|
||||
|
||||
vs_cb.VertexScale = GSVector4(sx, -sy, ldexpf(1, -32), 0.0f);
|
||||
vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f);
|
||||
// END of FIXME
|
||||
|
||||
// gs
|
||||
|
||||
GSDeviceOGL::GSSelector gs_sel;
|
||||
|
||||
gs_sel.iip = PRIM->IIP;
|
||||
gs_sel.prim = m_vt.m_primclass;
|
||||
|
||||
// ps
|
||||
|
||||
GSDeviceOGL::PSSelector ps_sel;
|
||||
GSDeviceOGL::PSSamplerSelector ps_ssel;
|
||||
GSDeviceOGL::PSConstantBuffer ps_cb;
|
||||
|
||||
if(DATE)
|
||||
{
|
||||
if(dev->HasStencil())
|
||||
{
|
||||
om_dssel.date = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.date = 1 + context->TEST.DATM;
|
||||
}
|
||||
}
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
ps_sel.colclip = 1;
|
||||
}
|
||||
|
||||
ps_sel.clr1 = om_bsel.IsCLR1();
|
||||
ps_sel.fba = context->FBA.FBA;
|
||||
ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
|
||||
|
||||
if(UserHacks_AlphaHack) ps_sel.aout = 1;
|
||||
|
||||
if(PRIM->FGE)
|
||||
{
|
||||
ps_sel.fog = 1;
|
||||
|
||||
ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255;
|
||||
}
|
||||
|
||||
if(context->TEST.ATE)
|
||||
{
|
||||
ps_sel.atst = context->TEST.ATST;
|
||||
|
||||
switch(ps_sel.atst)
|
||||
{
|
||||
case ATST_LESS:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
|
||||
break;
|
||||
case ATST_GREATER:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
|
||||
break;
|
||||
default:
|
||||
ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.atst = ATST_ALWAYS;
|
||||
}
|
||||
|
||||
if(tex)
|
||||
{
|
||||
ps_sel.wms = context->CLAMP.WMS;
|
||||
ps_sel.wmt = context->CLAMP.WMT;
|
||||
ps_sel.fmt = tex->m_fmt;
|
||||
ps_sel.aem = env.TEXA.AEM;
|
||||
ps_sel.tfx = context->TEX0.TFX;
|
||||
ps_sel.tcc = context->TEX0.TCC;
|
||||
ps_sel.ltf = m_filter == 2 ? m_vt.IsLinear() : m_filter;
|
||||
ps_sel.rt = tex->m_target;
|
||||
|
||||
int w = tex->m_texture->GetWidth();
|
||||
int h = tex->m_texture->GetHeight();
|
||||
|
||||
int tw = (int)(1 << context->TEX0.TW);
|
||||
int th = (int)(1 << context->TEX0.TH);
|
||||
|
||||
GSVector4 WH(tw, th, w, h);
|
||||
|
||||
if(PRIM->FST)
|
||||
{
|
||||
vs_cb.TextureScale = GSVector4(1.0f / 16) / WH.xyxy();
|
||||
//Maybe better?
|
||||
//vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw();
|
||||
ps_sel.fst = 1;
|
||||
}
|
||||
|
||||
ps_cb.WH = WH;
|
||||
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
|
||||
ps_cb.MskFix = GSVector4i(context->CLAMP.MINU, context->CLAMP.MINV, context->CLAMP.MAXU, context->CLAMP.MAXV);
|
||||
|
||||
GSVector4 clamp(ps_cb.MskFix);
|
||||
GSVector4 ta(env.TEXA & GSVector4i::x000000ff());
|
||||
|
||||
ps_cb.MinMax = clamp / WH.xyxy();
|
||||
ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
|
||||
|
||||
ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1;
|
||||
ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1;
|
||||
ps_ssel.ltf = ps_sel.ltf;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.tfx = 4;
|
||||
}
|
||||
|
||||
// rs
|
||||
|
||||
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
|
||||
|
||||
dev->OMSetRenderTargets(rt, ds, &scissor);
|
||||
dev->PSSetShaderResource(0, tex ? tex->m_texture : 0);
|
||||
dev->PSSetShaderResource(1, tex ? tex->m_palette : 0);
|
||||
dev->PSSetShaderResource(2, rtcopy);
|
||||
|
||||
uint8 afix = context->ALPHA.FIX;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bsel, afix);
|
||||
dev->SetupIA(m_vertices, m_count, m_topology);
|
||||
dev->SetupVS(vs_sel, &vs_cb);
|
||||
dev->SetupGS(gs_sel);
|
||||
dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
|
||||
|
||||
// draw
|
||||
|
||||
if(context->TEST.DoFirstPass())
|
||||
{
|
||||
dev->DrawPrimitive();
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
|
||||
GSDeviceOGL::PSSelector ps_selneg(ps_sel);
|
||||
|
||||
om_bselneg.negative = 1;
|
||||
ps_selneg.colclip = 2;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bselneg, afix);
|
||||
dev->SetupPS(ps_selneg, &ps_cb, ps_ssel);
|
||||
|
||||
dev->DrawPrimitive();
|
||||
}
|
||||
}
|
||||
|
||||
if(context->TEST.DoSecondPass())
|
||||
{
|
||||
ASSERT(!env.PABE.PABE);
|
||||
|
||||
static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
|
||||
|
||||
ps_sel.atst = iatst[ps_sel.atst];
|
||||
|
||||
switch(ps_sel.atst)
|
||||
{
|
||||
case ATST_LESS:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
|
||||
break;
|
||||
case ATST_GREATER:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
|
||||
break;
|
||||
default:
|
||||
ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
|
||||
break;
|
||||
}
|
||||
|
||||
dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
|
||||
|
||||
bool z = om_dssel.zwe;
|
||||
bool r = om_bsel.wr;
|
||||
bool g = om_bsel.wg;
|
||||
bool b = om_bsel.wb;
|
||||
bool a = om_bsel.wa;
|
||||
|
||||
switch(context->TEST.AFAIL)
|
||||
{
|
||||
case 0: z = r = g = b = a = false; break; // none
|
||||
case 1: z = false; break; // rgba
|
||||
case 2: r = g = b = a = false; break; // z
|
||||
case 3: z = a = false; break; // rgb
|
||||
default: __assume(0);
|
||||
}
|
||||
|
||||
if(z || r || g || b || a)
|
||||
{
|
||||
om_dssel.zwe = z;
|
||||
om_bsel.wr = r;
|
||||
om_bsel.wg = g;
|
||||
om_bsel.wb = b;
|
||||
om_bsel.wa = a;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bsel, afix);
|
||||
|
||||
dev->DrawPrimitive();
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
|
||||
GSDeviceOGL::PSSelector ps_selneg(ps_sel);
|
||||
|
||||
om_bselneg.negative = 1;
|
||||
ps_selneg.colclip = 2;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bselneg, afix);
|
||||
dev->SetupPS(ps_selneg, &ps_cb, ps_ssel);
|
||||
|
||||
dev->DrawPrimitive();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dev->EndScene();
|
||||
|
||||
dev->Recycle(rtcopy);
|
||||
|
||||
if(om_dssel.fba) UpdateFBA(rt);
|
||||
}
|
||||
#endif
|
||||
|
||||
void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
|
||||
{
|
||||
switch(m_vt->m_primclass)
|
||||
{
|
||||
case GS_POINT_CLASS:
|
||||
m_topology = GL_POINTS;
|
||||
break;
|
||||
case GS_LINE_CLASS:
|
||||
case GS_SPRITE_CLASS:
|
||||
m_topology = GL_LINES;
|
||||
break;
|
||||
case GS_TRIANGLE_CLASS:
|
||||
m_topology = GL_TRIANGLES;
|
||||
break;
|
||||
default:
|
||||
__assume(0);
|
||||
}
|
||||
|
||||
GSDrawingEnvironment& env = m_env;
|
||||
GSDrawingContext* context = m_context;
|
||||
|
||||
const GSVector2i& rtsize = rt->GetSize();
|
||||
const GSVector2& rtscale = rt->GetScale();
|
||||
|
||||
bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
|
||||
|
||||
//OGL GSTexture* rtcopy = NULL;
|
||||
|
||||
ASSERT(m_dev != NULL);
|
||||
|
||||
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
|
||||
|
||||
if(DATE)
|
||||
{
|
||||
// Note at the moment OGL has always stencil. Rt can be disabled
|
||||
if(dev->HasStencil())
|
||||
{
|
||||
GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y);
|
||||
GSVector4 o = GSVector4(-1.0f, 1.0f);
|
||||
|
||||
GSVector4 src = ((m_vt->m_min.p.xyxy(m_vt->m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
|
||||
GSVector4 dst = src * 2.0f + o.xxxx();
|
||||
|
||||
GSVertexPT1 vertices[] =
|
||||
{
|
||||
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
|
||||
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
|
||||
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
|
||||
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
|
||||
};
|
||||
|
||||
dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM);
|
||||
}
|
||||
else
|
||||
{
|
||||
//OGL rtcopy = dev->CreateRenderTarget(rtsize.x, rtsize.y, false, rt->GetFormat());
|
||||
|
||||
//OGL // I'll use VertexTrace when I consider it more trustworthy
|
||||
|
||||
//OGL dev->CopyRect(rt, rtcopy, GSVector4i(rtsize).zwxy());
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
dev->BeginScene();
|
||||
|
||||
// om
|
||||
|
||||
GSDeviceOGL::OMDepthStencilSelector om_dssel;
|
||||
|
||||
if(context->TEST.ZTE)
|
||||
{
|
||||
om_dssel.ztst = context->TEST.ZTST;
|
||||
om_dssel.zwe = !context->ZBUF.ZMSK;
|
||||
}
|
||||
else
|
||||
{
|
||||
om_dssel.ztst = ZTST_ALWAYS;
|
||||
}
|
||||
|
||||
if(m_fba)
|
||||
{
|
||||
om_dssel.fba = context->FBA.FBA;
|
||||
}
|
||||
|
||||
GSDeviceOGL::OMBlendSelector om_bsel;
|
||||
|
||||
if(!IsOpaque())
|
||||
{
|
||||
om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt->m_primclass == GS_LINE_CLASS;
|
||||
|
||||
om_bsel.a = context->ALPHA.A;
|
||||
om_bsel.b = context->ALPHA.B;
|
||||
om_bsel.c = context->ALPHA.C;
|
||||
om_bsel.d = context->ALPHA.D;
|
||||
|
||||
if(env.PABE.PABE)
|
||||
{
|
||||
if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
|
||||
{
|
||||
// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
|
||||
// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
|
||||
|
||||
om_bsel.abe = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
|
||||
//ASSERT(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
|
||||
|
||||
// vs
|
||||
|
||||
GSDeviceOGL::VSSelector vs_sel;
|
||||
|
||||
vs_sel.tme = PRIM->TME;
|
||||
vs_sel.fst = PRIM->FST;
|
||||
vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0;
|
||||
//OGL vs_sel.rtcopy = !!rtcopy;
|
||||
vs_sel.rtcopy = false;
|
||||
|
||||
// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
|
||||
// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
|
||||
// We are probably receiving bad coordinates from VU1 in these cases.
|
||||
|
||||
if(om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe)
|
||||
{
|
||||
if(context->ZBUF.PSM == PSM_PSMZ24)
|
||||
{
|
||||
if(m_vt->m_max.p.z > 0xffffff)
|
||||
{
|
||||
ASSERT(m_vt->m_min.p.z > 0xffffff);
|
||||
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
|
||||
if (m_vt->m_min.p.z > 0xffffff)
|
||||
{
|
||||
vs_sel.bppz = 1;
|
||||
om_dssel.ztst = ZTST_ALWAYS;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
|
||||
{
|
||||
if(m_vt->m_max.p.z > 0xffff)
|
||||
{
|
||||
ASSERT(m_vt->m_min.p.z > 0xffff); // sfex capcom logo
|
||||
// Fixme : Same as above, I guess.
|
||||
if (m_vt->m_min.p.z > 0xffff)
|
||||
{
|
||||
vs_sel.bppz = 2;
|
||||
om_dssel.ztst = ZTST_ALWAYS;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME Opengl support half pixel center (as dx10). Code could be easier!!!
|
||||
GSDeviceOGL::VSConstantBuffer vs_cb;
|
||||
|
||||
float sx = 2.0f * rtscale.x / (rtsize.x << 4);
|
||||
float sy = 2.0f * rtscale.y / (rtsize.y << 4);
|
||||
float ox = (float)(int)context->XYOFFSET.OFX;
|
||||
float oy = (float)(int)context->XYOFFSET.OFY;
|
||||
float ox2 = 2.0f * m_pixelcenter.x / rtsize.x;
|
||||
float oy2 = 2.0f * m_pixelcenter.y / rtsize.y;
|
||||
|
||||
//This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly,
|
||||
//because DX10 and DX9 have a different pixel center.)
|
||||
//
|
||||
//The resulting shifted output aligns better with common blending / corona / blurring effects,
|
||||
//but introduces a few bad pixels on the edges.
|
||||
|
||||
if(rt->LikelyOffset)
|
||||
{
|
||||
// DX9 has pixelcenter set to 0.0, so give it some value here
|
||||
|
||||
if(m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = -0.0003f; oy2 = -0.0003f; }
|
||||
|
||||
ox2 *= rt->OffsetHack_modx;
|
||||
oy2 *= rt->OffsetHack_mody;
|
||||
}
|
||||
|
||||
vs_cb.VertexScale = GSVector4(sx, -sy, ldexpf(1, -32), 0.0f);
|
||||
vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f);
|
||||
// END of FIXME
|
||||
|
||||
// gs
|
||||
|
||||
GSDeviceOGL::GSSelector gs_sel;
|
||||
|
||||
gs_sel.iip = PRIM->IIP;
|
||||
gs_sel.prim = m_vt->m_primclass;
|
||||
|
||||
// ps
|
||||
|
||||
GSDeviceOGL::PSSelector ps_sel;
|
||||
GSDeviceOGL::PSSamplerSelector ps_ssel;
|
||||
GSDeviceOGL::PSConstantBuffer ps_cb;
|
||||
|
||||
if(DATE)
|
||||
{
|
||||
if(dev->HasStencil())
|
||||
{
|
||||
om_dssel.date = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.date = 1 + context->TEST.DATM;
|
||||
}
|
||||
}
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
ps_sel.colclip = 1;
|
||||
}
|
||||
|
||||
ps_sel.clr1 = om_bsel.IsCLR1();
|
||||
ps_sel.fba = context->FBA.FBA;
|
||||
ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
|
||||
|
||||
if(UserHacks_AlphaHack) ps_sel.aout = 1;
|
||||
|
||||
if(PRIM->FGE)
|
||||
{
|
||||
ps_sel.fog = 1;
|
||||
|
||||
ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255;
|
||||
}
|
||||
|
||||
if(context->TEST.ATE)
|
||||
{
|
||||
ps_sel.atst = context->TEST.ATST;
|
||||
|
||||
switch(ps_sel.atst)
|
||||
{
|
||||
case ATST_LESS:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
|
||||
break;
|
||||
case ATST_GREATER:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
|
||||
break;
|
||||
default:
|
||||
ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.atst = ATST_ALWAYS;
|
||||
}
|
||||
|
||||
if(tex)
|
||||
{
|
||||
ps_sel.wms = context->CLAMP.WMS;
|
||||
ps_sel.wmt = context->CLAMP.WMT;
|
||||
ps_sel.fmt = tex->m_fmt;
|
||||
ps_sel.aem = env.TEXA.AEM;
|
||||
ps_sel.tfx = context->TEX0.TFX;
|
||||
ps_sel.tcc = context->TEX0.TCC;
|
||||
ps_sel.ltf = m_filter == 2 ? m_vt->IsLinear() : m_filter;
|
||||
ps_sel.rt = tex->m_target;
|
||||
|
||||
int w = tex->m_texture->GetWidth();
|
||||
int h = tex->m_texture->GetHeight();
|
||||
|
||||
int tw = (int)(1 << context->TEX0.TW);
|
||||
int th = (int)(1 << context->TEX0.TH);
|
||||
|
||||
GSVector4 WH(tw, th, w, h);
|
||||
|
||||
if(PRIM->FST)
|
||||
{
|
||||
vs_cb.TextureScale = GSVector4(1.0f / 16) / WH.xyxy();
|
||||
//Maybe better?
|
||||
//vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw();
|
||||
ps_sel.fst = 1;
|
||||
}
|
||||
|
||||
ps_cb.WH = WH;
|
||||
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
|
||||
ps_cb.MskFix = GSVector4i(context->CLAMP.MINU, context->CLAMP.MINV, context->CLAMP.MAXU, context->CLAMP.MAXV);
|
||||
|
||||
GSVector4 clamp(ps_cb.MskFix);
|
||||
GSVector4 ta(env.TEXA & GSVector4i::x000000ff());
|
||||
|
||||
ps_cb.MinMax = clamp / WH.xyxy();
|
||||
ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
|
||||
|
||||
ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1;
|
||||
ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1;
|
||||
ps_ssel.ltf = ps_sel.ltf;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.tfx = 4;
|
||||
}
|
||||
|
||||
// rs
|
||||
|
||||
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
|
||||
|
||||
dev->OMSetRenderTargets(rt, ds, &scissor);
|
||||
dev->PSSetShaderResource(0, tex ? tex->m_texture : NULL);
|
||||
dev->PSSetShaderResource(1, tex ? tex->m_palette : NULL);
|
||||
//OGL dev->PSSetShaderResource(2, rtcopy);
|
||||
|
||||
uint8 afix = context->ALPHA.FIX;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bsel, afix);
|
||||
dev->SetupIA(m_vertex.buff, m_vertex.next, m_index.buff, m_index.tail, m_topology);
|
||||
dev->SetupVS(vs_sel, &vs_cb);
|
||||
dev->SetupGS(gs_sel);
|
||||
dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
|
||||
|
||||
// draw
|
||||
|
||||
if(context->TEST.DoFirstPass())
|
||||
{
|
||||
dev->DrawIndexedPrimitive();
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
|
||||
GSDeviceOGL::PSSelector ps_selneg(ps_sel);
|
||||
|
||||
om_bselneg.negative = 1;
|
||||
ps_selneg.colclip = 2;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bselneg, afix);
|
||||
dev->SetupPS(ps_selneg, &ps_cb, ps_ssel);
|
||||
|
||||
dev->DrawIndexedPrimitive();
|
||||
}
|
||||
}
|
||||
|
||||
if(context->TEST.DoSecondPass())
|
||||
{
|
||||
ASSERT(!env.PABE.PABE);
|
||||
|
||||
static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
|
||||
|
||||
ps_sel.atst = iatst[ps_sel.atst];
|
||||
|
||||
switch(ps_sel.atst)
|
||||
{
|
||||
case ATST_LESS:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
|
||||
break;
|
||||
case ATST_GREATER:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
|
||||
break;
|
||||
default:
|
||||
ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
|
||||
break;
|
||||
}
|
||||
|
||||
dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
|
||||
|
||||
bool z = om_dssel.zwe;
|
||||
bool r = om_bsel.wr;
|
||||
bool g = om_bsel.wg;
|
||||
bool b = om_bsel.wb;
|
||||
bool a = om_bsel.wa;
|
||||
|
||||
switch(context->TEST.AFAIL)
|
||||
{
|
||||
case 0: z = r = g = b = a = false; break; // none
|
||||
case 1: z = false; break; // rgba
|
||||
case 2: r = g = b = a = false; break; // z
|
||||
case 3: z = a = false; break; // rgb
|
||||
default: __assume(0);
|
||||
}
|
||||
|
||||
if(z || r || g || b || a)
|
||||
{
|
||||
om_dssel.zwe = z;
|
||||
om_bsel.wr = r;
|
||||
om_bsel.wg = g;
|
||||
om_bsel.wb = b;
|
||||
om_bsel.wa = a;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bsel, afix);
|
||||
|
||||
dev->DrawIndexedPrimitive();
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
|
||||
GSDeviceOGL::PSSelector ps_selneg(ps_sel);
|
||||
|
||||
om_bselneg.negative = 1;
|
||||
ps_selneg.colclip = 2;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bselneg, afix);
|
||||
dev->SetupPS(ps_selneg, &ps_cb, ps_ssel);
|
||||
|
||||
dev->DrawIndexedPrimitive();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dev->EndScene();
|
||||
|
||||
//OGL dev->Recycle(rtcopy);
|
||||
|
||||
if(om_dssel.fba) UpdateFBA(rt);
|
||||
}
|
||||
|
|
|
@ -30,7 +30,7 @@
|
|||
// FIXME does it need a GSVertexHWOGL ??? Data order can be easily programmed on opengl (the only potential
|
||||
// issue is the unsupported praga push/pop
|
||||
// Note it impact GSVertexTrace.cpp => void GSVertexTrace::Update(const GSVertexHWOGL* v, int count, GS_PRIM_CLASS primclass)
|
||||
class GSRendererOGL : public GSRendererHW<GSVertexHW11>
|
||||
class GSRendererOGL : public GSRendererHW
|
||||
//class GSRendererOGL : public GSRendererHW<GSVertexHWOGL>
|
||||
{
|
||||
private:
|
||||
|
@ -42,6 +42,14 @@ class GSRendererOGL : public GSRendererHW<GSVertexHW11>
|
|||
protected:
|
||||
GLenum m_topology;
|
||||
|
||||
template<uint32 prim, uint32 tme, uint32 fst>
|
||||
void ConvertVertex(size_t dst_index, size_t src_index);
|
||||
|
||||
int GetPosX(const void* vertex) const {return (int)((const GSVertexHW11*)vertex)->p.x;}
|
||||
int GetPosY(const void* vertex) const {return (int)((const GSVertexHW11*)vertex)->p.y;}
|
||||
uint32 GetColor(const void* vertex) const {return ((const GSVertexHW11*)vertex)->c0;}
|
||||
void SetColor(void* vertex, uint32 c) const {((GSVertexHW11*)vertex)->c0 = c;}
|
||||
|
||||
public:
|
||||
GSRendererOGL();
|
||||
virtual ~GSRendererOGL() {};
|
||||
|
@ -52,418 +60,5 @@ class GSRendererOGL : public GSRendererHW<GSVertexHW11>
|
|||
|
||||
void UpdateFBA(GSTexture* rt) {}
|
||||
|
||||
void Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
|
||||
{
|
||||
|
||||
switch(m_vt.m_primclass)
|
||||
{
|
||||
case GS_POINT_CLASS:
|
||||
m_topology = GL_POINTS;
|
||||
m_perfmon.Put(GSPerfMon::Prim, m_count);
|
||||
break;
|
||||
case GS_LINE_CLASS:
|
||||
case GS_SPRITE_CLASS:
|
||||
m_topology = GL_LINES;
|
||||
m_perfmon.Put(GSPerfMon::Prim, m_count / 2);
|
||||
break;
|
||||
case GS_TRIANGLE_CLASS:
|
||||
m_topology = GL_TRIANGLES;
|
||||
m_perfmon.Put(GSPerfMon::Prim, m_count / 3);
|
||||
break;
|
||||
default:
|
||||
__assume(0);
|
||||
}
|
||||
|
||||
|
||||
GSDrawingEnvironment& env = m_env;
|
||||
GSDrawingContext* context = m_context;
|
||||
|
||||
const GSVector2i& rtsize = rt->GetSize();
|
||||
const GSVector2& rtscale = rt->GetScale();
|
||||
|
||||
bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
|
||||
|
||||
GSTexture *rtcopy = NULL;
|
||||
|
||||
ASSERT(m_dev != NULL);
|
||||
|
||||
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
|
||||
|
||||
if(DATE)
|
||||
{
|
||||
if(dev->HasStencil())
|
||||
{
|
||||
GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y);
|
||||
GSVector4 o = GSVector4(-1.0f, 1.0f);
|
||||
|
||||
GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
|
||||
GSVector4 dst = src * 2.0f + o.xxxx();
|
||||
|
||||
GSVertexPT1 vertices[] =
|
||||
{
|
||||
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
|
||||
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
|
||||
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
|
||||
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
|
||||
};
|
||||
|
||||
dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM);
|
||||
}
|
||||
else
|
||||
{
|
||||
rtcopy = dev->CreateRenderTarget(rtsize.x, rtsize.y, false, rt->GetFormat());
|
||||
|
||||
// I'll use VertexTrace when I consider it more trustworthy
|
||||
|
||||
dev->CopyRect(rt, rtcopy, GSVector4i(rtsize).zwxy());
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
dev->BeginScene();
|
||||
|
||||
// om
|
||||
|
||||
GSDeviceOGL::OMDepthStencilSelector om_dssel;
|
||||
|
||||
if(context->TEST.ZTE)
|
||||
{
|
||||
om_dssel.ztst = context->TEST.ZTST;
|
||||
om_dssel.zwe = !context->ZBUF.ZMSK;
|
||||
}
|
||||
else
|
||||
{
|
||||
om_dssel.ztst = ZTST_ALWAYS;
|
||||
}
|
||||
|
||||
if(m_fba)
|
||||
{
|
||||
om_dssel.fba = context->FBA.FBA;
|
||||
}
|
||||
|
||||
GSDeviceOGL::OMBlendSelector om_bsel;
|
||||
|
||||
if(!IsOpaque())
|
||||
{
|
||||
om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
|
||||
|
||||
om_bsel.a = context->ALPHA.A;
|
||||
om_bsel.b = context->ALPHA.B;
|
||||
om_bsel.c = context->ALPHA.C;
|
||||
om_bsel.d = context->ALPHA.D;
|
||||
|
||||
if(env.PABE.PABE)
|
||||
{
|
||||
if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
|
||||
{
|
||||
// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
|
||||
// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
|
||||
|
||||
om_bsel.abe = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
|
||||
//ASSERT(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
|
||||
|
||||
// vs
|
||||
|
||||
GSDeviceOGL::VSSelector vs_sel;
|
||||
|
||||
vs_sel.tme = PRIM->TME;
|
||||
vs_sel.fst = PRIM->FST;
|
||||
vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0;
|
||||
vs_sel.rtcopy = !!rtcopy;
|
||||
|
||||
// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
|
||||
// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
|
||||
// We are probably receiving bad coordinates from VU1 in these cases.
|
||||
|
||||
if(om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe)
|
||||
{
|
||||
if(context->ZBUF.PSM == PSM_PSMZ24)
|
||||
{
|
||||
if(m_vt.m_max.p.z > 0xffffff)
|
||||
{
|
||||
ASSERT(m_vt.m_min.p.z > 0xffffff);
|
||||
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
|
||||
if (m_vt.m_min.p.z > 0xffffff)
|
||||
{
|
||||
vs_sel.bppz = 1;
|
||||
om_dssel.ztst = ZTST_ALWAYS;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
|
||||
{
|
||||
if(m_vt.m_max.p.z > 0xffff)
|
||||
{
|
||||
ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
|
||||
// Fixme : Same as above, I guess.
|
||||
if (m_vt.m_min.p.z > 0xffff)
|
||||
{
|
||||
vs_sel.bppz = 2;
|
||||
om_dssel.ztst = ZTST_ALWAYS;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME Opengl support half pixel center (as dx10). Code could be easier!!!
|
||||
GSDeviceOGL::VSConstantBuffer vs_cb;
|
||||
|
||||
float sx = 2.0f * rtscale.x / (rtsize.x << 4);
|
||||
float sy = 2.0f * rtscale.y / (rtsize.y << 4);
|
||||
float ox = (float)(int)context->XYOFFSET.OFX;
|
||||
float oy = (float)(int)context->XYOFFSET.OFY;
|
||||
float ox2 = 2.0f * m_pixelcenter.x / rtsize.x;
|
||||
float oy2 = 2.0f * m_pixelcenter.y / rtsize.y;
|
||||
|
||||
//This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly,
|
||||
//because DX10 and DX9 have a different pixel center.)
|
||||
//
|
||||
//The resulting shifted output aligns better with common blending / corona / blurring effects,
|
||||
//but introduces a few bad pixels on the edges.
|
||||
|
||||
if(rt->LikelyOffset)
|
||||
{
|
||||
// DX9 has pixelcenter set to 0.0, so give it some value here
|
||||
|
||||
if(m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = -0.0003f; oy2 = -0.0003f; }
|
||||
|
||||
ox2 *= rt->OffsetHack_modx;
|
||||
oy2 *= rt->OffsetHack_mody;
|
||||
}
|
||||
|
||||
vs_cb.VertexScale = GSVector4(sx, -sy, ldexpf(1, -32), 0.0f);
|
||||
vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f);
|
||||
// END of FIXME
|
||||
|
||||
// gs
|
||||
|
||||
GSDeviceOGL::GSSelector gs_sel;
|
||||
|
||||
gs_sel.iip = PRIM->IIP;
|
||||
gs_sel.prim = m_vt.m_primclass;
|
||||
|
||||
// ps
|
||||
|
||||
GSDeviceOGL::PSSelector ps_sel;
|
||||
GSDeviceOGL::PSSamplerSelector ps_ssel;
|
||||
GSDeviceOGL::PSConstantBuffer ps_cb;
|
||||
|
||||
if(DATE)
|
||||
{
|
||||
if(dev->HasStencil())
|
||||
{
|
||||
om_dssel.date = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.date = 1 + context->TEST.DATM;
|
||||
}
|
||||
}
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
ps_sel.colclip = 1;
|
||||
}
|
||||
|
||||
ps_sel.clr1 = om_bsel.IsCLR1();
|
||||
ps_sel.fba = context->FBA.FBA;
|
||||
ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
|
||||
|
||||
if(UserHacks_AlphaHack) ps_sel.aout = 1;
|
||||
|
||||
if(PRIM->FGE)
|
||||
{
|
||||
ps_sel.fog = 1;
|
||||
|
||||
ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255;
|
||||
}
|
||||
|
||||
if(context->TEST.ATE)
|
||||
{
|
||||
ps_sel.atst = context->TEST.ATST;
|
||||
|
||||
switch(ps_sel.atst)
|
||||
{
|
||||
case ATST_LESS:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
|
||||
break;
|
||||
case ATST_GREATER:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
|
||||
break;
|
||||
default:
|
||||
ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.atst = ATST_ALWAYS;
|
||||
}
|
||||
|
||||
if(tex)
|
||||
{
|
||||
ps_sel.wms = context->CLAMP.WMS;
|
||||
ps_sel.wmt = context->CLAMP.WMT;
|
||||
ps_sel.fmt = tex->m_fmt;
|
||||
ps_sel.aem = env.TEXA.AEM;
|
||||
ps_sel.tfx = context->TEX0.TFX;
|
||||
ps_sel.tcc = context->TEX0.TCC;
|
||||
ps_sel.ltf = m_filter == 2 ? m_vt.IsLinear() : m_filter;
|
||||
ps_sel.rt = tex->m_target;
|
||||
|
||||
int w = tex->m_texture->GetWidth();
|
||||
int h = tex->m_texture->GetHeight();
|
||||
|
||||
int tw = (int)(1 << context->TEX0.TW);
|
||||
int th = (int)(1 << context->TEX0.TH);
|
||||
|
||||
GSVector4 WH(tw, th, w, h);
|
||||
|
||||
if(PRIM->FST)
|
||||
{
|
||||
vs_cb.TextureScale = GSVector4(1.0f / 16) / WH.xyxy();
|
||||
//Maybe better?
|
||||
//vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw();
|
||||
ps_sel.fst = 1;
|
||||
}
|
||||
|
||||
ps_cb.WH = WH;
|
||||
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
|
||||
ps_cb.MskFix = GSVector4i(context->CLAMP.MINU, context->CLAMP.MINV, context->CLAMP.MAXU, context->CLAMP.MAXV);
|
||||
|
||||
GSVector4 clamp(ps_cb.MskFix);
|
||||
GSVector4 ta(env.TEXA & GSVector4i::x000000ff());
|
||||
|
||||
ps_cb.MinMax = clamp / WH.xyxy();
|
||||
ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
|
||||
|
||||
ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1;
|
||||
ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1;
|
||||
ps_ssel.ltf = ps_sel.ltf;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps_sel.tfx = 4;
|
||||
}
|
||||
|
||||
// rs
|
||||
|
||||
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
|
||||
|
||||
dev->OMSetRenderTargets(rt, ds, &scissor);
|
||||
dev->PSSetShaderResource(0, tex ? tex->m_texture : 0);
|
||||
dev->PSSetShaderResource(1, tex ? tex->m_palette : 0);
|
||||
dev->PSSetShaderResource(2, rtcopy);
|
||||
|
||||
uint8 afix = context->ALPHA.FIX;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bsel, afix);
|
||||
dev->SetupIA(m_vertices, m_count, m_topology);
|
||||
dev->SetupVS(vs_sel, &vs_cb);
|
||||
dev->SetupGS(gs_sel);
|
||||
dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
|
||||
|
||||
// draw
|
||||
|
||||
if(context->TEST.DoFirstPass())
|
||||
{
|
||||
dev->DrawPrimitive();
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
|
||||
GSDeviceOGL::PSSelector ps_selneg(ps_sel);
|
||||
|
||||
om_bselneg.negative = 1;
|
||||
ps_selneg.colclip = 2;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bselneg, afix);
|
||||
dev->SetupPS(ps_selneg, &ps_cb, ps_ssel);
|
||||
|
||||
dev->DrawPrimitive();
|
||||
}
|
||||
}
|
||||
|
||||
if(context->TEST.DoSecondPass())
|
||||
{
|
||||
ASSERT(!env.PABE.PABE);
|
||||
|
||||
static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
|
||||
|
||||
ps_sel.atst = iatst[ps_sel.atst];
|
||||
|
||||
switch(ps_sel.atst)
|
||||
{
|
||||
case ATST_LESS:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
|
||||
break;
|
||||
case ATST_GREATER:
|
||||
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
|
||||
break;
|
||||
default:
|
||||
ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
|
||||
break;
|
||||
}
|
||||
|
||||
dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
|
||||
|
||||
bool z = om_dssel.zwe;
|
||||
bool r = om_bsel.wr;
|
||||
bool g = om_bsel.wg;
|
||||
bool b = om_bsel.wb;
|
||||
bool a = om_bsel.wa;
|
||||
|
||||
switch(context->TEST.AFAIL)
|
||||
{
|
||||
case 0: z = r = g = b = a = false; break; // none
|
||||
case 1: z = false; break; // rgba
|
||||
case 2: r = g = b = a = false; break; // z
|
||||
case 3: z = a = false; break; // rgb
|
||||
default: __assume(0);
|
||||
}
|
||||
|
||||
if(z || r || g || b || a)
|
||||
{
|
||||
om_dssel.zwe = z;
|
||||
om_bsel.wr = r;
|
||||
om_bsel.wg = g;
|
||||
om_bsel.wb = b;
|
||||
om_bsel.wa = a;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bsel, afix);
|
||||
|
||||
dev->DrawPrimitive();
|
||||
|
||||
if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
|
||||
{
|
||||
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
|
||||
GSDeviceOGL::PSSelector ps_selneg(ps_sel);
|
||||
|
||||
om_bselneg.negative = 1;
|
||||
ps_selneg.colclip = 2;
|
||||
|
||||
dev->SetupOM(om_dssel, om_bselneg, afix);
|
||||
dev->SetupPS(ps_selneg, &ps_cb, ps_ssel);
|
||||
|
||||
dev->DrawPrimitive();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dev->EndScene();
|
||||
|
||||
dev->Recycle(rtcopy);
|
||||
|
||||
if(om_dssel.fba) UpdateFBA(rt);
|
||||
}
|
||||
void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex);
|
||||
};
|
||||
|
|
|
@ -75,10 +75,11 @@ void GSDeviceOGL::CreateTextureFX()
|
|||
m_vb = new GSVertexBufferStateOGL(sizeof(GSVertexHW11), vert_format, countof(vert_format));
|
||||
}
|
||||
|
||||
void GSDeviceOGL::SetupIA(const void* vertices, int count, GLenum prim)
|
||||
void GSDeviceOGL::SetupIA(const void* vertex, int vertex_count, const uint32* index, int index_count, int prim)
|
||||
{
|
||||
IASetVertexState(m_vb);
|
||||
IASetVertexBuffer(vertices, count);
|
||||
IASetVertexBuffer(vertex, vertex_count);
|
||||
IASetIndexBuffer(index, index_count);
|
||||
IASetPrimitiveTopology(prim);
|
||||
}
|
||||
|
||||
|
|
|
@ -37,5 +37,5 @@ int main ( int argc, char *argv[] )
|
|||
if ( argc != 3 ) help();
|
||||
|
||||
GSsetSettingsDir(argv[1]);
|
||||
GSReplay(argv[2], 12);
|
||||
GSReplay(argv[2], 15);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue