mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl:
* replace hexa debug value with nice string for standard human * move things around git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5039 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
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@ -54,8 +54,8 @@
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//#define LOUD_DEBUGGING
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#define SHADER_DEBUG
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//#define DUMP_START (70)
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//#define DUMP_LENGTH (130)
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#define DUMP_START (70)
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#define DUMP_LENGTH (130)
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//#define DUMP_ONLY_FRAME (112)
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#ifdef DUMP_START
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@ -302,13 +302,8 @@ bool GSDeviceOGL::Create(GSWnd* wnd)
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CompileShaderFromSource("merge.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, &m_merge.ps[i]);
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m_merge.bs = new GSBlendStateOGL();
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m_merge.bs->m_enable = true;
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m_merge.bs->m_equation_RGB = GL_FUNC_ADD;
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m_merge.bs->m_equation_ALPHA = GL_FUNC_ADD;
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m_merge.bs->m_func_sRGB = GL_SRC_ALPHA;
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m_merge.bs->m_func_dRGB = GL_ONE_MINUS_SRC_ALPHA;
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m_merge.bs->m_func_sALPHA = GL_ONE;
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m_merge.bs->m_func_dALPHA = GL_ZERO;
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m_merge.bs->EnableBlend();
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m_merge.bs->SetRGB(GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// ****************************************************************
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// interlace
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@ -352,9 +347,8 @@ bool GSDeviceOGL::Create(GSWnd* wnd)
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// ****************************************************************
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m_date.dss = new GSDepthStencilOGL();
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m_date.dss->m_stencil_enable = true;
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m_date.dss->m_stencil_func = GL_ALWAYS;
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m_date.dss->m_stencil_spass_dpass_op = GL_REPLACE;
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m_date.dss->EnableStencil();
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m_date.dss->SetStencil(GL_ALWAYS, GL_REPLACE);
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//memset(&dsd, 0, sizeof(dsd));
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//dsd.DepthEnable = false;
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@ -541,11 +535,10 @@ void GSDeviceOGL::DrawPrimitive()
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case GL_POINTS: topo = "point"; break;
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default: topo = "!!!!";
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}
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fprintf(stderr, "Draw %d (Frame %d), %d elem of %s\n", g_draw_count, g_frame_count, /*m_state.vb_state->count*/ 0, topo.c_str() );
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fprintf(stderr, "Draw %d (Frame %d), %d elem of %s\n", g_draw_count, g_frame_count, m_state.vb_state->get_count(), topo.c_str() );
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fprintf(stderr, "vs: %d ; gs: %d ; ps: %d\n", m_state.vs, m_state.gs, m_state.ps);
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fprintf(stderr, "Blend: %d, Depth: %d, Stencil: %d \n",m_state.bs->m_enable, m_state.dss->m_depth_enable, m_state.dss->m_stencil_enable);
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m_state.bs->debug();
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m_state.dss->debug_depth();
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m_state.dss->debug();
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}
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#endif
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@ -1095,50 +1088,28 @@ void GSDeviceOGL::OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref)
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{
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uint ref = sref;
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if(m_state.dss != dss || m_state.sref != sref)
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{
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if(m_state.dss != dss) {
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m_state.dss = dss;
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m_state.sref = sref;
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if (dss->m_depth_enable) {
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(dss->m_depth_func);
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glDepthMask(dss->m_depth_mask);
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} else
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glDisable(GL_DEPTH_TEST);
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dss->SetupDepth();
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dss->SetupStencil(sref);
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if (dss->m_stencil_enable) {
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(dss->m_stencil_func, ref, dss->m_stencil_mask);
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glStencilOp(dss->m_stencil_sfail_op, dss->m_stencil_spass_dfail_op, dss->m_stencil_spass_dpass_op);
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} else
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glDisable(GL_STENCIL_TEST);
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} else if (m_state.sref != sref) {
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m_state.sref = sref;
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dss->SetupStencil(sref);
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}
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}
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void GSDeviceOGL::OMSetBlendState(GSBlendStateOGL* bs, float bf)
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{
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// DX:Blend factor D3D11_BLEND_BLEND_FACTOR | D3D11_BLEND_INV_BLEND_FACTOR
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// OPENGL: GL_CONSTANT_COLOR | GL_ONE_MINUS_CONSTANT_COLOR
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// Note factor must be set before by glBlendColor
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if(m_state.bs != bs || m_state.bf != bf)
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if( m_state.bs != bs || (m_state.bf != bf && bs->HasConstantFactor()) )
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{
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m_state.bs = bs;
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m_state.bf = bf;
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glColorMask(bs->m_r_msk, bs->m_g_msk, bs->m_b_msk, bs->m_a_msk);
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if (bs->m_enable) {
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glEnable(GL_BLEND);
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// FIXME: double check when blend stuff is complete
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if (bs->m_func_sRGB == GL_CONSTANT_COLOR || bs->m_func_sRGB == GL_ONE_MINUS_CONSTANT_COLOR
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|| bs->m_func_dRGB == GL_CONSTANT_COLOR || bs->m_func_dRGB == GL_ONE_MINUS_CONSTANT_COLOR)
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glBlendColor(bf, bf, bf, 0);
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glBlendEquationSeparate(bs->m_equation_RGB, bs->m_equation_ALPHA);
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glBlendFuncSeparate(bs->m_func_sRGB, bs->m_func_dRGB, bs->m_func_sALPHA, bs->m_func_dALPHA);
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} else
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glDisable(GL_BLEND);
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bs->SetupBlend(bf);
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}
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}
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@ -26,7 +26,7 @@
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#include "GSTextureOGL.h"
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#include "GSdx.h"
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struct GSBlendStateOGL {
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class GSBlendStateOGL {
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// Note: You can also select the index of the draw buffer for which to set the blend setting
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// We will keep basic the first try
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bool m_enable;
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@ -40,6 +40,9 @@ struct GSBlendStateOGL {
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bool m_b_msk;
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bool m_g_msk;
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bool m_a_msk;
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bool constant_factor;
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public:
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GSBlendStateOGL() : m_enable(false)
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, m_equation_RGB(0)
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@ -52,18 +55,89 @@ struct GSBlendStateOGL {
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, m_b_msk(GL_TRUE)
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, m_g_msk(GL_TRUE)
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, m_a_msk(GL_TRUE)
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, constant_factor(true)
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{}
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void SetRGB(GLenum op, GLenum src, GLenum dst)
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{
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m_equation_RGB = op;
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m_func_sRGB = src;
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m_func_dRGB = dst;
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if (IsConstant(src) || IsConstant(dst)) constant_factor = true;
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}
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void SetALPHA(GLenum op, GLenum src, GLenum dst)
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{
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m_equation_ALPHA = op;
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m_func_sALPHA = src;
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m_func_dALPHA = dst;
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}
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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; }
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void RevertOp()
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{
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if(m_equation_RGB == GL_FUNC_ADD)
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m_equation_RGB = GL_FUNC_REVERSE_SUBTRACT;
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else if(m_equation_RGB == GL_FUNC_REVERSE_SUBTRACT)
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m_equation_RGB = GL_FUNC_ADD;
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}
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void EnableBlend() { m_enable = true;}
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bool IsConstant(GLenum factor) { return ((factor == GL_CONSTANT_COLOR) || (factor == GL_ONE_MINUS_CONSTANT_COLOR)); }
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bool HasConstantFactor() { return constant_factor; }
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void SetupColorMask()
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{
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glColorMask(m_r_msk, m_g_msk, m_b_msk, m_a_msk);
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}
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void SetupBlend(float factor)
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{
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SetupColorMask();
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if (m_enable) {
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glEnable(GL_BLEND);
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if (HasConstantFactor()) glBlendColor(factor, factor, factor, 0);
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glBlendEquationSeparate(m_equation_RGB, m_equation_ALPHA);
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glBlendFuncSeparate(m_func_sRGB, m_func_dRGB, m_func_sALPHA, m_func_dALPHA);
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} else {
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glDisable(GL_BLEND);
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}
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}
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char* NameOfParam(GLenum p)
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{
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switch (p) {
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case GL_FUNC_ADD: return "ADD";
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case GL_FUNC_SUBTRACT: return "SUB";
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case GL_FUNC_REVERSE_SUBTRACT: return "REV SUB";
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case GL_ONE: return "ONE";
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case GL_ZERO: return "ZERO";
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case GL_SRC1_ALPHA: return "SRC1 ALPHA";
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case GL_ONE_MINUS_DST_ALPHA: return "1 - DST ALPHA";
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case GL_DST_ALPHA: return "DST ALPHA";
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case GL_DST_COLOR: return "DST COLOR";
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case GL_ONE_MINUS_SRC1_ALPHA: return "1 - SRC1 ALPHA";
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case GL_CONSTANT_COLOR: return "CST";
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case GL_ONE_MINUS_CONSTANT_COLOR: return "1 - CST";
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default: return "UKN";
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}
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return "UKN";
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}
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void debug()
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{
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if (!m_enable) return;
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fprintf(stderr,"Blend RGB: %x src:%x dst:%x\n", m_equation_RGB, m_func_sRGB, m_func_dRGB);
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fprintf(stderr,"Blend ALPHA: %x src:%x dst:%x\n", m_equation_ALPHA, m_func_sALPHA, m_func_dALPHA);
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fprintf(stderr,"Blend op: %s; src:%s; dst:%s\n", NameOfParam(m_equation_RGB), NameOfParam(m_func_sRGB), NameOfParam(m_func_dRGB));
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fprintf(stderr,"Mask. R:%d B:%d G:%d A:%d\n", m_r_msk, m_b_msk, m_g_msk, m_a_msk);
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}
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};
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struct GSDepthStencilOGL {
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class GSDepthStencilOGL {
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bool m_depth_enable;
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GLenum m_depth_func;
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GLboolean m_depth_mask;
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GLuint m_stencil_spass_dfail_op;
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GLuint m_stencil_spass_dpass_op;
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char* NameOfParam(GLenum p)
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{
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switch(p) {
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case GL_NEVER: return "NEVER";
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case GL_ALWAYS: return "ALWAYS";
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case GL_GEQUAL: return "GEQUAL";
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case GL_GREATER: return "GREATER";
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case GL_KEEP: return "KEEP";
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case GL_EQUAL: return "EQUAL";
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case GL_REPLACE: return "REPLACE";
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default: return "UKN";
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}
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return "UKN";
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}
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public:
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GSDepthStencilOGL() : m_depth_enable(false)
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, m_depth_func(0)
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, m_depth_mask(0)
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, m_stencil_spass_dpass_op(GL_KEEP)
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{}
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void EnableDepth() { m_depth_enable = true; }
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void EnableStencil() { m_stencil_enable = true; }
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void SetDepth(GLenum func, GLboolean mask) { m_depth_func = func; m_depth_mask = mask; }
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void SetStencil(GLuint func, GLuint pass) { m_stencil_func = func; m_stencil_spass_dpass_op = pass; }
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void SetupDepth()
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{
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if (m_depth_enable) {
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(m_depth_func);
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glDepthMask(m_depth_mask);
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} else
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glDisable(GL_DEPTH_TEST);
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}
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void SetupStencil(uint8 sref)
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{
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uint ref = sref;
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if (m_stencil_enable) {
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(m_stencil_func, ref, m_stencil_mask);
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glStencilOp(m_stencil_sfail_op, m_stencil_spass_dfail_op, m_stencil_spass_dpass_op);
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} else
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glDisable(GL_STENCIL_TEST);
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}
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void debug() { debug_depth(); debug_stencil(); }
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void debug_depth()
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{
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if (!m_depth_enable) return;
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fprintf(stderr, "Depth %x, %x\n", m_depth_func, m_depth_mask);
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fprintf(stderr, "Depth %s. Mask %x\n", NameOfParam(m_depth_func), m_depth_mask);
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}
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void debug_stencil()
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{
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if (!m_stencil_enable) return;
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fprintf(stderr, "Stencil %s. Both pass op %s\n", NameOfParam(m_stencil_func), NameOfParam(m_stencil_spass_dpass_op));
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}
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};
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@ -244,6 +370,8 @@ public:
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m_count = 0;
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}
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uint32 get_count() { return m_count; }
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~GSVertexBufferStateOGL()
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{
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glDeleteBuffers(1, &m_vb);
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@ -265,9 +265,8 @@ void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, ui
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if (dssel.date)
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{
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dss->m_stencil_enable = true;
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dss->m_stencil_func = GL_EQUAL;
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dss->m_stencil_spass_dpass_op = GL_KEEP;
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dss->EnableStencil();
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dss->SetStencil(GL_EQUAL, GL_KEEP);
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}
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if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
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@ -279,9 +278,8 @@ void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, ui
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GL_GEQUAL,
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GL_GREATER
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};
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dss->m_depth_enable = true;
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dss->m_depth_mask = dssel.zwe ? GL_TRUE : GL_FALSE;
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dss->m_depth_func = ztst[dssel.ztst];
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dss->EnableDepth();
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dss->SetDepth(ztst[dssel.ztst], dssel.zwe);
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}
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m_om_dss[dssel] = dss;
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@ -302,32 +300,19 @@ void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, ui
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{
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GSBlendStateOGL* bs = new GSBlendStateOGL();
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bs->m_enable = bsel.abe;
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if(bsel.abe)
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{
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int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
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bs->m_equation_RGB = m_blendMapD3D9[i].op;
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bs->m_func_sRGB = m_blendMapD3D9[i].src;
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bs->m_func_dRGB = m_blendMapD3D9[i].dst;
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// Not very good but I don't wanna write another 81 row table
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if(bsel.negative)
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{
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if(bs->m_equation_RGB == GL_FUNC_ADD)
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bs->m_equation_RGB = GL_FUNC_REVERSE_SUBTRACT;
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else if(bs->m_equation_RGB == GL_FUNC_REVERSE_SUBTRACT)
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bs->m_equation_RGB = GL_FUNC_ADD;
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else
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; // god knows, best just not to mess with it for now
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}
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bs->EnableBlend();
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bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, m_blendMapD3D9[i].dst);
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if(m_blendMapD3D9[i].bogus == 1)
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{
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if (bsel.a == 0)
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bs->m_func_sRGB = GL_ONE;
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bs->SetRGB(m_blendMapD3D9[i].op, GL_ONE, m_blendMapD3D9[i].dst);
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else
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bs->m_func_dRGB = GL_ONE;
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bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, GL_ONE);
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const string afixstr = format("%d >> 7", afix);
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const char *col[3] = {"Cs", "Cd", "0"};
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fprintf(stderr, "Impossible blend for D3D: (%s - %s) * %s + %s\n", col[bsel.a], col[bsel.b], alpha[bsel.c], col[bsel.d]);
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}
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// Not very good but I don't wanna write another 81 row table
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if(bsel.negative) bs->RevertOp();
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}
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bs->m_r_msk = bsel.wr;
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bs->m_g_msk = bsel.wg;
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bs->m_b_msk = bsel.wb;
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bs->m_a_msk = bsel.wa;
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bs->SetMask(bsel.wr, bsel.wg, bsel.wb, bsel.wa);
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m_om_bs[bsel] = bs;
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j = m_om_bs.find(bsel);
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