gsdx-ogl: LINUX-ONLY

* fix vertex shader for HW renderer :) Remains the fragment part...
* add some dumping infrastucture (DUMP_START and DUMP_LENGTH)


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@5030 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gregory.hainaut 2011-12-29 14:24:26 +00:00
parent 720a841cb2
commit aa499f4bfd
8 changed files with 138 additions and 67 deletions

View File

@ -53,6 +53,15 @@
// glUniformBlockBinding(program, block_index, block_binding_point);
//#define LOUD_DEBUGGING
//#define DUMP_START (380)
#define DUMP_LENGTH (20)
#ifdef DUMP_START
static uint32 g_draw_count = 0;
static uint32 g_frame_count = 0;
#endif
GSDeviceOGL::GSDeviceOGL()
: m_free_window(false)
, m_window(NULL)
@ -492,11 +501,43 @@ void GSDeviceOGL::Flip()
// FIXME: disable it when code is working
CheckDebugLog();
m_wnd->Flip();
#ifdef DUMP_START
g_frame_count++;
#endif
}
void GSDeviceOGL::DrawPrimitive()
{
glDrawArrays(m_state.topology, m_state.vb_state->start, m_state.vb_state->count);
#ifdef DUMP_START
if (g_draw_count > DUMP_START && g_draw_count < (DUMP_START+DUMP_LENGTH)) {
for (auto i = 0 ; i < 3 ; i++) {
if (m_state.ps_srv[i] != NULL) {
m_state.ps_srv[i]->Save(format("/tmp/in_%d__%d.bmp", g_draw_count, i),false);
}
}
if (m_state.rtv != NULL) m_state.rtv->Save(format("/tmp/out_%d.bmp", g_draw_count),false);
if (m_state.dsv != NULL) m_state.dsv->Save(format("/tmp/out_%d_ds.bmp", g_draw_count),false);
string topo;
switch (m_state.topology) {
case GL_TRIANGLE_STRIP: topo = "triangle_strip"; break;
case GL_TRIANGLES: topo = "triangle"; break;
case GL_LINES: topo = "line"; break;
case GL_POINTS: topo = "point"; break;
default: topo = "!!!!";
}
fprintf(stderr, "Draw %d (Frame %d), %d elem of %s\n", g_draw_count, g_frame_count, m_state.vb_state->count, topo.c_str() );
fprintf(stderr, "vs: %d ; gs: %d ; ps: %d\n", m_state.vs, m_state.gs, m_state.ps);
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);
//fprintf(stderr, "type: %d, format: 0x%x\n", m_state.rtv->GetType(), m_state.rtv->GetFormat());
fprintf(stderr, "\n");
}
g_draw_count++;
#endif
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
@ -941,6 +982,7 @@ void GSDeviceOGL::GSSetShader(GLuint gs)
if(m_state.gs != gs)
{
m_state.gs = gs;
// FIXME AMD driver bug !!!!!!!!
glUseProgramStages(m_pipeline, GL_GEOMETRY_SHADER_BIT, gs);
}
}
@ -954,9 +996,7 @@ void GSDeviceOGL::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sr)
{
GSTextureOGL* srv = NULL;
if(sr) srv = (GSTextureOGL*)sr;
GSTextureOGL* srv = static_cast<GSTextureOGL*>(sr);
if(m_state.ps_srv[i] != srv)
{
@ -1082,24 +1122,11 @@ void GSDeviceOGL::OMSetBlendState(GSBlendStateOGL* bs, float bf)
void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor)
{
// attach render&depth to the FBO
// Hum, need to separate 2 case, Render target fbo and render target backbuffer
// Or maybe blit final result to the backbuffer
#if 0
ID3D11RenderTargetView* rtv = NULL;
ID3D11DepthStencilView* dsv = NULL;
m_state.rtv = static_cast<GSTextureOGL*>(rt);
m_state.dsv = static_cast<GSTextureOGL*>(ds);
if(rt) rtv = *(GSTexture11*)rt;
if(ds) dsv = *(GSTexture11*)ds;
if(m_state.rtv != rtv || m_state.dsv != dsv)
{
m_state.rtv = rtv;
m_state.dsv = dsv;
m_ctx->OMSetRenderTargets(1, &rtv, dsv);
}
#endif
if (static_cast<GSTextureOGL*>(rt)->IsBackbuffer()) {
OMSetFBO(0);
@ -1108,7 +1135,16 @@ void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVecto
OMSetFBO(m_fbo);
assert(rt != NULL); // a render target must exists
static_cast<GSTextureOGL*>(rt)->Attach(GL_COLOR_ATTACHMENT0);
// FIXME DEBUG special case for GL_R16UI
if (rt->GetFormat() == GL_R16UI) {
glDrawBuffer(GL_COLOR_ATTACHMENT1);
static_cast<GSTextureOGL*>(rt)->Attach(GL_COLOR_ATTACHMENT1);
} else {
glDrawBuffer(GL_COLOR_ATTACHMENT0);
static_cast<GSTextureOGL*>(rt)->Attach(GL_COLOR_ATTACHMENT0);
}
if (ds != NULL)
static_cast<GSTextureOGL*>(ds)->Attach(GL_DEPTH_STENCIL_ATTACHMENT);
}
@ -1215,7 +1251,8 @@ void GSDeviceOGL::CompileShaderFromSource(const std::string& glsl_file, const st
char* log = (char*)malloc(log_length);
glGetProgramInfoLog(*program, log_length, NULL, log);
fprintf(stderr, "%s (%s) :", glsl_file.c_str(), entry.c_str());
fprintf(stderr, "%s (entry %s, prog %d) :", glsl_file.c_str(), entry.c_str(), *program);
fprintf(stderr, "\n%s", macro_sel.c_str());
fprintf(stderr, "%s\n", log);
free(log);
}

View File

@ -87,10 +87,12 @@ class GSUniformBufferOGL {
GLuint buffer; // data object
GLuint index; // GLSL slot
uint size; // size of the data
const GLenum target;
public:
GSUniformBufferOGL(GLuint index, uint size) : index(index)
, size(size)
, size(size)
,target(GL_UNIFORM_BUFFER)
{
glGenBuffers(1, &buffer);
bind();
@ -100,25 +102,25 @@ public:
void bind()
{
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
glBindBuffer(target, buffer);
}
void allocate()
{
glBufferData(GL_UNIFORM_BUFFER, size, NULL, GL_STREAM_DRAW);
glBufferData(target, size, NULL, GL_STREAM_DRAW);
}
void attach()
{
glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer);
glBindBufferBase(target, index, buffer);
}
void upload(const void* src)
{
uint32 flags = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
uint8* dst = (uint8*) glMapBufferRange(GL_UNIFORM_BUFFER, 0, size, flags);
uint8* dst = (uint8*) glMapBufferRange(target, 0, size, flags);
memcpy(dst, src, size);
glUnmapBuffer(GL_UNIFORM_BUFFER);
glUnmapBuffer(target);
}
~GSUniformBufferOGL() {
@ -178,7 +180,10 @@ struct GSVertexBufferState {
for (int i = 0; i < layout_nbr; i++) {
// Note this function need both a vertex array object and a GL_ARRAY_BUFFER buffer
glEnableVertexAttribArray(layout[i].index);
glVertexAttribPointer(layout[i].index, layout[i].size, layout[i].type, layout[i].normalize, layout[i].stride, layout[i].offset);
if (layout[i].type == GL_UNSIGNED_INT || layout[i].type == GL_UNSIGNED_SHORT)
glVertexAttribIPointer(layout[i].index, layout[i].size, layout[i].type, layout[i].stride, layout[i].offset);
else
glVertexAttribPointer(layout[i].index, layout[i].size, layout[i].type, layout[i].normalize, layout[i].stride, layout[i].offset);
}
}

View File

@ -215,6 +215,7 @@ class GSRendererOGL : public GSRendererHW<GSVertexHW11>
}
}
// 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);
@ -242,6 +243,7 @@ class GSRendererOGL : public GSRendererHW<GSVertexHW11>
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

View File

@ -106,10 +106,9 @@ void GSDeviceOGL::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
// *************************************************************
// Dynamic
// *************************************************************
if(m_vs_cb_cache.Update(cb))
{
if(m_vs_cb_cache.Update(cb)) {
SetUniformBuffer(m_vs_cb);
m_vs_cb->upload(&cb);
m_vs_cb->upload(cb);
}
VSSetShader(i->second);
@ -178,10 +177,9 @@ void GSDeviceOGL::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerS
// *************************************************************
// Dynamic
// *************************************************************
if(m_ps_cb_cache.Update(cb))
{
if(m_ps_cb_cache.Update(cb)) {
SetUniformBuffer(m_ps_cb);
m_ps_cb->upload(&cb);
m_ps_cb->upload(cb);
}
GLuint ss0, ss1;

View File

@ -146,6 +146,7 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, bool msaa, int format)
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_extra_buffer_id);
glBufferData(GL_PIXEL_PACK_BUFFER, m_pbo_size, NULL, GL_STREAM_DRAW);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
break;
default: break;
}
@ -295,6 +296,8 @@ bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)
m.bits = (uint8*) glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, m_pbo_size, map_flags);
m.pitch = m_size.x;
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
return true;
}
@ -367,20 +370,21 @@ struct BITMAPINFOHEADER
bool GSTextureOGL::Save(const string& fn, bool dds)
{
switch (m_type) {
case GSTexture::DepthStencil:
case GSTexture::Offscreen:
ASSERT(0);
break;
default: break;
}
// Code not yet working
if (IsDss()) return false;
// Collect the texture data
char* image = (char*)malloc(4 * m_size.x * m_size.y);
uint32 pitch = 4 * m_size.x;
if (IsDss()) pitch *= 2;
char* image = (char*)malloc(pitch * m_size.y);
if (IsBackbuffer()) {
// TODO backbuffer
glReadBuffer(GL_BACK);
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
} else if(IsDss()) {
Attach(GL_DEPTH_STENCIL_ATTACHMENT);
glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, image);
} else {
EnableUnit(0);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
@ -417,12 +421,29 @@ bool GSTextureOGL::Save(const string& fn, bool dds)
fwrite(&bfh, 1, sizeof(bfh), fp);
fwrite(&bih, 1, sizeof(bih), fp);
uint32 pitch = 4 * m_size.x;
uint8* data = (uint8*)image + (m_size.y - 1) * pitch;
for(int h = m_size.y; h > 0; h--, data -= pitch)
{
fwrite(data, 1, m_size.x << 2, fp); // TODO: swap red-blue?
if (IsDss()) {
// Only get the depth and convert it to an integer
uint8* better_data = data;
for (int w = m_size.x; w > 0; w--, better_data += 8) {
float* input = (float*)better_data;
uint32 depth = (uint32)ldexpf(*input, 32);
fwrite(&depth, 1, 4, fp);
}
} else {
// swap red and blue
uint8* better_data = data;
for (int w = m_size.x; w > 0; w--, better_data += 4) {
uint8 red = better_data[2];
better_data[2] = better_data[0];
better_data[0] = red;
fwrite(better_data, 1, 4, fp);
}
}
// fwrite(data, 1, m_size.x << 2, fp); // TODO: swap red-blue?
}
fclose(fp);

View File

@ -45,4 +45,5 @@ class GSTextureOGL : public GSTexture
void Attach(GLenum attachment);
bool IsBackbuffer() { return (m_type == GSTexture::Backbuffer); }
bool IsDss() { return (m_type == GSTexture::DepthStencil); }
};

View File

@ -39,6 +39,7 @@ layout(location = 0) in vec4 SV_Position;
layout(location = 1) in vec2 TEXCOORD0;
layout(location = 0) out vec4 SV_Target0;
layout(location = 1) out uint SV_Target1;
layout(binding = 0) uniform sampler2D TextureSampler;
@ -65,6 +66,17 @@ void ps_main0()
SV_Target0 = sample_c();
}
void ps_main1()
{
vec4 c = sample_c();
c.a *= 256.0f / 127.0f; // hm, 0.5 won't give us 1.0 if we just multiply with 2
highp uvec4 i = uvec4(c * vec4(0x001f, 0x03e0, 0x7c00, 0x8000));
SV_Target1 = (i.x & 0x001f) | (i.y & 0x03e0) | (i.z & 0x7c00) | (i.w & 0x8000);
}
void ps_main7()
{
vec4 c = sample_c();
@ -93,9 +105,6 @@ void ps_main6() // diagonal
}
// Avoid to log useless error compilation failure
void ps_main1()
{
}
void ps_main2()
{
}
@ -106,20 +115,6 @@ void ps_main4()
{
}
//void ps_main1()
//{
// vec4 c = sample_c();
//
// c.a *= 256.0f / 127; // hm, 0.5 won't give us 1.0 if we just multiply with 2
//
// uvec4 i = uvec4(c * vec4(0x001f, 0x03e0, 0x7c00, 0x8000));
//
//#ifdef DEBUG_FRAG
// SV_Target0 = vec4(0.5,0.5,0.5,1.0);
//#else
// SV_Target0 = (i.x & 0x001f) | (i.y & 0x03e0) | (i.z & 0x7c00) | (i.w & 0x8000);
//#endif
//}
// Texture2D Texture;
// SamplerState TextureSampler;

View File

@ -86,12 +86,13 @@ void vs_main()
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
vec4 p = vec4(i_p, z, 0) - vec4(0.05f, 0.05f, 0, 0);
vec4 final_p = p * VertexScale - VertexOffset;
OUT.p = p * VertexScale - VertexOffset;
OUT.p = final_p;
gl_Position = final_p; // NOTE I don't know if it is possible to merge POSITION_OUT and gl_Position
#if VS_RTCOPY
OUT.tp = (p * VertexScale - VertexOffset) * vec4(0.5, -0.5, 0, 0) + 0.5;
OUT.tp = final_p * vec4(0.5, -0.5, 0, 0) + 0.5;
#endif
gl_Position = p; // NOTE I don't know if it is possible to merge POSITION_OUT and gl_Position
if(VS_TME != 0)
{
@ -237,8 +238,13 @@ void gs_main()
layout(location = 0) in vertex PSin;
// Same buffer but 2 colors for dual source blending
layout(location = 0, index = 0) out vec4 SV_Target0;
layout(location = 0, index = 1) out vec4 SV_Target1;
//FIXME
#if 1
layout(location = 0, index = 0) out vec4 SV_Target0;
layout(location = 0, index = 1) out vec4 SV_Target1;
#else
layout(location = 0) out vec4 SV_Target;
#endif
layout(binding = 0) uniform sampler2D TextureSampler;
layout(binding = 1) uniform sampler2D PaletteSampler;
@ -583,8 +589,6 @@ vec4 ps_color()
if(PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes
{
// FIXME: I'm not sure about the value of others field
//c.rgb = 1.0f;
c.rgb = vec3(1.0f, 1.0f, 1.0f);
}
@ -593,6 +597,8 @@ vec4 ps_color()
void ps_main()
{
//FIXME
#if 1
vec4 c = ps_color();
// FIXME: I'm not sure about the value of others field
@ -611,5 +617,11 @@ void ps_main()
}
SV_Target0 = c;
//SV_Target0 = vec4(1.0f,0.0f,0.0f, 1.0f);
//SV_Target1 = vec4(1.0f,0.0f,0.0f, 1.0f);
#else
SV_Target = vec4(1.0f,0.0f,0.0f, 1.0f);
#endif
}
#endif