gsdx ogl: merge GSTextureFXOGL to GSDeviceOGL

First file is rather small in openGL. And it is linked to the latter.
This commit is contained in:
Gregory Hainaut 2016-04-24 10:53:12 +02:00
parent 1558220f74
commit d027ed2092
5 changed files with 130 additions and 160 deletions

View File

@ -95,7 +95,6 @@ set(GSdxSources
GSTextureCache.cpp
GSTextureCacheSW.cpp
GSTextureCacheOGL.cpp
GSTextureFXOGL.cpp
GSTextureOGL.cpp
GSTextureNull.cpp
GSTextureSW.cpp

View File

@ -1,5 +1,5 @@
/*
* Copyright (C) 2011-2014 Gregory hainaut
* Copyright (C) 2011-2016 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
@ -40,6 +40,9 @@ static const uint32 g_interlace_cb_index = 11;
static const uint32 g_shadeboost_cb_index = 12;
static const uint32 g_fx_cb_index = 14;
static const uint32 g_convert_index = 15;
static const uint32 g_vs_cb_index = 20;
static const uint32 g_ps_cb_index = 21;
static const uint32 g_gs_cb_index = 22;
bool GSDeviceOGL::m_debug_gl_call = false;
int GSDeviceOGL::s_n = 0;
@ -415,6 +418,50 @@ bool GSDeviceOGL::Create(GSWnd* wnd)
return true;
}
void GSDeviceOGL::CreateTextureFX()
{
m_vs_cb = new GSUniformBufferOGL(g_vs_cb_index, sizeof(VSConstantBuffer));
m_ps_cb = new GSUniformBufferOGL(g_ps_cb_index, sizeof(PSConstantBuffer));
// warning 1 sampler by image unit. So you cannot reuse m_ps_ss...
m_palette_ss = CreateSampler(false, false, false);
glBindSampler(1, m_palette_ss);
// Pre compile all Geometry & Vertex Shader
// It might cost a seconds at startup but it would reduce benchmark pollution
GL_PUSH("Compile GS");
for (uint32 key = 0; key < countof(m_gs); key++) {
GSSelector sel(key);
if (sel.point == sel.sprite)
m_gs[key] = 0;
else
m_gs[key] = CompileGS(GSSelector(key));
}
GL_POP();
GL_PUSH("Compile VS");
for (uint32 key = 0; key < countof(m_vs); key++) {
VSSelector sel(key);
m_vs[key] = CompileVS(sel);
}
GL_POP();
// Enable all bits for stencil operations. Technically 1 bit is
// enough but buffer is polluted with noise. Clear will be limited
// to the mask.
glStencilMask(0xFF);
for (uint32 key = 0; key < countof(m_om_dss); key++) {
m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key));
}
// Help to debug FS in apitrace
m_apitrace = CompilePS(PSSelector());
}
bool GSDeviceOGL::Reset(int w, int h)
{
if(!GSDevice::Reset(w, h))
@ -646,6 +693,37 @@ GLuint GSDeviceOGL::CreateSampler(bool bilinear, bool tau, bool tav, bool aniso)
return sampler;
}
GLuint GSDeviceOGL::GetSamplerID(PSSamplerSelector ssel)
{
return m_ps_ss[ssel];
}
GSDepthStencilOGL* GSDeviceOGL::CreateDepthStencil(OMDepthStencilSelector dssel)
{
GSDepthStencilOGL* dss = new GSDepthStencilOGL();
if (dssel.date)
{
dss->EnableStencil();
dss->SetStencil(GL_EQUAL, GL_KEEP);
}
if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
{
static const GLenum ztst[] =
{
GL_NEVER,
GL_ALWAYS,
GL_GEQUAL,
GL_GREATER
};
dss->EnableDepth();
dss->SetDepth(ztst[dssel.ztst], dssel.zwe);
}
return dss;
}
void GSDeviceOGL::InitPrimDateTexture(GSTexture* rt)
{
const GSVector2i& rtsize = rt->GetSize();
@ -1473,6 +1551,55 @@ void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVecto
}
}
void GSDeviceOGL::SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb)
{
GL_PUSH("UBO");
if(m_vs_cb_cache.Update(vs_cb)) {
m_vs_cb->upload(vs_cb);
}
if(m_ps_cb_cache.Update(ps_cb)) {
m_ps_cb->upload(ps_cb);
}
GL_POP();
}
void GSDeviceOGL::SetupPipeline(const VSSelector& vsel, const GSSelector& gsel, const PSSelector& psel)
{
// *************************************************************
// Static
// *************************************************************
GLuint ps;
auto i = m_ps.find(psel);
if (i == m_ps.end()) {
ps = CompilePS(psel);
m_ps[psel] = ps;
} else {
ps = i->second;
}
// *************************************************************
// Dynamic
// *************************************************************
m_shader->BindPipeline(m_vs[vsel], m_gs[gsel], ps);
}
void GSDeviceOGL::SetupSampler(PSSamplerSelector ssel)
{
PSSetSamplerState(m_ps_ss[ssel]);
}
GLuint GSDeviceOGL::GetPaletteSamplerID()
{
return m_palette_ss;
}
void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel)
{
OMSetDepthStencilState(m_om_dss[dssel]);
}
void GSDeviceOGL::CheckDebugLog()
{
if (!m_debug_gl_call) return;

View File

@ -1,152 +0,0 @@
/*
* Copyright (C) 2011-2011 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSDeviceOGL.h"
#include "GSTables.h"
static const uint32 g_vs_cb_index = 20;
static const uint32 g_ps_cb_index = 21;
static const uint32 g_gs_cb_index = 22;
void GSDeviceOGL::CreateTextureFX()
{
m_vs_cb = new GSUniformBufferOGL(g_vs_cb_index, sizeof(VSConstantBuffer));
m_ps_cb = new GSUniformBufferOGL(g_ps_cb_index, sizeof(PSConstantBuffer));
// warning 1 sampler by image unit. So you cannot reuse m_ps_ss...
m_palette_ss = CreateSampler(false, false, false);
glBindSampler(1, m_palette_ss);
// Pre compile all Geometry & Vertex Shader
// It might cost a seconds at startup but it would reduce benchmark pollution
GL_PUSH("Compile GS");
for (uint32 key = 0; key < countof(m_gs); key++) {
GSSelector sel(key);
if (sel.point == sel.sprite)
m_gs[key] = 0;
else
m_gs[key] = CompileGS(GSSelector(key));
}
GL_POP();
GL_PUSH("Compile VS");
for (uint32 key = 0; key < countof(m_vs); key++) {
VSSelector sel(key);
m_vs[key] = CompileVS(sel);
}
GL_POP();
// Enable all bits for stencil operations. Technically 1 bit is
// enough but buffer is polluted with noise. Clear will be limited
// to the mask.
glStencilMask(0xFF);
for (uint32 key = 0; key < countof(m_om_dss); key++) {
m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key));
}
// Help to debug FS in apitrace
m_apitrace = CompilePS(PSSelector());
}
GSDepthStencilOGL* GSDeviceOGL::CreateDepthStencil(OMDepthStencilSelector dssel)
{
GSDepthStencilOGL* dss = new GSDepthStencilOGL();
if (dssel.date)
{
dss->EnableStencil();
dss->SetStencil(GL_EQUAL, GL_KEEP);
}
if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
{
static const GLenum ztst[] =
{
GL_NEVER,
GL_ALWAYS,
GL_GEQUAL,
GL_GREATER
};
dss->EnableDepth();
dss->SetDepth(ztst[dssel.ztst], dssel.zwe);
}
return dss;
}
void GSDeviceOGL::SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb)
{
GL_PUSH("UBO");
if(m_vs_cb_cache.Update(vs_cb)) {
m_vs_cb->upload(vs_cb);
}
if(m_ps_cb_cache.Update(ps_cb)) {
m_ps_cb->upload(ps_cb);
}
GL_POP();
}
void GSDeviceOGL::SetupPipeline(const VSSelector& vsel, const GSSelector& gsel, const PSSelector& psel)
{
// *************************************************************
// Static
// *************************************************************
GLuint ps;
auto i = m_ps.find(psel);
if (i == m_ps.end()) {
ps = CompilePS(psel);
m_ps[psel] = ps;
} else {
ps = i->second;
}
// *************************************************************
// Dynamic
// *************************************************************
m_shader->BindPipeline(m_vs[vsel], m_gs[gsel], ps);
}
void GSDeviceOGL::SetupSampler(PSSamplerSelector ssel)
{
PSSetSamplerState(m_ps_ss[ssel]);
}
GLuint GSDeviceOGL::GetSamplerID(PSSamplerSelector ssel)
{
return m_ps_ss[ssel];
}
GLuint GSDeviceOGL::GetPaletteSamplerID()
{
return m_palette_ss;
}
void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel)
{
OMSetDepthStencilState(m_om_dss[dssel]);
}

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@ -794,7 +794,6 @@
<ClCompile Include="GSTextureCacheSW.cpp" />
<ClCompile Include="GSTextureFX11.cpp" />
<ClCompile Include="GSTextureFX9.cpp" />
<ClCompile Include="GSTextureFXOGL.cpp" />
<ClCompile Include="GSTextureNull.cpp" />
<ClCompile Include="GSTextureSW.cpp" />
<ClCompile Include="GSThread.cpp" />

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@ -165,9 +165,6 @@
<ClCompile Include="GSTextureFX9.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="GSTextureFXOGL.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="GSTextureNull.cpp">
<Filter>Source Files</Filter>
</ClCompile>