/* ZeroGS KOSMOS * Copyright (C) 2005-2006 zerofrog@gmail.com * * 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 of the License, 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 this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef __ZEROGS__H #define __ZEROGS__H #pragma warning(disable:4200) // nonstandard extension used : zero-sized array in struct/union // ----------------------------- Includes #include "PS2Etypes.h" #include "PS2Edefs.h" #ifndef _WIN32 // adding glew support instead of glXGetProcAddress (thanks to scaught) # include #endif // Need this before gl.h #ifdef _WIN32 # include #endif #include #include #ifndef _WIN32 # include inline void* wglGetProcAddress(const char* x) { return (void*)glXGetProcAddress((const GLubyte*)x); } #else # include "glprocs.h" #endif #include #include #include #include #include #include #include #include #include "GS.h" #include "rasterfont.h" // simple font using namespace std; #include "ZeroGSShaders/zerogsshaders.h" // ----------------------- Defines #ifndef GL_DEPTH24_STENCIL8_EXT // allows FBOs to support stencils # define GL_DEPTH_STENCIL_EXT 0x84F9 # define GL_UNSIGNED_INT_24_8_EXT 0x84FA # define GL_DEPTH24_STENCIL8_EXT 0x88F0 # define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1 #endif #define GL_STENCILFUNC(func, ref, mask) { \ s_stencilfunc = func; \ s_stencilref = ref; \ s_stencilmask = mask; \ glStencilFunc(func, ref, mask); \ } #define GL_STENCILFUNC_SET() glStencilFunc(s_stencilfunc, s_stencilref, s_stencilmask) #ifndef SAFE_DELETE # define SAFE_DELETE(x) if( (x) != NULL ) { delete (x); (x) = NULL; } #endif #ifndef SAFE_DELETE_ARRAY # define SAFE_DELETE_ARRAY(x) if( (x) != NULL ) { delete[] (x); (x) = NULL; } #endif #ifndef SAFE_RELEASE # define SAFE_RELEASE(x) if( (x) != NULL ) { (x)->Release(); (x) = NULL; } #endif #define SAFE_RELEASE_PROG(x) { if( (x) != NULL ) { cgDestroyProgram(x); x = NULL; } } #define SAFE_RELEASE_TEX(x) { if( (x) != 0 ) { glDeleteTextures(1, &(x)); x = 0; } } #define FORIT(it, v) for(it = (v).begin(); it != (v).end(); ++(it)) // sends a message to output window if assert fails #define BMSG(x, str) { if( !(x) ) { GS_LOG(str); GS_LOG(str); } } #define BMSG_RETURN(x, str) { if( !(x) ) { GS_LOG(str); GS_LOG(str); return; } } #define BMSG_RETURNX(x, str, rtype) { if( !(x) ) { GS_LOG(str); GS_LOG(str); return (##rtype); } } #define B(x) { if( !(x) ) { GS_LOG(_#x"\n"); GS_LOG(#x"\n"); } } #define B_RETURN(x) { if( !(x) ) { ERROR_LOG("%s:%d: %s\n", __FILE__, (u32)__LINE__, #x); return; } } #define B_RETURNX(x, rtype) { if( !(x) ) { ERROR_LOG("%s:%d: %s\n", __FILE__, (u32)__LINE__, #x); return (##rtype); } } #define B_G(x, action) { if( !(x) ) { ERROR_LOG("%s:%d: %s\n", __FILE__, (u32)__LINE__, #x); action; } } #define GL_REPORT_ERROR() \ { \ GLenum err = glGetError(); \ if( err != GL_NO_ERROR ) \ { \ ERROR_LOG("%s:%d: gl error %s\n", __FILE__, (int)__LINE__, error_name(err)); \ ZeroGS::HandleGLError(); \ } \ } #ifdef _DEBUG # define GL_REPORT_ERRORD() \ { \ GLenum err = glGetError(); \ if( err != GL_NO_ERROR ) \ { \ ERROR_LOG("%s:%d: gl error %s\n", __FILE__, (int)__LINE__, error_name(err)); \ ZeroGS::HandleGLError(); \ } \ } #else # define GL_REPORT_ERRORD() #endif // sets the data stream #define SET_STREAM() { \ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)8); \ glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)12); \ glTexCoordPointer(3, GL_FLOAT, sizeof(VertexGPU), (void*)16); \ glVertexPointer(4, GL_SHORT, sizeof(VertexGPU), (void*)0); \ } extern const char* ShaderCallerName; extern const char* ShaderHandleName; inline void SetShaderCaller(const char* Name) { ShaderCallerName = Name; } inline void SetHandleName(const char* Name) { ShaderHandleName = Name; } extern void HandleCgError(CGcontext ctx, CGerror err, void* appdata); extern void ZZcgSetParameter4fv(CGparameter param, const float* v, const char* name); #define SETVERTEXSHADER(prog) { \ if( (prog) != g_vsprog ) { \ cgGLBindProgram(prog); \ g_vsprog = prog; \ } \ } \ #define SETPIXELSHADER(prog) { \ if( (prog) != g_psprog ) { \ cgGLBindProgram(prog); \ g_psprog = prog; \ } \ } \ #ifndef ARRAY_SIZE # define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) #endif //------------------------ Constants ---------------------- #define VB_BUFFERSIZE 0x400 // Used in logaripmic Z-test, as (1-o(1))/log(MAX_U32). const float g_filog32 = 0.999f / (32.0f * logf(2.0f)); //------------------------ Inlines ------------------------- inline const char *error_name(int err) { switch (err) { case GL_NO_ERROR: return "GL_NO_ERROR"; case GL_INVALID_ENUM: return "GL_INVALID_ENUM"; case GL_INVALID_VALUE: return "GL_INVALID_VALUE"; case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION"; case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW"; case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW"; case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY"; case GL_TABLE_TOO_LARGE: return "GL_TABLE_TOO_LARGE"; default: return "Unknown GL error"; } } // inline for extemely ofthen used sequence // This is turning off all gl functions. Safe to do updates. inline void DisableAllgl () { glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glDisable(GL_DEPTH_TEST); glDepthMask(0); glDisable(GL_STENCIL_TEST); glColorMask(1,1,1,1); } // Calculate maximum height for target inline int get_maxheight(int fbp, int fbw, int psm) { int ret; if (fbw == 0) return 0; if (PSMT_ISHALF(psm)) ret = (((0x00100000 - 64 * fbp)/fbw ) & ~0x1f) * 2; else ret = (((0x00100000 - 64 * fbp)/fbw ) & ~0x1f); return ret; } // Does psm need Alpha test with alpha expansion inline int nNeedAlpha(u8 psm) { return (psm == PSMCT24 || psm == PSMCT16 || psm == PSMCT16S); } // Get color storage model psm, that is important on flush stage. inline u8 GetTexCPSM(const tex0Info& tex) { if (PSMT_ISCLUT(tex.psm)) return tex.cpsm; else return tex.psm; } //--------------------- Dummies #ifdef _WIN32 extern void (__stdcall *zgsBlendEquationSeparateEXT)(GLenum, GLenum); extern void (__stdcall *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum); #else extern void (APIENTRY *zgsBlendEquationSeparateEXT)(GLenum, GLenum); extern void (APIENTRY *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum); #endif // ------------------------ Types ------------------------- struct FRAGMENTSHADER { FRAGMENTSHADER() : prog(0), sMemory(0), sFinal(0), sBitwiseANDX(0), sBitwiseANDY(0), sInterlace(0), sCLUT(0), sOneColor(0), sBitBltZ(0), fTexAlpha2(0), fTexOffset(0), fTexDims(0), fTexBlock(0), fClampExts(0), fTexWrapMode(0), fRealTexDims(0), fTestBlack(0), fPageOffset(0), fTexAlpha(0) {} CGprogram prog; CGparameter sMemory, sFinal, sBitwiseANDX, sBitwiseANDY, sInterlace, sCLUT; CGparameter sOneColor, sBitBltZ, sInvTexDims; CGparameter fTexAlpha2, fTexOffset, fTexDims, fTexBlock, fClampExts, fTexWrapMode, fRealTexDims, fTestBlack, fPageOffset, fTexAlpha; #ifdef _DEBUG string filename; #endif void set_uniform_param(CGparameter &var, const char *name) { CGparameter p; p = cgGetNamedParameter(prog, name); if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE) var = p; } bool set_texture(GLuint texobj, const char *name) { CGparameter p; p = cgGetNamedParameter(prog, name); if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) { cgGLSetTextureParameter(p, texobj); cgGLEnableTextureParameter(p); return true; } return false; } bool connect(CGparameter &tex, const char *name) { CGparameter p; p = cgGetNamedParameter(prog, name); if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) { cgConnectParameter(tex, p); return true; } return false; } bool set_texture(CGparameter &tex, const char *name) { CGparameter p; p = cgGetNamedParameter(prog, name); if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) { //cgGLEnableTextureParameter(p); tex = p; return true; } return false; } bool set_shader_const(Vector v, const char *name) { CGparameter p; p = cgGetNamedParameter(prog, name); if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) { cgGLSetParameter4fv(p, v); return true; } return false; } }; struct VERTEXSHADER { VERTEXSHADER() : prog(0), sBitBltPos(0), sBitBltTex(0) {} CGprogram prog; CGparameter sBitBltPos, sBitBltTex, fBitBltTrans; // vertex shader constants }; // ------------------------ Variables ------------------------- // all textures have this width //#define GPU_TEXWIDTH 512 extern int GPU_TEXWIDTH; extern float g_fiGPU_TEXWIDTH; #define MASKDIVISOR 0 #define GPU_TEXMASKWIDTH (1024 >> MASKDIVISOR) // bitwise mask width for region repeat mode #ifdef _WIN32 extern HDC hDC; // Private GDI Device Context extern HGLRC hRC; // Permanent Rendering Context #endif extern bool g_bIsLost; // Context is lost -- could not draw extern u32 ptexBlocks; // holds information on block tiling extern u32 ptexConv16to32; extern u32 ptexBilinearBlocks; extern u32 ptexConv32to16; extern int g_MaxTexWidth, g_MaxTexHeight; extern float g_fBlockMult; extern BOOL g_bDisplayMsg; extern BOOL g_bDisplayFPS; extern int g_nDepthBias; extern BOOL g_bSaveFlushedFrame; extern u8* s_lpShaderResources; extern u32 g_SaveFrameNum; extern int s_nWriteDepthCount; extern int s_nWireframeCount; extern int s_nWriteDestAlphaTest; ////////////////////////// // State parameters extern float fiRendWidth, fiRendHeight; extern int g_PrevBitwiseTexX, g_PrevBitwiseTexY; // textures stored in SAMP_BITWISEANDX and SAMP_BITWISEANDY extern bool s_bDestAlphaTest; extern int s_ClutResolve; extern int s_nLastResolveReset; extern int g_nDepthUpdateCount; extern int s_nResolveCounts[30]; // resolve counts for last 30 frames extern int g_nDepthUsed; // ffx2 pal movies ///////////////////// // graphics resources extern map mapGLExtensions; extern map mapShaderResources; #ifdef DEVBUILD extern char* EFFECT_NAME; extern char* EFFECT_DIR; extern u32 g_nGenVars, g_nTexVars, g_nAlphaVars, g_nResolve; extern bool g_bSaveTrans, g_bUpdateEffect, g_bSaveTex, g_bSaveResolved; #endif extern RasterFont* font_p; extern u32 s_uFramebuffer; extern CGprofile cgvProf, cgfProf; extern int g_nPixelShaderVer; extern CGprogram pvs[16]; extern FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS]; extern FRAGMENTSHADER ppsCRTC[2], ppsCRTC24[2], ppsCRTCTarg[2]; extern GLenum s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha; // set by zgsBlendFuncSeparateEXT extern u32 s_stencilfunc, s_stencilref, s_stencilmask; extern GLenum s_drawbuffers[]; extern bool s_bTexFlush; extern bool s_bWriteDepth; extern int maxmin; extern const GLenum primtype[8]; extern u32 ptexLogo; extern int nLogoWidth, nLogoHeight; extern u32 s_ptexInterlace; // holds interlace fields extern int s_nFullscreen; extern vector s_vecTempTextures; // temporary textures, released at the end of every frame // global alpha blending settings extern GLenum g_internalFloatFmt; extern GLenum g_internalRGBAFloatFmt; extern GLenum g_internalRGBAFloat16Fmt; extern CGprogram g_vsprog, g_psprog; extern BOOL g_bMakeSnapshot; extern string strSnapshot; extern BOOL g_bCRTCBilinear; // AVI Capture extern int s_aviinit; extern int s_avicapturing; // don't change these values! enum GAME_HACK_OPTIONS { GAME_TEXTURETARGS = 0x00000001, GAME_AUTORESET = 0x00000002, GAME_INTERLACE2X = 0x00000004, GAME_TEXAHACK = 0x00000008, // apply texa to non textured polys GAME_NOTARGETRESOLVE = 0x00000010, GAME_EXACTCOLOR = 0x00000020, GAME_NOCOLORCLAMP = 0x00000040, GAME_FFXHACK = 0x00000080, GAME_NOALPHAFAIL = 0x00000100, GAME_NODEPTHUPDATE = 0x00000200, GAME_QUICKRESOLVE1 = 0x00000400, GAME_NOQUICKRESOLVE = 0x00000800, GAME_NOTARGETCLUT = 0x00001000, // full 16 bit resolution GAME_NOSTENCIL = 0x00002000, GAME_VSSHACKOFF = 0x00004000, // vertical stripe syndrome GAME_NODEPTHRESOLVE = 0x00008000, GAME_FULL16BITRES = 0x00010000, GAME_RESOLVEPROMOTED = 0x00020000, GAME_FASTUPDATE = 0x00040000, GAME_NOALPHATEST = 0x00080000, GAME_DISABLEMRTDEPTH = 0x00100000, GAME_32BITTARGS = 0x00200000, GAME_PATH3HACK = 0x00400000, GAME_DOPARALLELCTX = 0x00800000, // tries to parallelize both contexts so that render calls are reduced (xenosaga) // makes the game faster, but can be buggy GAME_XENOSPECHACK = 0x01000000, // xenosaga specularity hack (ignore any zmask=1 draws) GAME_PARTIALPOINTERS = 0x02000000, // whenver the texture or render target are small, tries to look for bigger ones to read from GAME_PARTIALDEPTH = 0x04000000, // tries to save depth targets as much as possible across height changes GAME_REGETHACK = 0x08000000, // some sort of weirdness in ReGet() code GAME_GUSTHACK = 0x10000000, // Needed for Gustgames fast update. GAME_NOLOGZ = 0x20000000 // Intended for linux -- not logarithmic Z. }; #define USEALPHATESTING (!(g_GameSettings&GAME_NOALPHATEST)) extern int nBackbufferWidth, nBackbufferHeight; extern u8* g_pbyGSMemory; extern u8* g_pbyGSClut; // the temporary clut buffer extern CGparameter g_vparamPosXY[2], g_fparamFogColor; namespace ZeroGS { typedef void (*DrawFn)(); enum RenderFormatType { RFT_byte8 = 0, // A8R8G8B8 RFT_float16 = 1, // A32R32B32G32 }; // managers render-to-texture targets class CRenderTarget { public: CRenderTarget(); virtual ~CRenderTarget(); virtual bool Create(const frameInfo& frame); virtual void Destroy(); // set the GPU_POSXY variable, scissor rect, and current render target void SetTarget(int fbplocal, const Rect2& scissor, int context); void SetViewport(); // copies/creates the feedback contents inline void CreateFeedback() { if( ptexFeedback == 0 || !(status&TS_FeedbackReady) ) _CreateFeedback(); } virtual void Resolve(); virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range virtual void Update(int context, CRenderTarget* pdepth); virtual void ConvertTo32(); // converts a psm==2 target, to a psm==0 virtual void ConvertTo16(); // converts a psm==0 target, to a psm==2 virtual bool IsDepth() { return false; } void SetRenderTarget(int targ); void* psys; // system data used for comparison u32 ptex; int fbp, fbw, fbh, fbhCalc; // if fbp is negative, virtual target (not mapped to any real addr) int start, end; // in bytes u32 lastused; // time stamp since last used Vector vposxy; u32 fbm; u16 status; u8 psm; u8 resv0; Rect scissorrect; u8 created; // Check for object destruction/creating for r201. //int startresolve, endresolve; u32 nUpdateTarg; // use this target to update the texture if non 0 (one time only) // this is optionally used when feedback effects are used (render target is used as a texture when rendering to itself) u32 ptexFeedback; enum TargetStatus { TS_Resolved = 1, TS_NeedUpdate = 2, TS_Virtual = 4, // currently not mapped to memory TS_FeedbackReady = 8, // feedback effect is ready and doesn't need to be updated TS_NeedConvert32 = 16, TS_NeedConvert16 = 32, }; inline Vector DefaultBitBltPos() ; inline Vector DefaultBitBltTex() ; private: void _CreateFeedback(); inline bool InitialiseDefaultTexture ( u32 *p_ptr, int fbw, int fbh ) ; }; // manages zbuffers class CDepthTarget : public CRenderTarget { public: CDepthTarget(); virtual ~CDepthTarget(); virtual bool Create(const frameInfo& frame); virtual void Destroy(); virtual void Resolve(); virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range virtual void Update(int context, CRenderTarget* prndr); virtual bool IsDepth() { return true; } void SetDepthStencilSurface(); u32 pdepth; // 24 bit, will contain the stencil buffer if possible u32 pstencil; // if not 0, contains the stencil buffer int icount; // internal counter }; // manages contiguous chunks of memory (width is always 1024) class CMemoryTarget { public: struct TEXTURE { inline TEXTURE() : tex(0), memptr(NULL), ref(0) {} inline ~TEXTURE() { glDeleteTextures(1, &tex); _aligned_free(memptr); } u32 tex; u8* memptr; // GPU memory used for comparison int ref; }; inline CMemoryTarget() : ptex(NULL), starty(0), height(0), realy(0), realheight(0), usedstamp(0), psm(0), cpsm(0), channels(0), clearminy(0), clearmaxy(0), validatecount(0) {} inline CMemoryTarget(const CMemoryTarget& r) { ptex = r.ptex; if( ptex != NULL ) ptex->ref++; starty = r.starty; height = r.height; realy = r.realy; realheight = r.realheight; usedstamp = r.usedstamp; psm = r.psm; cpsm = r.cpsm; clut = r.clut; clearminy = r.clearminy; clearmaxy = r.clearmaxy; widthmult = r.widthmult; channels = r.channels; validatecount = r.validatecount; fmt = r.fmt; } ~CMemoryTarget() { Destroy(); } inline void Destroy() { if( ptex != NULL && ptex->ref > 0 ) { if( --ptex->ref <= 0 ) delete ptex; } ptex = NULL; } // returns true if clut data is synced bool ValidateClut(const tex0Info& tex0); // returns true if tex data is synced bool ValidateTex(const tex0Info& tex0, int starttex, int endtex, bool bDeleteBadTex); // realy is offset in pixels from start of valid region // so texture in memory is [realy,starty+height] // valid texture is [starty,starty+height] // offset in mem [starty-realy, height] TEXTURE* ptex; // can be 16bit int starty, height; // assert(starty >= realy) int realy, realheight; // this is never touched once allocated u32 usedstamp; u8 psm, cpsm; // texture and clut format. For psm, only 16bit/32bit differentiation matters u32 fmt; int widthmult; int channels; int clearminy, clearmaxy; // when maxy > 0, need to check for clearing int validatecount; // count how many times has been validated, if too many, destroy vector clut; // if nonzero, texture uses CLUT }; struct VB { VB(); ~VB(); void Destroy(); inline bool CheckPrim() { static const int PRIMMASK = 0x0e; // for now ignore 0x10 (AA) if( (PRIMMASK & prim->_val) != (PRIMMASK & curprim._val) || primtype[prim->prim] != primtype[curprim.prim] ) return nCount > 0; return false; } void CheckFrame(int tbp); // context specific state Point offset; Rect2 scissor; tex0Info tex0; tex1Info tex1; miptbpInfo miptbp0; miptbpInfo miptbp1; alphaInfo alpha; fbaInfo fba; clampInfo clamp; pixTest test; u32 ptexClamp[2]; // textures for x and y dir region clamping public: void FlushTexData(); inline int CheckFrameAddConstraints(int tbp); inline void CheckScissors (int maxpos); inline void CheckFrame32bitRes(int maxpos); inline int FindMinimalMemoryConstrain(int tbp, int maxpos); inline int FindZbufferMemoryConstrain(int tbp, int maxpos); inline int FindMinimalHeightConstrain(int maxpos); inline int CheckFrameResolveRender(int tbp); inline void CheckFrame16vs32Convesion(); inline int CheckFrameResolveDepth(int tbp); inline void FlushTexUnchangedClutDontUpdate() ; inline void FlushTexClutDontUpdate() ; inline void FlushTexClutting() ; inline void FlushTexSetNewVars(u32 psm) ; // notify VB that nVerts need to be written to pbuf inline void NotifyWrite(int nVerts) { assert( pBufferData != NULL && nCount <= nNumVertices && nVerts > 0 ); if( nCount + nVerts > nNumVertices ) { // recreate except with a bigger count VertexGPU* ptemp = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU)*nNumVertices*2, 256); memcpy_amd(ptemp, pBufferData, sizeof(VertexGPU) * nCount); nNumVertices *= 2; assert( nCount + nVerts <= nNumVertices ); _aligned_free(pBufferData); pBufferData = ptemp; } } void Init(int nVerts) { if( pBufferData == NULL && nVerts > 0 ) { pBufferData = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU)*nVerts, 256); nNumVertices = nVerts; } nCount = 0; } u8 bNeedFrameCheck; u8 bNeedZCheck; u8 bNeedTexCheck; u8 dummy0; union { struct { u8 bTexConstsSync; // only pixel shader constants that context owns u8 bVarsTexSync; // texture info u8 bVarsSetTarg; u8 dummy1; }; u32 bSyncVars; }; int ictx; VertexGPU* pBufferData; // current allocated data int nNumVertices; // size of pBufferData in terms of VertexGPU objects int nCount; primInfo curprim; // the previous prim the current buffers are set to zbufInfo zbuf; frameInfo gsfb; // the real info set by FRAME cmd frameInfo frame; int zprimmask; // zmask for incoming points u32 uCurTex0Data[2]; // current tex0 data u32 uNextTex0Data[2]; // tex0 data that has to be applied if bNeedTexCheck is 1 //int nFrameHeights[8]; // frame heights for the past frame changes int nNextFrameHeight; CMemoryTarget* pmemtarg; // the current mem target set CRenderTarget* prndr; CDepthTarget* pdepth; }; // Return, if tcc, aem or psm mode told us, than Alpha test should be used // if tcc == 0 than no alpha used, aem used for alpha expanding and I am not sure // that it's correct, psm -- color mode, inline bool IsAlphaTestExpansion(VB& curvb){ return (curvb.tex0.tcc && gs.texa.aem && nNeedAlpha(GetTexCPSM(curvb.tex0))); } // visible members extern DrawFn drawfn[8]; // VB variables extern VB vb[2]; extern float fiTexWidth[2], fiTexHeight[2]; // current tex width and height extern vector g_vboBuffers; // VBOs for all drawing commands extern GLuint vboRect; extern int g_nCurVBOIndex; // Shaders variables extern Vector g_vdepth; extern Vector vlogz; extern VERTEXSHADER pvsBitBlt; extern FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne; extern FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16; bool LoadEffects(); bool LoadExtraEffects(); FRAGMENTSHADER* LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed); extern RenderFormatType g_RenderFormatType; void AddMessage(const char* pstr, u32 ms = 5000); void DrawText(const char* pstr, int left, int top, u32 color); void ChangeWindowSize(int nNewWidth, int nNewHeight); void SetChangeDeviceSize(int nNewWidth, int nNewHeight); void ChangeDeviceSize(int nNewWidth, int nNewHeight); void SetAA(int mode); void SetNegAA(int mode); void SetCRC(int crc); void ReloadEffects(); // Methods // bool IsGLExt( const char* szTargetExtension ); ///< returns true if the the opengl extension is supported inline bool Create_Window(int _width, int _height); bool Create(int width, int height); void Destroy(BOOL bD3D); void Restore(); // call to restore device void Reset(); // call to destroy video resources void GSStateReset(); void HandleGLError(); // called on a primitive switch void Prim(); void SetTexFlush(); // flush current vertices, call before setting new registers (the main render method) void Flush(int context); void ExtWrite(); void SetWriteDepth(); bool IsWriteDepth(); void SetDestAlphaTest(); bool IsWriteDestAlphaTest(); void SetFogColor(u32 fog); void SaveTex(tex0Info* ptex, int usevid); char* NamedSaveTex(tex0Info* ptex, int usevid); // called when trxdir is accessed. If host is involved, transfers memory to temp buffer byTransferBuf. // Otherwise performs the transfer. TODO: Perhaps divide the transfers into chunks? void InitTransferHostLocal(); void TransferHostLocal(const void* pbyMem, u32 nQWordSize); void InitTransferLocalHost(); void TransferLocalHost(void* pbyMem, u32 nQWordSize); inline void TerminateLocalHost() {} void TransferLocalLocal(); // switches the render target to the real target, flushes the current render targets and renders the real image void RenderCRTC(int interlace); void ResetRenderTarget(int index); bool CheckChangeInClut(u32 highdword, u32 psm); // returns true if clut will change after this tex0 op // call to load CLUT data (depending on CLD) void texClutWrite(int ctx); RenderFormatType GetRenderFormat(); GLenum GetRenderTargetFormat(); int Save(s8* pbydata); bool Load(s8* pbydata); void SaveSnapshot(const char* filename); bool SaveRenderTarget(const char* filename, int width, int height, int jpeg); bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height); bool SaveJPEG(const char* filename, int width, int height, const void* pdata, int quality); bool SaveTGA(const char* filename, int width, int height, void* pdata); void Stop_Avi(); // private methods void FlushSysMem(const RECT* prc); void _Resolve(const void* psrc, int fbp, int fbw, int fbh, int psm, u32 fbm, bool mode); // returns the first and last addresses aligned to a page that cover void GetRectMemAddress(int& start, int& end, int psm, int x, int y, int w, int h, int bp, int bw); // inits the smallest rectangle in ptexMem that covers this region in ptexMem // returns the offset that needs to be added to the locked rect to get the beginning of the buffer //void GetMemRect(RECT& rc, int psm, int x, int y, int w, int h, int bp, int bw); void SetContextTarget(int context) ; void NeedFactor(int w); // only sets a limited amount of state (for Update) void SetTexClamping(int context, FRAGMENTSHADER* pfragment); void SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, ZeroGS::CMemoryTarget* pmemtarg, FRAGMENTSHADER* pfragment, int force); void ResetAlphaVariables(); void StartCapture(); void StopCapture(); void CaptureFrame(); // Perform clutting for flushed texture. Better check if it need prior call inline void CluttingForFlushedTex(tex0Info* tex0, u32 Data, int ictx) { tex0->cbp = ZZOglGet_cbp_TexBits(Data); tex0->cpsm = ZZOglGet_cpsm_TexBits(Data); tex0->csm = ZZOglGet_csm_TexBits(Data); tex0->csa = ZZOglGet_csa_TexBits(Data); tex0->cld = ZZOglGet_cld_TexBits(Data); ZeroGS::texClutWrite(ictx); } }; // GL prototypes extern PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT; extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT; extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT; extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT; extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT; extern PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT; extern PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT; extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT; extern PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT; extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT; extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT; extern PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT; extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT; extern PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT; extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT; extern PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT; extern PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT; extern PFNGLDRAWBUFFERSPROC glDrawBuffers; #endif