/* * Copyright (C) 2011-2013 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 * */ #pragma once #include "GSDevice.h" #include "GSTextureOGL.h" #include "GSdx.h" #include "GSVertexArrayOGL.h" #include "GSUniformBufferOGL.h" #include "GSShaderOGL.h" #include "GLState.h" #ifdef ENABLE_OGL_DEBUG_MEM_BW extern uint64 g_texture_upload_byte; extern uint64 g_real_texture_upload_byte; extern uint64 g_vertex_upload_byte; #endif class GSBlendStateOGL { // Note: You can also select the index of the draw buffer for which to set the blend setting // We will keep basic the first try bool m_enable; GLenum m_equation_RGB; GLenum m_func_sRGB; GLenum m_func_dRGB; bool m_constant_factor; char m_bogus; public: GSBlendStateOGL() : m_enable(false) , m_equation_RGB(0) , m_func_sRGB(0) , m_func_dRGB(0) , m_constant_factor(false) , m_bogus(0) {} void SetRGB(GLenum op, GLenum src, GLenum dst) { m_equation_RGB = op; m_func_sRGB = src; m_func_dRGB = dst; if (IsConstant(src) || IsConstant(dst)) m_constant_factor = true; } void SetBogus(char bogus) { m_bogus = bogus; } void RevertOp() { if(m_equation_RGB == GL_FUNC_ADD) m_equation_RGB = GL_FUNC_REVERSE_SUBTRACT; else if(m_equation_RGB == GL_FUNC_REVERSE_SUBTRACT) m_equation_RGB = GL_FUNC_ADD; } void EnableBlend() { m_enable = true;} bool IsConstant(GLenum factor) { return ((factor == GL_CONSTANT_COLOR) || (factor == GL_ONE_MINUS_CONSTANT_COLOR)); } bool HasConstantFactor() { return m_constant_factor; } void SetupBlend(float factor) { if (GLState::blend != m_enable) { GLState::blend = m_enable; if (m_enable) glEnable(GL_BLEND); else glDisable(GL_BLEND); } if (m_enable) { #ifdef ENABLE_OGL_DEBUG if (m_bogus) { fprintf(stderr, "Bogus blending effect used : %s\n", (m_bogus == 1) ? "impossible effect" : "clear effect"); } #endif if (HasConstantFactor()) { if (GLState::bf != factor) { GLState::bf = factor; gl_BlendColor(factor, factor, factor, 0); } } if (GLState::eq_RGB != m_equation_RGB) { GLState::eq_RGB = m_equation_RGB; gl_BlendEquationSeparateiARB(0, m_equation_RGB, GL_FUNC_ADD); } if (GLState::f_sRGB != m_func_sRGB || GLState::f_dRGB != m_func_dRGB) { GLState::f_sRGB = m_func_sRGB; GLState::f_dRGB = m_func_dRGB; gl_BlendFuncSeparateiARB(0, m_func_sRGB, m_func_dRGB, GL_ONE, GL_ZERO); } } } }; class GSDepthStencilOGL { bool m_depth_enable; GLenum m_depth_func; bool m_depth_mask; // Note front face and back might be split but it seems they have same parameter configuration bool m_stencil_enable; GLenum m_stencil_func; GLenum m_stencil_spass_dpass_op; public: GSDepthStencilOGL() : m_depth_enable(false) , m_depth_func(0) , m_depth_mask(0) , m_stencil_enable(false) , m_stencil_func(0) , m_stencil_spass_dpass_op(GL_KEEP) { } void EnableDepth() { m_depth_enable = true; } void EnableStencil() { m_stencil_enable = true; } void SetDepth(GLenum func, bool mask) { m_depth_func = func; m_depth_mask = mask; } void SetStencil(GLenum func, GLenum pass) { m_stencil_func = func; m_stencil_spass_dpass_op = pass; } void SetupDepth() { if (GLState::depth != m_depth_enable) { GLState::depth = m_depth_enable; if (m_depth_enable) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); } if (m_depth_enable) { if (GLState::depth_func != m_depth_func) { GLState::depth_func = m_depth_func; glDepthFunc(m_depth_func); } if (GLState::depth_mask != m_depth_mask) { GLState::depth_mask = m_depth_mask; glDepthMask((GLboolean)m_depth_mask); } } } void SetupStencil() { if (GLState::stencil != m_stencil_enable) { GLState::stencil = m_stencil_enable; if (m_stencil_enable) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); } if (m_stencil_enable) { // Note: here the mask control which bitplane is considered by the operation if (GLState::stencil_func != m_stencil_func) { GLState::stencil_func = m_stencil_func; glStencilFunc(m_stencil_func, 1, 1); } if (GLState::stencil_pass != m_stencil_spass_dpass_op) { GLState::stencil_pass = m_stencil_spass_dpass_op; glStencilOp(GL_KEEP, GL_KEEP, m_stencil_spass_dpass_op); } } } bool IsMaskEnable() { return m_depth_mask != GL_FALSE; } }; class GSDeviceOGL : public GSDevice { public: __aligned(struct, 32) VSConstantBuffer { GSVector4 Vertex_Scale_Offset; GSVector4 TextureScale; VSConstantBuffer() { Vertex_Scale_Offset = GSVector4::zero(); TextureScale = GSVector4::zero(); } __forceinline bool Update(const VSConstantBuffer* cb) { GSVector4i* a = (GSVector4i*)this; GSVector4i* b = (GSVector4i*)cb; if(!((a[0] == b[0]) & (a[1] == b[1])).alltrue()) { a[0] = b[0]; a[1] = b[1]; return true; } return false; } }; struct VSSelector { union { struct { uint32 wildhack:1; uint32 bppz:2; // Next param will be handle by subroutine uint32 tme:1; uint32 fst:1; }; uint32 key; }; operator uint32() {return key & 0x3f;} VSSelector() : key(0) {} VSSelector(uint32 k) : key(k) {} static uint32 size() { return 1 << 5; } }; __aligned(struct, 32) PSConstantBuffer { GSVector4 FogColor_AREF; GSVector4 WH; GSVector4 MinF_TA; GSVector4i MskFix; GSVector4 HalfTexel; GSVector4 MinMax; GSVector4 TC_OffsetHack; PSConstantBuffer() { FogColor_AREF = GSVector4::zero(); HalfTexel = GSVector4::zero(); WH = GSVector4::zero(); MinMax = GSVector4::zero(); MinF_TA = GSVector4::zero(); MskFix = GSVector4i::zero(); } __forceinline bool Update(const PSConstantBuffer* cb) { GSVector4i* a = (GSVector4i*)this; GSVector4i* b = (GSVector4i*)cb; // if WH matches both HalfTexel and TC_OffsetHack do too // MinMax depends on WH and MskFix so no need to check it too if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3])).alltrue()) { // Note previous check uses SSE already, a plain copy will be faster than any memcpy a[0] = b[0]; a[1] = b[1]; a[2] = b[2]; a[3] = b[3]; return true; } return false; } }; __aligned(struct, 32) GSConstantBuffer { GSVector4 rt_size; GSConstantBuffer() { rt_size = GSVector4::zero(); } __forceinline bool Update(const GSConstantBuffer* cb) { GSVector4i* a = (GSVector4i*)this; GSVector4i* b = (GSVector4i*)cb; if(!(a[0] == b[0]).alltrue()) { a[0] = b[0]; return true; } return false; } }; struct PSSelector { union { struct { uint32 fst:1; uint32 fmt:3; uint32 aem:1; uint32 fog:1; uint32 clr1:1; uint32 fba:1; uint32 aout:1; uint32 date:3; uint32 spritehack:1; uint32 tcoffsethack:1; uint32 point_sampler:1; uint32 iip:1; uint32 sprite:1; // Next param will be handle by subroutine uint32 colclip:2; uint32 atst:3; uint32 tfx:3; uint32 tcc:1; uint32 wms:2; uint32 wmt:2; uint32 ltf:1; }; uint32 key; }; operator uint32() {return key & 0x3fffffff;} PSSelector() : key(0) {} }; struct PSSamplerSelector { union { struct { uint32 tau:1; uint32 tav:1; uint32 ltf:1; }; uint32 key; }; operator uint32() {return key & 0x7;} PSSamplerSelector() : key(0) {} PSSamplerSelector(uint32 k) : key(k) {} static uint32 size() { return 1 << 3; } }; struct OMDepthStencilSelector { union { struct { uint32 ztst:2; uint32 zwe:1; uint32 date:1; uint32 fba:1; uint32 alpha_stencil:1; }; uint32 key; }; operator uint32() {return key & 0x3f;} OMDepthStencilSelector() : key(0) {} OMDepthStencilSelector(uint32 k) : key(k) {} static uint32 size() { return 1 << 6; } }; struct OMColorMaskSelector { union { struct { uint32 wr:1; uint32 wg:1; uint32 wb:1; uint32 wa:1; }; struct { uint32 wrgba:4; }; uint32 key; }; operator uint32() {return key & 0xf;} OMColorMaskSelector() : key(0xF) {} }; struct OMBlendSelector { union { struct { uint32 abe:1; uint32 a:2; uint32 b:2; uint32 c:2; uint32 d:2; uint32 negative:1; }; struct { uint32 _abe:1; uint32 abcd:8; uint32 _negative:1; }; uint32 key; }; operator uint32() {return key & 0x3fff;} OMBlendSelector() : key(0) {} bool IsCLR1() const { return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1 } }; struct D3D9Blend {int bogus, op, src, dst;}; static const D3D9Blend m_blendMapD3D9[3*3*3*3]; private: uint32 m_msaa; // Level of Msaa bool m_free_window; GSWnd* m_window; GLuint m_fbo; // frame buffer container GLuint m_fbo_read; // frame buffer container only for reading GSVertexBufferStateOGL* m_va;// state of the vertex buffer/array struct { GLuint ps[2]; // program object GSUniformBufferOGL* cb; // uniform buffer object GSBlendStateOGL* bs; } m_merge_obj; struct { GLuint ps[4]; // program object GSUniformBufferOGL* cb; // uniform buffer object } m_interlace; struct { GLuint vs; // program object GLuint ps[10]; // program object GLuint ln; // sampler object GLuint pt; // sampler object GSDepthStencilOGL* dss; GSBlendStateOGL* bs; } m_convert; struct { GLuint ps; GSUniformBufferOGL *cb; } m_fxaa; struct { GLuint ps; GSUniformBufferOGL* cb; } m_shaderfx; struct { GSDepthStencilOGL* dss; GSBlendStateOGL* bs; GSTexture* t; } m_date; struct { GLuint ps; GSUniformBufferOGL *cb; } m_shadeboost; struct { GSDepthStencilOGL* dss; GSBlendStateOGL* bs; float bf; // blend factor } m_state; GLuint m_vs[1<<6]; GLuint m_gs; GLuint m_ps_ss[1<<3]; GSDepthStencilOGL* m_om_dss[1<<6]; hash_map m_ps; hash_map m_om_bs; GLuint m_apitrace; GLuint m_palette_ss; GLuint m_rt_ss; GSUniformBufferOGL* m_vs_cb; GSUniformBufferOGL* m_gs_cb; GSUniformBufferOGL* m_ps_cb; VSConstantBuffer m_vs_cb_cache; GSConstantBuffer m_gs_cb_cache; PSConstantBuffer m_ps_cb_cache; GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format); void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0); void DoFXAA(GSTexture* st, GSTexture* dt); void DoShadeBoost(GSTexture* st, GSTexture* dt); void DoExternalFX(GSTexture* st, GSTexture* dt); void OMAttachRt(GLuint rt); void OMAttachDs(GLuint ds); void OMSetFBO(GLuint fbo); public: GSShaderOGL* m_shader; GSDeviceOGL(); virtual ~GSDeviceOGL(); static void CheckDebugLog(); static void DebugOutputToFile(GLenum gl_source, GLenum gl_type, GLuint id, GLenum gl_severity, GLsizei gl_length, const GLchar *gl_message, const void* userParam); bool HasStencil() { return true; } bool HasDepth32() { return true; } bool Create(GSWnd* wnd); bool Reset(int w, int h); void Flip(); void SetVSync(bool enable); // Used for opengl multithread hack void AttachContext(); void DetachContext(); void DrawPrimitive(); void DrawIndexedPrimitive(); void DrawIndexedPrimitive(int offset, int count); void BeforeDraw(); void AfterDraw(); void ClearRenderTarget(GSTexture* t, const GSVector4& c); void ClearRenderTarget(GSTexture* t, uint32 c); void ClearRenderTarget_i(GSTexture* t, int32 c); void ClearDepth(GSTexture* t, float c); void ClearStencil(GSTexture* t, uint8 c); GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0); GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0); GSTexture* CreateTexture(int w, int h, int format = 0); GSTexture* CreateOffscreen(int w, int h, int format = 0); void InitPrimDateTexture(GSTexture* rt); void RecycleDateTexture(); GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true); void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm); void EndScene(); void IASetPrimitiveTopology(GLenum topology); void IASetVertexBuffer(const void* vertices, size_t count); void IASetIndexBuffer(const void* index, size_t count); void PSSetShaderResource(int i, GSTexture* sr); void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1); void PSSetSamplerState(GLuint ss); void OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref); void OMSetBlendState(GSBlendStateOGL* bs, float bf); void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL); void OMSetWriteBuffer(GLenum buffer = GL_COLOR_ATTACHMENT0); void OMSetColorMaskState(OMColorMaskSelector sel = OMColorMaskSelector()); void CreateTextureFX(); GLuint CompileVS(VSSelector sel, int logz); GLuint CompileGS(); GLuint CompilePS(PSSelector sel); GLuint CreateSampler(bool bilinear, bool tau, bool tav); GLuint CreateSampler(PSSamplerSelector sel); GSDepthStencilOGL* CreateDepthStencil(OMDepthStencilSelector dssel); GSBlendStateOGL* CreateBlend(OMBlendSelector bsel, uint8 afix); void SetupIA(const void* vertex, int vertex_count, const uint32* index, int index_count, int prim); void SetupVS(VSSelector sel); void SetupGS(bool enable); void SetupPS(PSSelector sel); void SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb, const GSConstantBuffer* gs_cb); void SetupSampler(PSSamplerSelector ssel); void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix); GLuint GetSamplerID(PSSamplerSelector ssel); GLuint GetPaletteSamplerID(); void Barrier(GLbitfield b); };