/* * Copyright (C) 2007-2009 Gabest * http://www.gabest.org * * 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, 675 Mass Ave, Cambridge, MA 02139, USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSdx.h" #include "GSDeviceOGL.h" #include "resource.h" GSDeviceOGL::GSDeviceOGL() : m_hDC(NULL) , m_hGLRC(NULL) , m_vbo(0) , m_fbo(0) , m_context(0) , m_topology(-1) , m_ps_ss(NULL) , m_scissor(0, 0, 0, 0) , m_viewport(0, 0) , m_dss(NULL) , m_bs(NULL) , m_bf(-1) , m_rt((GLuint)-1) , m_ds((GLuint)-1) { m_vertices.stride = 0; m_vertices.start = 0; m_vertices.count = 0; m_vertices.limit = 0; } GSDeviceOGL::~GSDeviceOGL() { if(m_context) cgDestroyContext(m_context); if(m_vbo) glDeleteBuffers(1, &m_vbo); if(m_fbo) glDeleteFramebuffers(1, &m_fbo); #ifdef _WINDOWS if(m_hGLRC) {wglMakeCurrent(NULL, NULL); wglDeleteContext(m_hGLRC);} if(m_hDC) ReleaseDC((HWND)m_wnd->GetHandle(), m_hDC); #endif } void GSDeviceOGL::OnCgError(CGcontext ctx, CGerror err) { printf("%s\n", cgGetErrorString(err)); printf("%s\n", cgGetLastListing(ctx)); // ? } bool GSDeviceOGL::Create(GSWnd* wnd, bool vsync) { if(!__super::Create(wnd, vsync)) { return false; } cgSetErrorHandler(OnStaticCgError, this); #ifdef _WINDOWS PIXELFORMATDESCRIPTOR pfd; memset(&pfd, 0, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 32; pfd.cDepthBits = 32; // 24? pfd.cStencilBits = 8; pfd.iLayerType = PFD_MAIN_PLANE; m_hDC = GetDC((HWND)m_wnd->GetHandle()); if(!m_hDC) return false; if(!SetPixelFormat(m_hDC, ChoosePixelFormat(m_hDC, &pfd), &pfd)) { return false; } m_hGLRC = wglCreateContext(m_hDC); if(!m_hGLRC) return false; if(!wglMakeCurrent(m_hDC, m_hGLRC)) { return false; } #endif if(glewInit() != GLEW_OK) { return false; } #ifdef _WINDOWS if(WGLEW_EXT_swap_control) { wglSwapIntervalEXT(vsync ? 1 : 0); } #endif const char* vendor = (const char*)glGetString(GL_VENDOR); const char* renderer = (const char*)glGetString(GL_RENDERER); const char* version = (const char*)glGetString(GL_VERSION); const char* exts = (const char*)glGetString(GL_EXTENSIONS); printf("%s, %s, OpenGL %s\n", vendor, renderer, version); const char* str = strstr(exts, "ARB_texture_non_power_of_two"); glGenBuffers(1, &m_vbo); CheckError(); glBindBuffer(GL_ARRAY_BUFFER, m_vbo); CheckError(); // TODO: setup layout? m_context = cgCreateContext(); // cgGLSetDebugMode(CG_FALSE); CheckCgError(); cgSetParameterSettingMode(m_context, CG_DEFERRED_PARAMETER_SETTING); CheckCgError(); /* struct {CGprofile vs, gs, ps;} m_profile; m_profile.vs = cgGLGetLatestProfile(CG_GL_VERTEX); CheckCgError(); m_profile.gs = cgGLGetLatestProfile(CG_GL_GEOMETRY); CheckCgError(); m_profile.ps = cgGLGetLatestProfile(CG_GL_FRAGMENT); CheckCgError(); */ GSVector4i r = wnd->GetClientRect(); Reset(r.width(), r.height(), false); return true; } bool GSDeviceOGL::Reset(int w, int h, bool fs) { if(!__super::Reset(w, h, fs)) return false; glCullFace(GL_FRONT_AND_BACK); CheckError(); glDisable(GL_LIGHTING); CheckError(); glDisable(GL_ALPHA_TEST); CheckError(); glEnable(GL_SCISSOR_TEST); CheckError(); glMatrixMode(GL_PROJECTION); CheckError(); glLoadIdentity(); CheckError(); glMatrixMode(GL_MODELVIEW); CheckError(); glLoadIdentity(); CheckError(); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); CheckError(); // glViewport(0, 0, w, h); if(m_fbo) {glDeleteFramebuffersEXT(1, &m_fbo); m_fbo = 0;} glGenFramebuffers(1, &m_fbo); CheckError(); if(m_fbo == 0) return false; glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); CheckError(); return true; } void GSDeviceOGL::Present(const GSVector4i& r, int shader) { glBindFramebuffer(GL_FRAMEBUFFER, 0); CheckError(); // TODO: m_current => backbuffer Flip(); } void GSDeviceOGL::Flip() { #ifdef _WINDOWS SwapBuffers(m_hDC); #endif } void GSDeviceOGL::BeginScene() { } void GSDeviceOGL::DrawPrimitive() { glDrawArrays(m_topology, m_vertices.count, m_vertices.start); CheckError(); } void GSDeviceOGL::EndScene() { m_vertices.start += m_vertices.count; m_vertices.count = 0; } void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c) { GLuint texture = *(GSTextureOGL*)t; if(texture == 0) { // TODO: backbuffer } else { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, texture); CheckError(); } // TODO: disable scissor, color mask glClearColor(c.r, c.g, c.b, c.a); CheckError(); glClear(GL_COLOR_BUFFER_BIT); CheckError(); } void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c) { ClearRenderTarget(t, GSVector4(c) * (1.0f / 255)); } void GSDeviceOGL::ClearDepth(GSTexture* t, float c) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, *(GSTextureOGL*)t); CheckError(); // TODO: disable scissor, depth mask glClearDepth(c); CheckError(); glClear(GL_DEPTH_BUFFER_BIT); CheckError(); } void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX, *(GSTextureOGL*)t); CheckError(); // TODO: disable scissor, depth (?) mask glClearStencil((GLint)c); CheckError(); glClear(GL_STENCIL_BUFFER_BIT); CheckError(); } GSTexture* GSDeviceOGL::Create(int type, int w, int h, int format) { GLuint texture = 0; switch(type) { case GSTexture::RenderTarget: glGenTextures(1, &texture); CheckError(); glBindTexture(GL_TEXTURE_2D, texture); CheckError(); glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); CheckError(); break; case GSTexture::DepthStencil: glGenRenderbuffers(1, &texture); CheckError(); glBindRenderbuffer(GL_RENDERBUFFER, texture); CheckError(); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, w, h); CheckError(); // TODO: depth textures? break; case GSTexture::Texture: glGenTextures(1, &texture); CheckError(); glBindTexture(GL_TEXTURE_2D, texture); CheckError(); glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); CheckError(); break; case GSTexture::Offscreen: // TODO: ??? break; } if(!texture) return false; GSTextureOGL* t = new GSTextureOGL(texture, type, w, h, format); switch(type) { case GSTexture::RenderTarget: ClearRenderTarget(t, 0); break; case GSTexture::DepthStencil: ClearDepth(t, 0); break; } return t; } GSTexture* GSDeviceOGL::CreateRenderTarget(int w, int h, int format) { return __super::CreateRenderTarget(w, h, format ? format : GL_RGBA8); } GSTexture* GSDeviceOGL::CreateDepthStencil(int w, int h, int format) { return __super::CreateDepthStencil(w, h, format ? format : GL_DEPTH32F_STENCIL8); // TODO: GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8 } GSTexture* GSDeviceOGL::CreateTexture(int w, int h, int format) { return __super::CreateTexture(w, h, format ? format : GL_RGBA8); } GSTexture* GSDeviceOGL::CreateOffscreen(int w, int h, int format) { return __super::CreateOffscreen(w, h, format ? format : GL_RGBA8); } GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format) { // TODO return NULL; } void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear) { // TODO } void GSDeviceOGL::DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c) { // TODO } void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) { // TODO } void GSDeviceOGL::IASetVertexBuffer(const void* vertices, size_t stride, size_t count) { ASSERT(m_vertices.count == 0); glBindBuffer(GL_ARRAY_BUFFER, m_vbo); CheckError(); bool growbuffer = false; bool discard = false; // in opengl 3.x this should be a flag to glMapBuffer, as I read somewhere if(count * stride > m_vertices.limit * m_vertices.stride) { m_vertices.start = 0; m_vertices.count = 0; m_vertices.limit = max(count * 3 / 2, 10000); growbuffer = true; } if(m_vertices.start + count > m_vertices.limit || stride != m_vertices.stride) { m_vertices.start = 0; discard = true; } if(growbuffer || discard) { glBufferData(GL_ARRAY_BUFFER, m_vertices.limit * stride, NULL, GL_DYNAMIC_DRAW); CheckError(); // GL_STREAM_DRAW? } glBufferSubData(GL_ARRAY_BUFFER, m_vertices.start * stride, count * stride, vertices); CheckError(); /* if(GLvoid* v = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY)) { GSVector4i::storent((uint8*)v + m_vertices.start * stride, vertices, count * stride); glUnmapBuffer(GL_ARRAY_BUFFER); CheckError(); } */ m_vertices.count = count; m_vertices.stride = stride; } void GSDeviceOGL::IASetInputLayout() { // TODO } void GSDeviceOGL::IASetPrimitiveTopology(int topology) { m_topology = topology; } void GSDeviceOGL::PSSetSamplerState(SamplerStateOGL* ss) { if(ss && m_ps_ss != ss) { glActiveTexture(GL_TEXTURE0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, ss->wrap.s); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, ss->wrap.t); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, ss->filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, ss->filter); glActiveTexture(GL_TEXTURE1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, ss->wrap.s); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, ss->wrap.t); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, ss->filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, ss->filter); glActiveTexture(GL_TEXTURE2); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_POINT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_POINT); glActiveTexture(GL_TEXTURE3); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_POINT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_POINT); m_ps_ss = ss; } } void GSDeviceOGL::RSSet(int width, int height, const GSVector4i* scissor) { if(m_viewport.x != width || m_viewport.y != height) { glViewport(0, 0, width, height); CheckError(); m_viewport = GSVector2i(width, height); } GSVector4i r = scissor ? *scissor : GSVector4i(0, 0, width, height); if(!m_scissor.eq(r)) { glScissor(r.left, r.top, r.width(), r.height()); CheckError(); m_scissor = r; } } void GSDeviceOGL::OMSetDepthStencilState(DepthStencilStateOGL* dss) { if(m_dss != dss) { if(dss->depth.enable) { glEnable(GL_DEPTH_TEST); CheckError(); glDepthFunc(dss->depth.func); CheckError(); glDepthMask(dss->depth.write); CheckError(); } else { glDisable(GL_DEPTH_TEST); CheckError(); } if(dss->stencil.enable) { glEnable(GL_STENCIL_TEST); CheckError(); glStencilFunc(dss->stencil.func, dss->stencil.ref, dss->stencil.mask); CheckError(); glStencilOp(dss->stencil.sfail, dss->stencil.dpfail, dss->stencil.dppass); CheckError(); glStencilMask(dss->stencil.wmask); CheckError(); } else { glDisable(GL_STENCIL_TEST); CheckError(); } m_dss = dss; } } void GSDeviceOGL::OMSetBlendState(BlendStateOGL* bs, float bf) { if(m_bs != bs || m_bf != bf) { if(bs->enable) { glEnable(GL_BLEND); CheckError(); glBlendEquationSeparate(bs->modeRGB, bs->modeAlpha); CheckError(); glBlendFuncSeparate(bs->srcRGB, bs->dstRGB, bs->srcAlpha, bs->dstAlpha); CheckError(); glBlendColor(bf, bf, bf, 0); CheckError(); } else { glDisable(GL_BLEND); CheckError(); } glColorMask(bs->mask.r, bs->mask.g, bs->mask.b, bs->mask.a); CheckError(); m_bs = bs; m_bf = bf; } } void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds) { GLuint rti = 0; GLuint dsi = 0; if(rt) rti = *(GSTextureOGL*)rt; if(ds) dsi = *(GSTextureOGL*)ds; if(m_rt != rti) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rti); CheckError(); m_rt = rti; } if(m_ds != dsi) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, dsi); CheckError(); m_ds = dsi; } }