/* ZZ Open GL graphics plugin * Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com * Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008 * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ #ifndef __ZEROGS__H #define __ZEROGS__H #ifdef _MSC_VER #pragma warning(disable:4200) // nonstandard extension used : zero-sized array in struct/union #endif // ----------------------------- Includes #include #include #include #include #include "ZZGl.h" #include "GS.h" #include "CRC.h" #include "rasterfont.h" // simple font using namespace std; //------------------------ Constants ---------------------- #define VB_BUFFERSIZE 0x400 // Used in a logarithmic Z-test, as (1-o(1))/log(MAX_U32). const float g_filog32 = 0.999f / (32.0f * logf(2.0f)); //------------------------ Inlines ------------------------- // Calculate maximum height for target inline int get_maxheight(int fbp, int fbw, int psm) { int ret; if (fbw == 0) return 0; ret = (((0x00100000 - 64 * fbp) / fbw) & ~0x1f); if (PSMT_ISHALF(psm)) ret *= 2; return ret; } // ------------------------ Variables ------------------------- // all textures have this width extern int GPU_TEXWIDTH; extern float g_fiGPU_TEXWIDTH; #define MASKDIVISOR 0 // Used for decrement bitwise mask texture size if 1024 is too big #define GPU_TEXMASKWIDTH (1024 >> MASKDIVISOR) // bitwise mask width for region repeat mode extern u32 ptexBlocks; // holds information on block tiling. It's texture number in OpenGL -- if 0 than such texture extern u32 ptexConv16to32; // does not exists. This textures should be created on start and released on finish. extern u32 ptexBilinearBlocks; extern u32 ptexConv32to16; // this is currently *not* used as a bool, in spite of its moniker --air // Actually, the only thing written to it is 1 or 0, which makes the (g_bSaveFlushedFrame & 0x80000000) check rather bizzare. //extern u32 g_bSaveFlushedFrame; ////////////////////////// // State parameters #ifdef ZEROGS_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 u32 s_uFramebuffer; extern int g_nPixelShaderVer; extern bool s_bWriteDepth; extern u32 ptexLogo; extern int nLogoWidth, nLogoHeight; extern int nBackbufferWidth, nBackbufferHeight; 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 float4 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 float4 DefaultBitBltPos(); inline float4 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 CheckFrame16vs32Conversion(); 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 union { u32 uCurTex0Data[2]; // current tex0 data GIFRegTEX0 uCurTex0; }; 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; }; // 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; 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 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 Reset(); // call to destroy video resources void GSStateReset(); void GSReset(); void GSSoftReset(u32 mask); 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 FlushBoth(); void ExtWrite(); void SetWriteDepth(); bool IsWriteDepth(); void SetDestAlphaTest(); bool IsWriteDestAlphaTest(); void SetFogColor(u32 fog); void SetFogColor(GIFRegFOGCOL* 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(); void Delete_Avi_Capture(); // 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); void ResetAlphaVariables(); void StartCapture(); void StopCapture(); void CaptureFrame(); // Perform clutting for flushed texture. Better check if it needs a 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); } }; #endif