/* * 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, 675 Mass Ave, Cambridge, MA 02139, USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSDeviceOGL.h" #include "GSTables.h" void GSDeviceOGL::CreateTextureFX() { m_vs_cb = new GSUniformBufferOGL(4, sizeof(VSConstantBuffer)); m_ps_cb = new GSUniformBufferOGL(5, sizeof(PSConstantBuffer)); glGenSamplers(1, &m_rt_ss); // FIXME, seem to have no difference between sampler !!! m_palette_ss = m_rt_ss; glSamplerParameteri(m_rt_ss, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(m_rt_ss, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glSamplerParameteri(m_rt_ss, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glSamplerParameteri(m_rt_ss, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(m_rt_ss, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // FIXME which value for GL_TEXTURE_MIN_LOD glSamplerParameteri(m_rt_ss, GL_TEXTURE_MAX_LOD, FLT_MAX); // FIXME: seems there is 2 possibility in opengl // DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER; // glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_MODE, GL_NONE); glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_FUNC, GL_NEVER); // FIXME: need ogl extension sd.MaxAnisotropy = 16; //{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, //{"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, //float2 t : TEXCOORD0; //float q : TEXCOORD1; // //{"POSITION", 0, DXGI_FORMAT_R16G16_UINT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, //{"POSITION", 1, DXGI_FORMAT_R32_UINT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0}, //uint2 p : POSITION0; //uint z : POSITION1; // //{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, //{"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0}, //float4 c : COLOR0; //float4 f : COLOR1; GSInputLayout vert_format[6] = { // FIXME {0 , 2 , GL_FLOAT , GL_FALSE , sizeof(GSVertexHW11) , (const GLvoid*)(0) } , {1 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertexHW11) , (const GLvoid*)(8) } , {2 , 1 , GL_FLOAT , GL_FALSE , sizeof(GSVertexHW11) , (const GLvoid*)(12) } , {3 , 2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertexHW11) , (const GLvoid*)(16) } , {4 , 1 , GL_UNSIGNED_INT , GL_FALSE , sizeof(GSVertexHW11) , (const GLvoid*)(20) } , // note: there is a 32 bits pad {5 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertexHW11) , (const GLvoid*)(28) } , }; m_vb = new GSVertexBufferState(sizeof(GSVertexHW11), vert_format, countof(vert_format)); } void GSDeviceOGL::SetupIA(const void* vertices, int count, GLenum prim) { IASetVertexState(m_vb); IASetVertexBuffer(vertices, count); IASetPrimitiveTopology(prim); } void GSDeviceOGL::SetupVS(VSSelector sel, const VSConstantBuffer* cb) { // ************************************************************* // Static // ************************************************************* auto i = m_vs.find(sel); if(i == m_vs.end()) { std::string macro = format("#define VS_BPPZ %d\n", sel.bppz) + format("#define VS_TME %d\n", sel.tme) + format("#define VS_FST %d\n", sel.fst) + format("#define VS_RTCOPY %d\n", sel.rtcopy); GLuint vs; CompileShaderFromSource("tfx.glsl", "vs_main", GL_VERTEX_SHADER, &vs, macro); m_vs[sel] = vs; i = m_vs.find(sel); } // ************************************************************* // Dynamic // ************************************************************* if(m_vs_cb_cache.Update(cb)) { SetUniformBuffer(m_vs_cb); m_vs_cb->upload(&cb); } VSSetShader(i->second); } void GSDeviceOGL::SetupGS(GSSelector sel) { // ************************************************************* // Static // ************************************************************* GLuint gs = 0; if(sel.prim > 0 && (sel.iip == 0 || sel.prim == 3)) { auto i = m_gs.find(sel); if(i == m_gs.end()) { std::string macro = format("#define GS_IIP %d\n", sel.iip) + format("#define GS_PRIM %d\n", sel.prim); CompileShaderFromSource("tfx.glsl", "gs_main", GL_GEOMETRY_SHADER, &gs, macro); m_gs[sel] = gs; } else { gs = i->second; } } // ************************************************************* // Dynamic // ************************************************************* GSSetShader(gs); } void GSDeviceOGL::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel) { // ************************************************************* // Static // ************************************************************* GLuint ps; auto i = m_ps.find(sel); if (i == m_ps.end()) { std::string macro = format("#define PS_FST %d\n", sel.fst) + format("#define PS_WMS %d\n", sel.wms) + format("#define PS_WMT %d\n", sel.wmt) + format("#define PS_FMT %d\n", sel.fmt) + format("#define PS_AEM %d\n", sel.aem) + format("#define PS_TFX %d\n", sel.tfx) + format("#define PS_TCC %d\n", sel.tcc) + format("#define PS_ATST %d\n", sel.atst) + format("#define PS_FOG %d\n", sel.fog) + format("#define PS_CLR1 %d\n", sel.clr1) + format("#define PS_FBA %d\n", sel.fba) + format("#define PS_AOUT %d\n", sel.aout) + format("#define PS_LTF %d\n", sel.ltf) + format("#define PS_COLCLIP %d\n", sel.colclip) + format("#define PS_DATE %d\n", sel.date); CompileShaderFromSource("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, &ps, macro); m_ps[sel] = ps; i = m_ps.find(sel); } else { ps = i->second; } // ************************************************************* // Dynamic // ************************************************************* if(m_ps_cb_cache.Update(cb)) { SetUniformBuffer(m_ps_cb); m_ps_cb->upload(&cb); } GLuint ss0, ss1; ss0 = ss1 = 0; if(sel.tfx != 4) { if(!(sel.fmt < 3 && sel.wms < 3 && sel.wmt < 3)) { ssel.ltf = 0; } auto i = m_ps_ss.find(ssel); if(i != m_ps_ss.end()) { ss0 = i->second; } else { // ************************************************************* // Static // ************************************************************* glGenSamplers(1, &ss0); if (ssel.ltf) { glSamplerParameteri(ss0, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glSamplerParameteri(ss0, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glSamplerParameteri(ss0, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(ss0, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } // FIXME ensure U -> S, V -> T and W->R if (ssel.tau) glSamplerParameteri(ss0, GL_TEXTURE_WRAP_S, GL_REPEAT); else glSamplerParameteri(ss0, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); if (ssel.tav) glSamplerParameteri(ss0, GL_TEXTURE_WRAP_T, GL_REPEAT); else glSamplerParameteri(ss0, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glSamplerParameteri(ss0, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // FIXME which value for GL_TEXTURE_MIN_LOD glSamplerParameteri(m_rt_ss, GL_TEXTURE_MAX_LOD, FLT_MAX); // FIXME: seems there is 2 possibility in opengl // DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER; // glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_MODE, GL_NONE); glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_FUNC, GL_NEVER); // FIXME: need ogl extension sd.MaxAnisotropy = 16; m_ps_ss[ssel] = ss0; } if(sel.fmt >= 3) { ss1 = m_palette_ss; } } PSSetSamplerState(ss0, ss1, sel.date ? m_rt_ss : 0); PSSetShader(ps); } void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix) { auto i = m_om_dss.find(dssel); // ************************************************************* // Static // ************************************************************* if (i == m_om_dss.end()) { GSDepthStencilOGL* dss = new GSDepthStencilOGL(); if (dssel.date) { dss->m_stencil_enable = true; dss->m_stencil_func = GL_EQUAL; dss->m_stencil_spass_dpass_op = GL_KEEP; } if(dssel.ztst != ZTST_ALWAYS || dssel.zwe) { static const GLenum ztst[] = { GL_NEVER, GL_ALWAYS, GL_GEQUAL, GL_GREATER }; dss->m_depth_enable = true; dss->m_depth_mask = dssel.zwe ? GL_TRUE : GL_FALSE; dss->m_depth_func = ztst[dssel.ztst]; } m_om_dss[dssel] = dss; i = m_om_dss.find(dssel); } // ************************************************************* // Dynamic // ************************************************************* OMSetDepthStencilState(i->second, 1); // ************************************************************* // Static // ************************************************************* auto j = m_om_bs.find(bsel); if(j == m_om_bs.end()) { GSBlendStateOGL* bs = new GSBlendStateOGL(); bs->m_enable = bsel.abe; if(bsel.abe) { int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d; bs->m_equation_RGB = m_blendMapD3D9[i].op; bs->m_func_sRGB = m_blendMapD3D9[i].src; bs->m_func_dRGB = m_blendMapD3D9[i].dst; // Not very good but I don't wanna write another 81 row table if(bsel.negative) { if(bs->m_equation_RGB == GL_FUNC_ADD) bs->m_equation_RGB = GL_FUNC_REVERSE_SUBTRACT; else if(bs->m_equation_RGB == GL_FUNC_REVERSE_SUBTRACT) bs->m_equation_RGB = GL_FUNC_ADD; else ; // god knows, best just not to mess with it for now } if(m_blendMapD3D9[i].bogus == 1) { if (bsel.a == 0) bs->m_func_sRGB = GL_ONE; else bs->m_func_dRGB = GL_ONE; const string afixstr = format("%d >> 7", afix); const char *col[3] = {"Cs", "Cd", "0"}; const char *alpha[3] = {"As", "Ad", afixstr.c_str()}; // FIXME, need to investigate OGL capabilities. Maybe for OGL5 ;) fprintf(stderr, "Impossible blend for D3D: (%s - %s) * %s + %s\n", col[bsel.a], col[bsel.b], alpha[bsel.c], col[bsel.d]); } } bs->m_r_msk = bsel.wr; bs->m_g_msk = bsel.wg; bs->m_b_msk = bsel.wb; bs->m_a_msk = bsel.wa; m_om_bs[bsel] = bs; j = m_om_bs.find(bsel); } // ************************************************************* // Dynamic // ************************************************************* OMSetBlendState(j->second, (float)(int)afix / 0x80); }