/* ZZ Open GL graphics plugin * Copyright (c)2009 zeydlitz@gmail.com * Based on Zerofrog's ZeroGS KOSMOS (c)2005-2006 * * 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 */ // Create and Destroy function. They would be called once per session. //------------------ Includes #include "GS.h" #include "Mem.h" #include "zerogs.h" #include "ZeroGSShaders/zerogsshaders.h" #include "targets.h" // This include for windows resource file with Shaders #ifdef _WIN32 # include "Win32.h" #endif //------------------ Defines #ifdef _WIN32 #define GL_LOADFN(name) { \ if( (*(void**)&name = (void*)wglGetProcAddress(#name)) == NULL ) { \ ZZLog::Error_Log("Failed to find %s, exiting.", #name); \ } \ } #else // let GLEW take care of it #define GL_LOADFN(name) #endif #define GL_BLEND_RGB(src, dst) { \ s_srcrgb = src; \ s_dstrgb = dst; \ zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \ } #define GL_BLEND_ALPHA(src, dst) { \ s_srcalpha = src; \ s_dstalpha = dst; \ zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \ } #define GL_BLEND_ALL(srcrgb, dstrgb, srcalpha, dstalpha) { \ s_srcrgb = srcrgb; \ s_dstrgb = dstrgb; \ s_srcalpha = srcalpha; \ s_dstalpha = dstalpha; \ zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \ } #define GL_BLEND_SET() zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha) #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) #define VB_BUFFERSIZE 0x400 #define VB_NUMBUFFERS 512 // ----------------- Types typedef void (APIENTRYP _PFNSWAPINTERVAL) (int); map mapGLExtensions; namespace ZeroGS{ RenderFormatType g_RenderFormatType = RFT_float16; extern void KickPoint(); extern void KickLine(); extern void KickTriangle(); extern void KickTriangleFan(); extern void KickSprite(); extern void KickDummy(); extern bool LoadEffects(); extern bool LoadExtraEffects(); extern FRAGMENTSHADER* LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed); VERTEXSHADER pvsBitBlt; GLuint vboRect = 0; vector g_vboBuffers; // VBOs for all drawing commands int g_nCurVBOIndex = 0; inline bool CreateImportantCheck(); inline void CreateOtherCheck(); inline bool CreateOpenShadersFile(); } //------------------ Dummies #ifdef _WIN32 void __stdcall glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4) #else void APIENTRY glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4) #endif { glBlendFunc(e1, e2); } #ifdef _WIN32 void __stdcall glBlendEquationSeparateDummy(GLenum e1, GLenum e2) #else void APIENTRY glBlendEquationSeparateDummy(GLenum e1, GLenum e2) #endif { glBlendEquation(e1); } #ifdef _WIN32 extern HINSTANCE hInst; void (__stdcall *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL; void (__stdcall *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL; #else void (APIENTRY *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL; void (APIENTRY *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL; #endif //------------------ variables //////////////////////////// // State parameters float fiRendWidth, fiRendHeight; u8* s_lpShaderResources = NULL; CGprogram pvs[16] = {NULL}; // String's for shader file in developer mode #ifdef DEVBUILD char* EFFECT_NAME=""; char* EFFECT_DIR=""; #endif ///////////////////// // graphics resources FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS]; FRAGMENTSHADER ppsCRTC[2], ppsCRTC24[2], ppsCRTCTarg[2]; GLenum s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha; // set by zgsBlendFuncSeparateEXT u32 s_stencilfunc, s_stencilref, s_stencilmask; GLenum s_drawbuffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT }; GLenum g_internalFloatFmt = GL_ALPHA_FLOAT32_ATI; GLenum g_internalRGBAFloatFmt = GL_RGBA_FLOAT32_ATI; GLenum g_internalRGBAFloat16Fmt = GL_RGBA_FLOAT16_ATI; u32 ptexLogo = 0; int nLogoWidth, nLogoHeight; u32 s_ptexInterlace = 0; // holds interlace fields //------------------ Global Variables int g_MaxTexWidth = 4096, g_MaxTexHeight = 4096; u32 s_uFramebuffer = 0; CGprofile cgvProf, cgfProf; int g_nPixelShaderVer = 0; // default RasterFont* font_p = NULL; float g_fBlockMult = 1; int s_nFullscreen = 0; u32 ptexBlocks = 0, ptexConv16to32 = 0; // holds information on block tiling u32 ptexBilinearBlocks = 0; u32 ptexConv32to16 = 0; BOOL g_bDisplayMsg = 1; int g_nDepthBias = 0; BOOL g_bSaveFlushedFrame = 0; //------------------ Code bool ZeroGS::IsGLExt( const char* szTargetExtension ) { return mapGLExtensions.find(string(szTargetExtension)) != mapGLExtensions.end(); } inline bool ZeroGS::Create_Window(int _width, int _height) { nBackbufferWidth = _width; nBackbufferHeight = _height; fiRendWidth = 1.0f / nBackbufferWidth; fiRendHeight = 1.0f / nBackbufferHeight; if (!GLWin.DisplayWindow(_width, _height)) return false; s_nFullscreen = (conf.options & GSOPTION_FULLSCREEN) ? 1 : 0; conf.mrtdepth = 0; // for now return true; } // Function asks about different OGL extensions, that are required to setup accordingly. Return false if checks failed inline bool ZeroGS::CreateImportantCheck() { bool bSuccess = true; #ifndef _WIN32 int const glew_ok = glewInit(); if( glew_ok != GLEW_OK ) { ZZLog::Error_Log("glewInit() is not ok!"); bSuccess = false; } #endif if( !IsGLExt("GL_EXT_framebuffer_object") ) { ZZLog::Error_Log("*********\nZZogl: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nZZogl: *********"); bSuccess = false; } if( !IsGLExt("GL_EXT_secondary_color") ) { ZZLog::Error_Log("*********\nZZogl: OGL WARNING: Need GL_EXT_secondary_color\nZZogl: *********"); bSuccess = false; } // load the effect & find the best profiles (if any) if( cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE ) { ZZLog::Error_Log("arbvp1 not supported."); bSuccess = false; } if( cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE ) { ZZLog::Error_Log("arbfp1 not supported."); bSuccess = false; } return bSuccess; } // This is a check for less important open gl extensions. inline void ZeroGS::CreateOtherCheck() { if( !IsGLExt("GL_EXT_blend_equation_separate") || glBlendEquationSeparateEXT == NULL ) { ZZLog::Error_Log("*********\nZZogl: OGL WARNING: Need GL_EXT_blend_equation_separate\nZZogl: *********"); zgsBlendEquationSeparateEXT = glBlendEquationSeparateDummy; } else zgsBlendEquationSeparateEXT = glBlendEquationSeparateEXT; if( !IsGLExt("GL_EXT_blend_func_separate") || glBlendFuncSeparateEXT == NULL ) { ZZLog::Error_Log("*********\nZZogl: OGL WARNING: Need GL_EXT_blend_func_separate\nZZogl: *********"); zgsBlendFuncSeparateEXT = glBlendFuncSeparateDummy; } else zgsBlendFuncSeparateEXT = glBlendFuncSeparateEXT; if( !IsGLExt("GL_ARB_draw_buffers") && !IsGLExt("GL_ATI_draw_buffers") ) { ZZLog::Error_Log("*********\nZZogl: OGL WARNING: multiple render targets not supported, some effects might look bad\nZZogl: *********"); conf.mrtdepth = 0; } if( IsGLExt("GL_ARB_draw_buffers") ) glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffers"); else if( IsGLExt("GL_ATI_draw_buffers") ) glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffersATI"); if (!IsGLExt("GL_ARB_multitexture")) ZZLog::Error_Log("No multitexturing."); else ZZLog::Error_Log("Using multitexturing."); GLint Max_Texture_Size_NV = 0; GLint Max_Texture_Size_2d = 0; glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, &Max_Texture_Size_NV); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &Max_Texture_Size_2d); ZZLog::Error_Log("Maximum texture size is %d for Tex_2d and %d for Tex_NV.", Max_Texture_Size_2d, Max_Texture_Size_NV); if (Max_Texture_Size_NV < 1024) ZZLog::Error_Log("Could not properly make bitmasks, so some textures will be missed."); /* Zeydlitz: we don't support 128-bit targets yet. they are slow and weirdo if( g_GameSettings & GAME_32BITTARGS ) { g_RenderFormatType = RFT_byte8; ZZLog::Error_Log("Setting 32 bit render target."); } else { if( !IsGLExt("GL_NV_float_buffer") && !IsGLExt("GL_ARB_color_buffer_float") && !IsGLExt("ATI_pixel_format_float") ) { ZZLog::Error_Log("******\nZZogl: GS WARNING: Floating point render targets not supported, switching to 32bit\nZZogl: *********"); g_RenderFormatType = RFT_byte8; } }*/ g_RenderFormatType = RFT_byte8; #ifdef _WIN32 if( IsGLExt("WGL_EXT_swap_control") || IsGLExt("EXT_swap_control") ) wglSwapIntervalEXT(0); #else if( IsGLExt("GLX_SGI_swap_control") ) { _PFNSWAPINTERVAL swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapInterval"); if( !swapinterval ) swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapIntervalSGI"); if( !swapinterval ) swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapIntervalEXT"); if( swapinterval ) swapinterval(0); else ZZLog::Error_Log("No support for SwapInterval (framerate clamped to monitor refresh rate),"); } #endif } // open shader file according to build target inline bool ZeroGS::CreateOpenShadersFile() { #ifndef DEVBUILD # ifdef _WIN32 HRSRC hShaderSrc = FindResource(hInst, MAKEINTRESOURCE(IDR_SHADERS), RT_RCDATA); assert( hShaderSrc != NULL ); HGLOBAL hShaderGlob = LoadResource(hInst, hShaderSrc); assert( hShaderGlob != NULL ); s_lpShaderResources = (u8*)LockResource(hShaderGlob); # else // not _WIN32 FILE* fres = fopen("ps2hw.dat", "rb"); if( fres == NULL ) { fres = fopen("plugins/ps2hw.dat", "rb"); if( fres == NULL ) { ZZLog::Error_Log("Cannot find ps2hw.dat in working directory. Exiting."); return false; } } fseek(fres, 0, SEEK_END); size_t s = ftell(fres); s_lpShaderResources = new u8[s+1]; fseek(fres, 0, SEEK_SET); fread(s_lpShaderResources, s, 1, fres); s_lpShaderResources[s] = 0; # endif // _WIN32 #else // NOT RELEASE_TO_PUBLIC # ifndef _WIN32 // NOT WINDOWS // test if ps2hw.fx exists char tempstr[255]; char curwd[255]; getcwd(curwd, ARRAY_SIZE(curwd)); strcpy(tempstr, "/plugins/"); sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr); FILE* f = fopen(EFFECT_NAME, "r"); if( f == NULL ) { strcpy(tempstr, "../../plugins/zzogl-pg/opengl/"); sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr); f = fopen(EFFECT_NAME, "r"); if( f == NULL ) { ZZLog::Error_Log("Failed to find %s, try compiling a non-devbuild.", EFFECT_NAME); return false; } } fclose(f); sprintf(EFFECT_DIR, "%s/%s", curwd, tempstr); sprintf(EFFECT_NAME, "%sps2hw.fx", EFFECT_DIR); #endif #endif // RELEASE_TO_PUBLIC return true; } // Read all extensions name and fill mapGLExtensions inline bool CreateFillExtensionsMap(){ // fill the opengl extension map const char* ptoken = (const char*)glGetString( GL_EXTENSIONS ); if( ptoken == NULL ) return false; int prevlog = conf.log; conf.log = 1; ZZLog::GS_Log("Supported OpenGL Extensions:\n%s\n", ptoken); // write to the log file // Probably a better way to do it, but seems to crash. /*int n; glGetIntegerv(GL_NUM_EXTENSIONS, &n); ZZLog::GS_Log("Supported OpenGL Extensions:\n"); for (int i = 0; i < n; i++) { ZZLog::GS_Log("%s/n", (const char*)glGetStringi(GL_EXTENSIONS, i)); }*/ conf.log = prevlog; // insert all exts into mapGLExtensions const char* pend = NULL; while(ptoken != NULL ) { pend = strchr(ptoken, ' '); if( pend != NULL ) { mapGLExtensions[string(ptoken, pend-ptoken)]; } else { mapGLExtensions[string(ptoken)]; break; } ptoken = pend; while(*ptoken == ' ') ++ptoken; } return true; } const static char* g_pShaders[] = { "full", "reduced", "accurate", "accurate-reduced" }; bool ZeroGS::Create(int _width, int _height) { GLenum err = GL_NO_ERROR; bool bSuccess = true; int i; Destroy(1); GSStateReset(); cgSetErrorHandler(HandleCgError, NULL); g_RenderFormatType = RFT_float16; if (!Create_Window(_width, _height)) return false; if (!CreateFillExtensionsMap()) return false; if (!CreateImportantCheck()) return false; ZeroGS::CreateOtherCheck(); // check the max texture width and height glGetIntegerv(GL_MAX_TEXTURE_SIZE, &g_MaxTexWidth); g_MaxTexHeight = g_MaxTexWidth/4; GPU_TEXWIDTH = g_MaxTexWidth/8; g_fiGPU_TEXWIDTH = 1.0f / GPU_TEXWIDTH; if (!CreateOpenShadersFile()) return false; GL_REPORT_ERROR(); if( err != GL_NO_ERROR ) bSuccess = false; s_srcrgb = s_dstrgb = s_srcalpha = s_dstalpha = GL_ONE; GL_LOADFN(glIsRenderbufferEXT); GL_LOADFN(glBindRenderbufferEXT); GL_LOADFN(glDeleteRenderbuffersEXT); GL_LOADFN(glGenRenderbuffersEXT); GL_LOADFN(glRenderbufferStorageEXT); GL_LOADFN(glGetRenderbufferParameterivEXT); GL_LOADFN(glIsFramebufferEXT); GL_LOADFN(glBindFramebufferEXT); GL_LOADFN(glDeleteFramebuffersEXT); GL_LOADFN(glGenFramebuffersEXT); GL_LOADFN(glCheckFramebufferStatusEXT); GL_LOADFN(glFramebufferTexture1DEXT); GL_LOADFN(glFramebufferTexture2DEXT); GL_LOADFN(glFramebufferTexture3DEXT); GL_LOADFN(glFramebufferRenderbufferEXT); GL_LOADFN(glGetFramebufferAttachmentParameterivEXT); GL_LOADFN(glGenerateMipmapEXT); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GL_REPORT_ERROR(); if( err != GL_NO_ERROR ) bSuccess = false; glGenFramebuffersEXT( 1, &s_uFramebuffer); if( s_uFramebuffer == 0 ) { ZZLog::Error_Log("Failed to create the renderbuffer."); } assert( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT ); glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer ); if( glDrawBuffers != NULL ) glDrawBuffers(1, s_drawbuffers); GL_REPORT_ERROR(); if( err != GL_NO_ERROR ) bSuccess = false; font_p = new RasterFont(); GL_REPORT_ERROR(); if( err != GL_NO_ERROR ) bSuccess = false; // init draw fns drawfn[0] = KickPoint; drawfn[1] = KickLine; drawfn[2] = KickLine; drawfn[3] = KickTriangle; drawfn[4] = KickTriangle; drawfn[5] = KickTriangleFan; drawfn[6] = KickSprite; drawfn[7] = KickDummy; SetAA(conf.aa); GSsetGameCRC(g_LastCRC, g_GameSettings); GL_STENCILFUNC(GL_ALWAYS, 0, 0); //g_GameSettings |= 0;//GAME_VSSHACK|GAME_FULL16BITRES|GAME_NODEPTHRESOLVE|GAME_FASTUPDATE; //s_bWriteDepth = TRUE; GL_BLEND_ALL(GL_ONE, GL_ONE, GL_ONE, GL_ONE); glViewport(0,0,nBackbufferWidth,nBackbufferHeight); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glGenTextures(1, &ptexLogo); glBindTexture(GL_TEXTURE_RECTANGLE_NV, ptexLogo); #ifdef _WIN32 HRSRC hBitmapSrc = FindResource(hInst, MAKEINTRESOURCE(IDB_ZEROGSLOGO), RT_BITMAP); assert( hBitmapSrc != NULL ); HGLOBAL hBitmapGlob = LoadResource(hInst, hBitmapSrc); assert( hBitmapGlob != NULL ); PBITMAPINFO pinfo = (PBITMAPINFO)LockResource(hBitmapGlob); glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, pinfo->bmiHeader.biWidth, pinfo->bmiHeader.biHeight, 0, pinfo->bmiHeader.biBitCount==32?GL_RGBA:GL_RGB, GL_UNSIGNED_BYTE, (u8*)pinfo+pinfo->bmiHeader.biSize); nLogoWidth = pinfo->bmiHeader.biWidth; nLogoHeight = pinfo->bmiHeader.biHeight; glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR); #else #endif GL_REPORT_ERROR(); g_nCurVBOIndex = 0; g_vboBuffers.resize(VB_NUMBUFFERS); glGenBuffers((GLsizei)g_vboBuffers.size(), &g_vboBuffers[0]); for(i = 0; i < (int)g_vboBuffers.size(); ++i) { glBindBuffer(GL_ARRAY_BUFFER, g_vboBuffers[i]); glBufferData(GL_ARRAY_BUFFER, 0x100*sizeof(VertexGPU), NULL, GL_STREAM_DRAW); } GL_REPORT_ERROR(); if( err != GL_NO_ERROR ) bSuccess = false; // create the blocks texture g_fBlockMult = 1; vector vBlockData, vBilinearData; BLOCK::FillBlocks(vBlockData, vBilinearData, 1); glGenTextures(1, &ptexBlocks); glBindTexture(GL_TEXTURE_2D, ptexBlocks); g_internalFloatFmt = GL_ALPHA_FLOAT32_ATI; g_internalRGBAFloatFmt = GL_RGBA_FLOAT32_ATI; g_internalRGBAFloat16Fmt = GL_RGBA_FLOAT16_ATI; glTexImage2D(GL_TEXTURE_2D, 0, g_internalFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_ALPHA, GL_FLOAT, &vBlockData[0]); if( glGetError() != GL_NO_ERROR ) { // try different internal format g_internalFloatFmt = GL_FLOAT_R32_NV; glTexImage2D(GL_TEXTURE_2D, 0, g_internalFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RED, GL_FLOAT, &vBlockData[0]); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); if( glGetError() != GL_NO_ERROR ) { // error, resort to 16bit g_fBlockMult = 65535.0f*(float)g_fiGPU_TEXWIDTH / 32.0f; BLOCK::FillBlocks(vBlockData, vBilinearData, 0); glTexImage2D(GL_TEXTURE_2D, 0, 2, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_R, GL_UNSIGNED_SHORT, &vBlockData[0]); if( glGetError() != GL_NO_ERROR ) { ZZLog::Error_Log("Could not fill blocks."); return false; } ZZLog::Error_Log("Using non-bilinear fill."); } else { // fill in the bilinear blocks glGenTextures(1, &ptexBilinearBlocks); glBindTexture(GL_TEXTURE_2D, ptexBilinearBlocks); glTexImage2D(GL_TEXTURE_2D, 0, g_internalRGBAFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RGBA, GL_FLOAT, &vBilinearData[0]); if( glGetError() != GL_NO_ERROR ) { g_internalRGBAFloatFmt = GL_FLOAT_RGBA32_NV; g_internalRGBAFloat16Fmt = GL_FLOAT_RGBA16_NV; glTexImage2D(GL_TEXTURE_2D, 0, g_internalRGBAFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RGBA, GL_FLOAT, &vBilinearData[0]); ZZLog::Error_Log("ZZogl Fill bilinear blocks."); B_G(glGetError() == GL_NO_ERROR, return false); } else { ZZLog::Error_Log("Fill bilinear blocks failed!"); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } float fpri = 1; glPrioritizeTextures(1, &ptexBlocks, &fpri); if( ptexBilinearBlocks != 0 ) glPrioritizeTextures(1, &ptexBilinearBlocks, &fpri); GL_REPORT_ERROR(); // fill a simple rect glGenBuffers(1, &vboRect); glBindBuffer(GL_ARRAY_BUFFER, vboRect); vector verts(4); VertexGPU* pvert = &verts[0]; pvert->x = -0x7fff; pvert->y = 0x7fff; pvert->z = 0; pvert->s = 0; pvert->t = 0; pvert++; pvert->x = 0x7fff; pvert->y = 0x7fff; pvert->z = 0; pvert->s = 1; pvert->t = 0; pvert++; pvert->x = -0x7fff; pvert->y = -0x7fff; pvert->z = 0; pvert->s = 0; pvert->t = 1; pvert++; pvert->x = 0x7fff; pvert->y = -0x7fff; pvert->z = 0; pvert->s = 1; pvert->t = 1; pvert++; glBufferDataARB(GL_ARRAY_BUFFER, 4*sizeof(VertexGPU), &verts[0], GL_STATIC_DRAW); // setup the default vertex declaration glEnableClientState(GL_VERTEX_ARRAY); glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_SECONDARY_COLOR_ARRAY); glEnableClientState(GL_COLOR_ARRAY); GL_REPORT_ERROR(); // some cards don't support this // glClientActiveTexture(GL_TEXTURE0); // glEnableClientState(GL_TEXTURE_COORD_ARRAY); // glTexCoordPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)12); // create the conversion textures glGenTextures(1, &ptexConv16to32); glBindTexture(GL_TEXTURE_2D, ptexConv16to32); vector conv16to32data(256*256); for(i = 0; i < 256*256; ++i) { u32 tempcol = RGBA16to32(i); // have to flip r and b conv16to32data[i] = (tempcol&0xff00ff00)|((tempcol&0xff)<<16)|((tempcol&0xff0000)>>16); } glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, &conv16to32data[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); GL_REPORT_ERROR(); if( err != GL_NO_ERROR ) bSuccess = false; vector conv32to16data(32*32*32); glGenTextures(1, &ptexConv32to16); glBindTexture(GL_TEXTURE_3D, ptexConv32to16); u32* dst = &conv32to16data[0]; for(i = 0; i < 32; ++i) { for(int j = 0; j < 32; ++j) { for(int k = 0; k < 32; ++k) { u32 col = (i<<10)|(j<<5)|k; *dst++ = ((col&0xff)<<16)|(col&0xff00); } } } glTexImage3D(GL_TEXTURE_3D, 0, 4, 32, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, &conv32to16data[0]); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP); GL_REPORT_ERROR(); if( err != GL_NO_ERROR ) bSuccess = false; g_cgcontext = cgCreateContext(); cgvProf = CG_PROFILE_ARBVP1; cgfProf = CG_PROFILE_ARBFP1; cgGLEnableProfile(cgvProf); cgGLEnableProfile(cgfProf); cgGLSetOptimalOptions(cgvProf); cgGLSetOptimalOptions(cgfProf); cgGLSetManageTextureParameters(g_cgcontext, CG_FALSE); //cgSetAutoCompile(g_cgcontext, CG_COMPILE_IMMEDIATE); g_fparamFogColor = cgCreateParameter(g_cgcontext, CG_FLOAT4); g_vparamPosXY[0] = cgCreateParameter(g_cgcontext, CG_FLOAT4); g_vparamPosXY[1] = cgCreateParameter(g_cgcontext, CG_FLOAT4); ZZLog::Error_Log("Creating effects."); B_G(LoadEffects(), return false); g_bDisplayMsg = 0; // create a sample shader clampInfo temp; memset(&temp, 0, sizeof(temp)); temp.wms = 3; temp.wmt = 3; g_nPixelShaderVer = 0;//SHADER_ACCURATE; // test bool bFailed; FRAGMENTSHADER* pfrag = LoadShadeEffect(0, 1, 1, 1, 1, temp, 0, &bFailed); if( bFailed || pfrag == NULL ) { g_nPixelShaderVer = SHADER_ACCURATE|SHADER_REDUCED; pfrag = LoadShadeEffect(0, 0, 1, 1, 0, temp, 0, &bFailed); if( pfrag != NULL ) cgGLLoadProgram(pfrag->prog); if( bFailed || pfrag == NULL || cgGetError() != CG_NO_ERROR ) { g_nPixelShaderVer = SHADER_REDUCED; ZZLog::Error_Log("Basic shader test failed."); } } g_bDisplayMsg = 1; if( g_nPixelShaderVer & SHADER_REDUCED ) conf.bilinear = 0; ZZLog::Error_Log("Creating extra effects."); B_G(LoadExtraEffects(), return false); ZZLog::Error_Log("Using %s shaders.", g_pShaders[g_nPixelShaderVer]); GL_REPORT_ERROR(); if( err != GL_NO_ERROR ) bSuccess = false; glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); GL_BLEND_ALPHA(GL_ONE, GL_ZERO); glBlendColorEXT(0, 0, 0, 0.5f); glDisable(GL_CULL_FACE); // points // This was changed in SetAA - should we be changing it back? glPointSize(1.0f); g_nDepthBias = 0; glEnable(GL_POLYGON_OFFSET_FILL); glEnable(GL_POLYGON_OFFSET_LINE); glPolygonOffset(0, 1); vb[0].Init(VB_BUFFERSIZE); vb[1].Init(VB_BUFFERSIZE); g_bSaveFlushedFrame = 1; g_vsprog = g_psprog = 0; if (glGetError() == GL_NO_ERROR) return bSuccess; else { ZZLog::Error_Log("In final init!"); return false; } } void ZeroGS::Destroy(BOOL bD3D) { if( s_aviinit ) { StopCapture(); Stop_Avi(); ZZLog::Error_Log("zerogs.avi stopped."); s_aviinit = 0; } g_MemTargs.Destroy(); s_RTs.Destroy(); s_DepthRTs.Destroy(); s_BitwiseTextures.Destroy(); SAFE_RELEASE_TEX(s_ptexInterlace); SAFE_RELEASE_TEX(ptexBlocks); SAFE_RELEASE_TEX(ptexBilinearBlocks); SAFE_RELEASE_TEX(ptexConv16to32); SAFE_RELEASE_TEX(ptexConv32to16); vb[0].Destroy(); vb[1].Destroy(); if( g_vboBuffers.size() > 0 ) { glDeleteBuffers((GLsizei)g_vboBuffers.size(), &g_vboBuffers[0]); g_vboBuffers.clear(); } g_nCurVBOIndex = 0; for(int i = 0; i < ARRAY_SIZE(pvs); ++i) { SAFE_RELEASE_PROG(pvs[i]); } for(int i = 0; i < ARRAY_SIZE(ppsRegular); ++i) { SAFE_RELEASE_PROG(ppsRegular[i].prog); } for(int i = 0; i < ARRAY_SIZE(ppsTexture); ++i) { SAFE_RELEASE_PROG(ppsTexture[i].prog); } SAFE_RELEASE_PROG(pvsBitBlt.prog); SAFE_RELEASE_PROG(ppsBitBlt[0].prog); SAFE_RELEASE_PROG(ppsBitBlt[1].prog); SAFE_RELEASE_PROG(ppsBitBltDepth.prog); SAFE_RELEASE_PROG(ppsCRTCTarg[0].prog); SAFE_RELEASE_PROG(ppsCRTCTarg[1].prog); SAFE_RELEASE_PROG(ppsCRTC[0].prog); SAFE_RELEASE_PROG(ppsCRTC[1].prog); SAFE_RELEASE_PROG(ppsCRTC24[0].prog); SAFE_RELEASE_PROG(ppsCRTC24[1].prog); SAFE_RELEASE_PROG(ppsOne.prog); SAFE_DELETE(font_p); GLWin.ReleaseWindow(); mapGLExtensions.clear(); }