/* * 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSDeviceOGL.h" #include "GSTables.h" #include "res/tfx.h" static const uint32 g_vs_cb_index = 20; static const uint32 g_ps_cb_index = 21; void GSDeviceOGL::CreateTextureFX() { m_vs_cb = new GSUniformBufferOGL(g_vs_cb_index, sizeof(VSConstantBuffer)); m_ps_cb = new GSUniformBufferOGL(g_ps_cb_index, sizeof(PSConstantBuffer)); CreateSampler(m_palette_ss, false, false, false); GSInputLayoutOGL vert_format[] = { {0 , 2 , GL_FLOAT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(0) } , {1 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(8) } , {2 , 1 , GL_FLOAT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(12) } , {3 , 2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(16) } , {4 , 1 , GL_UNSIGNED_INT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(20) } , {5 , 2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(24) } , {6 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(28) } , }; m_vb = new GSVertexBufferStateOGL(sizeof(GSVertex), vert_format, countof(vert_format)); // Compile some dummy shaders to allow modification inside Apitrace for debug GLuint dummy; std::string macro = "\n"; CompileShaderFromSource("tfx.glsl", "vs_main", GL_VERTEX_SHADER, &dummy, tfx_glsl, macro); CompileShaderFromSource("tfx.glsl", "gs_main", GL_GEOMETRY_SHADER, &dummy, tfx_glsl, macro); CompileShaderFromSource("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, &dummy, tfx_glsl, macro); // Pre compile all Geometry & Vertex Shader // It might cost a seconds at startup but it would reduce benchmark pollution GSDeviceOGL::GSSelector gs_sel; for (uint32 key = 0; key < (1 << 3); key++) { gs_sel.key = key; SetupGS(gs_sel); } GSDeviceOGL::VSSelector vs_sel; for (uint32 key = 0; key < (1 << 5); key++) { vs_sel.key = key; SetupVS(vs_sel, NULL); } // Use sane reset value GSSetShader(0); VSSetShader(0); } 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_LOGZ %d\n", sel.logz) + format("#define VS_TME %d\n", sel.tme) + format("#define VS_FST %d\n", sel.fst); GLuint vs; CompileShaderFromSource("tfx.glsl", "vs_main", GL_VERTEX_SHADER, &vs, tfx_glsl, macro); m_vs[sel] = vs; i = m_vs.find(sel); } // ************************************************************* // Dynamic // ************************************************************* if(cb != NULL && 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, tfx_glsl, 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) + format("#define PS_SPRITEHACK %d\n", sel.spritehack) + format("#define PS_TCOFFSETHACK %d\n", sel.tcoffsethack) + format("#define PS_POINT_SAMPLER %d\n", sel.point_sampler); CompileShaderFromSource("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, &ps, tfx_glsl, macro); m_ps[sel] = ps; } 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 // ************************************************************* CreateSampler(ss0, ssel.ltf, ssel.tau, ssel.tav); m_ps_ss[ssel] = ss0; } if(sel.fmt >= 3) { ss1 = m_palette_ss; } } PSSetSamplerState(ss0, ss1, 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->EnableStencil(); dss->SetStencil(GL_EQUAL, dssel.alpha_stencil ? GL_ZERO : GL_KEEP); } if(dssel.ztst != ZTST_ALWAYS || dssel.zwe) { static const GLenum ztst[] = { GL_NEVER, GL_ALWAYS, GL_GEQUAL, GL_GREATER }; dss->EnableDepth(); dss->SetDepth(ztst[dssel.ztst], dssel.zwe); } 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(); if(bsel.abe) { int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d; bs->EnableBlend(); bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, m_blendMapD3D9[i].dst); if(m_blendMapD3D9[i].bogus == 1) { if (bsel.a == 0) bs->SetRGB(m_blendMapD3D9[i].op, GL_ONE, m_blendMapD3D9[i].dst); else bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, 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]); } // Not very good but I don't wanna write another 81 row table if(bsel.negative) bs->RevertOp(); } bs->SetMask(bsel.wr, bsel.wg, bsel.wb, bsel.wa); m_om_bs[bsel] = bs; j = m_om_bs.find(bsel); } // ************************************************************* // Dynamic // ************************************************************* OMSetBlendState(j->second, (float)(int)afix / 0x80); }