/* * 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" static const uint32 g_vs_cb_index = 20; static const uint32 g_ps_cb_index = 21; static const uint32 g_gs_cb_index = 22; void GSDeviceOGL::CreateTextureFX() { GL_PUSH("CreateTextureFX"); m_vs_cb = new GSUniformBufferOGL(g_vs_cb_index, sizeof(VSConstantBuffer)); m_ps_cb = new GSUniformBufferOGL(g_ps_cb_index, sizeof(PSConstantBuffer)); // warning 1 sampler by image unit. So you cannot reuse m_ps_ss... m_palette_ss = CreateSampler(false, false, false); gl_BindSampler(1, m_palette_ss); // Pre compile all Geometry & Vertex Shader // It might cost a seconds at startup but it would reduce benchmark pollution m_gs = CompileGS(); int logz = theApp.GetConfig("logz", 1); // Don't do it in debug build, so it can still be tested #ifndef _DEBUG if (GLLoader::found_GL_ARB_clip_control && logz) { fprintf(stderr, "Your driver supports advance depth. Logz will be disabled\n"); logz = 0; } else if (!GLLoader::found_GL_ARB_clip_control && !logz) { fprintf(stderr, "Your driver DOESN'T support advance depth (GL_ARB_clip_control)\n It is higly recommmended to enable logz\n"); } #endif for (uint32 key = 0; key < VSSelector::size(); key++) { // wildhack is only useful if both TME and FST are enabled. VSSelector sel(key); if (sel.wildhack && (!sel.tme || !sel.fst)) m_vs[key] = 0; else m_vs[key] = CompileVS(sel, logz); } // Enable all bits for stencil operations. Technically 1 bit is // enough but buffer is polluted with noise. Clear will be limited // to the mask. glStencilMask(0xFF); for (uint32 key = 0; key < OMDepthStencilSelector::size(); key++) m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key)); // Help to debug FS in apitrace m_apitrace = CompilePS(PSSelector()); GL_POP(); } GSDepthStencilOGL* GSDeviceOGL::CreateDepthStencil(OMDepthStencilSelector dssel) { 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); } return dss; } GSBlendStateOGL* GSDeviceOGL::CreateBlend(OMBlendSelector bsel, uint8 afix) { GSBlendStateOGL* bs = new GSBlendStateOGL(); if(bsel.abe) { int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d; bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, m_blendMapD3D9[i].dst); if (m_blendMapD3D9[i].bogus & A_MAX) { if (!theApp.GetConfig("accurate_blend", 0)) { bs->EnableBlend(); 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()}; fprintf(stderr, "Impossible blend for D3D: (%s - %s) * %s + %s\n", col[bsel.a], col[bsel.b], alpha[bsel.c], col[bsel.d]); } else { bs->EnableBlend(); } // Not very good but I don't wanna write another 81 row table if(bsel.negative) bs->RevertOp(); } return bs; } void GSDeviceOGL::SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb) { if(m_vs_cb_cache.Update(vs_cb)) { m_vs_cb->upload(vs_cb); } if(m_ps_cb_cache.Update(ps_cb)) { m_ps_cb->upload(ps_cb); } } void GSDeviceOGL::SetupVS(VSSelector sel) { if (GLLoader::found_GL_ARB_shader_subroutine) { GLuint sub[1]; sub[0] = sel.tme ? 1 + (uint32)sel.fst : 0; m_shader->VS_subroutine(sub); // Handle by subroutine useless now sel.tme = 0; sel.fst = 0; } m_shader->VS(m_vs[sel], 1); } void GSDeviceOGL::SetupGS(bool enable) { if (enable) m_shader->GS(m_gs); else m_shader->GS(0); } void GSDeviceOGL::SetupPS(PSSelector sel) { if (GLLoader::found_GL_ARB_shader_subroutine) { GLuint tfx = sel.tfx > 3 ? 19 : 11 + (uint32)sel.tfx + (uint32)sel.tcc*4; GLuint colclip = 8 + (uint32)sel.colclip; GLuint clamp = (sel.wms == 2 && sel.wmt == 2) ? 20 : (sel.wms == 2) ? 21 : (sel.wmt == 2) ? 22 : 23; GLuint wrap = (sel.wms == 2 && sel.wmt == 2) ? 24 : (sel.wms == 3 && sel.wmt == 3) ? 25 : (sel.wms == 2 && sel.wmt == 3) ? 26 : (sel.wms == 3 && sel.wmt == 2) ? 27 : (sel.wms == 2) ? 28 : (sel.wmt == 3) ? 29 : (sel.wms == 3) ? 30 : (sel.wmt == 2) ? 31 : 32; GLuint sub[5] = {sel.atst, colclip, tfx, clamp, wrap}; m_shader->PS_subroutine(sub); // Handle by subroutine useless now sel.atst = 0; sel.colclip = 0; sel.tfx = 0; sel.tcc = 0; // sel.wms = 0; // sel.wmt = 0; } // ************************************************************* // Static // ************************************************************* GLuint ps; auto i = m_ps.find(sel); if (i == m_ps.end()) { ps = CompilePS(sel); m_ps[sel] = ps; } else { ps = i->second; } // ************************************************************* // Dynamic // ************************************************************* m_shader->PS(ps, 3); } void GSDeviceOGL::SetupSampler(PSSamplerSelector ssel) { PSSetSamplerState(m_ps_ss[ssel]); } GLuint GSDeviceOGL::GetSamplerID(PSSamplerSelector ssel) { return m_ps_ss[ssel]; } GLuint GSDeviceOGL::GetPaletteSamplerID() { return m_palette_ss; } void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix, bool sw_blending) { GSDepthStencilOGL* dss = m_om_dss[dssel]; OMSetDepthStencilState(dss, 1); if (sw_blending) { if (GLState::blend) { GLState::blend = false; glDisable(GL_BLEND); } // No hardware blending thank return; } // ************************************************************* // Static // ************************************************************* auto j = m_om_bs.find(bsel); GSBlendStateOGL* bs; if(j == m_om_bs.end()) { bs = CreateBlend(bsel, afix); m_om_bs[bsel] = bs; } else { bs = j->second; } // ************************************************************* // Dynamic // ************************************************************* OMSetBlendState(bs, (float)(int)afix / 0x80); }