/* * Copyright (C) 2011-2014 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 "GLState.h" #include "res/glsl_source.h" //#define LOUD_DEBUGGING //#define PRINT_FRAME_NUMBER //#define ONLY_LINES static uint32 g_draw_count = 0; static uint32 g_frame_count = 1; #ifdef ENABLE_OGL_DEBUG_MEM_BW uint32 g_texture_upload_byte = 0; uint32 g_vertex_upload_byte = 0; #endif static const uint32 g_merge_cb_index = 10; static const uint32 g_interlace_cb_index = 11; static const uint32 g_shadeboost_cb_index = 12; static const uint32 g_fxaa_cb_index = 13; GSDeviceOGL::GSDeviceOGL() : m_free_window(false) , m_window(NULL) , m_fbo(0) , m_fbo_read(0) , m_vb_sr(NULL) , m_shader(NULL) { memset(&m_merge_obj, 0, sizeof(m_merge_obj)); memset(&m_interlace, 0, sizeof(m_interlace)); memset(&m_convert, 0, sizeof(m_convert)); memset(&m_date, 0, sizeof(m_date)); memset(&m_state, 0, sizeof(m_state)); GLState::Clear(); // Reset the debug file #ifdef ENABLE_OGL_DEBUG FILE* f = fopen("Debug.txt","w"); fclose(f); #endif } GSDeviceOGL::~GSDeviceOGL() { // If the create function wasn't called nothing to do. if (m_shader == NULL) return; // Clean vertex buffer state delete (m_vb_sr); // Clean m_merge_obj for (size_t i = 0; i < countof(m_merge_obj.ps); i++) m_shader->Delete(m_merge_obj.ps[i]); delete (m_merge_obj.cb); delete (m_merge_obj.bs); // Clean m_interlace for (size_t i = 0; i < countof(m_interlace.ps); i++) m_shader->Delete(m_interlace.ps[i]); delete (m_interlace.cb); // Clean m_convert m_shader->Delete(m_convert.vs); for (size_t i = 0; i < countof(m_convert.ps); i++) m_shader->Delete(m_convert.ps[i]); delete m_convert.dss; delete m_convert.bs; // Clean m_fxaa delete m_fxaa.cb; m_shader->Delete(m_fxaa.ps); // Clean m_date delete m_date.dss; delete m_date.bs; // Clean shadeboost delete m_shadeboost.cb; m_shader->Delete(m_shadeboost.ps); // Clean various opengl allocation gl_DeleteFramebuffers(1, &m_fbo); gl_DeleteFramebuffers(1, &m_fbo_read); // Delete HW FX delete m_vs_cb; delete m_ps_cb; gl_DeleteSamplers(1, &m_palette_ss); delete m_vb; m_shader->Delete(m_apitrace); for (uint32 key = 0; key < VSSelector::size(); key++) m_shader->Delete(m_vs[key]); m_shader->Delete(m_gs); for (auto it = m_ps.begin(); it != m_ps.end() ; it++) m_shader->Delete(it->second); m_ps.clear(); gl_DeleteSamplers(PSSamplerSelector::size(), m_ps_ss); for (uint32 key = 0; key < OMDepthStencilSelector::size(); key++) delete m_om_dss[key]; for (auto it = m_om_bs.begin(); it != m_om_bs.end(); it++) delete it->second; m_om_bs.clear(); PboPool::Destroy(); // Must be done after the destruction of all shader/program objects delete m_shader; m_shader = NULL; } GSTexture* GSDeviceOGL::CreateSurface(int type, int w, int h, bool msaa, int format) { // A wrapper to call GSTextureOGL, with the different kind of parameter GSTextureOGL* t = NULL; t = new GSTextureOGL(type, w, h, format, m_fbo_read); switch(type) { case GSTexture::RenderTarget: ClearRenderTarget(t, 0); break; case GSTexture::DepthStencil: ClearDepth(t, 0); // No need to clear the stencil now. break; } return t; } GSTexture* GSDeviceOGL::FetchSurface(int type, int w, int h, bool msaa, int format) { return GSDevice::FetchSurface(type, w, h, false, format); } bool GSDeviceOGL::Create(GSWnd* wnd) { if (m_window == NULL) { if (!GLLoader::check_gl_version(3, 0)) return false; if (!GLLoader::check_gl_supported_extension()) return false; } m_window = wnd; // **************************************************************** // Various object // **************************************************************** m_shader = new GSShaderOGL(!!theApp.GetConfig("debug_ogl_shader", 1)); gl_GenFramebuffers(1, &m_fbo); gl_GenFramebuffers(1, &m_fbo_read); // **************************************************************** // Vertex buffer state // **************************************************************** GSInputLayoutOGL il_convert[2] = { {0, 2, GL_FLOAT, GL_FALSE, sizeof(GSVertexPxyT1), (const GLvoid*)offsetof(struct GSVertexPxyT1, p) }, {1, 2, GL_FLOAT, GL_FALSE, sizeof(GSVertexPxyT1), (const GLvoid*)offsetof(struct GSVertexPxyT1, t) }, }; m_vb_sr = new GSVertexBufferStateOGL(sizeof(GSVertexPxyT1), il_convert, countof(il_convert)); // **************************************************************** // Texture unit state // **************************************************************** // By default use unit 3 for texture modification // unit 0-2 will allocated to shader input gl_ActiveTexture(GL_TEXTURE0 + 3); // **************************************************************** // Pre Generate the different sampler object // **************************************************************** for (uint32 key = 0; key < PSSamplerSelector::size(); key++) m_ps_ss[key] = CreateSampler(PSSamplerSelector(key)); // **************************************************************** // convert // **************************************************************** m_convert.vs = m_shader->Compile("convert.glsl", "vs_main", GL_VERTEX_SHADER, convert_glsl); for(size_t i = 0; i < countof(m_convert.ps); i++) m_convert.ps[i] = m_shader->Compile("convert.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, convert_glsl); // Note the following object are initialized to 0 so disabled. // Note: maybe enable blend with a factor of 1 // m_convert.dss, m_convert.bs PSSamplerSelector point; m_convert.pt = GetSamplerID(point); PSSamplerSelector bilinear; bilinear.ltf = true; m_convert.ln = GetSamplerID(bilinear); m_convert.dss = new GSDepthStencilOGL(); m_convert.bs = new GSBlendStateOGL(); // **************************************************************** // merge // **************************************************************** m_merge_obj.cb = new GSUniformBufferOGL(g_merge_cb_index, sizeof(MergeConstantBuffer)); for(size_t i = 0; i < countof(m_merge_obj.ps); i++) m_merge_obj.ps[i] = m_shader->Compile("merge.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, merge_glsl); m_merge_obj.bs = new GSBlendStateOGL(); m_merge_obj.bs->EnableBlend(); m_merge_obj.bs->SetRGB(GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // **************************************************************** // interlace // **************************************************************** m_interlace.cb = new GSUniformBufferOGL(g_interlace_cb_index, sizeof(InterlaceConstantBuffer)); for(size_t i = 0; i < countof(m_interlace.ps); i++) m_interlace.ps[i] = m_shader->Compile("interlace.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, interlace_glsl); // **************************************************************** // Shade boost // **************************************************************** m_shadeboost.cb = new GSUniformBufferOGL(g_shadeboost_cb_index, sizeof(ShadeBoostConstantBuffer)); int ShadeBoost_Contrast = theApp.GetConfig("ShadeBoost_Contrast", 50); int ShadeBoost_Brightness = theApp.GetConfig("ShadeBoost_Brightness", 50); int ShadeBoost_Saturation = theApp.GetConfig("ShadeBoost_Saturation", 50); std::string shade_macro = format("#define SB_SATURATION %d.0\n", ShadeBoost_Saturation) + format("#define SB_BRIGHTNESS %d.0\n", ShadeBoost_Brightness) + format("#define SB_CONTRAST %d.0\n", ShadeBoost_Contrast); m_shadeboost.ps = m_shader->Compile("shadeboost.glsl", "ps_main", GL_FRAGMENT_SHADER, shadeboost_glsl, shade_macro); // **************************************************************** // rasterization configuration // **************************************************************** #ifndef ENABLE_GLES glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif glDisable(GL_CULL_FACE); glEnable(GL_SCISSOR_TEST); // FIXME enable it when multisample code will be here // DX: rd.MultisampleEnable = true; #ifndef ENABLE_GLES glDisable(GL_MULTISAMPLE); #endif #ifdef ONLY_LINES glLineWidth(5.0); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); #endif // Hum I don't know for those options but let's hope there are not activated #if 0 rd.FrontCounterClockwise = false; rd.DepthBias = false; rd.DepthBiasClamp = 0; rd.SlopeScaledDepthBias = 0; rd.DepthClipEnable = false; // ??? rd.AntialiasedLineEnable = false; #endif // **************************************************************** // fxaa // **************************************************************** std::string fxaa_macro = "#define FXAA_GLSL_130 1\n"; if (GLLoader::found_GL_ARB_gpu_shader5) { // This extension become core on openGL4 fxaa_macro += "#extension GL_ARB_gpu_shader5 : enable\n"; fxaa_macro += "#define FXAA_GATHER4_ALPHA 1\n"; } m_fxaa.cb = new GSUniformBufferOGL(g_fxaa_cb_index, sizeof(FXAAConstantBuffer)); m_fxaa.ps = m_shader->Compile("fxaa.fx", "ps_main", GL_FRAGMENT_SHADER, old_fxaa_fx, fxaa_macro); // **************************************************************** // DATE // **************************************************************** m_date.dss = new GSDepthStencilOGL(); m_date.dss->EnableStencil(); m_date.dss->SetStencil(GL_ALWAYS, GL_REPLACE); m_date.bs = new GSBlendStateOGL(); // FIXME impact image load? //#ifndef ENABLE_OGL_STENCIL_DEBUG // // Only keep stencil data // m_date.bs->SetMask(false, false, false, false); //#endif // **************************************************************** // Use DX coordinate convention // **************************************************************** // VS gl_position.z => [-1,-1] // FS depth => [0, 1] // because of -1 we loose lot of precision for small GS value // This extension allow FS depth to range from -1 to 1. So // gl_position.z could range from [0, 1] #ifndef ENABLE_GLES if (GLLoader::found_GL_ARB_clip_control) { // Change depth convention gl_ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); } #endif // **************************************************************** // HW renderer shader // **************************************************************** CreateTextureFX(); // **************************************************************** // Pbo Pool allocation // **************************************************************** PboPool::Init(); // **************************************************************** // Finish window setup and backbuffer // **************************************************************** if(!GSDevice::Create(wnd)) return false; GSVector4i rect = wnd->GetClientRect(); Reset(rect.z, rect.w); return true; } bool GSDeviceOGL::Reset(int w, int h) { if(!GSDevice::Reset(w, h)) return false; // TODO // Opengl allocate the backbuffer with the window. The render is done in the backbuffer when // there isn't any FBO. Only a dummy texture is created to easily detect when the rendering is done // in the backbuffer m_backbuffer = new GSTextureOGL(GSTextureOGL::Backbuffer, w, h, 0, m_fbo_read); return true; } void GSDeviceOGL::SetVSync(bool enable) { m_wnd->SetVSync(enable); } void GSDeviceOGL::Flip() { // FIXME: disable it when code is working #ifdef ENABLE_OGL_DEBUG CheckDebugLog(); #endif m_wnd->Flip(); #ifdef PRINT_FRAME_NUMBER fprintf(stderr, "Draw %d (Frame %d)\n", g_draw_count, g_frame_count); #endif #if defined(ENABLE_OGL_DEBUG) || defined(PRINT_FRAME_NUMBER) g_frame_count++; #endif } void GSDeviceOGL::AttachContext() { if (m_window) m_window->AttachContext(); } void GSDeviceOGL::DetachContext() { if (m_window) m_window->DetachContext(); } void GSDeviceOGL::BeforeDraw() { m_shader->UseProgram(); #ifdef _DEBUG ASSERT(gl_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); #endif //#ifdef ENABLE_OGL_STENCIL_DEBUG // if (m_date.t) // static_cast(m_date.t)->Save(format("/tmp/date_before_%04ld.csv", g_draw_count)); //#endif } void GSDeviceOGL::AfterDraw() { //#ifdef ENABLE_OGL_STENCIL_DEBUG // if (m_date.t) // static_cast(m_date.t)->Save(format("/tmp/date_after_%04ld.csv", g_draw_count)); //#endif #if defined(ENABLE_OGL_DEBUG) || defined(PRINT_FRAME_NUMBER) || defined(ENABLE_OGL_STENCIL_DEBUG) g_draw_count++; #endif } void GSDeviceOGL::DrawPrimitive() { BeforeDraw(); m_state.vb->DrawPrimitive(); AfterDraw(); } void GSDeviceOGL::DrawIndexedPrimitive() { BeforeDraw(); m_state.vb->DrawIndexedPrimitive(); AfterDraw(); } void GSDeviceOGL::DrawIndexedPrimitive(int offset, int count) { ASSERT(offset + count <= (int)m_index.count); BeforeDraw(); m_state.vb->DrawIndexedPrimitive(offset, count); AfterDraw(); } void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c) { if (GLLoader::found_GL_ARB_clear_texture) { if (static_cast(t)->IsBackbuffer()) { glDisable(GL_SCISSOR_TEST); OMSetFBO(0); // glDrawBuffer(GL_BACK); // this is the default when there is no FB // 0 will select the first drawbuffer ie GL_BACK gl_ClearBufferfv(GL_COLOR, 0, c.v); glEnable(GL_SCISSOR_TEST); } else { static_cast(t)->Clear((const void*)&c); } } else { glDisable(GL_SCISSOR_TEST); if (static_cast(t)->IsBackbuffer()) { OMSetFBO(0); // glDrawBuffer(GL_BACK); // this is the default when there is no FB // 0 will select the first drawbuffer ie GL_BACK gl_ClearBufferfv(GL_COLOR, 0, c.v); } else { OMSetFBO(m_fbo); OMSetWriteBuffer(); OMAttachRt(static_cast(t)->GetID()); gl_ClearBufferfv(GL_COLOR, 0, c.v); } glEnable(GL_SCISSOR_TEST); } } void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c) { GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255); ClearRenderTarget(t, color); } void GSDeviceOGL::ClearRenderTarget_ui(GSTexture* t, uint32 c) { if (GLLoader::found_GL_ARB_clear_texture) { static_cast(t)->Clear((const void*)&c); } else { uint32 col[4] = {c, c, c, c}; glDisable(GL_SCISSOR_TEST); OMSetFBO(m_fbo); OMSetWriteBuffer(); OMAttachRt(static_cast(t)->GetID()); gl_ClearBufferuiv(GL_COLOR, 0, col); glEnable(GL_SCISSOR_TEST); } } void GSDeviceOGL::ClearDepth(GSTexture* t, float c) { // TODO is it possible with GL44 ClearTexture? no the API is garbage! // It can't be used here because it will clear both depth and stencil if (0 && GLLoader::found_GL_ARB_clear_texture) { #ifndef ENABLE_GLES static_cast(t)->EnableUnit(); // Yes a very nice API to mix float and integer struct clear { float depth; GLuint stencil; } clear; clear.depth = c; clear.stencil = 0; gl_ClearTexImage(static_cast(t)->GetID(), 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &clear); #endif } else { OMSetFBO(m_fbo); OMSetWriteBuffer(); OMAttachDs(static_cast(t)->GetID()); glDisable(GL_SCISSOR_TEST); if (GLState::depth_mask) { gl_ClearBufferfv(GL_DEPTH, 0, &c); } else { glDepthMask(true); gl_ClearBufferfv(GL_DEPTH, 0, &c); glDepthMask(false); } glEnable(GL_SCISSOR_TEST); } } void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c) { // TODO is it possible with GL44 ClearTexture? no the API is garbage! // It can't be used here because it will clear both depth and stencil if (0 && GLLoader::found_GL_ARB_clear_texture) { #ifndef ENABLE_GLES gl_ClearTexImage(static_cast(t)->GetID(), GL_TEX_LEVEL_0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &c); #endif } else { OMSetFBO(m_fbo); OMSetWriteBuffer(); OMAttachDs(static_cast(t)->GetID()); GLint color = c; glDisable(GL_SCISSOR_TEST); gl_ClearBufferiv(GL_STENCIL, 0, &color); glEnable(GL_SCISSOR_TEST); } } GLuint GSDeviceOGL::CreateSampler(PSSamplerSelector sel) { return CreateSampler(sel.ltf, sel.tau, sel.tav); } GLuint GSDeviceOGL::CreateSampler(bool bilinear, bool tau, bool tav) { GLuint sampler; gl_GenSamplers(1, &sampler); if (bilinear) { gl_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { gl_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } // FIXME ensure U -> S, V -> T and W->R if (tau) gl_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_REPEAT); else gl_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); if (tav) gl_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_REPEAT); else gl_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl_SamplerParameteri(sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // FIXME which value for GL_TEXTURE_MIN_LOD gl_SamplerParameterf(sampler, GL_TEXTURE_MAX_LOD, FLT_MAX); // FIXME: seems there is 2 possibility in opengl // DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER; // gl_SamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_NONE); #if 0 // Message:Program undefined behavior warning: Sampler object 5 has depth compare enabled. It is being used with non-depth texture 7, by a program that samples it with a regular sampler. This is undefined behavior. gl_SamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); gl_SamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC, GL_NEVER); #endif // FIXME: need ogl extension sd.MaxAnisotropy = 16; return sampler; } void GSDeviceOGL::InitPrimDateTexture(int w, int h) { // Create a texture to avoid the useless clean@0 if (m_date.t == NULL) m_date.t = CreateTexture(w, h, GL_R32I); ClearRenderTarget_ui(m_date.t, 0x0FFFFFFF); #ifdef ENABLE_OGL_STENCIL_DEBUG gl_ActiveTexture(GL_TEXTURE0 + 5); glBindTexture(GL_TEXTURE_2D, static_cast(m_date.t)->GetID()); // Get back to the expected active texture unit gl_ActiveTexture(GL_TEXTURE0 + 3); #endif BindDateTexture(); } void GSDeviceOGL::BindDateTexture() { // TODO: multibind? // GLuint textures[1] = {static_cast(m_date.t)->GetID()}; // gl_BindImageTextures(2, 1, textures); //gl_BindImageTexture(2, 0, 0, true, 0, GL_READ_WRITE, GL_R32I); #ifndef ENABLE_GLES gl_BindImageTexture(2, static_cast(m_date.t)->GetID(), 0, false, 0, GL_READ_WRITE, GL_R32I); #endif } void GSDeviceOGL::RecycleDateTexture() { if (m_date.t) { #ifdef ENABLE_OGL_STENCIL_DEBUG //static_cast(m_date.t)->Save(format("/tmp/date_adv_%04ld.csv", g_draw_count)); #endif // FIXME invalidate data Recycle(m_date.t); m_date.t = NULL; } } void GSDeviceOGL::Barrier(GLbitfield b) { #ifndef ENABLE_GLES gl_MemoryBarrier(b); //#ifdef ENABLE_OGL_STENCIL_DEBUG // if (m_date.t) // static_cast(m_date.t)->Save(format("/tmp/barrier_%04ld.csv", g_draw_count)); //#endif #endif } /* Note: must be here because tfx_glsl is static */ GLuint GSDeviceOGL::CompileVS(VSSelector sel) { 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) ; return m_shader->Compile("tfx.glsl", "vs_main", GL_VERTEX_SHADER, tfx_glsl, macro); } /* Note: must be here because tfx_glsl is static */ GLuint GSDeviceOGL::CompileGS() { #ifdef ENABLE_GLES return 0; #else return m_shader->Compile("tfx.glsl", "gs_main", GL_GEOMETRY_SHADER, tfx_glsl, ""); #endif } /* Note: must be here because tfx_glsl is static */ GLuint GSDeviceOGL::CompilePS(PSSelector sel) { 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) + format("#define PS_IIP %d\n", sel.iip) ; return m_shader->Compile("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, tfx_glsl, macro); } GSTexture* GSDeviceOGL::CreateRenderTarget(int w, int h, bool msaa, int format) { return GSDevice::CreateRenderTarget(w, h, msaa, format ? format : GL_RGBA8); } GSTexture* GSDeviceOGL::CreateDepthStencil(int w, int h, bool msaa, int format) { return GSDevice::CreateDepthStencil(w, h, msaa, format ? format : GL_DEPTH32F_STENCIL8); } GSTexture* GSDeviceOGL::CreateTexture(int w, int h, int format) { return GSDevice::CreateTexture(w, h, format ? format : GL_RGBA8); } GSTexture* GSDeviceOGL::CreateOffscreen(int w, int h, int format) { return GSDevice::CreateOffscreen(w, h, format ? format : GL_RGBA8); } // blit a texture into an offscreen buffer GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format) { ASSERT(src); ASSERT(format == GL_RGBA8 || format == GL_R16UI); if(format == 0) format = GL_RGBA8; if(format != GL_RGBA8 && format != GL_R16UI) return NULL; GSTexture* dst = CreateOffscreen(w, h, format); GSVector4 dr(0, 0, w, h); StretchRect(src, sr, dst, dr, m_convert.ps[format == GL_R16UI ? 1 : 0]); return dst; } // Copy a sub part of a texture into another // Several question to answer did texture have same size? // From a sub-part to the same sub-part // From a sub-part to a full texture void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) { ASSERT(st && dt); if (GLLoader::found_GL_ARB_copy_image) { #ifndef ENABLE_GLES gl_CopyImageSubData( static_cast(st)->GetID(), GL_TEXTURE_2D, 0, r.x, r.y, 0, static_cast(dt)->GetID(), GL_TEXTURE_2D, 0, r.x, r.y, 0, r.width(), r.height(), 1); #endif } else { GSTextureOGL* st_ogl = (GSTextureOGL*) st; GSTextureOGL* dt_ogl = (GSTextureOGL*) dt; gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read); gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, static_cast(st_ogl)->GetID(), 0); glReadBuffer(GL_COLOR_ATTACHMENT0); dt_ogl->EnableUnit(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.x, r.y, r.width(), r.height()); gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0); } } void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear) { StretchRect(st, sr, dt, dr, m_convert.ps[shader], linear); } void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear) { StretchRect(st, sr, dt, dr, ps, m_convert.bs, linear); } void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear) { if(!st || !dt) { ASSERT(0); return; } // ************************************ // Init // ************************************ BeginScene(); GSVector2i ds = dt->GetSize(); // WARNING: setup of the program must be done first. So you can setup // 1/ subroutine uniform // 2/ bindless texture uniform // 3/ others uniform? m_shader->VS(m_convert.vs); m_shader->GS(0); m_shader->PS(ps); // ************************************ // om // ************************************ OMSetDepthStencilState(m_convert.dss, 0); OMSetBlendState(bs, 0); OMSetRenderTargets(dt, NULL); // ************************************ // ia // ************************************ // Original code from DX float left = dr.x * 2 / ds.x - 1.0f; float right = dr.z * 2 / ds.x - 1.0f; #if 0 float top = 1.0f - dr.y * 2 / ds.y; float bottom = 1.0f - dr.w * 2 / ds.y; #else // Opengl get some issues with the coordinate // I flip top/bottom to fix scaling of the internal resolution float top = -1.0f + dr.y * 2 / ds.y; float bottom = -1.0f + dr.w * 2 / ds.y; #endif // Flip y axis only when we render in the backbuffer // By default everything is render in the wrong order (ie dx). // 1/ consistency between several pass rendering (interlace) // 2/ in case some GSdx code expect thing in dx order. // Only flipping the backbuffer is transparent (I hope)... GSVector4 flip_sr = sr; if (static_cast(dt)->IsBackbuffer()) { flip_sr.y = sr.w; flip_sr.w = sr.y; } GSVertexPxyT1 vertices[] = { {GSVector2(left , top ) , GSVector2(flip_sr.x , flip_sr.y)} , {GSVector2(right , top ) , GSVector2(flip_sr.z , flip_sr.y)} , {GSVector2(left , bottom) , GSVector2(flip_sr.x , flip_sr.w)} , {GSVector2(right , bottom) , GSVector2(flip_sr.z , flip_sr.w)} , }; IASetVertexState(m_vb_sr); IASetVertexBuffer(vertices, 4); IASetPrimitiveTopology(GL_TRIANGLE_STRIP); // ************************************ // Texture // ************************************ if (GLLoader::found_GL_ARB_bindless_texture) { GLuint64 handle[2] = {static_cast(st)->GetHandle(linear ? m_convert.ln : m_convert.pt) , 0}; m_shader->PS_ressources(handle); } else { PSSetShaderResource(static_cast(st)->GetID()); PSSetSamplerState(linear ? m_convert.ln : m_convert.pt); } // ************************************ // Draw // ************************************ DrawPrimitive(); // ************************************ // End // ************************************ EndScene(); } void GSDeviceOGL::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) { ClearRenderTarget(dt, c); if(st[1] && !slbg) { StretchRect(st[1], sr[1], dt, dr[1], m_merge_obj.ps[0]); } if(st[0]) { m_merge_obj.cb->upload(&c.v); StretchRect(st[0], sr[0], dt, dr[0], m_merge_obj.ps[mmod ? 1 : 0], m_merge_obj.bs); } } void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) { GSVector4 s = GSVector4(dt->GetSize()); GSVector4 sr(0, 0, 1, 1); GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset); InterlaceConstantBuffer cb; cb.ZrH = GSVector2(0, 1.0f / s.y); cb.hH = s.y / 2; m_interlace.cb->upload(&cb); StretchRect(st, sr, dt, dr, m_interlace.ps[shader], linear); } void GSDeviceOGL::DoFXAA(GSTexture* st, GSTexture* dt) { GSVector2i s = dt->GetSize(); GSVector4 sr(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); FXAAConstantBuffer cb; // FIXME optimize: remove rcpFrameOpt. And reduce rcpFrame to vec2 cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrameOpt = GSVector4::zero(); m_fxaa.cb->upload(&cb); StretchRect(st, sr, dt, dr, m_fxaa.ps, true); } void GSDeviceOGL::DoShadeBoost(GSTexture* st, GSTexture* dt) { GSVector2i s = dt->GetSize(); GSVector4 sr(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); ShadeBoostConstantBuffer cb; cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrameOpt = GSVector4::zero(); m_shadeboost.cb->upload(&cb); StretchRect(st, sr, dt, dr, m_shadeboost.ps, true); } void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPxyT1* vertices, bool datm) { #ifdef ENABLE_OGL_STENCIL_DEBUG const GSVector2i& size = rt->GetSize(); GSTexture* t = CreateRenderTarget(size.x, size.y, false); #else GSTexture* t = NULL; #endif // sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows BeginScene(); ClearStencil(ds, 0); // WARNING: setup of the program must be done first. So you can setup // 1/ subroutine uniform // 2/ bindless texture uniform // 3/ others uniform? m_shader->VS(m_convert.vs); m_shader->GS(0); m_shader->PS(m_convert.ps[datm ? 2 : 3]); // om OMSetDepthStencilState(m_date.dss, 1); OMSetBlendState(m_date.bs, 0); OMSetRenderTargets(t, ds); // ia IASetVertexState(m_vb_sr); IASetVertexBuffer(vertices, 4); IASetPrimitiveTopology(GL_TRIANGLE_STRIP); // Texture if (GLLoader::found_GL_ARB_bindless_texture) { GLuint64 handle[2] = {static_cast(rt)->GetHandle(m_convert.pt) , 0}; m_shader->PS_ressources(handle); } else { PSSetShaderResource(static_cast(rt)->GetID()); PSSetSamplerState(m_convert.pt); } // DrawPrimitive(); // EndScene(); #ifdef ENABLE_OGL_STENCIL_DEBUG // FIXME invalidate data Recycle(t); #endif } void GSDeviceOGL::EndScene() { m_state.vb->EndScene(); } void GSDeviceOGL::IASetVertexState(GSVertexBufferStateOGL* vb) { if (vb == NULL) vb = m_vb; if (m_state.vb != vb) { m_state.vb = vb; vb->bind(); } } void GSDeviceOGL::IASetVertexBuffer(const void* vertices, size_t count) { m_state.vb->UploadVB(vertices, count); } bool GSDeviceOGL::IAMapVertexBuffer(void** vertex, size_t stride, size_t count) { return m_state.vb->MapVB(vertex, count); } void GSDeviceOGL::IAUnmapVertexBuffer() { m_state.vb->UnmapVB(); } void GSDeviceOGL::IASetIndexBuffer(const void* index, size_t count) { m_state.vb->UploadIB(index, count); } void GSDeviceOGL::IASetPrimitiveTopology(GLenum topology) { m_state.vb->SetTopology(topology); } void GSDeviceOGL::PSSetShaderResource(GLuint sr) { if (GLState::tex_unit[0] != sr) { GLState::tex_unit[0] = sr; if (GLLoader::found_GL_ARB_multi_bind) { #ifndef ENABLE_GLES gl_BindTextures(0, 1, &sr); #endif } else { gl_ActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, sr); // Get back to the expected active texture unit gl_ActiveTexture(GL_TEXTURE0 + 3); } } } void GSDeviceOGL::PSSetShaderResources(GLuint tex[2]) { if (GLState::tex_unit[0] != tex[0] || GLState::tex_unit[1] != tex[1]) { GLState::tex_unit[0] = tex[0]; GLState::tex_unit[1] = tex[1]; if (GLLoader::found_GL_ARB_multi_bind) { #ifndef ENABLE_GLES gl_BindTextures(0, 2, tex); #endif } else { gl_ActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex[0]); gl_ActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, tex[1]); // Get back to the expected active texture unit gl_ActiveTexture(GL_TEXTURE0 + 3); } } } void GSDeviceOGL::PSSetSamplerState(GLuint ss) { if (GLState::ps_ss != ss) { GLState::ps_ss = ss; gl_BindSampler(0, ss); } } void GSDeviceOGL::OMAttachRt(GLuint rt) { if (GLState::rt != rt) { GLState::rt = rt; gl_FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt, 0); } } void GSDeviceOGL::OMAttachDs(GLuint ds) { if (GLState::ds != ds) { GLState::ds = ds; gl_FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, ds, 0); } } void GSDeviceOGL::OMSetFBO(GLuint fbo) { if (GLState::fbo != fbo) { GLState::fbo = fbo; gl_BindFramebuffer(GL_FRAMEBUFFER, fbo); } } void GSDeviceOGL::OMSetWriteBuffer(GLenum buffer) { // Note if fbo is 0, standard GL_BACK will be used instead if (GLState::fbo && GLState::draw != buffer) { GLState::draw = buffer; GLenum target[1] = {buffer}; gl_DrawBuffers(1, target); } } void GSDeviceOGL::OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref) { // State is checkd inside the object but worst case is 11 comparaisons ! if (m_state.dss != dss) { m_state.dss = dss; dss->SetupDepth(); dss->SetupStencil(); } } void GSDeviceOGL::OMSetBlendState(GSBlendStateOGL* bs, float bf) { // State is checkd inside the object but worst case is 15 comparaisons ! if ( m_state.bs != bs || (m_state.bf != bf && bs->HasConstantFactor()) ) { m_state.bs = bs; m_state.bf = bf; bs->SetupBlend(bf); } } void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor) { if (rt == NULL || !static_cast(rt)->IsBackbuffer()) { OMSetFBO(m_fbo); if (rt) { OMSetWriteBuffer(); OMAttachRt(static_cast(rt)->GetID()); } else { // Note: NULL rt is only used in DATE so far. OMAttachRt(0); OMSetWriteBuffer(GL_NONE); } // Note: it must be done after OMSetFBO if (ds) OMAttachDs(static_cast(ds)->GetID()); else OMAttachDs(0); } else { // Render in the backbuffer OMSetFBO(0); } GSVector2i size = rt ? rt->GetSize() : ds->GetSize(); if(GLState::viewport != size) { GLState::viewport = size; glViewport(0, 0, size.x, size.y); } GSVector4i r = scissor ? *scissor : GSVector4i(size).zwxy(); if(!GLState::scissor.eq(r)) { GLState::scissor = r; glScissor( r.x, r.y, r.width(), r.height() ); } } void GSDeviceOGL::CheckDebugLog() { #ifndef ENABLE_GLES unsigned int count = 16; // max. num. of messages that will be read from the log int bufsize = 2048; unsigned int sources[16] = {}; unsigned int types[16] = {}; unsigned int ids[16] = {}; unsigned int severities[16] = {}; int lengths[16] = {}; char* messageLog = new char[bufsize]; unsigned int retVal = gl_GetDebugMessageLogARB(count, bufsize, sources, types, ids, severities, lengths, messageLog); if(retVal > 0) { unsigned int pos = 0; for(unsigned int i=0; i Source * Dest color + Dest * Source alpha // 1211 Cd*(1 + Ad) => Source * Dest color + Dest * Dest alpha // 1221 Cd*(1 + F) => Source * Dest color + Dest * Factor // Copy Dx blend table and convert it to ogl #define D3DBLENDOP_ADD GL_FUNC_ADD #define D3DBLENDOP_SUBTRACT GL_FUNC_SUBTRACT #define D3DBLENDOP_REVSUBTRACT GL_FUNC_REVERSE_SUBTRACT #define D3DBLEND_ONE GL_ONE #define D3DBLEND_ZERO GL_ZERO #define D3DBLEND_INVDESTALPHA GL_ONE_MINUS_DST_ALPHA #define D3DBLEND_DESTALPHA GL_DST_ALPHA #define D3DBLEND_DESTCOLOR GL_DST_COLOR #define D3DBLEND_BLENDFACTOR GL_CONSTANT_COLOR #define D3DBLEND_INVBLENDFACTOR GL_ONE_MINUS_CONSTANT_COLOR #ifdef ENABLE_GLES #define D3DBLEND_SRCALPHA GL_SRC_ALPHA #define D3DBLEND_INVSRCALPHA GL_ONE_MINUS_SRC_ALPHA #else #define D3DBLEND_SRCALPHA GL_SRC1_ALPHA #define D3DBLEND_INVSRCALPHA GL_ONE_MINUS_SRC1_ALPHA #endif const GSDeviceOGL::D3D9Blend GSDeviceOGL::m_blendMapD3D9[3*3*3*3] = { {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 0000: (Cs - Cs)*As + Cs ==> Cs {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 0001: (Cs - Cs)*As + Cd ==> Cd {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 0002: (Cs - Cs)*As + 0 ==> 0 {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 0010: (Cs - Cs)*Ad + Cs ==> Cs {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 0011: (Cs - Cs)*Ad + Cd ==> Cd {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 0012: (Cs - Cs)*Ad + 0 ==> 0 {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 0020: (Cs - Cs)*F + Cs ==> Cs {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 0021: (Cs - Cs)*F + Cd ==> Cd {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 0022: (Cs - Cs)*F + 0 ==> 0 {1, D3DBLENDOP_SUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, //*0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As {0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA}, // 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As) {0, D3DBLENDOP_SUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, // 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As {1, D3DBLENDOP_SUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, //*0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad {0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_INVDESTALPHA}, // 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad) {0, D3DBLENDOP_SUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, // 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad {1, D3DBLENDOP_SUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR}, //*0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F {0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_INVBLENDFACTOR}, // 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F) {0, D3DBLENDOP_SUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR}, // 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F {1, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ZERO}, //*0200: (Cs - 0)*As + Cs ==> Cs*(As + 1) {0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ONE}, // 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd {0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ZERO}, // 0202: (Cs - 0)*As + 0 ==> Cs*As {1, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_ZERO}, //*0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1) {0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_ONE}, // 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd {0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_ZERO}, // 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad {1, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO}, //*0220: (Cs - 0)*F + Cs ==> Cs*(F + 1) {0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ONE}, // 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd {0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO}, // 0222: (Cs - 0)*F + 0 ==> Cs*F {0, D3DBLENDOP_ADD, D3DBLEND_INVSRCALPHA, D3DBLEND_SRCALPHA}, // 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As) {1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, //*1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As {0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, // 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As {0, D3DBLENDOP_ADD, D3DBLEND_INVDESTALPHA, D3DBLEND_DESTALPHA}, // 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad) {1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, //*1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad {0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, // 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad {0, D3DBLENDOP_ADD, D3DBLEND_INVBLENDFACTOR, D3DBLEND_BLENDFACTOR}, // 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F) {1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR},//*1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F {0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR},// 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 1100: (Cd - Cd)*As + Cs ==> Cs {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 1101: (Cd - Cd)*As + Cd ==> Cd {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 1102: (Cd - Cd)*As + 0 ==> 0 {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 1110: (Cd - Cd)*Ad + Cs ==> Cs {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 1111: (Cd - Cd)*Ad + Cd ==> Cd {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 1112: (Cd - Cd)*Ad + 0 ==> 0 {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 1120: (Cd - Cd)*F + Cs ==> Cs {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 1121: (Cd - Cd)*F + Cd ==> Cd {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 1122: (Cd - Cd)*F + 0 ==> 0 {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_SRCALPHA}, // 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As {2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_SRCALPHA}, //#1201: (Cd - 0)*As + Cd ==> Cd*(1 + As) // ffxii main menu background glow effect {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_SRCALPHA}, // 1202: (Cd - 0)*As + 0 ==> Cd*As {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_DESTALPHA}, // 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad {2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_DESTALPHA}, //#1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad) {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_DESTALPHA}, // 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR}, // 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F {2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_BLENDFACTOR}, //#1221: (Cd - 0)*F + Cd ==> Cd*(1 + F) {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_BLENDFACTOR}, // 1222: (Cd - 0)*F + 0 ==> Cd*F {0, D3DBLENDOP_ADD, D3DBLEND_INVSRCALPHA, D3DBLEND_ZERO}, // 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As) {0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_ONE}, // 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As {0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_ZERO}, // 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As {0, D3DBLENDOP_ADD, D3DBLEND_INVDESTALPHA, D3DBLEND_ZERO}, // 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad) {0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_ONE}, // 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad {0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_ZERO}, // 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad {0, D3DBLENDOP_ADD, D3DBLEND_INVBLENDFACTOR, D3DBLEND_ZERO}, // 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F) {0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_ONE}, // 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F {0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO}, // 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F {0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_SRCALPHA}, // 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVSRCALPHA}, // 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As) {0, D3DBLENDOP_SUBTRACT, D3DBLEND_ZERO, D3DBLEND_SRCALPHA}, // 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As {0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_DESTALPHA}, // 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVDESTALPHA}, // 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad) {0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_DESTALPHA}, // 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad {0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR}, // 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVBLENDFACTOR}, // 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F) {0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR}, // 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2200: (0 - 0)*As + Cs ==> Cs {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2201: (0 - 0)*As + Cd ==> Cd {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2202: (0 - 0)*As + 0 ==> 0 {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2210: (0 - 0)*Ad + Cs ==> Cs {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2211: (0 - 0)*Ad + Cd ==> Cd {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2212: (0 - 0)*Ad + 0 ==> 0 {0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2220: (0 - 0)*F + Cs ==> Cs {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2221: (0 - 0)*F + Cd ==> Cd {0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2222: (0 - 0)*F + 0 ==> 0 };