/* ZZ Open GL graphics plugin * Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com * Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008 * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ // Create and Destroy function. They would be called once per session. //------------------ Includes #include "GS.h" #include "Mem.h" #include "GLWin.h" #include "ZZoglShaders.h" #include "targets.h" #include "rasterfont.h" // simple font #include "ZZoglDrawing.h" #include "ZZoglVB.h" // This include for windows resource file with Shaders #ifdef _WIN32 # include "Win32.h" #endif // ----------------- Types map mapGLExtensions; extern bool ZZshLoadExtraEffects(); GLuint vboRect = 0; GLuint g_vboBuffers[VB_NUMBUFFERS]; // VBOs for all drawing commands u32 g_nCurVBOIndex = 0; inline bool CreateImportantCheck(); inline void CreateOtherCheck(); inline bool CreateOpenShadersFile(); void ZZGSStateReset(); //------------------ 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 extern u8* s_lpShaderResources; // String's for shader file in developer mode //#ifdef ZEROGS_DEVBUILD char EFFECT_NAME[256]; char EFFECT_DIR[256]; //#endif ///////////////////// // graphics resources 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 }; u32 ptexLogo = 0; int nLogoWidth, nLogoHeight; u32 s_ptexInterlace = 0; // holds interlace fields static bool vb_buffer_allocated = false; //------------------ Global Variables int GPU_TEXWIDTH = 512; float g_fiGPU_TEXWIDTH = 1/512.0f; int g_MaxTexWidth = 4096, g_MaxTexHeight = 4096; namespace FB { u32 buf = 0; }; 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; // int g_nDepthBias = 0; extern void Delete_Avi_Capture(); extern void ZZDestroy(); extern void SetAA(int mode); //------------------ Code ///< returns true if the the opengl extension is supported bool IsGLExt(const char* szTargetExtension) { return mapGLExtensions.find(string(szTargetExtension)) != mapGLExtensions.end(); } inline bool check_gl_version(uint32 major, uint32 minor) { const GLubyte* s; s = glGetString(GL_VERSION); if (s == NULL) return false; ZZLog::Error_Log("Supported Opengl version: %s on GPU: %s. Vendor: %s\n", s, glGetString(GL_RENDERER), glGetString(GL_VENDOR)); // Could be useful to detect the GPU vendor: // if ( strcmp((const char*)glGetString(GL_VENDOR), "ATI Technologies Inc.") == 0 ) GLuint dot = 0; while (s[dot] != '\0' && s[dot] != '.') dot++; if (dot == 0) return false; GLuint major_gl = s[dot-1]-'0'; GLuint minor_gl = s[dot+1]-'0'; if ( (major_gl < major) || ( major_gl == major && minor_gl < minor ) ) { ZZLog::Error_Log("OPENGL %d.%d is not supported\n", major, minor); return false; } return true; } // Function asks about different OGL extensions, that are required to setup accordingly. Return false if checks failed inline bool CreateImportantCheck() { bool bSuccess = true; #ifndef _WIN32 int const glew_ok = glewInit(); if (glew_ok != GLEW_OK) { ZZLog::Error_Log("glewInit() is not ok!"); // Better exit now, any openGL call will segfault. return false; } #endif // Require a minimum of openGL2.0 (first version that support hardware shader) bSuccess &= check_gl_version(2, 0); // GL_EXT_framebuffer_object -> GL3.0 // Opensource driver -> Intel OK. Radeon need EXT_packed_depth_stencil if (!IsGLExt("GL_EXT_framebuffer_object")) { ZZLog::Error_Log("*********\nZZogl: ERROR: Need GL_EXT_framebuffer_object for multiple render targets\nZZogl: *********"); bSuccess = false; } bSuccess &= ZZshCheckProfilesSupport(); return bSuccess; } // This is a check for less important open gl extensions. inline void CreateOtherCheck() { // GL_EXT_blend_equation_separate -> GL2.0 // Opensource driver -> Intel OK. Radeon OK. zgsBlendEquationSeparateEXT = glBlendEquationSeparateEXT; // GL_EXT_blend_func_separate -> GL1.4 // Opensource driver -> Intel OK. Radeon OK. zgsBlendFuncSeparateEXT = glBlendFuncSeparateEXT; // GL_ARB_draw_buffers -> GL2.0 // Opensource driver -> Intel (need gen4). Radeon OK. if (glDrawBuffers == NULL) { ZZLog::Error_Log("*********\nZZogl: OGL ERROR: multiple render targets not supported, some effects might look bad\nZZogl: *********"); conf.mrtdepth = 0; } 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); g_MaxTexHeight = min(Max_Texture_Size_2d, Max_Texture_Size_NV); 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."); #ifdef _WIN32 GLWin.InitVsync(IsGLExt("WGL_EXT_swap_control") || IsGLExt("EXT_swap_control")); #else GLWin.InitVsync(IsGLExt("GLX_SGI_swap_control")); #endif GLWin.SetVsync(false); } #ifdef _WIN32 __forceinline bool LoadShadersFromRes() { 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); return true; } #else __forceinline bool LoadShadersFromDat() { FILE* fres = fopen("ps2hw.dat", "rb"); if (fres == NULL) { fres = fopen("plugins/ps2hw.dat", "rb"); if (fres == NULL) { // Each linux distributions have his rules for path so we give them the possibility to // change it with compilation flags. -- Gregory #ifdef PLUGIN_DIR_COMPILATION #define xPLUGIN_DIR_str(s) PLUGIN_DIR_str(s) #define PLUGIN_DIR_str(s) #s const std::string shader_file = string(xPLUGIN_DIR_str(PLUGIN_DIR_COMPILATION)) + "/ps2hw.dat"; fres = fopen(shader_file.c_str(), "rb"); #endif 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); if (fread(s_lpShaderResources, s, 1, fres) == 0) fprintf(stderr, "Failed to read ps2hw.dat. Corrupted file?\n"); s_lpShaderResources[s] = 0; return true; } #ifdef DEVBUILD __forceinline bool LoadShadersFromFX() { // test if ps2hw.fx exists char tempstr[255]; char curwd[255]; getcwd(curwd, ArraySize(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); return true; } #endif #endif // open shader file according to build target inline bool CreateOpenShadersFile() { #ifndef DEVBUILD # ifdef _WIN32 return LoadShadersFromRes(); # else // not _WIN32 return LoadShadersFromDat(); # endif // _WIN32 #else // defined(ZEROGS_DEVBUILD) # ifndef _WIN32 // NOT WINDOWS return LoadShadersFromFX(); // No else clause? #endif #endif // !defined(ZEROGS_DEVBUILD) } // Read all extensions name and fill mapGLExtensions inline bool CreateFillExtensionsMap() { int max_ext = 0; string all_ext(""); PFNGLGETSTRINGIPROC glGetStringi = 0; glGetStringi = (PFNGLGETSTRINGIPROC)GLWin.GetProcAddress("glGetStringi"); glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext); if (glGetStringi && max_ext) { // Get opengl extension (opengl3) for (GLint i = 0; i < max_ext; i++) { string extension((const char*)glGetStringi(GL_EXTENSIONS, i)); mapGLExtensions[extension]; all_ext += extension; if (i != (max_ext - 1)) all_ext += ", "; } } else { // fallback to old method (pre opengl3, intel gma, geforce 7 ...) ZZLog::Error_Log("glGetStringi opengl 3 interface not supported, fallback to opengl 2"); const char* ptoken = (const char*)glGetString(GL_EXTENSIONS); if (ptoken == NULL) return false; all_ext = string(ptoken); // save the string to print a nice debug message const char* pend = NULL; while (ptoken != NULL) { pend = strchr(ptoken, ' '); if (pend != NULL) { max_ext++; mapGLExtensions[string(ptoken, pend-ptoken)]; } else { max_ext++; mapGLExtensions[string(ptoken)]; break; } ptoken = pend; while (*ptoken == ' ') ++ptoken; } } #ifndef _DEBUG ZZLog::Log("%d supported OpenGL Extensions: %s\n", max_ext, all_ext.c_str()); #endif ZZLog::Debug_Log("%d supported OpenGL Extensions: %s\n", max_ext, all_ext.c_str()); return true; } void LoadglFunctions() { // GL_EXT_framebuffer_object // CORE -> 3.0 and replaced by GL_ARB_framebuffer_object 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); // CORE -> 2.0 GL_LOADFN(glDrawBuffers); } inline bool TryBlockFormat(GLint fmt, const GLvoid* vBlockData) { glTexImage2D(GL_TEXTURE_2D, 0, fmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_ALPHA, GL_FLOAT, vBlockData); return (glGetError() == GL_NO_ERROR); } inline bool TryBlinearFormat(GLint fmt32, const GLvoid* vBilinearData) { glTexImage2D(GL_TEXTURE_2D, 0, fmt32, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RGBA, GL_FLOAT, vBilinearData); return (glGetError() == GL_NO_ERROR); } bool ZZCreate(int _width, int _height) { GLenum err = GL_NO_ERROR; bool bSuccess = true; ZZDestroy(); ZZGSStateReset(); if (!GLWin.DisplayWindow(_width, _height)) return false; conf.mrtdepth = 0; // for now if (!CreateFillExtensionsMap()) return false; if (!CreateImportantCheck()) return false; CreateOtherCheck(); // Incorrect must check rectangle texture too. Now done directly on CreateOtherCheck() // // check the max texture width and height ///glGetIntegerv(GL_MAX_TEXTURE_SIZE, &g_MaxTexWidth); // Limit the texture size supported to 8192. We do not need bigger texture. // Besides the following assertion is false when texture are too big. // ZZoglFlush.cpp:2349: assert(fblockstride >= 1.0f) //g_MaxTexWidth = min(8192, g_MaxTexWidth); g_MaxTexHeight = g_MaxTexWidth / 4; GPU_TEXWIDTH = min (g_MaxTexWidth/8, 1024); g_fiGPU_TEXWIDTH = 1.0f / GPU_TEXWIDTH; #if !(defined(GLSL_API) || defined(GLSL4_API)) if (!CreateOpenShadersFile()) return false; #endif GL_REPORT_ERROR(); if (err != GL_NO_ERROR) bSuccess = false; s_srcrgb = s_dstrgb = s_srcalpha = s_dstalpha = GL_ONE; LoadglFunctions(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); GL_REPORT_ERROR(); if (err != GL_NO_ERROR) bSuccess = false; FB::Create(); GL_REPORT_ERRORD(); FB::Bind(); DrawBuffers(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 //init_drawfn(); if (ZZKick != NULL) delete ZZKick; ZZKick = new Kick; SetAA(conf.aa); GSsetGameCRC(g_LastCRC, conf.settings()._u32); GL_STENCILFUNC(GL_ALWAYS, 0, 0); //s_bWriteDepth = true; GL_BLEND_ALL(GL_ONE, GL_ONE, GL_ONE, GL_ONE); glViewport(0, 0, GLWin.backbuffer.w, GLWin.backbuffer.h); // 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); GLenum tempFmt = (pinfo->bmiHeader.biBitCount == 32) ? GL_RGBA : GL_RGB; TextureRect(GL_RGBA, pinfo->bmiHeader.biWidth, pinfo->bmiHeader.biHeight, tempFmt, GL_UNSIGNED_BYTE, (u8*)pinfo + pinfo->bmiHeader.biSize); nLogoWidth = pinfo->bmiHeader.biWidth; nLogoHeight = pinfo->bmiHeader.biHeight; setRectFilters(GL_LINEAR); #else #endif GL_REPORT_ERROR(); #ifdef GLSL4_API GSInputLayoutOGL vert_format[] = { {0 , 4 , GL_SHORT , GL_FALSE , sizeof(VertexGPU) , (const GLvoid*)(0) } , // vertex {1 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(VertexGPU) , (const GLvoid*)(8) } , // color {2 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(VertexGPU) , (const GLvoid*)(12) } , // z value. FIXME WTF 4 unsigned byte, why not a full integer {3 , 3 , GL_FLOAT , GL_FALSE , sizeof(VertexGPU) , (const GLvoid*)(16) } , // tex coord }; vertex_array = new GSVertexBufferStateOGL(sizeof(VertexGPU), vert_format, 4); #endif g_nCurVBOIndex = 0; if (!vb_buffer_allocated) { glGenBuffers((GLsizei)ArraySize(g_vboBuffers), g_vboBuffers); for (u32 i = 0; i < ArraySize(g_vboBuffers); ++i) { glBindBuffer(GL_ARRAY_BUFFER, g_vboBuffers[i]); glBufferData(GL_ARRAY_BUFFER, 0x100*sizeof(VertexGPU), NULL, GL_STREAM_DRAW); #ifdef GLSL4_API vertex_array->set_internal_format(); #endif } vb_buffer_allocated = true; // mark the buffer allocated } GL_REPORT_ERROR(); if (err != GL_NO_ERROR) bSuccess = false; // create the blocks texture g_fBlockMult = 1; #ifndef ZZNORMAL_MEMORY FillAlowedPsnTable(); FillBlockTables(); #endif vector vBlockData, vBilinearData; BLOCK::FillBlocks(vBlockData, vBilinearData); glGenTextures(1, &ptexBlocks); glBindTexture(GL_TEXTURE_2D, ptexBlocks); // Opensource driver -> Intel (need gen4) (enabled by default on mesa 9). Radeon depends on the HW capability #ifdef GLSL4_API // texture float -> GL3.0 glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RED, GL_FLOAT, &vBlockData[0]); if (glGetError() != GL_NO_ERROR) { ZZLog::Error_Log("ZZogl ERROR: could not fill blocks"); return false; } #else if (TryBlockFormat(GL_RGBA32F, &vBlockData[0])) ZZLog::Error_Log("Use GL_RGBA32F for blockdata."); else if (TryBlockFormat(GL_ALPHA_FLOAT32_ATI, &vBlockData[0])) ZZLog::Error_Log("Use ATI_texture_float for blockdata."); else { ZZLog::Error_Log("ZZogl ERROR: float texture not supported. If you use opensource driver (aka Mesa), you probably need to compile it with texture float support."); ZZLog::Error_Log("ZZogl ERROR: Otherwise you probably have a very very old GPU, either use an older version of the plugin or upgrade your computer"); return false; } #endif setTex2DFilters(GL_NEAREST); setTex2DWrap(GL_REPEAT); // fill in the bilinear blocks (main variant). glGenTextures(1, &ptexBilinearBlocks); glBindTexture(GL_TEXTURE_2D, ptexBilinearBlocks); #ifdef GLSL4_API if (!TryBlinearFormat(GL_RGBA32F, &vBilinearData[0])) ZZLog::Error_Log("Fill bilinear blocks failed."); #else if (TryBlinearFormat(GL_RGBA32F, &vBilinearData[0])) ZZLog::Error_Log("Fill bilinear blocks OK.!"); else if (TryBlinearFormat(GL_RGBA_FLOAT32_ATI, &vBilinearData[0])) ZZLog::Error_Log("Fill bilinear blocks with ATI_texture_float."); else if (TryBlinearFormat(GL_FLOAT_RGBA32_NV, &vBilinearData[0])) ZZLog::Error_Log("ZZogl Fill bilinear blocks with NVidia_float."); else ZZLog::Error_Log("Fill bilinear blocks failed."); #endif setTex2DFilters(GL_NEAREST); setTex2DWrap(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); #ifdef GLSL4_API vertex_array->set_internal_format(); #endif vector verts(4); VertexGPU* pvert = &verts[0]; pvert->set_xyzst(-0x7fff, 0x7fff, 0, 0, 0); pvert++; pvert->set_xyzst(0x7fff, 0x7fff, 0, 1, 0); pvert++; pvert->set_xyzst(-0x7fff, -0x7fff, 0, 0, 1); pvert++; pvert->set_xyzst(0x7fff, -0x7fff, 0, 1, 1); pvert++; glBufferDataARB(GL_ARRAY_BUFFER, 4*sizeof(VertexGPU), &verts[0], GL_STATIC_DRAW); #ifndef GLSL4_API // 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(); #endif // create the conversion textures glGenTextures(1, &ptexConv16to32); glBindTexture(GL_TEXTURE_2D, ptexConv16to32); vector conv16to32data(256*256); for (int 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); } Texture2D(4, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, &conv16to32data[0]); setTex2DFilters(GL_NEAREST); setTex2DWrap(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 (int 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); } } } Texture3D(4, 32, 32, 32, GL_RGBA, GL_UNSIGNED_BYTE, &conv32to16data[0]); setTex3DFilters(GL_NEAREST); setTex3DWrap(GL_CLAMP); GL_REPORT_ERROR(); if (err != GL_NO_ERROR) bSuccess = false; if (!ZZshStartUsingShaders()) bSuccess = false; 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_vsprog = g_psprog = sZero; if (glGetError() == GL_NO_ERROR) { return bSuccess; } else { ZZLog::Debug_Log("Error In final init!"); return false; } } void ZZDestroy() { Delete_Avi_Capture(); 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 (vb_buffer_allocated) { glDeleteBuffers((GLsizei)ArraySize(g_vboBuffers), g_vboBuffers); vb_buffer_allocated = false; // mark the buffer unallocated } #ifdef GLSL4_API if (vertex_array != NULL) { delete vertex_array; vertex_array = NULL; } #endif g_nCurVBOIndex = 0; if (pvs != NULL) { for (u32 i = 0; i < ArraySize(pvs); ++i) { SAFE_RELEASE_PROG(pvs[i]); } } if (ppsRegular != NULL) { for (u32 i = 0; i < ArraySize(ppsRegular); ++i) { SAFE_RELEASE_PROG(ppsRegular[i].prog); } } if (ppsTexture != NULL) { for (u32 i = 0; i < ArraySize(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); FB::Delete(); GLWin.ReleaseContext(); mapGLExtensions.clear(); }