mirror of https://github.com/PCSX2/pcsx2.git
1322 lines
42 KiB
C++
1322 lines
42 KiB
C++
/*
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* Copyright (C) 2011-2013 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSDeviceOGL.h"
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#include "GLState.h"
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#include "res/glsl_source.h"
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//#define LOUD_DEBUGGING
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//#define PRINT_FRAME_NUMBER
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//#define ONLY_LINES
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static uint32 g_draw_count = 0;
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static uint32 g_frame_count = 1;
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static const uint32 g_merge_cb_index = 10;
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static const uint32 g_interlace_cb_index = 11;
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static const uint32 g_shadeboost_cb_index = 12;
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static const uint32 g_fxaa_cb_index = 13;
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GSDeviceOGL::GSDeviceOGL()
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: m_free_window(false)
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, m_window(NULL)
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, m_fbo(0)
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, m_fbo_read(0)
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, m_vb_sr(NULL)
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, m_shader(NULL)
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{
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memset(&m_merge_obj, 0, sizeof(m_merge_obj));
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memset(&m_interlace, 0, sizeof(m_interlace));
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memset(&m_convert, 0, sizeof(m_convert));
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memset(&m_date, 0, sizeof(m_date));
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memset(&m_state, 0, sizeof(m_state));
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GLState::Clear();
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// Reset the debug file
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#ifdef ENABLE_OGL_DEBUG
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FILE* f = fopen("Debug.txt","w");
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fclose(f);
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#endif
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}
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GSDeviceOGL::~GSDeviceOGL()
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{
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// If the create function wasn't called nothing to do.
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if (m_shader == NULL)
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return;
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// Clean vertex buffer state
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delete (m_vb_sr);
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// Clean m_merge_obj
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for (uint32 i = 0; i < 2; i++)
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m_shader->Delete(m_merge_obj.ps[i]);
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delete (m_merge_obj.cb);
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delete (m_merge_obj.bs);
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// Clean m_interlace
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for (uint32 i = 0; i < 2; i++)
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m_shader->Delete(m_interlace.ps[i]);
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delete (m_interlace.cb);
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// Clean m_convert
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m_shader->Delete(m_convert.vs);
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for (uint32 i = 0; i < 2; i++)
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m_shader->Delete(m_convert.ps[i]);
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delete m_convert.dss;
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delete m_convert.bs;
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// Clean m_fxaa
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delete m_fxaa.cb;
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m_shader->Delete(m_fxaa.ps);
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// Clean m_date
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delete m_date.dss;
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delete m_date.bs;
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// Clean shadeboost
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delete m_shadeboost.cb;
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m_shader->Delete(m_shadeboost.ps);
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// Clean various opengl allocation
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gl_DeleteFramebuffers(1, &m_fbo);
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gl_DeleteFramebuffers(1, &m_fbo_read);
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// Delete HW FX
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delete m_vs_cb;
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delete m_ps_cb;
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gl_DeleteSamplers(1, &m_palette_ss);
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delete m_vb;
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m_shader->Delete(m_apitrace);
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for (uint32 key = 0; key < VSSelector::size(); key++) m_shader->Delete(m_vs[key]);
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m_shader->Delete(m_gs);
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for (auto it = m_ps.begin(); it != m_ps.end() ; it++) m_shader->Delete(it->second);
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m_ps.clear();
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gl_DeleteSamplers(PSSamplerSelector::size(), m_ps_ss);
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for (uint32 key = 0; key < OMDepthStencilSelector::size(); key++) delete m_om_dss[key];
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for (auto it = m_om_bs.begin(); it != m_om_bs.end(); it++) delete it->second;
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m_om_bs.clear();
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PboPool::Destroy();
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// Must be done after the destruction of all shader/program objects
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delete m_shader;
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m_shader = NULL;
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}
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GSTexture* GSDeviceOGL::CreateSurface(int type, int w, int h, bool msaa, int format)
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{
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// A wrapper to call GSTextureOGL, with the different kind of parameter
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GSTextureOGL* t = NULL;
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t = new GSTextureOGL(type, w, h, format, m_fbo_read);
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switch(type)
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{
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case GSTexture::RenderTarget:
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ClearRenderTarget(t, 0);
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break;
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case GSTexture::DepthStencil:
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ClearDepth(t, 0);
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// No need to clear the stencil now.
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break;
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}
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return t;
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}
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GSTexture* GSDeviceOGL::FetchSurface(int type, int w, int h, bool msaa, int format)
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{
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return GSDevice::FetchSurface(type, w, h, false, format);
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}
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bool GSDeviceOGL::Create(GSWnd* wnd)
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{
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if (m_window == NULL) {
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if (!GLLoader::check_gl_version(3, 0)) return false;
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if (!GLLoader::check_gl_supported_extension()) return false;
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}
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m_window = wnd;
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// ****************************************************************
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// Various object
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// ****************************************************************
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m_shader = new GSShaderOGL(!!theApp.GetConfig("debug_ogl_shader", 1));
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gl_GenFramebuffers(1, &m_fbo);
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gl_GenFramebuffers(1, &m_fbo_read);
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// ****************************************************************
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// Vertex buffer state
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// ****************************************************************
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GSInputLayoutOGL il_convert[2] =
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{
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{0, 4, GL_FLOAT, GL_FALSE, sizeof(GSVertexPT1), (const GLvoid*)offsetof(struct GSVertexPT1, p) },
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{1, 2, GL_FLOAT, GL_FALSE, sizeof(GSVertexPT1), (const GLvoid*)offsetof(struct GSVertexPT1, t) },
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};
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m_vb_sr = new GSVertexBufferStateOGL(sizeof(GSVertexPT1), il_convert, countof(il_convert));
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// ****************************************************************
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// Texture unit state
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// ****************************************************************
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// By default use unit 3 for texture modification
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// unit 0-2 will allocated to shader input
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gl_ActiveTexture(GL_TEXTURE0 + 3);
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// ****************************************************************
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// Pre Generate the different sampler object
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// ****************************************************************
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for (uint32 key = 0; key < PSSamplerSelector::size(); key++)
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m_ps_ss[key] = CreateSampler(PSSamplerSelector(key));
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// ****************************************************************
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// convert
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// ****************************************************************
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m_convert.vs = m_shader->Compile("convert.glsl", "vs_main", GL_VERTEX_SHADER, convert_glsl);
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for(size_t i = 0; i < countof(m_convert.ps); i++)
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m_convert.ps[i] = m_shader->Compile("convert.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, convert_glsl);
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// Note the following object are initialized to 0 so disabled.
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// Note: maybe enable blend with a factor of 1
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// m_convert.dss, m_convert.bs
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PSSamplerSelector point;
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m_convert.pt = GetSamplerID(point);
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PSSamplerSelector bilinear;
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bilinear.ltf = true;
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m_convert.ln = GetSamplerID(bilinear);
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m_convert.dss = new GSDepthStencilOGL();
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m_convert.bs = new GSBlendStateOGL();
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// ****************************************************************
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// merge
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// ****************************************************************
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m_merge_obj.cb = new GSUniformBufferOGL(g_merge_cb_index, sizeof(MergeConstantBuffer));
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for(size_t i = 0; i < countof(m_merge_obj.ps); i++)
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m_merge_obj.ps[i] = m_shader->Compile("merge.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, merge_glsl);
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m_merge_obj.bs = new GSBlendStateOGL();
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m_merge_obj.bs->EnableBlend();
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m_merge_obj.bs->SetRGB(GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// ****************************************************************
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// interlace
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// ****************************************************************
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m_interlace.cb = new GSUniformBufferOGL(g_interlace_cb_index, sizeof(InterlaceConstantBuffer));
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for(size_t i = 0; i < countof(m_interlace.ps); i++)
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m_interlace.ps[i] = m_shader->Compile("interlace.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, interlace_glsl);
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// ****************************************************************
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// Shade boost
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// ****************************************************************
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m_shadeboost.cb = new GSUniformBufferOGL(g_shadeboost_cb_index, sizeof(ShadeBoostConstantBuffer));
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int ShadeBoost_Contrast = theApp.GetConfig("ShadeBoost_Contrast", 50);
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int ShadeBoost_Brightness = theApp.GetConfig("ShadeBoost_Brightness", 50);
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int ShadeBoost_Saturation = theApp.GetConfig("ShadeBoost_Saturation", 50);
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std::string shade_macro = format("#define SB_SATURATION %d.0\n", ShadeBoost_Saturation)
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+ format("#define SB_BRIGHTNESS %d.0\n", ShadeBoost_Brightness)
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+ format("#define SB_CONTRAST %d.0\n", ShadeBoost_Contrast);
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m_shadeboost.ps = m_shader->Compile("shadeboost.glsl", "ps_main", GL_FRAGMENT_SHADER, shadeboost_glsl, shade_macro);
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// ****************************************************************
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// rasterization configuration
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// ****************************************************************
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#ifndef ENABLE_GLES
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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glDisable(GL_CULL_FACE);
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glEnable(GL_SCISSOR_TEST);
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// FIXME enable it when multisample code will be here
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// DX: rd.MultisampleEnable = true;
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#ifndef ENABLE_GLES
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glDisable(GL_MULTISAMPLE);
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#endif
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#ifdef ONLY_LINES
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glLineWidth(5.0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#endif
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// Hum I don't know for those options but let's hope there are not activated
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#if 0
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rd.FrontCounterClockwise = false;
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rd.DepthBias = false;
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rd.DepthBiasClamp = 0;
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rd.SlopeScaledDepthBias = 0;
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rd.DepthClipEnable = false; // ???
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rd.AntialiasedLineEnable = false;
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#endif
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// ****************************************************************
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// fxaa
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// ****************************************************************
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std::string fxaa_macro = "#define FXAA_GLSL_130 1\n";
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if (GLLoader::found_GL_ARB_gpu_shader5) {
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// This extension become core on openGL4
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fxaa_macro += "#extension GL_ARB_gpu_shader5 : enable\n";
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fxaa_macro += "#define FXAA_GATHER4_ALPHA 1\n";
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}
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m_fxaa.cb = new GSUniformBufferOGL(g_fxaa_cb_index, sizeof(FXAAConstantBuffer));
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m_fxaa.ps = m_shader->Compile("fxaa.fx", "ps_main", GL_FRAGMENT_SHADER, fxaa_fx, fxaa_macro);
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// ****************************************************************
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// DATE
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// ****************************************************************
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m_date.dss = new GSDepthStencilOGL();
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m_date.dss->EnableStencil();
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m_date.dss->SetStencil(GL_ALWAYS, GL_REPLACE);
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m_date.bs = new GSBlendStateOGL();
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// FIXME impact image load?
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//#ifndef ENABLE_OGL_STENCIL_DEBUG
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// // Only keep stencil data
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// m_date.bs->SetMask(false, false, false, false);
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//#endif
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// ****************************************************************
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// HW renderer shader
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// ****************************************************************
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CreateTextureFX();
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// ****************************************************************
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// Pbo Pool allocation
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// ****************************************************************
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PboPool::Init();
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// ****************************************************************
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// Finish window setup and backbuffer
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// ****************************************************************
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if(!GSDevice::Create(wnd))
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return false;
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GSVector4i rect = wnd->GetClientRect();
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Reset(rect.z, rect.w);
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return true;
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}
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bool GSDeviceOGL::Reset(int w, int h)
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{
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if(!GSDevice::Reset(w, h))
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return false;
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// TODO
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// Opengl allocate the backbuffer with the window. The render is done in the backbuffer when
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// there isn't any FBO. Only a dummy texture is created to easily detect when the rendering is done
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// in the backbuffer
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m_backbuffer = new GSTextureOGL(GSTextureOGL::Backbuffer, w, h, 0, m_fbo_read);
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return true;
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}
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void GSDeviceOGL::SetVSync(bool enable)
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{
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m_wnd->SetVSync(enable);
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}
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void GSDeviceOGL::Flip()
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{
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// FIXME: disable it when code is working
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#ifdef ENABLE_OGL_DEBUG
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CheckDebugLog();
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#endif
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m_wnd->Flip();
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#ifdef PRINT_FRAME_NUMBER
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fprintf(stderr, "Draw %d (Frame %d)\n", g_draw_count, g_frame_count);
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#endif
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#if defined(ENABLE_OGL_DEBUG) || defined(PRINT_FRAME_NUMBER)
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g_frame_count++;
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#endif
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}
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void GSDeviceOGL::BeforeDraw()
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{
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m_shader->UseProgram();
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//#ifdef ENABLE_OGL_STENCIL_DEBUG
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// if (m_date.t)
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// static_cast<GSTextureOGL*>(m_date.t)->Save(format("/tmp/date_before_%04ld.csv", g_draw_count));
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//#endif
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}
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void GSDeviceOGL::AfterDraw()
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{
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//#ifdef ENABLE_OGL_STENCIL_DEBUG
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// if (m_date.t)
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// static_cast<GSTextureOGL*>(m_date.t)->Save(format("/tmp/date_after_%04ld.csv", g_draw_count));
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//#endif
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#if defined(ENABLE_OGL_DEBUG) || defined(PRINT_FRAME_NUMBER) || defined(ENABLE_OGL_STENCIL_DEBUG)
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g_draw_count++;
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#endif
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}
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void GSDeviceOGL::DrawPrimitive()
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{
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BeforeDraw();
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m_state.vb->DrawPrimitive();
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AfterDraw();
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}
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void GSDeviceOGL::DrawIndexedPrimitive()
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{
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BeforeDraw();
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m_state.vb->DrawIndexedPrimitive();
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AfterDraw();
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}
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void GSDeviceOGL::DrawIndexedPrimitive(int offset, int count)
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{
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ASSERT(offset + count <= (int)m_index.count);
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BeforeDraw();
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m_state.vb->DrawIndexedPrimitive(offset, count);
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AfterDraw();
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}
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void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
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{
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if (GLLoader::found_GL_ARB_clear_texture) {
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static_cast<GSTextureOGL*>(t)->Clear((const void*)&c);
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} else {
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glDisable(GL_SCISSOR_TEST);
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if (static_cast<GSTextureOGL*>(t)->IsBackbuffer()) {
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OMSetFBO(0);
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// glDrawBuffer(GL_BACK); // this is the default when there is no FB
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// 0 will select the first drawbuffer ie GL_BACK
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gl_ClearBufferfv(GL_COLOR, 0, c.v);
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} else {
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OMSetFBO(m_fbo);
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OMSetWriteBuffer();
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OMAttachRt(static_cast<GSTextureOGL*>(t)->GetID());
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gl_ClearBufferfv(GL_COLOR, 0, c.v);
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}
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glEnable(GL_SCISSOR_TEST);
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}
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}
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void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c)
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{
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GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255);
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ClearRenderTarget(t, color);
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}
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void GSDeviceOGL::ClearRenderTarget_ui(GSTexture* t, uint32 c)
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{
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if (GLLoader::found_GL_ARB_clear_texture) {
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static_cast<GSTextureOGL*>(t)->Clear((const void*)&c);
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} else {
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uint32 col[4] = {c, c, c, c};
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glDisable(GL_SCISSOR_TEST);
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OMSetFBO(m_fbo);
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OMSetWriteBuffer();
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OMAttachRt(static_cast<GSTextureOGL*>(t)->GetID());
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gl_ClearBufferuiv(GL_COLOR, 0, col);
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glEnable(GL_SCISSOR_TEST);
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}
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}
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void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
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{
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// TODO is it possible with GL44 ClearTexture?
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// It is seriously not clear if we can clear only the depth
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if (GLLoader::found_GL_ARB_clear_texture) {
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gl_ClearTexImage(static_cast<GSTextureOGL*>(t)->GetID(), 0, GL_DEPTH_STENCIL, GL_FLOAT, &c);
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} else {
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OMSetFBO(m_fbo);
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OMSetWriteBuffer();
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OMAttachDs(static_cast<GSTextureOGL*>(t)->GetID());
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glDisable(GL_SCISSOR_TEST);
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if (GLState::depth_mask) {
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gl_ClearBufferfv(GL_DEPTH, 0, &c);
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} else {
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glDepthMask(true);
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gl_ClearBufferfv(GL_DEPTH, 0, &c);
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glDepthMask(false);
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}
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glEnable(GL_SCISSOR_TEST);
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}
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}
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void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
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{
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// TODO is it possible with GL44 ClearTexture?
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// It is seriously not clear if we can clear only the stencil
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if (GLLoader::found_GL_ARB_clear_texture) {
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gl_ClearTexImage(static_cast<GSTextureOGL*>(t)->GetID(), 0, GL_DEPTH_STENCIL, GL_BYTE, &c);
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|
} else {
|
|
OMSetFBO(m_fbo);
|
|
OMSetWriteBuffer();
|
|
OMAttachDs(static_cast<GSTextureOGL*>(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);
|
|
gl_SamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
gl_SamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC, GL_NEVER);
|
|
// 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<GSTextureOGL*>(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<GSTextureOGL*>(m_date.t)->GetID()};
|
|
// gl_BindImageTextures(0, 1, textures);
|
|
//gl_BindImageTexture(0, 0, 0, true, 0, GL_READ_WRITE, GL_R32I);
|
|
|
|
gl_BindImageTexture(0, static_cast<GSTextureOGL*>(m_date.t)->GetID(), 0, false, 0, GL_READ_WRITE, GL_R32I);
|
|
}
|
|
|
|
void GSDeviceOGL::RecycleDateTexture()
|
|
{
|
|
if (m_date.t) {
|
|
#ifdef ENABLE_OGL_STENCIL_DEBUG
|
|
//static_cast<GSTextureOGL*>(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)
|
|
{
|
|
gl_MemoryBarrier(b);
|
|
//#ifdef ENABLE_OGL_STENCIL_DEBUG
|
|
// if (m_date.t)
|
|
// static_cast<GSTextureOGL*>(m_date.t)->Save(format("/tmp/barrier_%04ld.csv", g_draw_count));
|
|
//#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<GSTextureOGL*>(st)->GetID(), GL_TEXTURE_2D,
|
|
0, r.x, r.y, 0,
|
|
static_cast<GSTextureOGL*>(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<GSTextureOGL*>(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<GSTextureOGL*>(dt)->IsBackbuffer()) {
|
|
flip_sr.y = sr.w;
|
|
flip_sr.w = sr.y;
|
|
}
|
|
|
|
GSVertexPT1 vertices[] =
|
|
{
|
|
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(flip_sr.x, flip_sr.y)},
|
|
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(flip_sr.z, flip_sr.y)},
|
|
{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(flip_sr.x, flip_sr.w)},
|
|
{GSVector4(right, bottom, 0.5f, 1.0f), 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<GSTextureOGL*>(st)->GetHandle(linear ? m_convert.ln : m_convert.pt) , 0};
|
|
m_shader->PS_ressources(handle);
|
|
} else {
|
|
PSSetShaderResource(static_cast<GSTextureOGL*>(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 GSVertexPT1* 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<GSTextureOGL*>(rt)->GetHandle(m_convert.pt) , 0};
|
|
m_shader->PS_ressources(handle);
|
|
} else {
|
|
PSSetShaderResource(static_cast<GSTextureOGL*>(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) {
|
|
gl_BindTextures(0, 1, &sr);
|
|
} 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) {
|
|
gl_BindTextures(0, 2, tex);
|
|
} 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<GSTextureOGL*>(rt)->IsBackbuffer()) {
|
|
if (rt) {
|
|
OMSetFBO(m_fbo);
|
|
OMSetWriteBuffer();
|
|
OMAttachRt(static_cast<GSTextureOGL*>(rt)->GetID());
|
|
} else {
|
|
// Note: NULL rt is only used in DATE so far. Color writing is disabled
|
|
// on the blend setup
|
|
OMSetFBO(m_fbo);
|
|
OMSetWriteBuffer(GL_NONE);
|
|
}
|
|
|
|
// Note: it must be done after OMSetFBO
|
|
if (ds)
|
|
OMAttachDs(static_cast<GSTextureOGL*>(ds)->GetID());
|
|
|
|
} 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<retVal; i++)
|
|
{
|
|
DebugOutputToFile(sources[i], types[i], ids[i], severities[i],
|
|
&messageLog[pos]);
|
|
pos += lengths[i];
|
|
}
|
|
}
|
|
|
|
delete[] messageLog;
|
|
#endif
|
|
}
|
|
|
|
void GSDeviceOGL::DebugOutputToFile(unsigned int source, unsigned int type, unsigned int id, unsigned int severity, const char* message)
|
|
{
|
|
#ifndef ENABLE_GLES
|
|
char debType[20], debSev[5];
|
|
static int sev_counter = 0;
|
|
|
|
if(type == GL_DEBUG_TYPE_ERROR_ARB)
|
|
strcpy(debType, "Error");
|
|
else if(type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB)
|
|
strcpy(debType, "Deprecated behavior");
|
|
else if(type == GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB)
|
|
strcpy(debType, "Undefined behavior");
|
|
else if(type == GL_DEBUG_TYPE_PORTABILITY_ARB)
|
|
strcpy(debType, "Portability");
|
|
else if(type == GL_DEBUG_TYPE_PERFORMANCE_ARB)
|
|
strcpy(debType, "Performance");
|
|
else if(type == GL_DEBUG_TYPE_OTHER_ARB)
|
|
strcpy(debType, "Other");
|
|
else
|
|
strcpy(debType, "UNKNOWN");
|
|
|
|
if(severity == GL_DEBUG_SEVERITY_HIGH_ARB) {
|
|
strcpy(debSev, "High");
|
|
sev_counter++;
|
|
}
|
|
else if(severity == GL_DEBUG_SEVERITY_MEDIUM_ARB)
|
|
strcpy(debSev, "Med");
|
|
else if(severity == GL_DEBUG_SEVERITY_LOW_ARB)
|
|
strcpy(debSev, "Low");
|
|
|
|
#ifdef LOUD_DEBUGGING
|
|
fprintf(stderr,"Type:%s\tID:%d\tSeverity:%s\tMessage:%s\n", debType, g_draw_count, debSev,message);
|
|
#endif
|
|
|
|
FILE* f = fopen("Debug.txt","a");
|
|
if(f)
|
|
{
|
|
fprintf(f,"Type:%s\tID:%d\tSeverity:%s\tMessage:%s\n", debType, g_draw_count, debSev,message);
|
|
fclose(f);
|
|
}
|
|
//if (sev_counter > 2) assert(0);
|
|
#endif
|
|
}
|
|
|
|
// (A - B) * C + D
|
|
// A: Cs/Cd/0
|
|
// B: Cs/Cd/0
|
|
// C: As/Ad/FIX
|
|
// D: Cs/Cd/0
|
|
|
|
// bogus: 0100, 0110, 0120, 0200, 0210, 0220, 1001, 1011, 1021
|
|
// tricky: 1201, 1211, 1221
|
|
|
|
// Source.rgb = float3(1, 1, 1);
|
|
// 1201 Cd*(1 + As) => 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
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{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_ZERO}, // 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As
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{0, D3DBLENDOP_ADD, D3DBLEND_INVDESTALPHA, D3DBLEND_ZERO}, // 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad)
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{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_ONE}, // 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad
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{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_ZERO}, // 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad
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{0, D3DBLENDOP_ADD, D3DBLEND_INVBLENDFACTOR, D3DBLEND_ZERO}, // 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)
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{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_ONE}, // 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F
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{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO}, // 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F
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{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_SRCALPHA}, // 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As
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{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVSRCALPHA}, // 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As)
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{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ZERO, D3DBLEND_SRCALPHA}, // 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As
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{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_DESTALPHA}, // 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad
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{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVDESTALPHA}, // 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad)
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{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_DESTALPHA}, // 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad
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{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR}, // 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F
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{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVBLENDFACTOR}, // 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F)
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{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR}, // 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F
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{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2200: (0 - 0)*As + Cs ==> Cs
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{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2201: (0 - 0)*As + Cd ==> Cd
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{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2202: (0 - 0)*As + 0 ==> 0
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{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2210: (0 - 0)*Ad + Cs ==> Cs
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{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2211: (0 - 0)*Ad + Cd ==> Cd
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{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2212: (0 - 0)*Ad + 0 ==> 0
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{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2220: (0 - 0)*F + Cs ==> Cs
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{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2221: (0 - 0)*F + Cd ==> Cd
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{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2222: (0 - 0)*F + 0 ==> 0
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};
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