pcsx2/plugins/zzogl-pg/opengl/ZZDepthTargets.cpp

316 lines
6.9 KiB
C++

/* 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
*/
#include <stdlib.h>
#include <math.h>
#include "GS.h"
#include "Mem.h"
#include "x86.h"
#include "targets.h"
#include "ZZoglShaders.h"
#include "ZZClut.h"
#include "ZZoglVB.h"
#include "Util.h"
extern bool g_bUpdateStencil;
void _Resolve(const void* psrc, int fbp, int fbw, int fbh, int psm, u32 fbm, bool mode);
void SetWriteDepth();
bool IsWriteDepth();
bool IsWriteDestAlphaTest();
const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
CDepthTarget::CDepthTarget() : CRenderTarget(), pdepth(0), pstencil(0), icount(0) {}
CDepthTarget::~CDepthTarget()
{
FUNCLOG
Destroy();
}
bool CDepthTarget::Create(const frameInfo& frame)
{
FUNCLOG
if (!CRenderTarget::Create(frame)) return false;
GL_REPORT_ERROR();
glGenRenderbuffersEXT(1, &pdepth);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, pdepth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, RW(fbw), RH(fbh));
if (glGetError() != GL_NO_ERROR)
{
// try a separate depth and stencil buffer
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, pdepth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, RW(fbw), RH(fbh));
if (g_bUpdateStencil)
{
glGenRenderbuffersEXT(1, &pstencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, pstencil);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, RW(fbw), RH(fbh));
if (glGetError() != GL_NO_ERROR)
{
ZZLog::Error_Log("Failed to create depth buffer %dx%d.", RW(fbw), RH(fbh));
return false;
}
}
else
{
pstencil = 0;
}
}
else
{
pstencil = pdepth;
}
status = TS_NeedUpdate;
return true;
}
void CDepthTarget::Destroy()
{
FUNCLOG
if (status) // In this case Framebuffer extension is off-use and lead to segfault
{
ResetRenderTarget(1);
FB::Attach(GL_DEPTH_ATTACHMENT_EXT);
FB::Attach(GL_STENCIL_ATTACHMENT_EXT);
GL_REPORT_ERRORD();
if (pstencil != 0)
{
if (pstencil != pdepth) glDeleteRenderbuffersEXT(1, &pstencil);
pstencil = 0;
}
if (pdepth != 0)
{
glDeleteRenderbuffersEXT(1, &pdepth);
pdepth = 0;
}
GL_REPORT_ERRORD();
}
CRenderTarget::Destroy();
}
extern int g_nDepthUsed; // > 0 if depth is used
void CDepthTarget::Resolve()
{
FUNCLOG
if (g_nDepthUsed > 0 && conf.mrtdepth && !(status & TS_Virtual) && IsWriteDepth() && !(conf.settings().no_depth_resolve))
CRenderTarget::Resolve();
else
{
// flush if necessary
FlushIfNecesary(this);
if (!(status & TS_Virtual)) status |= TS_Resolved;
}
if (!(status&TS_Virtual))
{
SetWriteDepth();
}
}
void CDepthTarget::Resolve(int startrange, int endrange)
{
FUNCLOG
if (g_nDepthUsed > 0 && conf.mrtdepth && !(status&TS_Virtual) && IsWriteDepth())
{
CRenderTarget::Resolve(startrange, endrange);
}
else
{
// flush if necessary
FlushIfNecesary(this) ;
if (!(status & TS_Virtual))
status |= TS_Resolved;
}
if (!(status&TS_Virtual))
{
SetWriteDepth();
}
}
void CDepthTarget::Update(int context, CRenderTarget* prndr)
{
FUNCLOG
assert(!(status & TS_Virtual));
// align the rect to the nearest page
// note that fbp is always aligned on page boundaries
tex0Info texframe;
texframe.tbp0 = fbp;
texframe.tbw = fbw;
texframe.tw = fbw;
texframe.th = fbh;
texframe.psm = psm;
// FIXME some field are not initialized...
// in particular the clut related one
assert(!PSMT_ISCLUT(psm));
DisableAllgl();
VB& curvb = vb[context];
if (curvb.test.zte == 0) return;
SetShaderCaller("CDepthTarget::Update");
glEnable(GL_DEPTH_TEST);
glDepthMask(!curvb.zbuf.zmsk);
static const u32 g_dwZCmp[] = { GL_NEVER, GL_ALWAYS, GL_GEQUAL, GL_GREATER };
glDepthFunc(g_dwZCmp[curvb.test.ztst]);
// write color and zero out stencil buf, always 0 context!
SetTexVariablesInt(0, 0, texframe, false, &ppsBitBltDepth, 1);
ZZshGLSetTextureParameter(ppsBitBltDepth.prog, ppsBitBltDepth.sMemory, vb[0].pmemtarg->ptex->tex, "BitBltDepth");
float4 v = DefaultBitBltPos();
v = DefaultBitBltTex();
v.x = 1;
v.y = 2;
v.z = PSMT_IS16Z(psm) ? 1.0f : 0.0f;
v.w = g_filog32;
ZZshSetParameter4fv(ppsBitBltDepth.prog, ppsBitBltDepth.sOneColor, v, "g_fOneColor");
float4 vdepth = g_vdepth;
if (psm == PSMT24Z)
{
vdepth.w = 0;
}
else if (psm != PSMT32Z)
{
vdepth.z = vdepth.w = 0;
}
#if defined(GLSL_API) || defined(GLSL4_API)
assert(ppsBitBltDepth.sBitBltZ != -1);
#else
assert(ppsBitBltDepth.sBitBltZ != 0);
#endif
ZZshSetParameter4fv(ppsBitBltDepth.prog, ppsBitBltDepth.sBitBltZ, (vdepth*(255.0f / 256.0f)), "g_fBitBltZ");
assert(pdepth != 0);
//GLint w1 = 0;
//GLint h1 = 0;
FB::Attach2D(0, ptex);
//glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_WIDTH_EXT, &w1);
//glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_HEIGHT_EXT, &h1);
SetDepthStencilSurface();
FB::Attach2D(1);
GLenum buffer = GL_COLOR_ATTACHMENT0_EXT;
//ZZLog::Error_Log("CDepthTarget::Update: w1 = 0x%x; h1 = 0x%x", w1, h1);
DrawBuffers(&buffer);
SetViewport();
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
SET_STREAM();
ZZshSetVertexShader(pvsBitBlt.prog);
ZZshSetPixelShader(ppsBitBltDepth.prog);
DrawTriangleArray();
status = TS_Resolved;
if (!IsWriteDepth())
{
ResetRenderTarget(1);
}
if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glEnable(GL_SCISSOR_TEST);
#ifdef _DEBUG
if (g_bSaveZUpdate)
{
SaveTex(&texframe, 1);
SaveTexture("frame1.tga", GL_TEXTURE_RECTANGLE_NV, ptex, RW(fbw), RH(fbh));
}
#endif
}
void CDepthTarget::SetDepthStencilSurface()
{
FUNCLOG
FB::Attach(GL_DEPTH_ATTACHMENT_EXT, pdepth);
if (pstencil)
{
// there's a bug with attaching stencil and depth buffers
FB::Attach(GL_STENCIL_ATTACHMENT_EXT, pstencil);
if (icount++ < 8) // not going to fail if succeeded 4 times
{
GL_REPORT_ERRORD();
if (FB::State() != GL_FRAMEBUFFER_COMPLETE_EXT)
{
FB::Attach(GL_STENCIL_ATTACHMENT_EXT);
if (pstencil != pdepth) glDeleteRenderbuffersEXT(1, &pstencil);
pstencil = 0;
g_bUpdateStencil = 0;
}
}
}
else
{
FB::Attach(GL_STENCIL_ATTACHMENT_EXT);
}
}