pcsx2/plugins/zzogl-pg/opengl/zerogs.h

1203 lines
34 KiB
C++

/* ZeroGS KOSMOS
* Copyright (C) 2005-2006 zerofrog@gmail.com
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __ZEROGS__H
#define __ZEROGS__H
#ifdef _MSC_VER
#pragma warning(disable:4200) // nonstandard extension used : zero-sized array in struct/union
#endif
// ----------------------------- Includes
#include "PS2Etypes.h"
#include "PS2Edefs.h"
// Need this before gl.h
#ifdef _WIN32
#include <windows.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include "glprocs.h"
#else
// adding glew support instead of glXGetProcAddress (thanks to scaught)
#include <GL/glew.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include <GL/glx.h>
inline void* wglGetProcAddress(const char* x)
{
return (void*)glXGetProcAddress((const GLubyte*)x);
}
#endif
#include <Cg/cg.h>
#include <Cg/cgGL.h>
#include <assert.h>
#include <list>
#include <vector>
#include <map>
#include <string>
#include <list>
#include "GS.h"
#include "rasterfont.h" // simple font
using namespace std;
#include "ZeroGSShaders/zerogsshaders.h"
// ----------------------- Defines
#ifndef GL_DEPTH24_STENCIL8_EXT // allows FBOs to support stencils
# define GL_DEPTH_STENCIL_EXT 0x84F9
# define GL_UNSIGNED_INT_24_8_EXT 0x84FA
# define GL_DEPTH24_STENCIL8_EXT 0x88F0
# define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1
#endif
#define GL_STENCILFUNC(func, ref, mask) { \
s_stencilfunc = func; \
s_stencilref = ref; \
s_stencilmask = mask; \
glStencilFunc(func, ref, mask); \
}
#define GL_STENCILFUNC_SET() glStencilFunc(s_stencilfunc, s_stencilref, s_stencilmask)
#ifndef SAFE_DELETE
# define SAFE_DELETE(x) if( (x) != NULL ) { delete (x); (x) = NULL; }
#endif
#ifndef SAFE_DELETE_ARRAY
# define SAFE_DELETE_ARRAY(x) if( (x) != NULL ) { delete[] (x); (x) = NULL; }
#endif
#ifndef SAFE_RELEASE
# define SAFE_RELEASE(x) if( (x) != NULL ) { (x)->Release(); (x) = NULL; }
#endif
#define SAFE_RELEASE_PROG(x) { if( (x) != NULL ) { cgDestroyProgram(x); x = NULL; } }
#define SAFE_RELEASE_TEX(x) { if( (x) != 0 ) { glDeleteTextures(1, &(x)); x = 0; } }
#define FORIT(it, v) for(it = (v).begin(); it != (v).end(); ++(it))
// sends a message to output window if assert fails
#define BMSG(x, str) { if( !(x) ) { ZZLog::Log(str); ZZLog::Log(str); } }
#define BMSG_RETURN(x, str) { if( !(x) ) { ZZLog::Log(str); ZZLog::Log(str); return; } }
#define BMSG_RETURNX(x, str, rtype) { if( !(x) ) { ZZLog::Log(str); ZZLog::Log(str); return (##rtype); } }
#define B(x) { if( !(x) ) { ZZLog::Log(_#x"\n"); ZZLog::Log(#x"\n"); } }
#define B_RETURN(x) { if( !(x) ) { ZZLog::Error_Log("%s:%d: %s", __FILE__, (u32)__LINE__, #x); return; } }
#define B_RETURNX(x, rtype) { if( !(x) ) { ZZLog::Error_Log("%s:%d: %s", __FILE__, (u32)__LINE__, #x); return (##rtype); } }
#define B_G(x, action) { if( !(x) ) { ZZLog::Error_Log("%s:%d: %s", __FILE__, (u32)__LINE__, #x); action; } }
#define GL_REPORT_ERROR() \
{ \
GLenum err = glGetError(); \
if( err != GL_NO_ERROR ) \
{ \
ZZLog::Error_Log("%s:%d: gl error %s", __FILE__, (int)__LINE__, error_name(err)); \
ZeroGS::HandleGLError(); \
} \
}
#ifdef _DEBUG
# define GL_REPORT_ERRORD() \
{ \
GLenum err = glGetError(); \
if( err != GL_NO_ERROR ) \
{ \
ZZLog::Error_Log("%s:%d: gl error %s", __FILE__, (int)__LINE__, error_name(err)); \
ZeroGS::HandleGLError(); \
} \
}
#else
# define GL_REPORT_ERRORD()
#endif
// sets the data stream
#define SET_STREAM() { \
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)8); \
glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)12); \
glTexCoordPointer(3, GL_FLOAT, sizeof(VertexGPU), (void*)16); \
glVertexPointer(4, GL_SHORT, sizeof(VertexGPU), (void*)0); \
}
extern const char* ShaderCallerName;
extern const char* ShaderHandleName;
inline void SetShaderCaller(const char* Name)
{
ShaderCallerName = Name;
}
inline void SetHandleName(const char* Name)
{
ShaderHandleName = Name;
}
extern void HandleCgError(CGcontext ctx, CGerror err, void* appdata);
extern void ZZcgSetParameter4fv(CGparameter param, const float* v, const char* name);
#define SETVERTEXSHADER(prog) { \
if( (prog) != g_vsprog ) { \
cgGLBindProgram(prog); \
g_vsprog = prog; \
} \
} \
#define SETPIXELSHADER(prog) { \
if( (prog) != g_psprog ) { \
cgGLBindProgram(prog); \
g_psprog = prog; \
} \
} \
#ifndef ARRAY_SIZE
# define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#endif
//------------------------ Constants ----------------------
#define VB_BUFFERSIZE 0x400
// Used in logaripmic Z-test, as (1-o(1))/log(MAX_U32).
const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
//------------------------ Inlines -------------------------
inline const char *error_name(int err)
{
switch (err)
{
case GL_NO_ERROR:
return "GL_NO_ERROR";
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case GL_STACK_OVERFLOW:
return "GL_STACK_OVERFLOW";
case GL_STACK_UNDERFLOW:
return "GL_STACK_UNDERFLOW";
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
case GL_TABLE_TOO_LARGE:
return "GL_TABLE_TOO_LARGE";
default:
return "Unknown GL error";
}
}
// inline for an extemely often used sequence
// This is turning off all gl functions. Safe to do updates.
inline void DisableAllgl()
{
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_DEPTH_TEST);
glDepthMask(0);
glDisable(GL_STENCIL_TEST);
glColorMask(1, 1, 1, 1);
}
// Calculate maximum height for target
inline int get_maxheight(int fbp, int fbw, int psm)
{
int ret;
if (fbw == 0) return 0;
if (PSMT_ISHALF(psm))
ret = (((0x00100000 - 64 * fbp) / fbw) & ~0x1f) * 2;
else
ret = (((0x00100000 - 64 * fbp) / fbw) & ~0x1f);
return ret;
}
// Does psm need Alpha test with alpha expansion?
inline int nNeedAlpha(u8 psm)
{
return (psm == PSMCT24 || psm == PSMCT16 || psm == PSMCT16S);
}
// Get color storage model psm, that is important on flush stage.
inline u8 GetTexCPSM(const tex0Info& tex)
{
if (PSMT_ISCLUT(tex.psm))
return tex.cpsm;
else
return tex.psm;
}
//--------------------- Dummies
#ifdef _WIN32
extern void (__stdcall *zgsBlendEquationSeparateEXT)(GLenum, GLenum);
extern void (__stdcall *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum);
#else
extern void (APIENTRY *zgsBlendEquationSeparateEXT)(GLenum, GLenum);
extern void (APIENTRY *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum);
#endif
// ------------------------ Types -------------------------
struct FRAGMENTSHADER
{
FRAGMENTSHADER() : prog(0), sMemory(0), sFinal(0), sBitwiseANDX(0), sBitwiseANDY(0), sInterlace(0), sCLUT(0), sOneColor(0), sBitBltZ(0),
fTexAlpha2(0), fTexOffset(0), fTexDims(0), fTexBlock(0), fClampExts(0), fTexWrapMode(0),
fRealTexDims(0), fTestBlack(0), fPageOffset(0), fTexAlpha(0) {}
CGprogram prog;
CGparameter sMemory, sFinal, sBitwiseANDX, sBitwiseANDY, sInterlace, sCLUT;
CGparameter sOneColor, sBitBltZ, sInvTexDims;
CGparameter fTexAlpha2, fTexOffset, fTexDims, fTexBlock, fClampExts, fTexWrapMode, fRealTexDims, fTestBlack, fPageOffset, fTexAlpha;
#ifdef _DEBUG
string filename;
#endif
void set_uniform_param(CGparameter &var, const char *name)
{
CGparameter p;
p = cgGetNamedParameter(prog, name);
if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE) var = p;
}
bool set_texture(GLuint texobj, const char *name)
{
CGparameter p;
p = cgGetNamedParameter(prog, name);
if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
{
cgGLSetTextureParameter(p, texobj);
cgGLEnableTextureParameter(p);
return true;
}
return false;
}
bool connect(CGparameter &tex, const char *name)
{
CGparameter p;
p = cgGetNamedParameter(prog, name);
if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
{
cgConnectParameter(tex, p);
return true;
}
return false;
}
bool set_texture(CGparameter &tex, const char *name)
{
CGparameter p;
p = cgGetNamedParameter(prog, name);
if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
{
//cgGLEnableTextureParameter(p);
tex = p;
return true;
}
return false;
}
bool set_shader_const(Vector v, const char *name)
{
CGparameter p;
p = cgGetNamedParameter(prog, name);
if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
{
cgGLSetParameter4fv(p, v);
return true;
}
return false;
}
};
struct VERTEXSHADER
{
VERTEXSHADER() : prog(0), sBitBltPos(0), sBitBltTex(0) {}
CGprogram prog;
CGparameter sBitBltPos, sBitBltTex, fBitBltTrans; // vertex shader constants
};
// ------------------------ Variables -------------------------
// all textures have this width
//#define GPU_TEXWIDTH 512
extern int GPU_TEXWIDTH;
extern float g_fiGPU_TEXWIDTH;
#define MASKDIVISOR 0
#define GPU_TEXMASKWIDTH (1024 >> MASKDIVISOR) // bitwise mask width for region repeat mode
#ifdef _WIN32
extern HDC hDC; // Private GDI Device Context
extern HGLRC hRC; // Permanent Rendering Context
#endif
extern bool g_bIsLost; // Context is lost -- could not draw
extern u32 ptexBlocks; // holds information on block tiling
extern u32 ptexConv16to32;
extern u32 ptexBilinearBlocks;
extern u32 ptexConv32to16;
extern int g_MaxTexWidth, g_MaxTexHeight;
extern float g_fBlockMult;
extern bool g_bDisplayMsg;
extern bool g_bDisplayFPS;
extern int g_nDepthBias;
extern bool g_bSaveFlushedFrame;
extern u8* s_lpShaderResources;
extern u32 g_SaveFrameNum;
extern int s_nWriteDepthCount;
extern int s_nWireframeCount;
extern int s_nWriteDestAlphaTest;
//////////////////////////
// State parameters
extern float fiRendWidth, fiRendHeight;
extern int g_PrevBitwiseTexX, g_PrevBitwiseTexY; // textures stored in SAMP_BITWISEANDX and SAMP_BITWISEANDY
extern bool s_bDestAlphaTest;
extern int s_ClutResolve;
extern int s_nLastResolveReset;
extern int g_nDepthUpdateCount;
extern int s_nResolveCounts[30]; // resolve counts for last 30 frames
extern int g_nDepthUsed; // ffx2 pal movies
/////////////////////
// graphics resources
extern map<string, GLbyte> mapGLExtensions;
extern map<int, SHADERHEADER*> mapShaderResources;
#ifdef DEVBUILD
extern char* EFFECT_NAME;
extern char* EFFECT_DIR;
extern u32 g_nGenVars, g_nTexVars, g_nAlphaVars, g_nResolve;
extern bool g_bSaveTrans, g_bUpdateEffect, g_bSaveTex, g_bSaveResolved;
#endif
extern RasterFont* font_p;
extern u32 s_uFramebuffer;
extern CGprofile cgvProf, cgfProf;
extern int g_nPixelShaderVer;
extern CGprogram pvs[16];
extern FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
extern FRAGMENTSHADER ppsCRTC[2], ppsCRTC24[2], ppsCRTCTarg[2];
extern GLenum s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha; // set by zgsBlendFuncSeparateEXT
extern u32 s_stencilfunc, s_stencilref, s_stencilmask;
extern GLenum s_drawbuffers[];
extern bool s_bTexFlush;
extern bool s_bWriteDepth;
extern int maxmin;
extern const GLenum primtype[8];
extern u32 ptexLogo;
extern int nLogoWidth, nLogoHeight;
extern u32 s_ptexInterlace; // holds interlace fields
extern int s_nFullscreen;
extern vector<u32> s_vecTempTextures; // temporary textures, released at the end of every frame
// global alpha blending settings
extern GLenum g_internalFloatFmt;
extern GLenum g_internalRGBAFloatFmt;
extern GLenum g_internalRGBAFloat16Fmt;
extern CGprogram g_vsprog, g_psprog;
extern bool g_bMakeSnapshot;
extern string strSnapshot;
extern bool g_bCRTCBilinear;
// AVI Capture
extern int s_aviinit;
extern int s_avicapturing;
// don't change these values!
enum GAME_HACK_OPTIONS
{
GAME_TEXTURETARGS = 0x00000001,
GAME_AUTORESET = 0x00000002,
GAME_INTERLACE2X = 0x00000004,
GAME_TEXAHACK = 0x00000008, // apply texa to non textured polys
GAME_NOTARGETRESOLVE = 0x00000010,
GAME_EXACTCOLOR = 0x00000020,
GAME_NOCOLORCLAMP = 0x00000040,
GAME_FFXHACK = 0x00000080,
GAME_NOALPHAFAIL = 0x00000100,
GAME_NODEPTHUPDATE = 0x00000200,
GAME_QUICKRESOLVE1 = 0x00000400,
GAME_NOQUICKRESOLVE = 0x00000800,
GAME_NOTARGETCLUT = 0x00001000, // full 16 bit resolution
GAME_NOSTENCIL = 0x00002000,
GAME_VSSHACKOFF = 0x00004000, // vertical stripe syndrome
GAME_NODEPTHRESOLVE = 0x00008000,
GAME_FULL16BITRES = 0x00010000,
GAME_RESOLVEPROMOTED = 0x00020000,
GAME_FASTUPDATE = 0x00040000,
GAME_NOALPHATEST = 0x00080000,
GAME_DISABLEMRTDEPTH = 0x00100000,
GAME_32BITTARGS = 0x00200000,
GAME_PATH3HACK = 0x00400000,
GAME_DOPARALLELCTX = 0x00800000, // tries to parallelize both contexts so that render calls are reduced (xenosaga)
// makes the game faster, but can be buggy
GAME_XENOSPECHACK = 0x01000000, // xenosaga specularity hack (ignore any zmask=1 draws)
GAME_PARTIALPOINTERS = 0x02000000, // whenver the texture or render target are small, tries to look for bigger ones to read from
GAME_PARTIALDEPTH = 0x04000000, // tries to save depth targets as much as possible across height changes
GAME_REGETHACK = 0x08000000, // some sort of weirdness in ReGet() code
GAME_GUSTHACK = 0x10000000, // Needed for Gustgames fast update.
GAME_NOLOGZ = 0x20000000 // Intended for linux -- not logarithmic Z.
};
#define USEALPHATESTING (!(g_GameSettings&GAME_NOALPHATEST))
// CRC Information
enum Title_Info
{
Unknown_Title,
MetalSlug6,
TomoyoAfter,
Clannad,
Lamune,
KyuuketsuKitanMoonties,
PiaCarroteYoukosoGPGakuenPrincess,
KazokuKeikakuKokoroNoKizuna,
DuelSaviorDestiny,
FFX,
FFX2,
FFXII,
ShadowHearts,
Okami,
MetalGearSolid3,
DBZBT2,
DBZBT3,
SFEX3,
Bully,
BullyCC,
SoTC,
OnePieceGrandAdventure,
OnePieceGrandBattle,
ICO,
GT4,
WildArms5,
Manhunt2,
CrashBandicootWoC,
ResidentEvil4,
Spartan,
AceCombat4,
Drakengard2,
Tekken5,
IkkiTousen,
GodOfWar,
GodOfWar2,
JackieChanAdv,
HarvestMoon,
NamcoXCapcom,
GiTS,
Onimusha3,
MajokkoALaMode2,
TalesOfAbyss,
SonicUnleashed,
SimpsonsGame,
Genji,
StarOcean3,
ValkyrieProfile2,
RadiataStories,
SMTNocturne,
SMTDDS1,
SMTDDS2,
RozenMaidenGebetGarden,
Xenosaga,
Espgaluda,
OkageShadowKing,
ShadowTheHedgehog,
AtelierIris1,
AtelierIris2,
AtelierIris3,
AtelierJudie,
AtelierLilie,
AtelierViorate,
ArTonelico1,
ArTonelico2,
ManaKhemia1,
ManaKhemia2,
DarkCloud1,
DarkCloud2,
GhostInTheShell,
TitleCount,
Disgaea,
Disgaea2,
Gradius,
KingdomHearts,
KingdomHeartsFM,
KingdomHearts2,
KingdomHearts2FM,
KingdomHeartsCOM,
Tekken4,
Kaena,
Sims_The_Urbz,
MarvelxCapcom2,
NeoPets_Darkest_Faerie,
CrashnBurn,
Xenosaga2,
HauntingGround,
NightmareBeforeChristmas,
PowershotPinball,
BioHazard4
};
enum Region_Info
{
Unknown_Region,
US,
EU,
JP,
JPUNDUB,
RU,
FR,
DE,
IT,
ES,
ASIA,
RegionCount,
};
struct Game_Info
{
u32 crc;
Title_Info title;
Region_Info region;
u32 flags;
s32 v_thresh, t_thresh;
};
static const Game_Info crc_game_list[] =
{
{0xA3D63039, Xenosaga, JP, GAME_DOPARALLELCTX, 64, 32},
{0x0E7807B2, Xenosaga, US, GAME_DOPARALLELCTX, 64, 32},
{0x7D2FE035, Espgaluda, JP, 0/*GAME_BIGVALIDATE*/, 24, -1},
{0x21068223, Okami, US, GAME_XENOSPECHACK, -1, -1},
{0x891f223f, Okami, FR, GAME_XENOSPECHACK, -1, -1},
{0xC5DEFEA0, Okami, JP, GAME_XENOSPECHACK, -1, -1},
{0xe0426fc6, OkageShadowKing, Unknown_Region, GAME_XENOSPECHACK, -1, -1},
{0xD6385328, GodOfWar, US, GAME_FULL16BITRES, -1, -1},
{0xFB0E6D72, GodOfWar, EU, GAME_FULL16BITRES, -1, -1},
{0xEB001875, GodOfWar, EU, GAME_FULL16BITRES, -1, -1},
{0xA61A4C6D, GodOfWar, Unknown_Region, GAME_FULL16BITRES, -1, -1},
{0xE23D532B, GodOfWar, Unknown_Region, GAME_FULL16BITRES, -1, -1},
{0xDF1AF973, GodOfWar, Unknown_Region, GAME_FULL16BITRES, -1, -1},
{0xD6385328, GodOfWar, Unknown_Region, GAME_FULL16BITRES, -1, -1},
//{0x2F123FD8, GodOfWar2, Unknown_Region, GAME_FULL16BITRES, -1, -1},
//{0x44A8A22A, GodOfWar2, Unknown_Region, GAME_FULL16BITRES, -1, -1},
//{0x4340C7C6, GodOfWar2, Unknown_Region, GAME_FULL16BITRES, -1, -1},
//{0xF8CD3DF6, GodOfWar2, Unknown_Region, GAME_FULL16BITRES, -1, -1},
//{0x0B82BFF7, GodOfWar2, Unknown_Region, GAME_FULL16BITRES, -1, -1},
{0xF0A6D880, HarvestMoon, US, GAME_NOSTENCIL, -1, -1},
//{0x304C115C, HarvestMoon, Unknown, GAME_NOSTENCIL, -1, -1},
{0xFB236A46, SonicUnleashed, US, GAME_FASTUPDATE | GAME_NOALPHAFAIL, -1, -1},
{0xa5d29941, ShadowTheHedgehog, US, GAME_FASTUPDATE | GAME_NOALPHAFAIL, -1, -1},
{0x7acf7e03, AtelierIris1, Unknown_Region, GAME_GUSTHACK, -1, -1},
{0xF0457CEF, AtelierIris1, Unknown_Region, GAME_GUSTHACK, -1, -1},
{0xE3981DBB, AtelierIris1, US, GAME_GUSTHACK, -1, -1},
{0x9AC65D6A, AtelierIris2, US, GAME_GUSTHACK, -1, -1},
{0x4CCC9212, AtelierIris3, US, GAME_GUSTHACK, -1, -1},
{0xCA295E61, AtelierIris3, JP, GAME_GUSTHACK, -1, -1},
//{0x4437F4B1, ArTonelico1, US, GAME_GUSTHACK, -1, -1},
{0xF95F37EE, ArTonelico2, US, GAME_GUSTHACK, -1, -1},
{0xF46142D3, ArTonelico2, JPUNDUB, GAME_GUSTHACK, -1, -1},
{0x77b0236f, ManaKhemia1, US, GAME_GUSTHACK , -1, -1},
{0x433951e7, ManaKhemia2, US, GAME_GUSTHACK, -1, -1},
//{0xda11c6d4, AtelierJudie, JP, GAME_GUSTHACK, -1, -1},
//{0x3e72c085, AtelierLilie, JP, GAME_GUSTHACK, -1, -1},
//{0x6eac076b, AtelierViorate, JP, GAME_GUSTHACK, -1, -1},
{0xbaa8dd8, DarkCloud1, US, GAME_NOTARGETRESOLVE, -1, -1},
{0xA5C05C78, DarkCloud1, Unknown_Region, GAME_NOTARGETRESOLVE, -1, -1},
//{0x1DF41F33, DarkCloud2, US, 0, -1, -1},
{0x95cc86ef, GhostInTheShell, Unknown_Region, GAME_NOALPHAFAIL, -1, -1}
//{0xC164550A, WildArms5, JPUNDUB, 0, -1, -1},
//{0xC1640D2C, WildArms5, US, 0, -1, -1},
//{0x0FCF8FE4, WildArms5, EU, 0, -1, -1},
//{0x2294D322, WildArms5, JP, 0, -1, -1},
//{0x565B6170, WildArms5, JP, 0, -1, -1},
//{0xD7273511, SMTDDS1, US, 0, -1, -1}, // SMT Digital Devil Saga
//{0x1683A6BE, SMTDDS1, EU, 0, -1, -1}, // SMT Digital Devil Saga
//{0x44865CE1, SMTDDS1, JP, 0, -1, -1}, // SMT Digital Devil Saga
//{0xD382C164, SMTDDS2, US, 0, -1, -1}, // SMT Digital Devil Saga 2
//{0xE47C1A9C, SMTDDS2, JP, 0, -1, -1}, // SMT Digital Devil Saga 2
// Game settings that used to be in the Patches folder. Commented out until I decide what to do with them.
// {0x951555A0, Disgaea2, US, GAME_NODEPTHRESOLVE, -1, -1},
// {0x4334E17D, Disgaea2, JP, GAME_NODEPTHRESOLVE, -1, -1},
//
// {0x5EB127E7, Gradius, JP, GAME_INTERLACE2X, -1, -1},
// {0x6ADBC24B, Gradius, EU, GAME_INTERLACE2X, -1, -1},
// {0xF22CDDAF, Gradius, US, GAME_INTERLACE2X, -1, -1},
//
// {0xF52FB2BE, KingdomHearts, EU, GAME_QUICKRESOLVE1, -1, -1},
// {0xAE3EAA05, KingdomHearts, DE, GAME_QUICKRESOLVE1, -1, -1},
// {0xF6DC728D, KingdomHearts, FR, GAME_QUICKRESOLVE1, -1, -1},
// {0x0F6B6315, KingdomHearts, US, GAME_QUICKRESOLVE1, -1, -1},
// {0x3E68955A, KingdomHeartsFM, JP, GAME_QUICKRESOLVE1, -1, -1},
//
// {0xC398F477, KingdomHearts2, EU, GAME_NODEPTHRESOLVE, -1, -1},
// {0xDA0535FD, KingdomHearts2, US, GAME_NODEPTHRESOLVE, -1, -1},
// {0x93F8A60B, KingdomHearts2, JP, GAME_NODEPTHRESOLVE, -1, -1},
// {0xF266B00B, KingdomHearts2FM, JP, GAME_NODEPTHRESOLVE, -1, -1},
//
// //The patch claimed to stop characters appearing as wigs on GeForce 8x00 series cards (Disable Alpha Testing)
// {0x2251E14D, Tekken4, EU, GAME_NOALPHATEST, -1, -1},
//
// // This one is supposed to fix a refresh bug.
// {0x51F91783, Kaena, JP, GAME_NOTARGETRESOLVE, -1, -1},
//
// {0xDEFA4763, ShadowHearts, EU, GAME_NODEPTHRESOLVE | GAME_NOQUICKRESOLVE | GAME_NOTARGETRESOLVE | GAME_AUTORESET, -1, -1},
// {0x8BE3D7B2, ShadowHearts, US, GAME_NODEPTHUPDATE | GAME_AUTORESET | GAME_NOQUICKRESOLVE, -1, -1},
//
// {0x015314A2, Sims_The_Urbz, US, GAME_NOQUICKRESOLVE, -1, -1},
//
// // "Required fixes to visuals"
// {0x086273D2, MetalGearSolid3, US, GAME_FULL16BITRES | GAME_NODEPTHRESOLVE, -1, -1},
//
// {0x4D228733, MarvelxCapcom2, US, GAME_QUICKRESOLVE1, -1, -1},
// {0x934F9081, NeoPets_Darkest_Faerie, US, GAME_RESOLVEPROMOTED | GAME_FULL16BITRES | GAME_NODEPTHRESOLVE, -1, -1},
//
// {0x21068223, Okami, US, GAME_FULL16BITRES|GAME_NODEPTHRESOLVE|GAME_FASTUPDATE, -1, -1},
// {0xC5DEFEA0, Okami, JP, GAME_FULL16BITRES|GAME_NODEPTHRESOLVE|GAME_FASTUPDATE, -1, -1},
//
// // Speed up
// {0x6BA2F6B9, ResidentEvil4, EU, GAME_NOTARGETRESOLVE | GAME_32BITTARGS, -1, -1},
// {0x013E349D, ResidentEvil4, US, GAME_NOTARGETCLUT, -1, -1},
//
// {0x2088950A, Xenosaga2, JP, GAME_FULL16BITRES | GAME_NODEPTHRESOLVE, -1, -1},
// {0x901AAC09, HauntingGround, US, GAME_FULL16BITRES | GAME_NODEPTHRESOLVE, -1, -1},
// {0x625AF967, NightmareBeforeChristmas, JP, GAME_TEXAHACK, -1, -1},
//
// {0x3CFE3B37, PowershotPinball, EU, GAME_AUTORESET, -1, -1},
// {0x60FA8C69, BioHazard4, JP, GAME_NOTARGETCLUT, -1, -1}
// End of game settings from the patch folder.
};
#define GAME_INFO_INDEX (sizeof(crc_game_list)/sizeof(Game_Info))
extern int nBackbufferWidth, nBackbufferHeight;
extern u8* g_pbyGSMemory;
extern u8* g_pbyGSClut; // the temporary clut buffer
extern CGparameter g_vparamPosXY[2], g_fparamFogColor;
namespace ZeroGS
{
typedef void (*DrawFn)();
enum RenderFormatType
{
RFT_byte8 = 0, // A8R8G8B8
RFT_float16 = 1, // A32R32B32G32
};
// managers render-to-texture targets
class CRenderTarget
{
public:
CRenderTarget();
virtual ~CRenderTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
// set the GPU_POSXY variable, scissor rect, and current render target
void SetTarget(int fbplocal, const Rect2& scissor, int context);
void SetViewport();
// copies/creates the feedback contents
inline void CreateFeedback()
{
if (ptexFeedback == 0 || !(status&TS_FeedbackReady))
_CreateFeedback();
}
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* pdepth);
virtual void ConvertTo32(); // converts a psm==2 target, to a psm==0
virtual void ConvertTo16(); // converts a psm==0 target, to a psm==2
virtual bool IsDepth() { return false; }
void SetRenderTarget(int targ);
void* psys; // system data used for comparison
u32 ptex;
int fbp, fbw, fbh, fbhCalc; // if fbp is negative, virtual target (not mapped to any real addr)
int start, end; // in bytes
u32 lastused; // time stamp since last used
Vector vposxy;
u32 fbm;
u16 status;
u8 psm;
u8 resv0;
Rect scissorrect;
u8 created; // Check for object destruction/creating for r201.
//int startresolve, endresolve;
u32 nUpdateTarg; // use this target to update the texture if non 0 (one time only)
// this is optionally used when feedback effects are used (render target is used as a texture when rendering to itself)
u32 ptexFeedback;
enum TargetStatus
{
TS_Resolved = 1,
TS_NeedUpdate = 2,
TS_Virtual = 4, // currently not mapped to memory
TS_FeedbackReady = 8, // feedback effect is ready and doesn't need to be updated
TS_NeedConvert32 = 16,
TS_NeedConvert16 = 32,
};
inline Vector DefaultBitBltPos() ;
inline Vector DefaultBitBltTex() ;
private:
void _CreateFeedback();
inline bool InitialiseDefaultTexture(u32 *p_ptr, int fbw, int fbh) ;
};
// manages zbuffers
class CDepthTarget : public CRenderTarget
{
public:
CDepthTarget();
virtual ~CDepthTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* prndr);
virtual bool IsDepth() { return true; }
void SetDepthStencilSurface();
u32 pdepth; // 24 bit, will contain the stencil buffer if possible
u32 pstencil; // if not 0, contains the stencil buffer
int icount; // internal counter
};
// manages contiguous chunks of memory (width is always 1024)
class CMemoryTarget
{
public:
struct TEXTURE
{
inline TEXTURE() : tex(0), memptr(NULL), ref(0) {}
inline ~TEXTURE() { glDeleteTextures(1, &tex); _aligned_free(memptr); }
u32 tex;
u8* memptr; // GPU memory used for comparison
int ref;
};
inline CMemoryTarget() : ptex(NULL), starty(0), height(0), realy(0), realheight(0), usedstamp(0), psm(0), cpsm(0), channels(0), clearminy(0), clearmaxy(0), validatecount(0) {}
inline CMemoryTarget(const CMemoryTarget& r)
{
ptex = r.ptex;
if (ptex != NULL) ptex->ref++;
starty = r.starty;
height = r.height;
realy = r.realy;
realheight = r.realheight;
usedstamp = r.usedstamp;
psm = r.psm;
cpsm = r.cpsm;
clut = r.clut;
clearminy = r.clearminy;
clearmaxy = r.clearmaxy;
widthmult = r.widthmult;
channels = r.channels;
validatecount = r.validatecount;
fmt = r.fmt;
}
~CMemoryTarget() { Destroy(); }
inline void Destroy()
{
if (ptex != NULL && ptex->ref > 0)
{
if (--ptex->ref <= 0) delete ptex;
}
ptex = NULL;
}
// returns true if clut data is synced
bool ValidateClut(const tex0Info& tex0);
// returns true if tex data is synced
bool ValidateTex(const tex0Info& tex0, int starttex, int endtex, bool bDeleteBadTex);
// realy is offset in pixels from start of valid region
// so texture in memory is [realy,starty+height]
// valid texture is [starty,starty+height]
// offset in mem [starty-realy, height]
TEXTURE* ptex; // can be 16bit
int starty, height; // assert(starty >= realy)
int realy, realheight; // this is never touched once allocated
u32 usedstamp;
u8 psm, cpsm; // texture and clut format. For psm, only 16bit/32bit differentiation matters
u32 fmt;
int widthmult;
int channels;
int clearminy, clearmaxy; // when maxy > 0, need to check for clearing
int validatecount; // count how many times has been validated, if too many, destroy
vector<u8> clut; // if nonzero, texture uses CLUT
};
struct VB
{
VB();
~VB();
void Destroy();
inline bool CheckPrim()
{
static const int PRIMMASK = 0x0e; // for now ignore 0x10 (AA)
if ((PRIMMASK & prim->_val) != (PRIMMASK & curprim._val) || primtype[prim->prim] != primtype[curprim.prim])
return nCount > 0;
return false;
}
void CheckFrame(int tbp);
// context specific state
Point offset;
Rect2 scissor;
tex0Info tex0;
tex1Info tex1;
miptbpInfo miptbp0;
miptbpInfo miptbp1;
alphaInfo alpha;
fbaInfo fba;
clampInfo clamp;
pixTest test;
u32 ptexClamp[2]; // textures for x and y dir region clamping
public:
void FlushTexData();
inline int CheckFrameAddConstraints(int tbp);
inline void CheckScissors(int maxpos);
inline void CheckFrame32bitRes(int maxpos);
inline int FindMinimalMemoryConstrain(int tbp, int maxpos);
inline int FindZbufferMemoryConstrain(int tbp, int maxpos);
inline int FindMinimalHeightConstrain(int maxpos);
inline int CheckFrameResolveRender(int tbp);
inline void CheckFrame16vs32Conversion();
inline int CheckFrameResolveDepth(int tbp);
inline void FlushTexUnchangedClutDontUpdate() ;
inline void FlushTexClutDontUpdate() ;
inline void FlushTexClutting() ;
inline void FlushTexSetNewVars(u32 psm) ;
// notify VB that nVerts need to be written to pbuf
inline void NotifyWrite(int nVerts)
{
assert(pBufferData != NULL && nCount <= nNumVertices && nVerts > 0);
if (nCount + nVerts > nNumVertices)
{
// recreate except with a bigger count
VertexGPU* ptemp = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nNumVertices * 2, 256);
memcpy_amd(ptemp, pBufferData, sizeof(VertexGPU) * nCount);
nNumVertices *= 2;
assert(nCount + nVerts <= nNumVertices);
_aligned_free(pBufferData);
pBufferData = ptemp;
}
}
void Init(int nVerts)
{
if (pBufferData == NULL && nVerts > 0)
{
pBufferData = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nVerts, 256);
nNumVertices = nVerts;
}
nCount = 0;
}
u8 bNeedFrameCheck;
u8 bNeedZCheck;
u8 bNeedTexCheck;
u8 dummy0;
union
{
struct
{
u8 bTexConstsSync; // only pixel shader constants that context owns
u8 bVarsTexSync; // texture info
u8 bVarsSetTarg;
u8 dummy1;
};
u32 bSyncVars;
};
int ictx;
VertexGPU* pBufferData; // current allocated data
int nNumVertices; // size of pBufferData in terms of VertexGPU objects
int nCount;
primInfo curprim; // the previous prim the current buffers are set to
zbufInfo zbuf;
frameInfo gsfb; // the real info set by FRAME cmd
frameInfo frame;
int zprimmask; // zmask for incoming points
u32 uCurTex0Data[2]; // current tex0 data
u32 uNextTex0Data[2]; // tex0 data that has to be applied if bNeedTexCheck is 1
//int nFrameHeights[8]; // frame heights for the past frame changes
int nNextFrameHeight;
CMemoryTarget* pmemtarg; // the current mem target set
CRenderTarget* prndr;
CDepthTarget* pdepth;
};
// Return, if tcc, aem or psm mode told us, than Alpha test should be used
// if tcc == 0 than no alpha used, aem used for alpha expanding and I am not sure
// that it's correct, psm -- color mode,
inline bool
IsAlphaTestExpansion(VB& curvb)
{
return (curvb.tex0.tcc && gs.texa.aem && nNeedAlpha(GetTexCPSM(curvb.tex0)));
}
// visible members
extern DrawFn drawfn[8];
// VB variables
extern VB vb[2];
extern float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
extern vector<GLuint> g_vboBuffers; // VBOs for all drawing commands
extern GLuint vboRect;
extern int g_nCurVBOIndex;
// Shaders variables
extern Vector g_vdepth;
extern Vector vlogz;
extern VERTEXSHADER pvsBitBlt;
extern FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne;
extern FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16;
bool LoadEffects();
bool LoadExtraEffects();
FRAGMENTSHADER* LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed);
extern RenderFormatType g_RenderFormatType;
void AddMessage(const char* pstr, u32 ms = 5000);
void DrawText(const char* pstr, int left, int top, u32 color);
void ChangeWindowSize(int nNewWidth, int nNewHeight);
void SetChangeDeviceSize(int nNewWidth, int nNewHeight);
void ChangeDeviceSize(int nNewWidth, int nNewHeight);
void SetAA(int mode);
void SetNegAA(int mode);
void SetCRC(int crc);
void ReloadEffects();
// Methods //
bool IsGLExt(const char* szTargetExtension); ///< returns true if the the opengl extension is supported
inline bool Create_Window(int _width, int _height);
bool Create(int width, int height);
void Destroy(bool bD3D);
void Restore(); // call to restore device
void Reset(); // call to destroy video resources
void GSStateReset();
void HandleGLError();
// called on a primitive switch
void Prim();
void SetTexFlush();
// flush current vertices, call before setting new registers (the main render method)
void Flush(int context);
void ExtWrite();
void SetWriteDepth();
bool IsWriteDepth();
void SetDestAlphaTest();
bool IsWriteDestAlphaTest();
void SetFogColor(u32 fog);
void SaveTex(tex0Info* ptex, int usevid);
char* NamedSaveTex(tex0Info* ptex, int usevid);
// called when trxdir is accessed. If host is involved, transfers memory to temp buffer byTransferBuf.
// Otherwise performs the transfer. TODO: Perhaps divide the transfers into chunks?
void InitTransferHostLocal();
void TransferHostLocal(const void* pbyMem, u32 nQWordSize);
void InitTransferLocalHost();
void TransferLocalHost(void* pbyMem, u32 nQWordSize);
inline void TerminateLocalHost() {}
void TransferLocalLocal();
// switches the render target to the real target, flushes the current render targets and renders the real image
void RenderCRTC(int interlace);
void ResetRenderTarget(int index);
bool CheckChangeInClut(u32 highdword, u32 psm); // returns true if clut will change after this tex0 op
// call to load CLUT data (depending on CLD)
void texClutWrite(int ctx);
RenderFormatType GetRenderFormat();
GLenum GetRenderTargetFormat();
int Save(s8* pbydata);
bool Load(s8* pbydata);
void SaveSnapshot(const char* filename);
bool SaveRenderTarget(const char* filename, int width, int height, int jpeg);
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height);
bool SaveJPEG(const char* filename, int width, int height, const void* pdata, int quality);
bool SaveTGA(const char* filename, int width, int height, void* pdata);
void Stop_Avi();
// private methods
void FlushSysMem(const RECT* prc);
void _Resolve(const void* psrc, int fbp, int fbw, int fbh, int psm, u32 fbm, bool mode);
// returns the first and last addresses aligned to a page that cover
void GetRectMemAddress(int& start, int& end, int psm, int x, int y, int w, int h, int bp, int bw);
// inits the smallest rectangle in ptexMem that covers this region in ptexMem
// returns the offset that needs to be added to the locked rect to get the beginning of the buffer
//void GetMemRect(RECT& rc, int psm, int x, int y, int w, int h, int bp, int bw);
void SetContextTarget(int context) ;
void NeedFactor(int w);
// only sets a limited amount of state (for Update)
void SetTexClamping(int context, FRAGMENTSHADER* pfragment);
void SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, ZeroGS::CMemoryTarget* pmemtarg, FRAGMENTSHADER* pfragment, int force);
void ResetAlphaVariables();
void StartCapture();
void StopCapture();
void CaptureFrame();
// Perform clutting for flushed texture. Better check if it needs a prior call.
inline void CluttingForFlushedTex(tex0Info* tex0, u32 Data, int ictx)
{
tex0->cbp = ZZOglGet_cbp_TexBits(Data);
tex0->cpsm = ZZOglGet_cpsm_TexBits(Data);
tex0->csm = ZZOglGet_csm_TexBits(Data);
tex0->csa = ZZOglGet_csa_TexBits(Data);
tex0->cld = ZZOglGet_cld_TexBits(Data);
ZeroGS::texClutWrite(ictx);
}
};
// GL prototypes
extern PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT;
extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
extern PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT;
extern PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT;
extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
extern PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
extern PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT;
extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
extern PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT;
extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
extern PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT;
extern PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT;
extern PFNGLDRAWBUFFERSPROC glDrawBuffers;
#endif