pcsx2/plugins/GSdx/GSRendererOGL.cpp

915 lines
26 KiB
C++

/*
* Copyright (C) 2011-2011 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSRendererOGL.h"
#include "GSRenderer.h"
GSRendererOGL::GSRendererOGL()
: GSRendererHW(new GSTextureCacheOGL(this))
{
m_pixelcenter = GSVector2(-0.5f, -0.5f);
m_accurate_blend = theApp.GetConfig("accurate_blend", 1);
m_accurate_date = theApp.GetConfig("accurate_date", 0);
m_accurate_colclip = theApp.GetConfig("accurate_colclip", 0);
m_accurate_fbmask = theApp.GetConfig("accurate_fbmask", 0);
UserHacks_AlphaHack = theApp.GetConfig("UserHacks_AlphaHack", 0);
UserHacks_AlphaStencil = theApp.GetConfig("UserHacks_AlphaStencil", 0);
UserHacks_TCOffset = theApp.GetConfig("UserHacks_TCOffset", 0);
UserHacks_TCO_x = (UserHacks_TCOffset & 0xFFFF) / -1000.0f;
UserHacks_TCO_y = ((UserHacks_TCOffset >> 16) & 0xFFFF) / -1000.0f;
if (!theApp.GetConfig("UserHacks", 0)) {
UserHacks_AlphaHack = false;
UserHacks_AlphaStencil = false;
UserHacks_TCOffset = 0;
UserHacks_TCO_x = 0;
UserHacks_TCO_y = 0;
}
}
bool GSRendererOGL::CreateDevice(GSDevice* dev)
{
if (!GSRenderer::CreateDevice(dev))
return false;
return true;
}
void GSRendererOGL::EmulateGS()
{
if (m_vt.m_primclass != GS_SPRITE_CLASS) return;
// each sprite converted to quad needs twice the space
while(m_vertex.tail * 2 > m_vertex.maxcount)
{
GrowVertexBuffer();
}
// assume vertices are tightly packed and sequentially indexed (it should be the case)
if (m_vertex.next >= 2)
{
size_t count = m_vertex.next;
int i = (int)count * 2 - 4;
GSVertex* s = &m_vertex.buff[count - 2];
GSVertex* q = &m_vertex.buff[count * 2 - 4];
uint32* RESTRICT index = &m_index.buff[count * 3 - 6];
for(; i >= 0; i -= 4, s -= 2, q -= 4, index -= 6)
{
GSVertex v0 = s[0];
GSVertex v1 = s[1];
v0.RGBAQ = v1.RGBAQ;
v0.XYZ.Z = v1.XYZ.Z;
v0.FOG = v1.FOG;
q[0] = v0;
q[3] = v1;
// swap x, s, u
uint16 x = v0.XYZ.X;
v0.XYZ.X = v1.XYZ.X;
v1.XYZ.X = x;
float s = v0.ST.S;
v0.ST.S = v1.ST.S;
v1.ST.S = s;
uint16 u = v0.U;
v0.U = v1.U;
v1.U = u;
q[1] = v0;
q[2] = v1;
index[0] = i + 0;
index[1] = i + 1;
index[2] = i + 2;
index[3] = i + 1;
index[4] = i + 2;
index[5] = i + 3;
}
m_vertex.head = m_vertex.tail = m_vertex.next = count * 2;
m_index.tail = count * 3;
}
}
void GSRendererOGL::SetupIA()
{
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
if (!GLLoader::found_geometry_shader)
EmulateGS();
dev->IASetVertexBuffer(m_vertex.buff, m_vertex.next);
dev->IASetIndexBuffer(m_index.buff, m_index.tail);
GLenum t = 0;
switch(m_vt.m_primclass)
{
case GS_POINT_CLASS:
t = GL_POINTS;
break;
case GS_LINE_CLASS:
t = GL_LINES;
break;
case GS_SPRITE_CLASS:
if (GLLoader::found_geometry_shader)
t = GL_LINES;
else
t = GL_TRIANGLES;
break;
case GS_TRIANGLE_CLASS:
t = GL_TRIANGLES;
break;
default:
__assume(0);
}
dev->IASetPrimitiveTopology(t);
}
bool GSRendererOGL::PrimitiveOverlap()
{
if (m_vertex.next < 4)
return false;
if (m_vt.m_primclass != GS_SPRITE_CLASS)
return true;
// Check intersection of sprite primitive only
size_t count = m_vertex.next;
GSVertex* v = &m_vertex.buff[0];
for(size_t i = 0; i < count; i += 2) {
// Very bad code
GSVector4i vi(v[i].XYZ.X, v[i].XYZ.Y, v[i+1].XYZ.X, v[i+1].XYZ.Y);
for (size_t j = i+2; j < count; j += 2) {
GSVector4i vj(v[j].XYZ.X, v[j].XYZ.Y, v[j+1].XYZ.X, v[j+1].XYZ.Y);
GSVector4i inter = vi.rintersect(vj);
if (!inter.rempty()) {
//fprintf(stderr, "Overlap found between %d and %d (draw of %d vertices)\n", i, j, count);
return true;
}
}
}
//fprintf(stderr, "Yes, code can be optimized (draw of %d vertices)\n", count);
return false;
}
void GSRendererOGL::SendDraw(bool require_barrier)
{
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
if (!require_barrier || !PrimitiveOverlap()) {
dev->DrawIndexedPrimitive();
} else {
ASSERT(m_vt.m_primclass != GS_POINT_CLASS);
ASSERT(m_vt.m_primclass != GS_LINE_CLASS);
ASSERT(GLLoader::found_geometry_shader);
// FIXME: Investigate: a dynamic check to pack as many primitives as possibles
// I'm nearly sure GSdx already have this kind of code (maybe we can adapt GSDirtyRect)
size_t nb_vertex = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 3 : 2;
GL_PUSH("Split the draw");
GL_PERF("Split single draw in %d draw", m_index.tail/nb_vertex);
for (size_t p = 0; p < m_index.tail; p += nb_vertex) {
gl_TextureBarrier();
dev->DrawIndexedPrimitive(p, nb_vertex);
}
GL_POP();
}
}
void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
GL_PUSH("GL Draw from %d in %d (Depth %d)",
tex && tex->m_texture ? tex->m_texture->GetID() : 0,
rt ? rt->GetID() : -1, ds->GetID());
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
const GSVector2i& rtsize = ds->GetSize();
const GSVector2& rtscale = ds->GetScale();
bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
bool DATE_GL42 = false;
bool DATE_GL45 = false;
bool require_barrier = false; // For blend (and maybe in date in the future)
ASSERT(m_dev != NULL);
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
dev->s_n = s_n;
GSDeviceOGL::VSSelector vs_sel;
GSDeviceOGL::VSConstantBuffer vs_cb;
GSDeviceOGL::PSSelector ps_sel;
GSDeviceOGL::PSConstantBuffer ps_cb;
GSDeviceOGL::PSSamplerSelector ps_ssel;
GSDeviceOGL::OMBlendSelector om_bsel;
GSDeviceOGL::OMColorMaskSelector om_csel;
GSDeviceOGL::OMDepthStencilSelector om_dssel;
if (m_texture_shuffle) {
ps_sel.shuffle = 1;
ps_sel.dfmt = 0;
const GIFRegXYOFFSET& o = m_context->XYOFFSET;
GSVertex* v = &m_vertex.buff[0];
size_t count = m_vertex.next;
// vertex position is 8 to 16 pixels, therefore it is the 16-31 bits of the colors
int pos = (v[0].XYZ.X - o.OFX) & 0xFF;
bool write_ba = (pos > 112 && pos < 136);
// Read texture is 8 to 16 pixels (same as above)
int tex_pos = v[0].U & 0xFF;
ps_sel.read_ba = (tex_pos > 112 && tex_pos < 144);
//GL_INS("First vertex is P: %d => %d T: %d => %d", v[0].XYZ.X, v[1].XYZ.X, v[0].U, v[1].U);
// Convert the vertex info to a 32 bits color format equivalent
for(size_t i = 0; i < count; i += 2) {
if (write_ba)
v[i].XYZ.X -= 128u;
else
v[i+1].XYZ.X += 128u;
if (ps_sel.read_ba)
v[i].U -= 128u;
else
v[i+1].U += 128u;
// Height is too big (2x).
int tex_offset = v[i].V & 0xF;
GSVector4i offset(o.OFY, tex_offset, o.OFY, tex_offset);
GSVector4i tmp(v[i].XYZ.Y, v[i].V, v[i+1].XYZ.Y, v[i+1].V);
tmp = GSVector4i(tmp - offset).srl32(1) + offset;
v[i].XYZ.Y = tmp.x;
v[i].V = tmp.y;
v[i+1].XYZ.Y = tmp.z;
v[i+1].V = tmp.w;
}
// Please bang my head against the wall!
// 1/ Reduce the frame mask to a 16 bit format
const uint32& m = context->FRAME.FBMSK;
uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 31) & 0x8000);
// FIXME GSVector will be nice here
uint8 rg_mask = fbmask & 0xFF;
uint8 ba_mask = (fbmask >> 8) & 0xFF;
om_csel.wrgba = 0;
// 2 Select the new mask (Please someone put SSE here)
if (rg_mask != 0xFF) {
if (write_ba) {
GL_INS("Color shuffle %s => B", ps_sel.read_ba ? "B" : "R");
om_csel.wb = 1;
} else {
GL_INS("Color shuffle %s => R", ps_sel.read_ba ? "B" : "R");
om_csel.wr = 1;
}
if (rg_mask)
ps_sel.fbmask = 1;
}
if (ba_mask != 0xFF) {
if (write_ba) {
GL_INS("Color shuffle %s => A", ps_sel.read_ba ? "A" : "G");
om_csel.wa = 1;
} else {
GL_INS("Color shuffle %s => G", ps_sel.read_ba ? "A" : "G");
om_csel.wg = 1;
}
if (ba_mask)
ps_sel.fbmask = 1;
}
ps_sel.fbmask &= m_accurate_fbmask;
if (ps_sel.fbmask) {
GL_INS("FBMASK SW emulated fb_mask:%x on tex shuffle", fbmask);
ps_cb.FbMask.r = rg_mask;
ps_cb.FbMask.g = rg_mask;
ps_cb.FbMask.b = ba_mask;
ps_cb.FbMask.a = ba_mask;
require_barrier = true;
dev->PSSetShaderResource(3, rt);
}
} else {
ps_sel.dfmt = GSLocalMemory::m_psm[context->FRAME.PSM].fmt;
om_csel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
{
// FIXME GSVector will be nice here
uint8 r_mask = (context->FRAME.FBMSK >> 0) & 0xFF;
uint8 g_mask = (context->FRAME.FBMSK >> 8) & 0xFF;
uint8 b_mask = (context->FRAME.FBMSK >> 16) & 0xFF;
uint8 a_mask = (context->FRAME.FBMSK >> 24) & 0xFF;
if (r_mask != 0 && r_mask != 0xFF) {
ps_sel.fbmask = 1;
}
if (g_mask != 0 && g_mask != 0xFF) {
ps_sel.fbmask = 1;
}
if (b_mask != 0 && b_mask != 0xFF) {
ps_sel.fbmask = 1;
}
if (a_mask != 0 && a_mask != 0xFF) {
ps_sel.fbmask = 1;
}
ps_sel.fbmask &= m_accurate_fbmask;
if (ps_sel.fbmask) {
GL_INS("FBMASK SW emulated fb_mask:%x on %d bits format", context->FRAME.FBMSK,
(GSLocalMemory::m_psm[context->FRAME.PSM].fmt == 2) ? 16 : 32);
ps_cb.FbMask.r = r_mask;
ps_cb.FbMask.g = g_mask;
ps_cb.FbMask.b = b_mask;
ps_cb.FbMask.a = a_mask;
require_barrier = true;
dev->PSSetShaderResource(3, rt);
}
}
}
// Format of the output
GIFRegALPHA ALPHA = context->ALPHA;
float afix = (float)context->ALPHA.FIX / 0x80;
// Blend
if (!IsOpaque())
{
om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
om_bsel.a = ALPHA.A;
om_bsel.b = ALPHA.B;
om_bsel.c = ALPHA.C;
om_bsel.d = ALPHA.D;
if (env.PABE.PABE)
{
if (om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
{
// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
om_bsel.abe = 0;
}
else
{
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
//ASSERT(0);
#ifdef ENABLE_OGL_DEBUG
fprintf(stderr, "env PABE not supported\n");
GL_INS("!!! ENV PABE not supported !!!");
#endif
}
}
}
if (ps_sel.dfmt == 1) {
if (ALPHA.C == 1) {
// 24 bits no alpha channel so use 1.0f fix factor as equivalent
ALPHA.C = 2;
afix = 1.0f;
}
// Disable writing of the alpha channel
om_csel.wa = 0;
}
if (DATE) {
if (GLLoader::found_GL_ARB_texture_barrier && !PrimitiveOverlap()) {
DATE_GL45 = true;
DATE = false;
} else if (m_accurate_date && !UserHacks_AlphaStencil &&
om_csel.wa && (!context->TEST.ATE || context->TEST.ATST == ATST_ALWAYS)) {
// texture barrier will split the draw call into n draw call. It is very efficient for
// few primitive draws. Otherwise it sucks.
if (GLLoader::found_GL_ARB_texture_barrier && (m_index.tail < 100)) {
require_barrier = true;
DATE_GL45 = true;
DATE = false;
} else {
DATE_GL42 = GLLoader::found_GL_ARB_shader_image_load_store;
}
}
}
// DATE
if (DATE_GL45) {
gl_TextureBarrier();
dev->PSSetShaderResource(3, rt);
} else if (DATE) {
// TODO: do I need to clamp the value (if yes how? rintersect with rt?)
GSVector4 si = GSVector4(rtscale.x, rtscale.y);
GSVector4 off = GSVector4(-1.0f, 1.0f); // Round value
GSVector4 b = m_vt.m_min.p.xyxy(m_vt.m_max.p) + off.xxyy();
GSVector4i ri = GSVector4i(b * si.xyxy());
// Reduce the quantity of clean function
glScissor( ri.x, ri.y, ri.width(), ri.height() );
GLState::scissor = ri;
// Must be done here to avoid any GL state pertubation (clear function...)
// Create an r32ui image that will containt primitive ID
if (DATE_GL42) {
dev->InitPrimDateTexture(rt);
dev->PSSetShaderResource(3, rt);
} else {
GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y);
GSVector4 src = (b * s.xyxy()).sat(off.zzyy());
GSVector4 dst = src * 2.0f + off.xxxx();
GSVertexPT1 vertices[] =
{
{GSVector4(dst.x, dst.y, 0.0f, 0.0f), GSVector2(src.x, src.y)},
{GSVector4(dst.z, dst.y, 0.0f, 0.0f), GSVector2(src.z, src.y)},
{GSVector4(dst.x, dst.w, 0.0f, 0.0f), GSVector2(src.x, src.w)},
{GSVector4(dst.z, dst.w, 0.0f, 0.0f), GSVector2(src.z, src.w)},
};
dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM);
}
}
//
dev->BeginScene();
// om
if (context->TEST.ZTE)
{
om_dssel.ztst = context->TEST.ZTST;
om_dssel.zwe = !context->ZBUF.ZMSK;
}
else
{
om_dssel.ztst = ZTST_ALWAYS;
}
// vs
vs_sel.tme = PRIM->TME;
vs_sel.fst = PRIM->FST;
vs_sel.wildhack = (UserHacks_WildHack && !isPackedUV_HackFlag) ? 1 : 0;
// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
// We are probably receiving bad coordinates from VU1 in these cases.
if (om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe)
{
if (context->ZBUF.PSM == PSM_PSMZ24)
{
if (m_vt.m_max.p.z > 0xffffff)
{
ASSERT(m_vt.m_min.p.z > 0xffffff);
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
if (m_vt.m_min.p.z > 0xffffff)
{
GL_INS("Bad Z size on 24 bits buffers")
vs_sel.bppz = 1;
om_dssel.ztst = ZTST_ALWAYS;
}
}
}
else if (context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
{
if (m_vt.m_max.p.z > 0xffff)
{
ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
// Fixme : Same as above, I guess.
if (m_vt.m_min.p.z > 0xffff)
{
GL_INS("Bad Z size on 16 bits buffers")
vs_sel.bppz = 2;
om_dssel.ztst = ZTST_ALWAYS;
}
}
}
}
// FIXME Opengl support half pixel center (as dx10). Code could be easier!!!
float sx = 2.0f * rtscale.x / (rtsize.x << 4);
float sy = 2.0f * rtscale.y / (rtsize.y << 4);
float ox = (float)(int)context->XYOFFSET.OFX;
float oy = (float)(int)context->XYOFFSET.OFY;
float ox2 = -1.0f / rtsize.x;
float oy2 = -1.0f / rtsize.y;
//This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly,
//because DX10 and DX9 have a different pixel center.)
//
//The resulting shifted output aligns better with common blending / corona / blurring effects,
//but introduces a few bad pixels on the edges.
if (rt && rt->LikelyOffset)
{
ox2 *= rt->OffsetHack_modx;
oy2 *= rt->OffsetHack_mody;
}
// Note: DX does y *= -1.0
vs_cb.Vertex_Scale_Offset = GSVector4(sx, sy, ox * sx + ox2 + 1, oy * sy + oy2 + 1);
// END of FIXME
// GS_SPRITE_CLASS are already flat (either by CPU or the GS)
ps_sel.iip = (m_vt.m_primclass == GS_SPRITE_CLASS) ? 1 : PRIM->IIP;
if (DATE_GL45) {
ps_sel.date = 5 + context->TEST.DATM;
} else if (DATE) {
if (DATE_GL42)
ps_sel.date = 1 + context->TEST.DATM;
else
om_dssel.date = 1;
}
bool colclip_wrap = env.COLCLAMP.CLAMP == 0 && !tex && PRIM->PRIM != GS_POINTLIST && !m_accurate_colclip;
bool acc_colclip_wrap = env.COLCLAMP.CLAMP == 0 && m_accurate_colclip;
if (ALPHA.A == ALPHA.B) { // Optimize-away colclip
// No addition neither substraction so no risk of overflow the [0:255] range.
colclip_wrap = false;
acc_colclip_wrap = false;
#ifdef ENABLE_OGL_DEBUG
if (colclip_wrap || acc_colclip_wrap) {
const char *col[3] = {"Cs", "Cd", "0"};
GL_INS("COLCLIP: DISABLED: blending is a plain copy of %s", col[ALPHA.D]);
}
#endif
}
if (colclip_wrap) {
ps_sel.colclip = 1;
GL_INS("COLCLIP ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
} else if (acc_colclip_wrap) {
ps_sel.colclip = 3;
GL_INS("COLCLIP SW ENABLED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
} else if (env.COLCLAMP.CLAMP == 0 && (ALPHA.A != ALPHA.B)) {
GL_INS("COLCLIP NOT SUPPORTED (blending is %d/%d/%d/%d)", ALPHA.A, ALPHA.B, ALPHA.C, ALPHA.D);
}
ps_sel.fba = context->FBA.FBA;
// TODO deprecat this stuff
ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
ps_sel.aout &= !ps_sel.shuffle;
if (UserHacks_AlphaHack) ps_sel.aout = 1;
if (PRIM->FGE)
{
ps_sel.fog = 1;
ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255;
}
if (context->TEST.ATE)
ps_sel.atst = context->TEST.ATST;
else
ps_sel.atst = ATST_ALWAYS;
if (context->TEST.ATE && context->TEST.ATST > 1)
ps_cb.FogColor_AREF.a = (float)context->TEST.AREF;
// Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test
// to only draw pixels which would cause the destination alpha test to fail in the future once.
// Unfortunately this also means only drawing those pixels at all, which is why this is a hack.
// The interaction with FBA in D3D9 is probably less than ideal.
if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_csel.wa && (!context->TEST.ATE || context->TEST.ATST == ATST_ALWAYS))
{
if (!context->FBA.FBA)
{
if (context->TEST.DATM == 0)
ps_sel.atst = ATST_GEQUAL; // >=
else
ps_sel.atst = ATST_LESS; // <
ps_cb.FogColor_AREF.a = (float)0x80;
}
if (!(context->FBA.FBA && context->TEST.DATM == 1))
om_dssel.alpha_stencil = 1;
}
// By default don't use texture
ps_sel.tfx = 4;
bool spritehack = false;
int atst = ps_sel.atst;
if (tex)
{
const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[context->TEX0.PSM];
const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[context->TEX0.CPSM] : psm;
bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3;
// Don't force extra filtering on sprite (it creates various upscaling issue)
bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
ps_sel.wms = context->CLAMP.WMS;
ps_sel.wmt = context->CLAMP.WMT;
if (ps_sel.shuffle) {
ps_sel.fmt = 0;
} else if (tex->m_palette) {
ps_sel.fmt = cpsm.fmt | 4;
ps_sel.ifmt = !tex->m_target ? 0
: (context->TEX0.PSM == PSM_PSMT4HL) ? 2
: (context->TEX0.PSM == PSM_PSMT4HH) ? 1
: 0;
// In standard mode palette is only used when alpha channel of the RT is
// reinterpreted as an index. Star Ocean 3 uses it to emulate a stencil buffer.
// It is a very bad idea to force bilinear filtering on it.
if (tex->m_target)
bilinear &= m_vt.IsLinear();
//GL_INS("Use palette with format %d and index format %d", ps_sel.fmt, ps_sel.ifmt);
} else {
ps_sel.fmt = cpsm.fmt;
}
ps_sel.aem = env.TEXA.AEM;
ps_sel.tfx = context->TEX0.TFX;
ps_sel.tcc = context->TEX0.TCC;
ps_sel.ltf = bilinear && !simple_sample;
spritehack = tex->m_spritehack_t;
// FIXME the ati is currently disabled on the shader. I need to find a .gs to test that we got same
// bug on opengl
// FIXME for the moment disable it on subroutine (it will kill my perf for nothings)
//ps_sel.point_sampler = 0; // !(bilinear && simple_sample) && !GLLoader::found_GL_ARB_shader_subroutine;
int w = tex->m_texture->GetWidth();
int h = tex->m_texture->GetHeight();
int tw = (int)(1 << context->TEX0.TW);
int th = (int)(1 << context->TEX0.TH);
GSVector4 WH(tw, th, w, h);
if (PRIM->FST)
{
vs_cb.TextureScale = GSVector4(1.0f / 16) / WH.xyxy();
ps_sel.fst = 1;
}
ps_cb.WH = WH;
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
ps_cb.MskFix = GSVector4i(context->CLAMP.MINU, context->CLAMP.MINV, context->CLAMP.MAXU, context->CLAMP.MAXV);
// TC Offset Hack
ps_sel.tcoffsethack = !!UserHacks_TCOffset;
ps_cb.TC_OffsetHack = GSVector4(UserHacks_TCO_x, UserHacks_TCO_y).xyxy() / WH.xyxy();
GSVector4 clamp(ps_cb.MskFix);
GSVector4 ta(env.TEXA & GSVector4i::x000000ff());
ps_cb.MinMax = clamp / WH.xyxy();
ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1;
ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1;
ps_ssel.ltf = bilinear && simple_sample;
// Setup Texture ressources
if (GLLoader::found_GL_ARB_bindless_texture) {
GLuint64 handle[2];
handle[0] = tex->m_texture ? static_cast<GSTextureOGL*>(tex->m_texture)->GetHandle(dev->GetSamplerID(ps_ssel)): 0;
handle[1] = tex->m_palette ? static_cast<GSTextureOGL*>(tex->m_palette)->GetHandle(dev->GetPaletteSamplerID()): 0;
dev->m_shader->PS_ressources(handle);
} else {
dev->SetupSampler(ps_ssel);
if (tex->m_palette) {
dev->PSSetShaderResources(tex->m_texture, tex->m_palette);
} else if (tex->m_texture) {
dev->PSSetShaderResource(0, tex->m_texture);
#ifdef ENABLE_OGL_DEBUG
// Unattach texture to avoid noise in debugger
dev->PSSetShaderResource(1, NULL);
#endif
}
}
if (spritehack && (ps_sel.atst == 2)) {
ps_sel.atst = 1;
}
} else {
#ifdef ENABLE_OGL_DEBUG
// Unattach texture to avoid noise in debugger
dev->PSSetShaderResource(0, NULL);
dev->PSSetShaderResource(1, NULL);
#endif
}
// Compute the blending equation to detect special case
int blend_sel = ((om_bsel.a * 3 + om_bsel.b) * 3 + om_bsel.c) * 3 + om_bsel.d;
int bogus_blend = GSDeviceOGL::m_blendMapD3D9[blend_sel].bogus;
bool all_sw = !( (ALPHA.A == ALPHA.B) || (ALPHA.C == 2 && afix <= 1.002f) ) && (m_accurate_blend > 1);
bool sw_blending = (m_accurate_blend && (bogus_blend & A_MAX)) || acc_colclip_wrap || all_sw || ps_sel.fbmask;
if (sw_blending && om_bsel.abe && rt) {
GL_INS("!!! SW blending effect used (0x%x from sel %d) !!!", bogus_blend, blend_sel);
// select a shader that support blending
ps_sel.blend = bogus_blend & 0xFF;
dev->PSSetShaderResource(3, rt);
// Require the fix alpha vlaue
if (ALPHA.C == 2) {
ps_cb.AlphaCoeff.a = afix;
}
// No need to flush for every primitive
require_barrier = !(bogus_blend & NO_BAR);
} else {
ps_sel.clr1 = om_bsel.IsCLR1();
}
// WARNING: setup of the program must be done first. So you can setup
// 1/ subroutine uniform
// 2/ bindless texture uniform
// 3/ others uniform?
dev->SetupVS(vs_sel);
dev->SetupGS(m_vt.m_primclass == GS_SPRITE_CLASS);
dev->SetupPS(ps_sel);
// rs
GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
GL_PUSH("IA");
SetupIA();
GL_POP();
dev->OMSetColorMaskState(om_csel);
dev->SetupOM(om_dssel, om_bsel, afix, sw_blending);
dev->SetupCB(&vs_cb, &ps_cb);
if (DATE_GL42) {
GL_PUSH("Date GL42");
ASSERT((bogus_blend & A_MAX) == 0);
// It could be good idea to use stencil in the same time.
// Early stencil test will reduce the number of atomic-load operation
// Create an r32i image that will contain primitive ID
// Note: do it at the beginning because the clean will dirty the FBO state
//dev->InitPrimDateTexture(rtsize.x, rtsize.y);
// I don't know how much is it legal to mount rt as Texture/RT. No write is done.
// In doubt let's detach RT.
dev->OMSetRenderTargets(NULL, ds, &scissor);
// Don't write anything on the color buffer
dev->OMSetWriteBuffer(GL_NONE);
// Compute primitiveID max that pass the date test
SendDraw(false);
// Ask PS to discard shader above the primitiveID max
dev->OMSetWriteBuffer();
ps_sel.date = 3;
dev->SetupPS(ps_sel);
// Be sure that first pass is finished !
dev->Barrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
GL_POP();
}
dev->OMSetRenderTargets(rt, ds, &scissor);
if (context->TEST.DoFirstPass())
{
SendDraw(require_barrier);
if (colclip_wrap)
{
ASSERT((bogus_blend & A_MAX) == 0);
GL_PUSH("COLCLIP");
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
GSDeviceOGL::PSSelector ps_selneg(ps_sel);
om_bselneg.negative = 1;
ps_selneg.colclip = 2;
dev->SetupOM(om_dssel, om_bselneg, afix);
dev->SetupPS(ps_selneg);
SendDraw(false);
dev->SetupOM(om_dssel, om_bsel, afix);
GL_POP();
}
}
if (context->TEST.DoSecondPass())
{
ASSERT(!env.PABE.PABE);
static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
ps_sel.atst = iatst[atst];
if (spritehack && (ps_sel.atst == 2)) {
ps_sel.atst = 1;
}
dev->SetupPS(ps_sel);
bool z = om_dssel.zwe;
bool r = om_csel.wr;
bool g = om_csel.wg;
bool b = om_csel.wb;
bool a = om_csel.wa;
switch(context->TEST.AFAIL)
{
case AFAIL_KEEP: z = r = g = b = a = false; break; // none
case AFAIL_FB_ONLY: z = false; break; // rgba
case AFAIL_ZB_ONLY: r = g = b = a = false; break; // z
case AFAIL_RGB_ONLY: z = a = false; break; // rgb
default: __assume(0);
}
if (z || r || g || b || a)
{
om_dssel.zwe = z;
om_csel.wr = r;
om_csel.wg = g;
om_csel.wb = b;
om_csel.wa = a;
dev->OMSetColorMaskState(om_csel);
dev->SetupOM(om_dssel, om_bsel, afix);
SendDraw(require_barrier);
if (colclip_wrap)
{
ASSERT((bogus_blend & A_MAX) == 0);
GL_PUSH("COLCLIP");
GSDeviceOGL::OMBlendSelector om_bselneg(om_bsel);
GSDeviceOGL::PSSelector ps_selneg(ps_sel);
om_bselneg.negative = 1;
ps_selneg.colclip = 2;
dev->SetupOM(om_dssel, om_bselneg, afix);
dev->SetupPS(ps_selneg);
SendDraw(false);
GL_POP();
}
}
}
if (DATE_GL42)
dev->RecycleDateTexture();
dev->EndScene();
GL_POP();
}