mirror of https://github.com/PCSX2/pcsx2.git
316 lines
6.9 KiB
C++
316 lines
6.9 KiB
C++
/* ZZ Open GL graphics plugin
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* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
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* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
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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 of the License, or
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* (at your option) 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 this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <stdlib.h>
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#include <math.h>
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#include "GS.h"
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#include "Mem.h"
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#include "x86.h"
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#include "targets.h"
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#include "ZZoglShaders.h"
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#include "ZZClut.h"
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#include "ZZoglVB.h"
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#include "Util.h"
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extern bool g_bUpdateStencil;
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void _Resolve(const void* psrc, int fbp, int fbw, int fbh, int psm, u32 fbm, bool mode);
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void SetWriteDepth();
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bool IsWriteDepth();
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bool IsWriteDestAlphaTest();
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const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
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CDepthTarget::CDepthTarget() : CRenderTarget(), pdepth(0), pstencil(0), icount(0) {}
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CDepthTarget::~CDepthTarget()
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{
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FUNCLOG
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Destroy();
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}
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bool CDepthTarget::Create(const frameInfo& frame)
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{
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FUNCLOG
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if (!CRenderTarget::Create(frame)) return false;
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GL_REPORT_ERROR();
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glGenRenderbuffersEXT(1, &pdepth);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, pdepth);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, RW(fbw), RH(fbh));
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if (glGetError() != GL_NO_ERROR)
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{
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// try a separate depth and stencil buffer
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, pdepth);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, RW(fbw), RH(fbh));
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if (g_bUpdateStencil)
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{
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glGenRenderbuffersEXT(1, &pstencil);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, pstencil);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, RW(fbw), RH(fbh));
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if (glGetError() != GL_NO_ERROR)
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{
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ZZLog::Error_Log("Failed to create depth buffer %dx%d.", RW(fbw), RH(fbh));
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return false;
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}
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}
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else
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{
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pstencil = 0;
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}
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}
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else
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{
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pstencil = pdepth;
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}
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status = TS_NeedUpdate;
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return true;
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}
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void CDepthTarget::Destroy()
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{
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FUNCLOG
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if (status) // In this case Framebuffer extension is off-use and lead to segfault
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{
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ResetRenderTarget(1);
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FB::Attach(GL_DEPTH_ATTACHMENT_EXT);
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FB::Attach(GL_STENCIL_ATTACHMENT_EXT);
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GL_REPORT_ERRORD();
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if (pstencil != 0)
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{
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if (pstencil != pdepth) glDeleteRenderbuffersEXT(1, &pstencil);
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pstencil = 0;
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}
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if (pdepth != 0)
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{
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glDeleteRenderbuffersEXT(1, &pdepth);
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pdepth = 0;
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}
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GL_REPORT_ERRORD();
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}
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CRenderTarget::Destroy();
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}
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extern int g_nDepthUsed; // > 0 if depth is used
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void CDepthTarget::Resolve()
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{
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FUNCLOG
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if (g_nDepthUsed > 0 && conf.mrtdepth && !(status & TS_Virtual) && IsWriteDepth() && !(conf.settings().no_depth_resolve))
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CRenderTarget::Resolve();
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else
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{
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// flush if necessary
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FlushIfNecesary(this);
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if (!(status & TS_Virtual)) status |= TS_Resolved;
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}
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if (!(status&TS_Virtual))
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{
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SetWriteDepth();
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}
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}
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void CDepthTarget::Resolve(int startrange, int endrange)
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{
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FUNCLOG
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if (g_nDepthUsed > 0 && conf.mrtdepth && !(status&TS_Virtual) && IsWriteDepth())
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{
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CRenderTarget::Resolve(startrange, endrange);
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}
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else
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{
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// flush if necessary
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FlushIfNecesary(this) ;
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if (!(status & TS_Virtual))
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status |= TS_Resolved;
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}
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if (!(status&TS_Virtual))
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{
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SetWriteDepth();
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}
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}
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void CDepthTarget::Update(int context, CRenderTarget* prndr)
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{
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FUNCLOG
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assert(!(status & TS_Virtual));
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// align the rect to the nearest page
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// note that fbp is always aligned on page boundaries
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tex0Info texframe;
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texframe.tbp0 = fbp;
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texframe.tbw = fbw;
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texframe.tw = fbw;
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texframe.th = fbh;
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texframe.psm = psm;
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// FIXME some field are not initialized...
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// in particular the clut related one
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assert(!PSMT_ISCLUT(psm));
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DisableAllgl();
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VB& curvb = vb[context];
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if (curvb.test.zte == 0) return;
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SetShaderCaller("CDepthTarget::Update");
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glEnable(GL_DEPTH_TEST);
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glDepthMask(!curvb.zbuf.zmsk);
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static const u32 g_dwZCmp[] = { GL_NEVER, GL_ALWAYS, GL_GEQUAL, GL_GREATER };
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glDepthFunc(g_dwZCmp[curvb.test.ztst]);
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// write color and zero out stencil buf, always 0 context!
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SetTexVariablesInt(0, 0, texframe, false, &ppsBitBltDepth, 1);
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ZZshGLSetTextureParameter(ppsBitBltDepth.prog, ppsBitBltDepth.sMemory, vb[0].pmemtarg->ptex->tex, "BitBltDepth");
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float4 v = DefaultBitBltPos();
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v = DefaultBitBltTex();
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v.x = 1;
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v.y = 2;
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v.z = PSMT_IS16Z(psm) ? 1.0f : 0.0f;
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v.w = g_filog32;
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ZZshSetParameter4fv(ppsBitBltDepth.prog, ppsBitBltDepth.sOneColor, v, "g_fOneColor");
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float4 vdepth = g_vdepth;
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if (psm == PSMT24Z)
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{
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vdepth.w = 0;
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}
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else if (psm != PSMT32Z)
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{
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vdepth.z = vdepth.w = 0;
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}
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#if defined(GLSL_API) || defined(GLSL4_API)
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assert(ppsBitBltDepth.sBitBltZ != -1);
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#else
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assert(ppsBitBltDepth.sBitBltZ != 0);
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#endif
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ZZshSetParameter4fv(ppsBitBltDepth.prog, ppsBitBltDepth.sBitBltZ, (vdepth*(255.0f / 256.0f)), "g_fBitBltZ");
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assert(pdepth != 0);
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//GLint w1 = 0;
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//GLint h1 = 0;
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FB::Attach2D(0, ptex);
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//glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_WIDTH_EXT, &w1);
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//glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_HEIGHT_EXT, &h1);
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SetDepthStencilSurface();
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FB::Attach2D(1);
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GLenum buffer = GL_COLOR_ATTACHMENT0_EXT;
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//ZZLog::Error_Log("CDepthTarget::Update: w1 = 0x%x; h1 = 0x%x", w1, h1);
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DrawBuffers(&buffer);
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SetViewport();
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if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glBindBuffer(GL_ARRAY_BUFFER, vboRect);
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SET_STREAM();
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ZZshSetVertexShader(pvsBitBlt.prog);
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ZZshSetPixelShader(ppsBitBltDepth.prog);
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DrawTriangleArray();
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status = TS_Resolved;
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if (!IsWriteDepth())
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{
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ResetRenderTarget(1);
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}
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if (conf.wireframe()) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glEnable(GL_SCISSOR_TEST);
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#ifdef _DEBUG
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if (g_bSaveZUpdate)
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{
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SaveTex(&texframe, 1);
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SaveTexture("frame1.tga", GL_TEXTURE_RECTANGLE_NV, ptex, RW(fbw), RH(fbh));
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}
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#endif
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}
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void CDepthTarget::SetDepthStencilSurface()
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{
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FUNCLOG
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FB::Attach(GL_DEPTH_ATTACHMENT_EXT, pdepth);
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if (pstencil)
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{
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// there's a bug with attaching stencil and depth buffers
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FB::Attach(GL_STENCIL_ATTACHMENT_EXT, pstencil);
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if (icount++ < 8) // not going to fail if succeeded 4 times
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{
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GL_REPORT_ERRORD();
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if (FB::State() != GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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FB::Attach(GL_STENCIL_ATTACHMENT_EXT);
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if (pstencil != pdepth) glDeleteRenderbuffersEXT(1, &pstencil);
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pstencil = 0;
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g_bUpdateStencil = 0;
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}
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}
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}
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else
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{
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FB::Attach(GL_STENCIL_ATTACHMENT_EXT);
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}
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}
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