mirror of https://github.com/PCSX2/pcsx2.git
581 lines
14 KiB
C++
581 lines
14 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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#pragma once
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#include "Renderers/Common/GSDevice.h"
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#include "GSTextureOGL.h"
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#include "GSdx.h"
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#include "GSVertexArrayOGL.h"
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#include "GSUniformBufferOGL.h"
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#include "GSShaderOGL.h"
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#include "GLState.h"
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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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extern uint64 g_real_texture_upload_byte;
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extern uint64 g_vertex_upload_byte;
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#endif
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class GSDepthStencilOGL {
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bool m_depth_enable;
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GLenum m_depth_func;
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bool m_depth_mask;
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// Note front face and back might be split but it seems they have same parameter configuration
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bool m_stencil_enable;
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GLenum m_stencil_func;
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GLenum m_stencil_spass_dpass_op;
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public:
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GSDepthStencilOGL() : m_depth_enable(false)
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, m_depth_func(GL_ALWAYS)
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, m_depth_mask(0)
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, m_stencil_enable(false)
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, m_stencil_func(0)
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, m_stencil_spass_dpass_op(GL_KEEP)
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{
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}
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void EnableDepth() { m_depth_enable = true; }
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void EnableStencil() { m_stencil_enable = true; }
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void SetDepth(GLenum func, bool mask) { m_depth_func = func; m_depth_mask = mask; }
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void SetStencil(GLenum func, GLenum pass) { m_stencil_func = func; m_stencil_spass_dpass_op = pass; }
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void SetupDepth()
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{
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if (GLState::depth != m_depth_enable) {
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GLState::depth = m_depth_enable;
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if (m_depth_enable)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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}
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if (m_depth_enable) {
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if (GLState::depth_func != m_depth_func) {
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GLState::depth_func = m_depth_func;
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glDepthFunc(m_depth_func);
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}
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if (GLState::depth_mask != m_depth_mask) {
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GLState::depth_mask = m_depth_mask;
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glDepthMask((GLboolean)m_depth_mask);
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}
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}
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}
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void SetupStencil()
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{
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if (GLState::stencil != m_stencil_enable) {
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GLState::stencil = m_stencil_enable;
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if (m_stencil_enable)
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glEnable(GL_STENCIL_TEST);
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else
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glDisable(GL_STENCIL_TEST);
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}
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if (m_stencil_enable) {
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// Note: here the mask control which bitplane is considered by the operation
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if (GLState::stencil_func != m_stencil_func) {
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GLState::stencil_func = m_stencil_func;
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glStencilFunc(m_stencil_func, 1, 1);
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}
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if (GLState::stencil_pass != m_stencil_spass_dpass_op) {
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GLState::stencil_pass = m_stencil_spass_dpass_op;
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glStencilOp(GL_KEEP, GL_KEEP, m_stencil_spass_dpass_op);
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}
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}
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}
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bool IsMaskEnable() { return m_depth_mask != GL_FALSE; }
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};
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class GSDeviceOGL final : public GSDevice
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{
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public:
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struct alignas(32) VSConstantBuffer
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{
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GSVector4 Vertex_Scale_Offset;
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GSVector4 TextureOffset;
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GSVector2i DepthMask;
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GSVector2 PointSize;
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VSConstantBuffer()
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{
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Vertex_Scale_Offset = GSVector4::zero();
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TextureOffset = GSVector4::zero();
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DepthMask = GSVector2i(0);
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PointSize = GSVector2(0);
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}
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__forceinline bool Update(const VSConstantBuffer* cb)
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{
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GSVector4i* a = (GSVector4i*)this;
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GSVector4i* b = (GSVector4i*)cb;
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if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2])).alltrue())
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{
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a[0] = b[0];
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a[1] = b[1];
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return true;
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}
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return false;
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}
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};
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struct VSSelector
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{
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union
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{
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struct
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{
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uint32 int_fst:1;
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uint32 _free:31;
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};
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uint32 key;
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};
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operator uint32() const {return key;}
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VSSelector() : key(0) {}
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VSSelector(uint32 k) : key(k) {}
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};
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struct GSSelector
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{
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union
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{
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struct
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{
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uint32 sprite:1;
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uint32 point:1;
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uint32 line:1;
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uint32 _free:29;
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};
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uint32 key;
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};
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operator uint32() const {return key;}
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GSSelector() : key(0) {}
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GSSelector(uint32 k) : key(k) {}
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};
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struct alignas(32) PSConstantBuffer
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{
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GSVector4 FogColor_AREF;
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GSVector4 WH;
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GSVector4 TA_Af;
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GSVector4i MskFix;
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GSVector4i FbMask;
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GSVector4 HalfTexel;
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GSVector4 MinMax;
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GSVector4 TC_OH_TS;
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PSConstantBuffer()
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{
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FogColor_AREF = GSVector4::zero();
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HalfTexel = GSVector4::zero();
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WH = GSVector4::zero();
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TA_Af = GSVector4::zero();
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MinMax = GSVector4::zero();
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MskFix = GSVector4i::zero();
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TC_OH_TS = GSVector4::zero();
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FbMask = GSVector4i::zero();
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}
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__forceinline bool Update(const PSConstantBuffer* cb)
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{
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GSVector4i* a = (GSVector4i*)this;
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GSVector4i* b = (GSVector4i*)cb;
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// if WH matches both HalfTexel and TC_OH_TS do too
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// MinMax depends on WH and MskFix so no need to check it too
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if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3]) & (a[4] == b[4])).alltrue())
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{
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// Note previous check uses SSE already, a plain copy will be faster than any memcpy
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a[0] = b[0];
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a[1] = b[1];
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a[2] = b[2];
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a[3] = b[3];
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a[4] = b[4];
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a[5] = b[5];
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return true;
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}
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return false;
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}
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};
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struct PSSelector
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{
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// Performance note: there are too many shader combinations
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// It might hurt the performance due to frequent toggling worse it could consume
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// a lots of memory.
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union
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{
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struct
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{
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// *** Word 1
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// Format
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uint32 tex_fmt:4;
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uint32 dfmt:2;
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uint32 depth_fmt:2;
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// Alpha extension/Correction
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uint32 aem:1;
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uint32 fba:1;
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// Fog
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uint32 fog:1;
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// Flat/goround shading
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uint32 iip:1;
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// Pixel test
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uint32 date:3;
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uint32 atst:3;
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// Color sampling
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uint32 fst:1; // Investigate to do it on the VS
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uint32 tfx:3;
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uint32 tcc:1;
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uint32 wms:2;
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uint32 wmt:2;
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uint32 ltf:1;
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// Shuffle and fbmask effect
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uint32 shuffle:1;
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uint32 read_ba:1;
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uint32 write_rg:1;
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uint32 fbmask:1;
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//uint32 _free1:0;
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// *** Word 2
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// Blend and Colclip
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uint32 blend_a:2;
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uint32 blend_b:2;
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uint32 blend_c:2;
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uint32 blend_d:2;
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uint32 clr1:1; // useful?
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uint32 pabe:1;
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uint32 hdr:1;
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uint32 colclip:1;
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// Others ways to fetch the texture
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uint32 channel:3;
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// Hack
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uint32 tcoffsethack:1;
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uint32 urban_chaos_hle:1;
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uint32 tales_of_abyss_hle:1;
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uint32 tex_is_fb:1; // Jak Shadows
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uint32 automatic_lod:1;
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uint32 manual_lod:1;
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uint32 point_sampler:1;
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uint32 invalid_tex0:1; // Lupin the 3rd
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uint32 _free2:9;
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};
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uint64 key;
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};
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// FIXME is the & useful ?
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operator uint64() const {return key;}
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PSSelector() : key(0) {}
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};
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struct PSSamplerSelector
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{
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union
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{
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struct
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{
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uint32 tau:1;
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uint32 tav:1;
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uint32 biln:1;
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uint32 triln:3;
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uint32 aniso:1;
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uint32 _free:25;
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};
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uint32 key;
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};
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operator uint32() {return key;}
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PSSamplerSelector() : key(0) {}
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PSSamplerSelector(uint32 k) : key(k) {}
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};
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struct OMDepthStencilSelector
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{
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union
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{
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struct
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{
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uint32 ztst:2;
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uint32 zwe:1;
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uint32 date:1;
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uint32 date_one:1;
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uint32 _free:27;
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};
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uint32 key;
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};
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// FIXME is the & useful ?
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operator uint32() {return key;}
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OMDepthStencilSelector() : key(0) {}
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OMDepthStencilSelector(uint32 k) : key(k) {}
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};
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struct OMColorMaskSelector
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{
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union
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{
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struct
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{
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uint32 wr:1;
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uint32 wg:1;
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uint32 wb:1;
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uint32 wa:1;
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uint32 _free:28;
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};
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struct
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{
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uint32 wrgba:4;
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};
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uint32 key;
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};
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// FIXME is the & useful ?
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operator uint32() {return key & 0xf;}
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OMColorMaskSelector() : key(0xF) {}
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OMColorMaskSelector(uint32 c) { wrgba = c; }
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};
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struct alignas(32) MiscConstantBuffer
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{
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GSVector4i ScalingFactor;
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GSVector4i ChannelShuffle;
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GSVector4i EMOD_AC;
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MiscConstantBuffer() {memset(this, 0, sizeof(*this));}
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};
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static int m_shader_inst;
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static int m_shader_reg;
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private:
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int m_force_texture_clear;
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int m_mipmap;
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TriFiltering m_filter;
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static bool m_debug_gl_call;
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static FILE* m_debug_gl_file;
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bool m_disable_hw_gl_draw;
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// Place holder for the GLSL shader code (to avoid useless reload)
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std::vector<char> m_shader_tfx_vgs;
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std::vector<char> m_shader_tfx_fs;
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GLuint m_fbo; // frame buffer container
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GLuint m_fbo_read; // frame buffer container only for reading
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GSVertexBufferStateOGL* m_va;// state of the vertex buffer/array
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struct {
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GLuint ps[2]; // program object
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GSUniformBufferOGL* cb; // uniform buffer object
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} m_merge_obj;
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struct {
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GLuint ps[4]; // program object
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GSUniformBufferOGL* cb; // uniform buffer object
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} m_interlace;
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struct {
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GLuint vs; // program object
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GLuint ps[ShaderConvert_Count]; // program object
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GLuint ln; // sampler object
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GLuint pt; // sampler object
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GSDepthStencilOGL* dss;
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GSDepthStencilOGL* dss_write;
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GSUniformBufferOGL* cb;
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} m_convert;
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struct {
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GLuint ps;
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GSUniformBufferOGL *cb;
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} m_fxaa;
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struct {
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GLuint ps;
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GSUniformBufferOGL* cb;
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} m_shaderfx;
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struct {
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GSDepthStencilOGL* dss;
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GSTexture* t;
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} m_date;
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struct {
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GLuint ps;
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} m_shadeboost;
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struct {
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uint16 last_query;
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GLuint timer_query[1<<16];
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GLuint timer() { return timer_query[last_query]; }
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} m_profiler;
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GLuint m_vs[1<<1];
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GLuint m_gs[1<<3];
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GLuint m_ps_ss[1<<7];
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GSDepthStencilOGL* m_om_dss[1<<5];
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std::unordered_map<uint64, GLuint> m_ps;
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GLuint m_apitrace;
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GLuint m_palette_ss;
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GSUniformBufferOGL* m_vs_cb;
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GSUniformBufferOGL* m_ps_cb;
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VSConstantBuffer m_vs_cb_cache;
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PSConstantBuffer m_ps_cb_cache;
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MiscConstantBuffer m_misc_cb_cache;
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std::unique_ptr<GSTexture> m_font;
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GSTexture* CreateSurface(int type, int w, int h, int format);
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GSTexture* FetchSurface(int type, int w, int h, int format);
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void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) final;
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void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0) final;
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void DoFXAA(GSTexture* sTex, GSTexture* dTex) final;
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void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) final;
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void DoExternalFX(GSTexture* sTex, GSTexture* dTex) final;
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void RenderOsd(GSTexture* dt);
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void OMAttachRt(GSTextureOGL* rt = NULL);
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void OMAttachDs(GSTextureOGL* ds = NULL);
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void OMSetFBO(GLuint fbo);
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uint16 ConvertBlendEnum(uint16 generic) final;
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public:
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GSShaderOGL* m_shader;
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GSDeviceOGL();
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virtual ~GSDeviceOGL();
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void GenerateProfilerData();
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// Used by OpenGL, so the same calling convention is required.
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static void APIENTRY DebugOutputToFile(GLenum gl_source, GLenum gl_type, GLuint id, GLenum gl_severity, GLsizei gl_length, const GLchar *gl_message, const void* userParam);
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bool Create(const std::shared_ptr<GSWnd> &wnd);
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bool Reset(int w, int h);
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void Flip();
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void SetVSync(int vsync);
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void DrawPrimitive() final;
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void DrawPrimitive(int offset, int count);
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void DrawIndexedPrimitive() final;
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void DrawIndexedPrimitive(int offset, int count) final;
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inline void BeforeDraw();
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inline void AfterDraw();
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void ClearRenderTarget(GSTexture* t, const GSVector4& c) final;
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void ClearRenderTarget(GSTexture* t, uint32 c) final;
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void ClearDepth(GSTexture* t) final;
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void ClearStencil(GSTexture* t, uint8 c) final;
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void InitPrimDateTexture(GSTexture* rt, const GSVector4i& area);
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void RecycleDateTexture();
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GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0) final;
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void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r) final;
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void CopyRectConv(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r, bool at_origin);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true) final;
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, GLuint ps, bool linear = true);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, GLuint ps, int bs, bool linear = true);
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void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
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void BeginScene() final {}
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void EndScene() final;
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void IASetPrimitiveTopology(GLenum topology);
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void IASetVertexBuffer(const void* vertices, size_t count);
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void IASetIndexBuffer(const void* index, size_t count);
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void PSSetShaderResource(int i, GSTexture* sr) final;
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final;
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void PSSetSamplerState(GLuint ss);
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void OMSetDepthStencilState(GSDepthStencilOGL* dss);
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void OMSetBlendState(uint8 blend_index = 0, uint8 blend_factor = 0, bool is_blend_constant = false, bool accumulation_blend = false);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final;
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void OMSetColorMaskState(OMColorMaskSelector sel = OMColorMaskSelector());
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virtual bool HasColorSparse() { return GLLoader::found_compatible_GL_ARB_sparse_texture2; }
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virtual bool HasDepthSparse() { return GLLoader::found_compatible_sparse_depth; }
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void CreateTextureFX();
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GLuint CompileVS(VSSelector sel);
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GLuint CompileGS(GSSelector sel);
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GLuint CompilePS(PSSelector sel);
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GLuint CreateSampler(PSSamplerSelector sel);
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GSDepthStencilOGL* CreateDepthStencil(OMDepthStencilSelector dssel);
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void SelfShaderTestPrint(const std::string& test, int& nb_shader);
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void SelfShaderTestRun(const std::string& dir, const std::string& file, const PSSelector& sel, int& nb_shader);
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void SelfShaderTest();
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void SetupPipeline(const VSSelector& vsel, const GSSelector& gsel, const PSSelector& psel);
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void SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb);
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void SetupCBMisc(const GSVector4i& channel);
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void SetupSampler(PSSamplerSelector ssel);
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void SetupOM(OMDepthStencilSelector dssel);
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GLuint GetSamplerID(PSSamplerSelector ssel);
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GLuint GetPaletteSamplerID();
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void Barrier(GLbitfield b);
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};
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