mirror of https://github.com/PCSX2/pcsx2.git
944 lines
29 KiB
C++
944 lines
29 KiB
C++
/* ZZ Open GL graphics plugin
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* Copyright (c)2009 zeydlitz@gmail.com
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* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2006
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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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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// Create and Destroy function. They would be called once per session.
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//------------------ Includes
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#include "GS.h"
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#include "Mem.h"
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#include "zerogs.h"
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#include "ZeroGSShaders/zerogsshaders.h"
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#include "targets.h"
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// This include for windows resource file with Shaders
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#ifdef _WIN32
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# include "Win32.h"
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#endif
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//------------------ Defines
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#ifdef _WIN32
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#define GL_LOADFN(name) { \
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if( (*(void**)&name = (void*)wglGetProcAddress(#name)) == NULL ) { \
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ERROR_LOG("Failed to find %s, exiting\n", #name); \
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} \
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}
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#else
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// let GLEW take care of it
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#define GL_LOADFN(name)
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#endif
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#define GL_BLEND_RGB(src, dst) { \
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s_srcrgb = src; \
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s_dstrgb = dst; \
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zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
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}
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#define GL_BLEND_ALPHA(src, dst) { \
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s_srcalpha = src; \
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s_dstalpha = dst; \
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zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
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}
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#define GL_BLEND_ALL(srcrgb, dstrgb, srcalpha, dstalpha) { \
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s_srcrgb = srcrgb; \
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s_dstrgb = dstrgb; \
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s_srcalpha = srcalpha; \
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s_dstalpha = dstalpha; \
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zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
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}
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#define GL_BLEND_SET() zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha)
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#define GL_STENCILFUNC(func, ref, mask) { \
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s_stencilfunc = func; \
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s_stencilref = ref; \
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s_stencilmask = mask; \
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glStencilFunc(func, ref, mask); \
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}
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#define GL_STENCILFUNC_SET() glStencilFunc(s_stencilfunc, s_stencilref, s_stencilmask)
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#define VB_BUFFERSIZE 0x400
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#define VB_NUMBUFFERS 512
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// ----------------- Types
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typedef void (APIENTRYP _PFNSWAPINTERVAL) (int);
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map<string, GLbyte> mapGLExtensions;
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namespace ZeroGS{
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RenderFormatType g_RenderFormatType = RFT_float16;
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extern void KickPoint();
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extern void KickLine();
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extern void KickTriangle();
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extern void KickTriangleFan();
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extern void KickSprite();
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extern void KickDummy();
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extern bool LoadEffects();
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extern bool LoadExtraEffects();
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extern FRAGMENTSHADER* LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed);
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VERTEXSHADER pvsBitBlt;
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GLuint vboRect = 0;
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vector<GLuint> g_vboBuffers; // VBOs for all drawing commands
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int g_nCurVBOIndex = 0;
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inline bool CreateImportantCheck();
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inline void CreateOtherCheck();
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inline bool CreateOpenShadersFile();
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}
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//------------------ Dummies
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#ifdef _WIN32
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void __stdcall glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4)
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#else
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void APIENTRY glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4)
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#endif
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{
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glBlendFunc(e1, e2);
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}
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#ifdef _WIN32
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void __stdcall glBlendEquationSeparateDummy(GLenum e1, GLenum e2)
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#else
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void APIENTRY glBlendEquationSeparateDummy(GLenum e1, GLenum e2)
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#endif
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{
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glBlendEquation(e1);
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}
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#ifdef _WIN32
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extern HINSTANCE hInst;
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void (__stdcall *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL;
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void (__stdcall *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL;
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#else
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void (APIENTRY *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL;
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void (APIENTRY *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL;
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#endif
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//------------------ variables
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////////////////////////////
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// State parameters
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float fiRendWidth, fiRendHeight;
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u8* s_lpShaderResources = NULL;
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CGprogram pvs[16] = {NULL};
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// String's for shader file in developer's mode
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#ifdef DEVBUILD
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char* EFFECT_NAME="";
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char* EFFECT_DIR="";
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#endif
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/////////////////////
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// graphics resources
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FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
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FRAGMENTSHADER ppsCRTC[2], ppsCRTC24[2], ppsCRTCTarg[2];
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GLenum s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha; // set by zgsBlendFuncSeparateEXT
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u32 s_stencilfunc, s_stencilref, s_stencilmask;
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GLenum s_drawbuffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
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GLenum g_internalFloatFmt = GL_ALPHA_FLOAT32_ATI;
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GLenum g_internalRGBAFloatFmt = GL_RGBA_FLOAT32_ATI;
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GLenum g_internalRGBAFloat16Fmt = GL_RGBA_FLOAT16_ATI;
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u32 ptexLogo = 0;
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int nLogoWidth, nLogoHeight;
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u32 s_ptexInterlace = 0; // holds interlace fields
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//------------------ Global Variables
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int g_MaxTexWidth = 4096, g_MaxTexHeight = 4096;
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u32 s_uFramebuffer = 0;
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CGprofile cgvProf, cgfProf;
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int g_nPixelShaderVer = 0; // default
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RasterFont* font_p = NULL;
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float g_fBlockMult = 1;
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int s_nFullscreen = 0;
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u32 ptexBlocks = 0, ptexConv16to32 = 0; // holds information on block tiling
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u32 ptexBilinearBlocks = 0;
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u32 ptexConv32to16 = 0;
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BOOL g_bDisplayMsg = 1;
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int g_nDepthBias = 0;
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BOOL g_bSaveFlushedFrame = 0;
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//------------------ Code
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bool ZeroGS::IsGLExt( const char* szTargetExtension )
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{
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return mapGLExtensions.find(string(szTargetExtension)) != mapGLExtensions.end();
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}
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inline bool
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ZeroGS::Create_Window(int _width, int _height) {
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nBackbufferWidth = _width;
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nBackbufferHeight = _height;
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fiRendWidth = 1.0f / nBackbufferWidth;
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fiRendHeight = 1.0f / nBackbufferHeight;
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#ifdef _WIN32
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GLuint PixelFormat; // Holds The Results After Searching For A Match
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DWORD dwExStyle; // Window Extended Style
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DWORD dwStyle; // Window Style
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RECT rcdesktop;
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GetWindowRect(GetDesktopWindow(), &rcdesktop);
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if( conf.options & GSOPTION_FULLSCREEN) {
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nBackbufferWidth = rcdesktop.right - rcdesktop.left;
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nBackbufferHeight = rcdesktop.bottom - rcdesktop.top;
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dwExStyle=WS_EX_APPWINDOW;
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dwStyle=WS_POPUP;
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ShowCursor(FALSE);
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}
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else {
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dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
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dwStyle=WS_OVERLAPPEDWINDOW;
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}
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RECT rc;
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rc.left = 0; rc.top = 0;
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rc.right = nBackbufferWidth; rc.bottom = nBackbufferHeight;
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AdjustWindowRectEx(&rc, dwStyle, FALSE, dwExStyle);
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int X = (rcdesktop.right-rcdesktop.left)/2 - (rc.right-rc.left)/2;
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int Y = (rcdesktop.bottom-rcdesktop.top)/2 - (rc.bottom-rc.top)/2;
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SetWindowLong( GShwnd, GWL_STYLE, dwStyle );
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SetWindowLong( GShwnd, GWL_EXSTYLE, dwExStyle );
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SetWindowPos(GShwnd, HWND_TOP, X, Y, rc.right-rc.left, rc.bottom-rc.top, SWP_SHOWWINDOW);
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if (conf.options & GSOPTION_FULLSCREEN) {
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DEVMODE dmScreenSettings;
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memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
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dmScreenSettings.dmSize=sizeof(dmScreenSettings);
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dmScreenSettings.dmPelsWidth = nBackbufferWidth;
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dmScreenSettings.dmPelsHeight = nBackbufferHeight;
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dmScreenSettings.dmBitsPerPel = 32;
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dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
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// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
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if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
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{
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if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
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conf.options &= ~GSOPTION_FULLSCREEN;
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else
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return false;
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}
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}
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else {
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// change to default resolution
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ChangeDisplaySettings(NULL, 0);
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}
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PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
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{
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER, // Must Support Double Buffering
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PFD_TYPE_RGBA, // Request An RGBA Format
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32, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // 8bit Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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24, // 24Bit Z-Buffer (Depth Buffer)
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8, // 8bit Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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if (!(hDC=GetDC(GShwnd))) {
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MessageBox(NULL,"(1) Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return false;
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}
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if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) {
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MessageBox(NULL,"(2) Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return false;
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}
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if(!SetPixelFormat(hDC,PixelFormat,&pfd)) {
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MessageBox(NULL,"(3) Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return false;
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}
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if (!(hRC=wglCreateContext(hDC))) {
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MessageBox(NULL,"(4) Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return false;
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}
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if(!wglMakeCurrent(hDC,hRC)) {
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MessageBox(NULL,"(5) Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return false;
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}
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UpdateWindow(GShwnd);
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#else //NOT _WIN32
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GLWin.DisplayWindow(_width, _height);
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#endif // WIN32
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s_nFullscreen = (conf.options & GSOPTION_FULLSCREEN) ? 1 : 0;
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conf.mrtdepth = 0; // for now
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return true;
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}
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// Function ask about differnt OGL extensions, that are required to setup accordingly. Return false if cheks failed
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inline bool ZeroGS::CreateImportantCheck() {
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bool bSuccess = true;
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#ifndef _WIN32
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int const glew_ok = glewInit();
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if( glew_ok != GLEW_OK ) {
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ERROR_LOG("glewInit() is not ok!\n");
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bSuccess = false;
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}
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#endif
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if( !IsGLExt("GL_EXT_framebuffer_object") ) {
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ERROR_LOG("*********\nZZogl: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nZZogl: *********\n");
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bSuccess = false;
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}
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if( !IsGLExt("GL_EXT_secondary_color") ) {
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ERROR_LOG("*********\nZZogl: OGL WARNING: Need GL_EXT_secondary_color\nZZogl: *********\n");
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bSuccess = false;
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}
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// load the effect, find the best profiles (if any)
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if( cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE ) {
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ERROR_LOG("arbvp1 not supported\n");
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bSuccess = false;
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}
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if( cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE ) {
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ERROR_LOG("arbfp1 not supported\n");
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bSuccess = false;
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}
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return bSuccess;
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}
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// This is check for less important open gl extensions.
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inline void ZeroGS::CreateOtherCheck() {
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if( !IsGLExt("GL_EXT_blend_equation_separate") || glBlendEquationSeparateEXT == NULL ) {
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ERROR_LOG("*********\nZZogl: OGL WARNING: Need GL_EXT_blend_equation_separate\nZZogl: *********\n");
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zgsBlendEquationSeparateEXT = glBlendEquationSeparateDummy;
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}
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else
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zgsBlendEquationSeparateEXT = glBlendEquationSeparateEXT;
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if( !IsGLExt("GL_EXT_blend_func_separate") || glBlendFuncSeparateEXT == NULL ) {
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ERROR_LOG("*********\nZZogl: OGL WARNING: Need GL_EXT_blend_func_separate\nZZogl: *********\n");
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zgsBlendFuncSeparateEXT = glBlendFuncSeparateDummy;
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}
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else
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zgsBlendFuncSeparateEXT = glBlendFuncSeparateEXT;
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if( !IsGLExt("GL_ARB_draw_buffers") && !IsGLExt("GL_ATI_draw_buffers") ) {
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ERROR_LOG("*********\nZZogl: OGL WARNING: multiple render targets not supported, some effects might look bad\nZZogl: *********\n");
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conf.mrtdepth = 0;
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}
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if( IsGLExt("GL_ARB_draw_buffers") )
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glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffers");
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else if( IsGLExt("GL_ATI_draw_buffers") )
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glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffersATI");
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if (!IsGLExt("GL_ARB_multitexture"))
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ERROR_LOG("No multitexturing\n");
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else
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ERROR_LOG("Using multitexturing\n");
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GLint Max_Texture_Size_NV = 0;
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GLint Max_Texture_Size_2d = 0;
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glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, &Max_Texture_Size_NV);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &Max_Texture_Size_2d);
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ERROR_LOG("Maximun texture size is %d for Tex_2d and %d for Tex_NV\n", Max_Texture_Size_2d, Max_Texture_Size_NV);
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if (Max_Texture_Size_NV < 1024)
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ERROR_LOG("Could not properly made bitmasks, so some textures should be missed\n");
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/* Zeydlitz: we don't support 128-bit targets yet. they are slow and weirdo
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if( g_GameSettings & GAME_32BITTARGS ) {
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g_RenderFormatType = RFT_byte8;
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ERROR_LOG("Setting 32 bit render target\n");
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}
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else {
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if( !IsGLExt("GL_NV_float_buffer") && !IsGLExt("GL_ARB_color_buffer_float") && !IsGLExt("ATI_pixel_format_float") ) {
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ERROR_LOG("******\nZZogl: GS WARNING: Floating point render targets not supported, switching to 32bit\nZZogl: *********\n");
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g_RenderFormatType = RFT_byte8;
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}
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}*/
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g_RenderFormatType = RFT_byte8;
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#ifdef _WIN32
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if( IsGLExt("WGL_EXT_swap_control") || IsGLExt("EXT_swap_control") )
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wglSwapIntervalEXT(0);
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#else
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if( IsGLExt("GLX_SGI_swap_control") ) {
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_PFNSWAPINTERVAL swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapInterval");
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if( !swapinterval )
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swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapIntervalSGI");
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if( !swapinterval )
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swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapIntervalEXT");
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if( swapinterval )
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swapinterval(0);
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else
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ERROR_LOG("no support for SwapInterval (framerate clamped to monitor refresh rate)\n");
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}
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#endif
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}
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// open shader file according to build target
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inline bool ZeroGS::CreateOpenShadersFile() {
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#ifndef DEVBUILD
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# ifdef _WIN32
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HRSRC hShaderSrc = FindResource(hInst, MAKEINTRESOURCE(IDR_SHADERS), RT_RCDATA);
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assert( hShaderSrc != NULL );
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HGLOBAL hShaderGlob = LoadResource(hInst, hShaderSrc);
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assert( hShaderGlob != NULL );
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s_lpShaderResources = (u8*)LockResource(hShaderGlob);
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# else // not _WIN32
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FILE* fres = fopen("ps2hw.dat", "rb");
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if( fres == NULL ) {
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fres = fopen("plugins/ps2hw.dat", "rb");
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if( fres == NULL ) {
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ERROR_LOG("Cannot find ps2hw.dat in working directory. Exiting\n");
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return false;
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}
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}
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fseek(fres, 0, SEEK_END);
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size_t s = ftell(fres);
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s_lpShaderResources = new u8[s+1];
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fseek(fres, 0, SEEK_SET);
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fread(s_lpShaderResources, s, 1, fres);
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s_lpShaderResources[s] = 0;
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# endif // _WIN32
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#else // NOT RELEASE_TO_PUBLIC
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# ifndef _WIN32 // NOT WINDOWS
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// test if ps2hw.fx exists
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char tempstr[255];
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char curwd[255];
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getcwd(curwd, ARRAY_SIZE(curwd));
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strcpy(tempstr, "/plugins/");
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sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
|
|
FILE* f = fopen(EFFECT_NAME, "r");
|
|
if( f == NULL ) {
|
|
|
|
strcpy(tempstr, "../../plugins/zzogl-pg/opengl/");
|
|
sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
|
|
f = fopen(EFFECT_NAME, "r");
|
|
|
|
if( f == NULL ) {
|
|
ERROR_LOG("Failed to find %s, try compiling a non-devbuild\n", EFFECT_NAME);
|
|
return false;
|
|
}
|
|
}
|
|
fclose(f);
|
|
|
|
sprintf(EFFECT_DIR, "%s/%s", curwd, tempstr);
|
|
sprintf(EFFECT_NAME, "%sps2hw.fx", EFFECT_DIR);
|
|
#endif
|
|
#endif // RELEASE_TO_PUBLIC
|
|
return true;
|
|
}
|
|
|
|
// Read all extensions name and fill mapGLExtensions
|
|
inline bool CreateFillExtensionsMap(){
|
|
// fill the opengl extension map
|
|
const char* ptoken = (const char*)glGetString( GL_EXTENSIONS );
|
|
if( ptoken == NULL ) return false;
|
|
|
|
int prevlog = conf.log;
|
|
conf.log = 1;
|
|
GS_LOG("Supported OpenGL Extensions:\n%s\n", ptoken); // write to the log file
|
|
conf.log = prevlog;
|
|
|
|
// insert all exts into mapGLExtensions
|
|
|
|
const char* pend = NULL;
|
|
|
|
while(ptoken != NULL ) {
|
|
pend = strchr(ptoken, ' ');
|
|
|
|
if( pend != NULL ) {
|
|
mapGLExtensions[string(ptoken, pend-ptoken)];
|
|
}
|
|
else {
|
|
mapGLExtensions[string(ptoken)];
|
|
break;
|
|
}
|
|
|
|
ptoken = pend;
|
|
while(*ptoken == ' ') ++ptoken;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool ZeroGS::Create(int _width, int _height)
|
|
{
|
|
GLenum err = GL_NO_ERROR;
|
|
bool bSuccess = true;
|
|
int i;
|
|
|
|
Destroy(1);
|
|
GSStateReset();
|
|
|
|
cgSetErrorHandler(HandleCgError, NULL);
|
|
g_RenderFormatType = RFT_float16;
|
|
|
|
if (!Create_Window(_width, _height))
|
|
return false;
|
|
|
|
if (!CreateFillExtensionsMap())
|
|
return false;
|
|
|
|
if (!CreateImportantCheck())
|
|
return false;
|
|
ZeroGS::CreateOtherCheck();
|
|
|
|
// check the max texture width and height
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &g_MaxTexWidth);
|
|
g_MaxTexHeight = g_MaxTexWidth/4;
|
|
GPU_TEXWIDTH = g_MaxTexWidth/8;
|
|
g_fiGPU_TEXWIDTH = 1.0f / GPU_TEXWIDTH;
|
|
|
|
if (!CreateOpenShadersFile())
|
|
return false;
|
|
|
|
GL_REPORT_ERROR();
|
|
if( err != GL_NO_ERROR ) bSuccess = false;
|
|
|
|
s_srcrgb = s_dstrgb = s_srcalpha = s_dstalpha = GL_ONE;
|
|
|
|
GL_LOADFN(glIsRenderbufferEXT);
|
|
GL_LOADFN(glBindRenderbufferEXT);
|
|
GL_LOADFN(glDeleteRenderbuffersEXT);
|
|
GL_LOADFN(glGenRenderbuffersEXT);
|
|
GL_LOADFN(glRenderbufferStorageEXT);
|
|
GL_LOADFN(glGetRenderbufferParameterivEXT);
|
|
GL_LOADFN(glIsFramebufferEXT);
|
|
GL_LOADFN(glBindFramebufferEXT);
|
|
GL_LOADFN(glDeleteFramebuffersEXT);
|
|
GL_LOADFN(glGenFramebuffersEXT);
|
|
GL_LOADFN(glCheckFramebufferStatusEXT);
|
|
GL_LOADFN(glFramebufferTexture1DEXT);
|
|
GL_LOADFN(glFramebufferTexture2DEXT);
|
|
GL_LOADFN(glFramebufferTexture3DEXT);
|
|
GL_LOADFN(glFramebufferRenderbufferEXT);
|
|
GL_LOADFN(glGetFramebufferAttachmentParameterivEXT);
|
|
GL_LOADFN(glGenerateMipmapEXT);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
|
|
|
|
GL_REPORT_ERROR();
|
|
if( err != GL_NO_ERROR ) bSuccess = false;
|
|
|
|
glGenFramebuffersEXT( 1, &s_uFramebuffer);
|
|
if( s_uFramebuffer == 0 ) {
|
|
ERROR_LOG("failed to create the renderbuffer\n");
|
|
}
|
|
|
|
assert( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT );
|
|
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer );
|
|
|
|
if( glDrawBuffers != NULL )
|
|
glDrawBuffers(1, s_drawbuffers);
|
|
GL_REPORT_ERROR();
|
|
if( err != GL_NO_ERROR ) bSuccess = false;
|
|
|
|
font_p = new RasterFont();
|
|
|
|
GL_REPORT_ERROR();
|
|
if( err != GL_NO_ERROR ) bSuccess = false;
|
|
|
|
// init draw fns
|
|
drawfn[0] = KickPoint;
|
|
drawfn[1] = KickLine;
|
|
drawfn[2] = KickLine;
|
|
drawfn[3] = KickTriangle;
|
|
drawfn[4] = KickTriangle;
|
|
drawfn[5] = KickTriangleFan;
|
|
drawfn[6] = KickSprite;
|
|
drawfn[7] = KickDummy;
|
|
|
|
SetAA(conf.aa);
|
|
GSsetGameCRC(g_LastCRC, g_GameSettings);
|
|
GL_STENCILFUNC(GL_ALWAYS, 0, 0);
|
|
|
|
//g_GameSettings |= 0;//GAME_VSSHACK|GAME_FULL16BITRES|GAME_NODEPTHRESOLVE|GAME_FASTUPDATE;
|
|
//s_bWriteDepth = TRUE;
|
|
|
|
GL_BLEND_ALL(GL_ONE, GL_ONE, GL_ONE, GL_ONE);
|
|
|
|
glViewport(0,0,nBackbufferWidth,nBackbufferHeight); // Reset The Current Viewport
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDepth(1.0f);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDisable(GL_LIGHTING);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
|
|
|
|
glGenTextures(1, &ptexLogo);
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_NV, ptexLogo);
|
|
|
|
#ifdef _WIN32
|
|
HRSRC hBitmapSrc = FindResource(hInst, MAKEINTRESOURCE(IDB_ZEROGSLOGO), RT_BITMAP);
|
|
assert( hBitmapSrc != NULL );
|
|
HGLOBAL hBitmapGlob = LoadResource(hInst, hBitmapSrc);
|
|
assert( hBitmapGlob != NULL );
|
|
PBITMAPINFO pinfo = (PBITMAPINFO)LockResource(hBitmapGlob);
|
|
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 4, pinfo->bmiHeader.biWidth, pinfo->bmiHeader.biHeight, 0, pinfo->bmiHeader.biBitCount==32?GL_RGBA:GL_RGB, GL_UNSIGNED_BYTE, (u8*)pinfo+pinfo->bmiHeader.biSize);
|
|
nLogoWidth = pinfo->bmiHeader.biWidth;
|
|
nLogoHeight = pinfo->bmiHeader.biHeight;
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
#else
|
|
#endif
|
|
|
|
GL_REPORT_ERROR();
|
|
|
|
g_nCurVBOIndex = 0;
|
|
g_vboBuffers.resize(VB_NUMBUFFERS);
|
|
glGenBuffers((GLsizei)g_vboBuffers.size(), &g_vboBuffers[0]);
|
|
for(i = 0; i < (int)g_vboBuffers.size(); ++i) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, g_vboBuffers[i]);
|
|
glBufferData(GL_ARRAY_BUFFER, 0x100*sizeof(VertexGPU), NULL, GL_STREAM_DRAW);
|
|
}
|
|
|
|
GL_REPORT_ERROR();
|
|
if( err != GL_NO_ERROR ) bSuccess = false;
|
|
|
|
// create the blocks texture
|
|
g_fBlockMult = 1;
|
|
|
|
vector<char> vBlockData, vBilinearData;
|
|
BLOCK::FillBlocks(vBlockData, vBilinearData, 1);
|
|
|
|
glGenTextures(1, &ptexBlocks);
|
|
glBindTexture(GL_TEXTURE_2D, ptexBlocks);
|
|
|
|
g_internalFloatFmt = GL_ALPHA_FLOAT32_ATI;
|
|
g_internalRGBAFloatFmt = GL_RGBA_FLOAT32_ATI;
|
|
g_internalRGBAFloat16Fmt = GL_RGBA_FLOAT16_ATI;
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, g_internalFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_ALPHA, GL_FLOAT, &vBlockData[0]);
|
|
|
|
if( glGetError() != GL_NO_ERROR ) {
|
|
// try different internal format
|
|
g_internalFloatFmt = GL_FLOAT_R32_NV;
|
|
glTexImage2D(GL_TEXTURE_2D, 0, g_internalFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RED, GL_FLOAT, &vBlockData[0]);
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
if( glGetError() != GL_NO_ERROR ) {
|
|
|
|
// error, resort to 16bit
|
|
g_fBlockMult = 65535.0f*(float)g_fiGPU_TEXWIDTH / 32.0f;
|
|
|
|
BLOCK::FillBlocks(vBlockData, vBilinearData, 0);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, 2, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_R, GL_UNSIGNED_SHORT, &vBlockData[0]);
|
|
if( glGetError() != GL_NO_ERROR ) {
|
|
ERROR_LOG("ZZogl ERROR: could not fill blocks\n");
|
|
return false;
|
|
}
|
|
ERROR_LOG("Using non-bilinear fill\n");
|
|
}
|
|
else {
|
|
// fill in the bilinear blocks
|
|
glGenTextures(1, &ptexBilinearBlocks);
|
|
glBindTexture(GL_TEXTURE_2D, ptexBilinearBlocks);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, g_internalRGBAFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RGBA, GL_FLOAT, &vBilinearData[0]);
|
|
|
|
if( glGetError() != GL_NO_ERROR ) {
|
|
g_internalRGBAFloatFmt = GL_FLOAT_RGBA32_NV;
|
|
g_internalRGBAFloat16Fmt = GL_FLOAT_RGBA16_NV;
|
|
glTexImage2D(GL_TEXTURE_2D, 0, g_internalRGBAFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RGBA, GL_FLOAT, &vBilinearData[0]);
|
|
ERROR_LOG("ZZogl Fill bilinear blocks\n");
|
|
B_G(glGetError() == GL_NO_ERROR, return false);
|
|
}
|
|
else
|
|
ERROR_LOG("Fill bilinear blocks failed!\n");
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
}
|
|
|
|
float fpri = 1;
|
|
glPrioritizeTextures(1, &ptexBlocks, &fpri);
|
|
if( ptexBilinearBlocks != 0 )
|
|
glPrioritizeTextures(1, &ptexBilinearBlocks, &fpri);
|
|
|
|
GL_REPORT_ERROR();
|
|
|
|
// fill a simple rect
|
|
glGenBuffers(1, &vboRect);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
|
|
|
|
vector<VertexGPU> verts(4);
|
|
VertexGPU* pvert = &verts[0];
|
|
pvert->x = -0x7fff; pvert->y = 0x7fff; pvert->z = 0; pvert->s = 0; pvert->t = 0; pvert++;
|
|
pvert->x = 0x7fff; pvert->y = 0x7fff; pvert->z = 0; pvert->s = 1; pvert->t = 0; pvert++;
|
|
pvert->x = -0x7fff; pvert->y = -0x7fff; pvert->z = 0; pvert->s = 0; pvert->t = 1; pvert++;
|
|
pvert->x = 0x7fff; pvert->y = -0x7fff; pvert->z = 0; pvert->s = 1; pvert->t = 1; pvert++;
|
|
glBufferDataARB(GL_ARRAY_BUFFER, 4*sizeof(VertexGPU), &verts[0], GL_STATIC_DRAW);
|
|
|
|
// setup the default vertex declaration
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
GL_REPORT_ERROR();
|
|
|
|
// some cards don't support this
|
|
// glClientActiveTexture(GL_TEXTURE0);
|
|
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
// glTexCoordPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)12);
|
|
|
|
// create the conversion textures
|
|
glGenTextures(1, &ptexConv16to32);
|
|
glBindTexture(GL_TEXTURE_2D, ptexConv16to32);
|
|
|
|
vector<u32> conv16to32data(256*256);
|
|
for(i = 0; i < 256*256; ++i) {
|
|
u32 tempcol = RGBA16to32(i);
|
|
// have to flip r and b
|
|
conv16to32data[i] = (tempcol&0xff00ff00)|((tempcol&0xff)<<16)|((tempcol&0xff0000)>>16);
|
|
}
|
|
glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, &conv16to32data[0]);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
|
|
GL_REPORT_ERROR();
|
|
if( err != GL_NO_ERROR ) bSuccess = false;
|
|
|
|
vector<u32> conv32to16data(32*32*32);
|
|
|
|
glGenTextures(1, &ptexConv32to16);
|
|
glBindTexture(GL_TEXTURE_3D, ptexConv32to16);
|
|
u32* dst = &conv32to16data[0];
|
|
for(i = 0; i < 32; ++i) {
|
|
for(int j = 0; j < 32; ++j) {
|
|
for(int k = 0; k < 32; ++k) {
|
|
u32 col = (i<<10)|(j<<5)|k;
|
|
*dst++ = ((col&0xff)<<16)|(col&0xff00);
|
|
}
|
|
}
|
|
}
|
|
glTexImage3D(GL_TEXTURE_3D, 0, 4, 32, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, &conv32to16data[0]);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
|
|
GL_REPORT_ERROR();
|
|
if( err != GL_NO_ERROR ) bSuccess = false;
|
|
|
|
g_cgcontext = cgCreateContext();
|
|
|
|
cgvProf = CG_PROFILE_ARBVP1;
|
|
cgfProf = CG_PROFILE_ARBFP1;
|
|
cgGLEnableProfile(cgvProf);
|
|
cgGLEnableProfile(cgfProf);
|
|
cgGLSetOptimalOptions(cgvProf);
|
|
cgGLSetOptimalOptions(cgfProf);
|
|
|
|
cgGLSetManageTextureParameters(g_cgcontext, CG_FALSE);
|
|
//cgSetAutoCompile(g_cgcontext, CG_COMPILE_IMMEDIATE);
|
|
|
|
g_fparamFogColor = cgCreateParameter(g_cgcontext, CG_FLOAT4);
|
|
g_vparamPosXY[0] = cgCreateParameter(g_cgcontext, CG_FLOAT4);
|
|
g_vparamPosXY[1] = cgCreateParameter(g_cgcontext, CG_FLOAT4);
|
|
|
|
ERROR_LOG("Creating effects\n");
|
|
B_G(LoadEffects(), return false);
|
|
|
|
g_bDisplayMsg = 0;
|
|
|
|
|
|
// create a sample shader
|
|
clampInfo temp;
|
|
memset(&temp, 0, sizeof(temp));
|
|
temp.wms = 3; temp.wmt = 3;
|
|
|
|
g_nPixelShaderVer = 0;//SHADER_ACCURATE;
|
|
// test
|
|
bool bFailed;
|
|
FRAGMENTSHADER* pfrag = LoadShadeEffect(0, 1, 1, 1, 1, temp, 0, &bFailed);
|
|
if( bFailed || pfrag == NULL ) {
|
|
g_nPixelShaderVer = SHADER_ACCURATE|SHADER_REDUCED;
|
|
|
|
pfrag = LoadShadeEffect(0, 0, 1, 1, 0, temp, 0, &bFailed);
|
|
if( pfrag != NULL )
|
|
cgGLLoadProgram(pfrag->prog);
|
|
if( bFailed || pfrag == NULL || cgGetError() != CG_NO_ERROR ) {
|
|
g_nPixelShaderVer = SHADER_REDUCED;
|
|
ERROR_LOG("Basic shader test failed\n");
|
|
}
|
|
}
|
|
|
|
g_bDisplayMsg = 1;
|
|
if( g_nPixelShaderVer & SHADER_REDUCED )
|
|
conf.bilinear = 0;
|
|
|
|
ERROR_LOG("Creating extra effects\n");
|
|
B_G(LoadExtraEffects(), return false);
|
|
|
|
ERROR_LOG("using %s shaders\n", g_pShaders[g_nPixelShaderVer]);
|
|
|
|
GL_REPORT_ERROR();
|
|
if( err != GL_NO_ERROR ) bSuccess = false;
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
GL_BLEND_ALPHA(GL_ONE, GL_ZERO);
|
|
glBlendColorEXT(0, 0, 0, 0.5f);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
// points
|
|
// This was changed in SetAA - should we be changing it back?
|
|
glPointSize(1.0f);
|
|
g_nDepthBias = 0;
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
glEnable(GL_POLYGON_OFFSET_LINE);
|
|
glPolygonOffset(0, 1);
|
|
|
|
vb[0].Init(VB_BUFFERSIZE);
|
|
vb[1].Init(VB_BUFFERSIZE);
|
|
g_bSaveFlushedFrame = 1;
|
|
|
|
g_vsprog = g_psprog = 0;
|
|
|
|
if (glGetError() == GL_NO_ERROR)
|
|
return bSuccess;
|
|
else {
|
|
ERROR_LOG("ZZogl ERROR: in final init");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void ZeroGS::Destroy(BOOL bD3D)
|
|
{
|
|
if( s_aviinit ) {
|
|
StopCapture();
|
|
Stop_Avi();
|
|
ERROR_LOG("zerogs.avi stopped");
|
|
s_aviinit = 0;
|
|
}
|
|
|
|
g_MemTargs.Destroy();
|
|
s_RTs.Destroy();
|
|
s_DepthRTs.Destroy();
|
|
s_BitwiseTextures.Destroy();
|
|
|
|
SAFE_RELEASE_TEX(s_ptexInterlace);
|
|
SAFE_RELEASE_TEX(ptexBlocks);
|
|
SAFE_RELEASE_TEX(ptexBilinearBlocks);
|
|
SAFE_RELEASE_TEX(ptexConv16to32);
|
|
SAFE_RELEASE_TEX(ptexConv32to16);
|
|
|
|
vb[0].Destroy();
|
|
vb[1].Destroy();
|
|
|
|
if( g_vboBuffers.size() > 0 ) {
|
|
glDeleteBuffers((GLsizei)g_vboBuffers.size(), &g_vboBuffers[0]);
|
|
g_vboBuffers.clear();
|
|
}
|
|
g_nCurVBOIndex = 0;
|
|
|
|
for(int i = 0; i < ARRAY_SIZE(pvs); ++i) {
|
|
SAFE_RELEASE_PROG(pvs[i]);
|
|
}
|
|
for(int i = 0; i < ARRAY_SIZE(ppsRegular); ++i) {
|
|
SAFE_RELEASE_PROG(ppsRegular[i].prog);
|
|
}
|
|
for(int i = 0; i < ARRAY_SIZE(ppsTexture); ++i) {
|
|
SAFE_RELEASE_PROG(ppsTexture[i].prog);
|
|
}
|
|
|
|
SAFE_RELEASE_PROG(pvsBitBlt.prog);
|
|
SAFE_RELEASE_PROG(ppsBitBlt[0].prog); SAFE_RELEASE_PROG(ppsBitBlt[1].prog);
|
|
SAFE_RELEASE_PROG(ppsBitBltDepth.prog);
|
|
SAFE_RELEASE_PROG(ppsCRTCTarg[0].prog); SAFE_RELEASE_PROG(ppsCRTCTarg[1].prog);
|
|
SAFE_RELEASE_PROG(ppsCRTC[0].prog); SAFE_RELEASE_PROG(ppsCRTC[1].prog);
|
|
SAFE_RELEASE_PROG(ppsCRTC24[0].prog); SAFE_RELEASE_PROG(ppsCRTC24[1].prog);
|
|
SAFE_RELEASE_PROG(ppsOne.prog);
|
|
|
|
SAFE_DELETE(font_p);
|
|
|
|
#ifdef _WIN32
|
|
if (hRC) // Do We Have A Rendering Context?
|
|
{
|
|
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
|
|
{
|
|
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
|
}
|
|
|
|
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
|
|
{
|
|
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
|
}
|
|
hRC=NULL; // Set RC To NULL
|
|
}
|
|
|
|
if (hDC && !ReleaseDC(GShwnd,hDC)) // Are We Able To Release The DC
|
|
{
|
|
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
|
hDC=NULL; // Set DC To NULL
|
|
}
|
|
#else // linux
|
|
GLWin.DestroyWindow();
|
|
#endif
|
|
|
|
mapGLExtensions.clear();
|
|
}
|
|
|