mirror of https://github.com/PCSX2/pcsx2.git
343 lines
7.7 KiB
C++
343 lines
7.7 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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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, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSdx.h"
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#include "GSDeviceOGL.h"
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#include "resource.h"
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GSDeviceOGL::GSDeviceOGL()
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: m_hDC(NULL)
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, m_hGLRC(NULL)
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, m_vbo(0)
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, m_fbo(0)
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, m_topology(-1)
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{
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m_vertices.stride = 0;
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m_vertices.start = 0;
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m_vertices.count = 0;
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m_vertices.limit = 0;
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}
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GSDeviceOGL::~GSDeviceOGL()
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{
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if(m_vbo) glDeleteBuffers(1, &m_vbo);
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if(m_fbo) glDeleteFramebuffers(1, &m_fbo);
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#ifdef _WINDOWS
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if(m_hGLRC) {wglMakeCurrent(NULL, NULL); wglDeleteContext(m_hGLRC);}
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if(m_hDC) ReleaseDC((HWND)m_wnd->GetHandle(), m_hDC);
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#endif
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}
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void GSDeviceOGL::OnCgError(CGcontext ctx, CGerror err)
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{
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printf("%s\n", cgGetErrorString(err));
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printf("%s\n", cgGetLastListing(ctx)); // ?
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}
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bool GSDeviceOGL::Create(GSWnd* wnd, bool vsync)
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{
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if(!__super::Create(wnd, vsync))
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{
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return false;
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}
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cgSetErrorHandler(OnStaticCgError, this);
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#ifdef _WINDOWS
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PIXELFORMATDESCRIPTOR pfd;
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memset(&pfd, 0, sizeof(pfd));
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cColorBits = 32;
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pfd.cDepthBits = 32; // 24?
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pfd.cStencilBits = 8;
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pfd.iLayerType = PFD_MAIN_PLANE;
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m_hDC = GetDC((HWND)m_wnd->GetHandle());
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if(!m_hDC) return false;
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if(!SetPixelFormat(m_hDC, ChoosePixelFormat(m_hDC, &pfd), &pfd))
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{
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return false;
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}
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m_hGLRC = wglCreateContext(m_hDC);
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if(!m_hGLRC) return false;
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if(!wglMakeCurrent(m_hDC, m_hGLRC))
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{
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return false;
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}
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if(WGLEW_EXT_swap_control)
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{
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wglSwapIntervalEXT(vsync ? 1 : 0);
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}
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#endif
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if(glewInit() != GLEW_OK)
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{
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return false;
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}
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// const char* exts = (const char*)glGetString(GL_EXTENSIONS);
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glGenBuffers(1, &m_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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// TODO: setup layout?
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GSVector4i r = wnd->GetClientRect();
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Reset(r.width(), r.height(), false);
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return true;
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}
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bool GSDeviceOGL::Reset(int w, int h, bool fs)
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{
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if(!__super::Reset(w, h, fs))
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return false;
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m_backbuffer = new GSTextureOGL(0, GSTexture::RenderTarget, w, h);
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glCullFace(GL_FRONT_AND_BACK);
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glDisable(GL_LIGHTING);
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_SCISSOR_TEST);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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// glViewport(0, 0, w, h);
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if(m_fbo) {glDeleteFramebuffersEXT(1, &m_fbo); m_fbo = 0;}
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glGenFramebuffers(1, &m_fbo);
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if(m_fbo == 0) return false;
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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return true;
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}
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void GSDeviceOGL::Flip()
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{
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#ifdef _WINDOWS
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SwapBuffers(m_hDC);
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#endif
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}
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void GSDeviceOGL::BeginScene()
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{
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}
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void GSDeviceOGL::DrawPrimitive()
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{
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glDrawArrays(m_topology, m_vertices.count, m_vertices.start);
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}
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void GSDeviceOGL::EndScene()
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{
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m_vertices.start += m_vertices.count;
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m_vertices.count = 0;
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}
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void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
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{
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// TODO: disable scissor, color mask
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glClearColor(c.r, c.g, c.b, c.a);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c)
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{
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ClearRenderTarget(t, GSVector4(c) * (1.0f / 255));
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}
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void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
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{
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// TODO: disable scissor, depth mask
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glClearDepth(c);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
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{
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// TODO: disable scissor, depth (?) mask
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glClearStencil((GLint)c);
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glClear(GL_STENCIL_BUFFER_BIT);
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}
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GSTexture* GSDeviceOGL::Create(int type, int w, int h, int format)
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{
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GLuint texture = 0;
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switch(type)
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{
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case GSTexture::RenderTarget:
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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break;
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case GSTexture::DepthStencil:
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glGenRenderbuffersEXT(1, &texture);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, texture);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH32F_STENCIL8, w, h);
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// TODO: depth textures?
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break;
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case GSTexture::Texture:
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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break;
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case GSTexture::Offscreen:
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// TODO: ???
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break;
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}
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if(!texture) return false;
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GSTextureOGL* t = new GSTextureOGL(texture, type, w, h, format);
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switch(type)
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{
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case GSTexture::RenderTarget:
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ClearRenderTarget(t, 0);
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break;
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case GSTexture::DepthStencil:
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ClearDepth(t, 0);
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break;
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}
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return t;
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}
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GSTexture* GSDeviceOGL::CreateRenderTarget(int w, int h, int format)
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{
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return __super::CreateRenderTarget(w, h, format ? format : GL_RGBA8);
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}
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GSTexture* GSDeviceOGL::CreateDepthStencil(int w, int h, int format)
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{
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return __super::CreateDepthStencil(w, h, format ? format : GL_DEPTH32F_STENCIL8); // TODO: GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8
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}
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GSTexture* GSDeviceOGL::CreateTexture(int w, int h, int format)
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{
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return __super::CreateTexture(w, h, format ? format : GL_RGBA8);
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}
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GSTexture* GSDeviceOGL::CreateOffscreen(int w, int h, int format)
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{
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return __super::CreateOffscreen(w, h, format ? format : GL_RGBA8);
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}
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GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format)
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{
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// TODO
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return NULL;
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}
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void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
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{
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// TODO
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}
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void GSDeviceOGL::DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c)
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{
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// TODO
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}
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void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset)
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{
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// TODO
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}
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void GSDeviceOGL::IASetVertexBuffer(const void* vertices, size_t stride, size_t count)
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{
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ASSERT(m_vertices.count == 0);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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if(count * stride > m_vertices.limit * m_vertices.stride)
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{
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m_vertices.start = 0;
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m_vertices.count = 0;
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m_vertices.limit = 0;
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}
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if(m_vertices.limit == 0)
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{
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m_vertices.limit = max(count * 3 / 2, 10000);
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glBufferData(GL_ARRAY_BUFFER, m_vertices.limit * stride, NULL, GL_DYNAMIC_DRAW); // GL_STREAM_DRAW?
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}
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if(m_vertices.start + count > m_vertices.limit || stride != m_vertices.stride)
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{
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m_vertices.start = 0; // TODO: how to discard and not overwrite previous data?
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}
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if(GLvoid* v = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY))
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{
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GSVector4i::storent((uint8*)v + m_vertices.start * stride, vertices, count * stride);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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m_vertices.count = count;
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m_vertices.stride = stride;
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}
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void GSDeviceOGL::IASetInputLayout()
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{
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// TODO
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}
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void GSDeviceOGL::IASetPrimitiveTopology(int topology)
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{
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m_topology = topology;
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}
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