pcsx2/plugins/zzogl-pg/opengl/targets.h

698 lines
19 KiB
C++

/* ZZ Open GL graphics plugin
* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __ZEROGS_TARGETS_H__
#define __ZEROGS_TARGETS_H__
#define TARGET_VIRTUAL_KEY 0x80000000
#include "PS2Edefs.h"
#ifndef GL_TEXTURE_RECTANGLE
#define GL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE_NV
#endif
#define VB_BUFFERSIZE 0x400
// managers render-to-texture targets
class CRenderTarget
{
public:
CRenderTarget();
virtual ~CRenderTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
// set the GPU_POSXY variable, scissor rect, and current render target
void SetTarget(int fbplocal, const Rect2& scissor, int context);
void SetViewport();
// copies/creates the feedback contents
inline void CreateFeedback()
{
if (ptexFeedback == 0 || !(status&TS_FeedbackReady))
_CreateFeedback();
}
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* pdepth);
virtual void ConvertTo32(); // converts a psm==2 target, to a psm==0
virtual void ConvertTo16(); // converts a psm==0 target, to a psm==2
virtual bool IsDepth() { return false; }
void SetRenderTarget(int targ);
void* psys; // system data used for comparison
u32 ptex;
int fbp, fbw, fbh, fbhCalc; // if fbp is negative, virtual target (not mapped to any real addr)
int start, end; // in bytes
u32 lastused; // time stamp since last used
float4 vposxy;
u32 fbm;
u16 status;
u8 psm;
u8 resv0;
Rect scissorrect;
u8 created; // Check for object destruction/creating for r201.
//int startresolve, endresolve;
u32 nUpdateTarg; // use this target to update the texture if non 0 (one time only)
// this is optionally used when feedback effects are used (render target is used as a texture when rendering to itself)
u32 ptexFeedback;
enum TargetStatus
{
TS_Resolved = 1,
TS_NeedUpdate = 2,
TS_Virtual = 4, // currently not mapped to memory
TS_FeedbackReady = 8, // feedback effect is ready and doesn't need to be updated
TS_NeedConvert32 = 16,
TS_NeedConvert16 = 32,
};
inline float4 DefaultBitBltPos();
inline float4 DefaultBitBltTex();
private:
void _CreateFeedback();
inline bool InitialiseDefaultTexture(u32 *p_ptr, int fbw, int fbh) ;
};
// manages zbuffers
class CDepthTarget : public CRenderTarget
{
public:
CDepthTarget();
virtual ~CDepthTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* prndr);
virtual bool IsDepth() { return true; }
void SetDepthStencilSurface();
u32 pdepth; // 24 bit, will contain the stencil buffer if possible
u32 pstencil; // if not 0, contains the stencil buffer
int icount; // internal counter
};
// manages contiguous chunks of memory (width is always 1024)
class CMemoryTarget
{
public:
struct TEXTURE
{
inline TEXTURE() : tex(0), memptr(NULL), ref(0) {}
inline ~TEXTURE() { glDeleteTextures(1, &tex); _aligned_free(memptr); }
u32 tex;
u8* memptr; // GPU memory used for comparison
int ref;
};
inline CMemoryTarget() : ptex(NULL), starty(0), height(0), realy(0), realheight(0), usedstamp(0), psm(0), cpsm(0), channels(0), clearminy(0), clearmaxy(0), validatecount(0) {}
inline CMemoryTarget(const CMemoryTarget& r)
{
ptex = r.ptex;
if (ptex != NULL) ptex->ref++;
starty = r.starty;
height = r.height;
realy = r.realy;
realheight = r.realheight;
usedstamp = r.usedstamp;
psm = r.psm;
cpsm = r.cpsm;
clut = r.clut;
clearminy = r.clearminy;
clearmaxy = r.clearmaxy;
widthmult = r.widthmult;
texH = r.texH;
texW = r.texW;
channels = r.channels;
validatecount = r.validatecount;
fmt = r.fmt;
}
~CMemoryTarget() { Destroy(); }
inline void Destroy()
{
if (ptex != NULL && ptex->ref > 0)
{
if (--ptex->ref <= 0) delete ptex;
}
ptex = NULL;
}
// returns true if clut data is synced
bool ValidateClut(const tex0Info& tex0);
// returns true if tex data is synced
bool ValidateTex(const tex0Info& tex0, int starttex, int endtex, bool bDeleteBadTex);
// realy is offset in pixels from start of valid region
// so texture in memory is [realy,starty+height]
// valid texture is [starty,starty+height]
// offset in mem [starty-realy, height]
TEXTURE* ptex; // can be 16bit
int starty, height; // assert(starty >= realy)
int realy, realheight; // this is never touched once allocated
// realy is start pointer of data in 4M data block (start) and size (end-start).
u32 usedstamp;
u8 psm, cpsm; // texture and clut format. For psm, only 16bit/32bit differentiation matters
u32 fmt;
int widthmult; // Either 1 or 2.
int channels; // The number of pixels per PSM format word. channels == PIXELS_PER_WORD(psm)
// This is the real drawing size in pixels of the texture in renderbuffer.
int texW; // (realheight + widthmult - 1)/widthmult == realheight or [(realheight+1)/2]
int texH; // GPU_TEXWIDTH *widthmult * channels;
int clearminy, clearmaxy; // when maxy > 0, need to check for clearing
int validatecount; // count how many times has been validated, if too many, destroy
vector<u8> clut; // if nonzero, texture uses CLUT
};
struct VB
{
VB();
~VB();
void Destroy();
inline bool CheckPrim()
{
static const int PRIMMASK = 0x0e; // for now ignore 0x10 (AA)
if ((PRIMMASK & prim->_val) != (PRIMMASK & curprim._val) || primtype[prim->prim] != primtype[curprim.prim])
return nCount > 0;
return false;
}
void CheckFrame(int tbp);
// context specific state
Point offset;
Rect2 scissor;
tex0Info tex0;
tex1Info tex1;
miptbpInfo miptbp0;
miptbpInfo miptbp1;
alphaInfo alpha;
fbaInfo fba;
clampInfo clamp;
pixTest test;
u32 ptexClamp[2]; // textures for x and y dir region clamping
public:
void FlushTexData();
inline int CheckFrameAddConstraints(int tbp);
inline void CheckScissors(int maxpos);
inline void CheckFrame32bitRes(int maxpos);
inline int FindMinimalMemoryConstrain(int tbp, int maxpos);
inline int FindZbufferMemoryConstrain(int tbp, int maxpos);
inline int FindMinimalHeightConstrain(int maxpos);
inline int CheckFrameResolveRender(int tbp);
inline void CheckFrame16vs32Conversion();
inline int CheckFrameResolveDepth(int tbp);
inline void FlushTexUnchangedClutDontUpdate() ;
inline void FlushTexClutDontUpdate() ;
inline void FlushTexClutting() ;
inline void FlushTexSetNewVars(u32 psm) ;
// notify VB that nVerts need to be written to pbuf
inline void NotifyWrite(int nVerts)
{
assert(pBufferData != NULL && nCount <= nNumVertices && nVerts > 0);
if (nCount + nVerts > nNumVertices)
{
// recreate except with a bigger count
VertexGPU* ptemp = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nNumVertices * 2, 256);
memcpy_amd(ptemp, pBufferData, sizeof(VertexGPU) * nCount);
nNumVertices *= 2;
assert(nCount + nVerts <= nNumVertices);
_aligned_free(pBufferData);
pBufferData = ptemp;
}
}
void Init(int nVerts)
{
if (pBufferData == NULL && nVerts > 0)
{
pBufferData = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nVerts, 256);
nNumVertices = nVerts;
}
nCount = 0;
}
u8 bNeedFrameCheck;
u8 bNeedZCheck;
u8 bNeedTexCheck;
u8 dummy0;
union
{
struct
{
u8 bTexConstsSync; // only pixel shader constants that context owns
u8 bVarsTexSync; // texture info
u8 bVarsSetTarg;
u8 dummy1;
};
u32 bSyncVars;
};
int ictx;
VertexGPU* pBufferData; // current allocated data
int nNumVertices; // size of pBufferData in terms of VertexGPU objects
int nCount;
primInfo curprim; // the previous prim the current buffers are set to
zbufInfo zbuf;
frameInfo gsfb; // the real info set by FRAME cmd
frameInfo frame;
int zprimmask; // zmask for incoming points
union
{
u32 uCurTex0Data[2]; // current tex0 data
GIFRegTEX0 uCurTex0;
};
u32 uNextTex0Data[2]; // tex0 data that has to be applied if bNeedTexCheck is 1
//int nFrameHeights[8]; // frame heights for the past frame changes
int nNextFrameHeight;
CMemoryTarget* pmemtarg; // the current mem target set
CRenderTarget* prndr;
CDepthTarget* pdepth;
};
inline u32 GetFrameKey(int fbp, int fbw, VB& curvb);
// manages render targets
class CRenderTargetMngr
{
public:
typedef map<u32, CRenderTarget*> MAPTARGETS;
enum TargetOptions
{
TO_DepthBuffer = 1,
TO_StrictHeight = 2, // height returned has to be the same as requested
TO_Virtual = 4
};
~CRenderTargetMngr() { Destroy(); }
void Destroy();
static MAPTARGETS::iterator GetOldestTarg(MAPTARGETS& m);
bool isFound(const frameInfo& frame, MAPTARGETS::iterator& it, u32 opts, u32 key, int maxposheight);
CRenderTarget* GetTarg(const frameInfo& frame, u32 Options, int maxposheight);
inline CRenderTarget* GetTarg(int fbp, int fbw, VB& curvb)
{
MAPTARGETS::iterator it = mapTargets.find(GetFrameKey(fbp, fbw, curvb));
/* if (fbp == 0x3600 && fbw == 0x100 && it == mapTargets.end())
{
ZZLog::Debug_Log("%x", GetFrameKey(fbp, fbw, curvb)) ;
ZZLog::Debug_Log("%x %x", fbp, fbw);
for(MAPTARGETS::iterator it1 = mapTargets.begin(); it1 != mapTargets.end(); ++it1)
ZZLog::Debug_Log("\t %x %x %x %x", it1->second->fbw, it1->second->fbh, it1->second->psm, it1->second->fbp);
}*/
return it != mapTargets.end() ? it->second : NULL;
}
// gets all targets with a range
void GetTargs(int start, int end, list<CRenderTarget*>& listTargets) const;
// resolves all targets within a range
__forceinline void Resolve(int start, int end);
__forceinline void ResolveAll()
{
for (MAPTARGETS::iterator it = mapTargets.begin(); it != mapTargets.end(); ++it)
it->second->Resolve();
}
void DestroyAllTargs(int start, int end, int fbw);
void DestroyIntersecting(CRenderTarget* prndr);
// promotes a target from virtual to real
inline CRenderTarget* Promote(u32 key)
{
assert(!(key & TARGET_VIRTUAL_KEY));
// promote to regular targ
CRenderTargetMngr::MAPTARGETS::iterator it = mapTargets.find(key | TARGET_VIRTUAL_KEY);
assert(it != mapTargets.end());
CRenderTarget* ptarg = it->second;
mapTargets.erase(it);
DestroyIntersecting(ptarg);
it = mapTargets.find(key);
if (it != mapTargets.end())
{
DestroyTarg(it->second);
it->second = ptarg;
}
else
mapTargets[key] = ptarg;
if (conf.settings().resolve_promoted)
ptarg->status = CRenderTarget::TS_Resolved;
else
ptarg->status = CRenderTarget::TS_NeedUpdate;
return ptarg;
}
static void DestroyTarg(CRenderTarget* ptarg);
void PrintTargets();
MAPTARGETS mapTargets, mapDummyTargs;
};
class CMemoryTargetMngr
{
public:
CMemoryTargetMngr() : curstamp(0) {}
CMemoryTarget* GetMemoryTarget(const tex0Info& tex0, int forcevalidate); // pcbp is pointer to start of clut
CMemoryTarget* SearchExistTarget(int start, int end, int nClutOffset, int clutsize, const tex0Info& tex0, int forcevalidate);
CMemoryTarget* ClearedTargetsSearch(int fmt, int widthmult, int channels, int height);
int CompareTarget(list<CMemoryTarget>::iterator& it, const tex0Info& tex0, int clutsize, int nClutOffset);
void Destroy(); // destroy all targs
void ClearRange(int starty, int endy); // set all targets to cleared
void DestroyCleared(); // flush all cleared targes
void DestroyOldest();
list<CMemoryTarget> listTargets, listClearedTargets;
u32 curstamp;
private:
list<CMemoryTarget>::iterator DestroyTargetIter(list<CMemoryTarget>::iterator& it);
void GetClutVariables(int& nClutOffset, int& clutsize, const tex0Info& tex0);
void GetMemAddress(int& start, int& end, const tex0Info& tex0);
};
class CBitwiseTextureMngr
{
public:
~CBitwiseTextureMngr() { Destroy(); }
void Destroy();
// since GetTex can delete textures to free up mem, it is dangerous if using that texture, so specify at least one other tex to save
__forceinline u32 GetTex(u32 bitvalue, u32 ptexDoNotDelete)
{
map<u32, u32>::iterator it = mapTextures.find(bitvalue);
if (it != mapTextures.end()) return it->second;
return GetTexInt(bitvalue, ptexDoNotDelete);
}
private:
u32 GetTexInt(u32 bitvalue, u32 ptexDoNotDelete);
map<u32, u32> mapTextures;
};
// manages
class CRangeManager
{
public:
CRangeManager()
{
ranges.reserve(16);
}
// [start, end)
struct RANGE
{
RANGE() {}
inline RANGE(int start, int end) : start(start), end(end) {}
int start, end;
};
// works in semi logN
void Insert(int start, int end);
void RangeSanityCheck();
inline void Clear()
{
ranges.resize(0);
}
vector<RANGE> ranges; // organized in ascending order, non-intersecting
};
extern CRenderTargetMngr s_RTs, s_DepthRTs;
extern CBitwiseTextureMngr s_BitwiseTextures;
extern CMemoryTargetMngr g_MemTargs;
//extern u8 s_AAx, s_AAy;
extern Point AA;
// Real rendered width, depends on AA.
inline int RW(int tbw)
{
return (tbw << AA.x);
}
// Real rendered height, depends on AA.
inline int RH(int tbh)
{
return (tbh << AA.y);
}
/* inline void CreateTargetsList(int start, int end, list<CRenderTarget*>& listTargs) {
s_DepthRTs.GetTargs(start, end, listTargs);
s_RTs.GetTargs(start, end, listTargs);
}*/
// This pattern of functions is called 3 times, so I add creating Targets list into one.
inline list<CRenderTarget*> CreateTargetsList(int start, int end)
{
list<CRenderTarget*> listTargs;
s_DepthRTs.GetTargs(start, end, listTargs);
s_RTs.GetTargs(start, end, listTargs);
return listTargs;
}
extern int icurctx;
extern GLuint vboRect;
// Unworking
#define PSMPOSITION 28
// Code width and height of frame into key, that used in targetmanager
// This is 3 variants of one function, Key dependant on fbp and fbw.
inline u32 GetFrameKey(const frameInfo& frame)
{
return (((frame.fbw) << 16) | (frame.fbp));
}
inline u32 GetFrameKey(CRenderTarget* frame)
{
return (((frame->fbw) << 16) | (frame->fbp));
}
inline u32 GetFrameKey(int fbp, int fbw, VB& curvb)
{
return (((fbw) << 16) | (fbp));
}
inline u16 ShiftHeight(int fbh, int fbp, int fbhCalc)
{
return fbh;
}
//#define FRAME_KEY_BY_FBH
//FIXME: this code is for P4 and KH1. It should not be so strange!
//Dummy targets was deleted from mapTargets, but not erased.
inline u32 GetFrameKeyDummy(int fbp, int fbw, int fbh, int psm)
{
// if (fbp > 0x2000 && ZZOgl_fbh_Calc(fbp, fbw, psm) < 0x400 && ZZOgl_fbh_Calc(fbp, fbw, psm) != fbh)
// ZZLog::Debug_Log("Z %x %x %x %x\n", fbh, fbhCalc, fbp, ZZOgl_fbh_Calc(fbp, fbw, psm));
// height over 1024 would shrink to 1024, so dummy targets with calculated size more than 0x400 should be
// distinct by real height. But in FFX there is 3e0 height target, so I put 0x300 as limit.
#ifndef FRAME_KEY_BY_FBH
int calc = ZZOgl_fbh_Calc(fbp, fbw, psm);
if (/*fbp > 0x2000 && */calc < /*0x300*/0x2E0)
return ((fbw << 16) | calc);
else
#endif
return ((fbw << 16) | fbh);
}
inline u32 GetFrameKeyDummy(const frameInfo& frame)
{
return GetFrameKeyDummy(frame.fbp, frame.fbw, frame.fbh, frame.psm);
}
inline u32 GetFrameKeyDummy(CRenderTarget* frame)
{
return GetFrameKeyDummy(frame->fbp, frame->fbw, frame->fbh, frame->psm);
}
#include "Mem.h"
static __forceinline void DrawTriangleArray()
{
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GL_REPORT_ERRORD();
}
static __forceinline void DrawBuffers(GLenum *buffer)
{
if (glDrawBuffers != NULL)
{
glDrawBuffers(1, buffer);
}
GL_REPORT_ERRORD();
}
static __forceinline void FBTexture(int attach, int id = 0)
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + attach, GL_TEXTURE_RECTANGLE_NV, id, 0);
GL_REPORT_ERRORD();
}
static __forceinline void Texture2D(GLint iFormat, GLint width, GLint height, GLenum format, GLenum type, const GLvoid* pixels)
{
glTexImage2D(GL_TEXTURE_2D, 0, iFormat, width, height, 0, format, type, pixels);
}
static __forceinline void Texture2D(GLint iFormat, GLenum format, GLenum type, const GLvoid* pixels)
{
glTexImage2D(GL_TEXTURE_2D, 0, iFormat, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, format, type, pixels);
}
static __forceinline void Texture3D(GLint iFormat, GLint width, GLint height, GLint depth, GLenum format, GLenum type, const GLvoid* pixels)
{
glTexImage3D(GL_TEXTURE_3D, 0, iFormat, width, height, depth, 0, format, type, pixels);
}
static __forceinline void TextureRect(GLint iFormat, GLint width, GLint height, GLenum format, GLenum type, const GLvoid* pixels)
{
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, iFormat, width, height, 0, format, type, pixels);
}
static __forceinline void TextureRect2(GLint iFormat, GLint width, GLint height, GLenum format, GLenum type, const GLvoid* pixels)
{
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, iFormat, width, height, 0, format, type, pixels);
}
static __forceinline void TextureRect(GLenum attach, GLuint id = 0)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attach, GL_RENDERBUFFER_EXT, id);
}
static __forceinline void setTex2DFilters(GLint type)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, type);
}
static __forceinline void setTex2DWrap(GLint type)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, type);
}
static __forceinline void setTex3DFilters(GLint type)
{
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, type);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, type);
}
static __forceinline void setTex3DWrap(GLint type)
{
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, type);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, type);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, type);
}
static __forceinline void setRectFilters(GLint type)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, type);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, type);
}
static __forceinline void setRectWrap(GLint type)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, type);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, type);
}
static __forceinline void setRectWrap2(GLint type)
{
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, type);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, type);
}
// VB variables
extern VB vb[2];
#endif