mirror of https://github.com/PCSX2/pcsx2.git
390 lines
11 KiB
C++
390 lines
11 KiB
C++
/* ZZ Open GL graphics plugin
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* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
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* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __ZEROGS_TARGETS_H__
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#define __ZEROGS_TARGETS_H__
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#define TARGET_VIRTUAL_KEY 0x80000000
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#include "PS2Edefs.h"
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#ifndef GL_TEXTURE_RECTANGLE
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#define GL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE_NV
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#endif
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namespace ZeroGS
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{
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inline u32 GetFrameKey(int fbp, int fbw, VB& curvb);
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// manages render targets
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class CRenderTargetMngr
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{
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public:
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typedef map<u32, CRenderTarget*> MAPTARGETS;
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enum TargetOptions
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{
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TO_DepthBuffer = 1,
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TO_StrictHeight = 2, // height returned has to be the same as requested
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TO_Virtual = 4
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};
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~CRenderTargetMngr() { Destroy(); }
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void Destroy();
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static MAPTARGETS::iterator GetOldestTarg(MAPTARGETS& m);
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CRenderTarget* GetTarg(const frameInfo& frame, u32 Options, int maxposheight);
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inline CRenderTarget* GetTarg(int fbp, int fbw, VB& curvb)
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{
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MAPTARGETS::iterator it = mapTargets.find(GetFrameKey(fbp, fbw, curvb));
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/* if (fbp == 0x3600 && fbw == 0x100 && it == mapTargets.end())
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{
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printf("%x\n", GetFrameKey(fbp, fbw, curvb)) ;
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printf("%x %x\n", fbp, fbw);
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for(MAPTARGETS::iterator it1 = mapTargets.begin(); it1 != mapTargets.end(); ++it1)
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printf ("\t %x %x %x %x\n", it1->second->fbw, it1->second->fbh, it1->second->psm, it1->second->fbp);
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}*/
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return it != mapTargets.end() ? it->second : NULL;
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}
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// gets all targets with a range
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void GetTargs(int start, int end, list<ZeroGS::CRenderTarget*>& listTargets) const;
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// resolves all targets within a range
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__forceinline void Resolve(int start, int end);
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__forceinline void ResolveAll()
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{
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for (MAPTARGETS::iterator it = mapTargets.begin(); it != mapTargets.end(); ++it)
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it->second->Resolve();
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}
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void DestroyAllTargs(int start, int end, int fbw);
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void DestroyIntersecting(CRenderTarget* prndr);
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// promotes a target from virtual to real
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inline CRenderTarget* Promote(u32 key)
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{
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assert(!(key & TARGET_VIRTUAL_KEY));
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// promote to regular targ
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CRenderTargetMngr::MAPTARGETS::iterator it = mapTargets.find(key | TARGET_VIRTUAL_KEY);
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assert(it != mapTargets.end());
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CRenderTarget* ptarg = it->second;
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mapTargets.erase(it);
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DestroyIntersecting(ptarg);
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it = mapTargets.find(key);
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if (it != mapTargets.end())
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{
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DestroyTarg(it->second);
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it->second = ptarg;
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}
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else
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mapTargets[key] = ptarg;
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if (conf.settings().resolve_promoted)
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ptarg->status = CRenderTarget::TS_Resolved;
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else
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ptarg->status = CRenderTarget::TS_NeedUpdate;
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return ptarg;
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}
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static void DestroyTarg(CRenderTarget* ptarg);
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void PrintTargets();
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MAPTARGETS mapTargets, mapDummyTargs;
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};
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class CMemoryTargetMngr
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{
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public:
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CMemoryTargetMngr() : curstamp(0) {}
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CMemoryTarget* GetMemoryTarget(const tex0Info& tex0, int forcevalidate); // pcbp is pointer to start of clut
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CMemoryTarget* MemoryTarget_SearchExistTarget(int start, int end, int nClutOffset, int clutsize, const tex0Info& tex0, int forcevalidate);
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CMemoryTarget* MemoryTarget_ClearedTargetsSearch(int fmt, int widthmult, int channels, int height);
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void Destroy(); // destroy all targs
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void ClearRange(int starty, int endy); // set all targets to cleared
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void DestroyCleared(); // flush all cleared targes
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void DestroyOldest();
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list<CMemoryTarget> listTargets, listClearedTargets;
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u32 curstamp;
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private:
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list<CMemoryTarget>::iterator DestroyTargetIter(list<CMemoryTarget>::iterator& it);
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};
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class CBitwiseTextureMngr
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{
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public:
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~CBitwiseTextureMngr() { Destroy(); }
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void Destroy();
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// 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
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__forceinline u32 GetTex(u32 bitvalue, u32 ptexDoNotDelete)
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{
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map<u32, u32>::iterator it = mapTextures.find(bitvalue);
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if (it != mapTextures.end()) return it->second;
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return GetTexInt(bitvalue, ptexDoNotDelete);
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}
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private:
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u32 GetTexInt(u32 bitvalue, u32 ptexDoNotDelete);
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map<u32, u32> mapTextures;
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};
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// manages
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class CRangeManager
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{
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public:
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CRangeManager()
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{
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ranges.reserve(16);
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}
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// [start, end)
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struct RANGE
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{
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RANGE() {}
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inline RANGE(int start, int end) : start(start), end(end) {}
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int start, end;
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};
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// works in semi logN
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void Insert(int start, int end);
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void RangeSanityCheck();
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inline void Clear()
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{
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ranges.resize(0);
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}
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vector<RANGE> ranges; // organized in ascending order, non-intersecting
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};
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extern CRenderTargetMngr s_RTs, s_DepthRTs;
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extern CBitwiseTextureMngr s_BitwiseTextures;
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extern CMemoryTargetMngr g_MemTargs;
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//extern u8 s_AAx, s_AAy;
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extern Point AA;
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// Real rendered width, depends on AA.
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inline int RW(int tbw)
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{
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return (tbw << AA.x);
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}
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// Real rendered height, depends on AA.
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inline int RH(int tbh)
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{
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return (tbh << AA.y);
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}
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/* inline void CreateTargetsList(int start, int end, list<ZeroGS::CRenderTarget*>& listTargs) {
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s_DepthRTs.GetTargs(start, end, listTargs);
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s_RTs.GetTargs(start, end, listTargs);
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}*/
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// This pattern of functions is called 3 times, so I add creating Targets list into one.
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inline list<ZeroGS::CRenderTarget*> CreateTargetsList(int start, int end)
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{
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list<ZeroGS::CRenderTarget*> listTargs;
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s_DepthRTs.GetTargs(start, end, listTargs);
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s_RTs.GetTargs(start, end, listTargs);
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return listTargs;
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}
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extern Vector g_vdepth;
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extern int icurctx;
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extern GLuint vboRect;
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// Unworking
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#define PSMPOSITION 28
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// Code width and height of frame into key, that used in targetmanager
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// This is 3 variants of one function, Key dependant on fbp and fbw.
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inline u32 GetFrameKey(const frameInfo& frame)
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{
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return (((frame.fbw) << 16) | (frame.fbp));
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}
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inline u32 GetFrameKey(CRenderTarget* frame)
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{
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return (((frame->fbw) << 16) | (frame->fbp));
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}
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inline u32 GetFrameKey(int fbp, int fbw, VB& curvb)
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{
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return (((fbw) << 16) | (fbp));
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}
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inline u16 ShiftHeight(int fbh, int fbp, int fbhCalc)
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{
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return fbh;
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}
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//#define FRAME_KEY_BY_FBH
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//FIXME: this code is for P4 and KH1. It should not be so strange!
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//Dummy targets was deleted from mapTargets, but not erased.
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inline u32 GetFrameKeyDummy(int fbp, int fbw, int fbh, int psm)
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{
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// if (fbp > 0x2000 && ZZOgl_fbh_Calc(fbp, fbw, psm) < 0x400 && ZZOgl_fbh_Calc(fbp, fbw, psm) != fbh)
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// ZZLog::Debug_Log("Z %x %x %x %x\n", fbh, fbhCalc, fbp, ZZOgl_fbh_Calc(fbp, fbw, psm));
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// height over 1024 would shrink to 1024, so dummy targets with calculated size more than 0x400 should be
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// distinct by real height. But in FFX there is 3e0 height target, so I put 0x300 as limit.
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#ifndef FRAME_KEY_BY_FBH
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int calc = ZZOgl_fbh_Calc(fbp, fbw, psm);
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if (/*fbp > 0x2000 && */calc < /*0x300*/0x2E0)
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return ((fbw << 16) | calc);
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else
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#endif
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return ((fbw << 16) | fbh);
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}
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inline u32 GetFrameKeyDummy(const frameInfo& frame)
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{
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return GetFrameKeyDummy(frame.fbp, frame.fbw, frame.fbh, frame.psm);
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}
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inline u32 GetFrameKeyDummy(CRenderTarget* frame)
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{
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return GetFrameKeyDummy(frame->fbp, frame->fbw, frame->fbh, frame->psm);
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}
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} // End of namespace
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#include "Mem.h"
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static __forceinline void DrawTriangleArray()
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{
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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GL_REPORT_ERRORD();
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}
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static __forceinline void DrawBuffers(GLenum *buffer)
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{
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if (glDrawBuffers != NULL)
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{
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glDrawBuffers(1, buffer);
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}
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GL_REPORT_ERRORD();
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}
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static __forceinline void FBTexture(int attach, int id = 0)
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{
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + attach, GL_TEXTURE_RECTANGLE_NV, id, 0);
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GL_REPORT_ERRORD();
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}
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static __forceinline void Texture2D(GLint iFormat, GLint width, GLint height, GLenum format, GLenum type, const GLvoid* pixels)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, iFormat, width, height, 0, format, type, pixels);
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}
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static __forceinline void Texture2D(GLint iFormat, GLenum format, GLenum type, const GLvoid* pixels)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, iFormat, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, format, type, pixels);
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}
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static __forceinline void Texture3D(GLint iFormat, GLint width, GLint height, GLint depth, GLenum format, GLenum type, const GLvoid* pixels)
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{
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glTexImage3D(GL_TEXTURE_3D, 0, iFormat, width, height, depth, 0, format, type, pixels);
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}
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static __forceinline void TextureRect(GLint iFormat, GLint width, GLint height, GLenum format, GLenum type, const GLvoid* pixels)
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{
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glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, iFormat, width, height, 0, format, type, pixels);
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}
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static __forceinline void TextureRect2(GLint iFormat, GLint width, GLint height, GLenum format, GLenum type, const GLvoid* pixels)
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{
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, iFormat, width, height, 0, format, type, pixels);
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}
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static __forceinline void TextureRect(GLenum attach, GLuint id = 0)
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{
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attach, GL_RENDERBUFFER_EXT, id);
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}
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static __forceinline void setTex2DFilters(GLint type)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, type);
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}
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static __forceinline void setTex2DWrap(GLint type)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, type);
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}
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static __forceinline void setTex3DFilters(GLint type)
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{
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, type);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, type);
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}
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static __forceinline void setTex3DWrap(GLint type)
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{
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, type);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, type);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, type);
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}
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static __forceinline void setRectFilters(GLint type)
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{
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, type);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, type);
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}
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static __forceinline void setRectWrap(GLint type)
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{
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, type);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, type);
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}
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static __forceinline void setRectWrap2(GLint type)
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{
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glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, type);
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glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, type);
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}
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#endif
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