pcsx2/plugins/zzogl-pg/opengl/ZZoglCreate.cpp

819 lines
24 KiB
C++

/* ZZ Open GL graphics plugin
* Copyright (c)2009 zeydlitz@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2006
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// Create and Destroy function. They would be called once per session.
//------------------ Includes
#include "GS.h"
#include "Mem.h"
#include "zerogs.h"
#include "ZeroGSShaders/zerogsshaders.h"
#include "targets.h"
// This include for windows resource file with Shaders
#ifdef _WIN32
# include "Win32.h"
#endif
//------------------ Defines
#ifdef _WIN32
#define GL_LOADFN(name) { \
if( (*(void**)&name = (void*)wglGetProcAddress(#name)) == NULL ) { \
ERROR_LOG("Failed to find %s, exiting\n", #name); \
} \
}
#else
// let GLEW take care of it
#define GL_LOADFN(name)
#endif
#define GL_BLEND_RGB(src, dst) { \
s_srcrgb = src; \
s_dstrgb = dst; \
zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
}
#define GL_BLEND_ALPHA(src, dst) { \
s_srcalpha = src; \
s_dstalpha = dst; \
zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
}
#define GL_BLEND_ALL(srcrgb, dstrgb, srcalpha, dstalpha) { \
s_srcrgb = srcrgb; \
s_dstrgb = dstrgb; \
s_srcalpha = srcalpha; \
s_dstalpha = dstalpha; \
zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
}
#define GL_BLEND_SET() zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha)
#define GL_STENCILFUNC(func, ref, mask) { \
s_stencilfunc = func; \
s_stencilref = ref; \
s_stencilmask = mask; \
glStencilFunc(func, ref, mask); \
}
#define GL_STENCILFUNC_SET() glStencilFunc(s_stencilfunc, s_stencilref, s_stencilmask)
#define VB_BUFFERSIZE 0x400
#define VB_NUMBUFFERS 512
// ----------------- Types
typedef void (APIENTRYP _PFNSWAPINTERVAL) (int);
map<string, GLbyte> mapGLExtensions;
namespace ZeroGS{
RenderFormatType g_RenderFormatType = RFT_float16;
extern void KickPoint();
extern void KickLine();
extern void KickTriangle();
extern void KickTriangleFan();
extern void KickSprite();
extern void KickDummy();
extern bool LoadEffects();
extern bool LoadExtraEffects();
extern FRAGMENTSHADER* LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed);
VERTEXSHADER pvsBitBlt;
GLuint vboRect = 0;
vector<GLuint> g_vboBuffers; // VBOs for all drawing commands
int g_nCurVBOIndex = 0;
inline bool CreateImportantCheck();
inline void CreateOtherCheck();
inline bool CreateOpenShadersFile();
}
//------------------ Dummies
#ifdef _WIN32
void __stdcall glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4)
#else
void APIENTRY glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4)
#endif
{
glBlendFunc(e1, e2);
}
#ifdef _WIN32
void __stdcall glBlendEquationSeparateDummy(GLenum e1, GLenum e2)
#else
void APIENTRY glBlendEquationSeparateDummy(GLenum e1, GLenum e2)
#endif
{
glBlendEquation(e1);
}
#ifdef _WIN32
extern HINSTANCE hInst;
void (__stdcall *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL;
void (__stdcall *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL;
#else
void (APIENTRY *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL;
void (APIENTRY *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL;
#endif
//------------------ variables
////////////////////////////
// State parameters
float fiRendWidth, fiRendHeight;
u8* s_lpShaderResources = NULL;
CGprogram pvs[16] = {NULL};
// String's for shader file in developer's mode
#ifdef DEVBUILD
char* EFFECT_NAME="";
char* EFFECT_DIR="";
#endif
/////////////////////
// graphics resources
FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
FRAGMENTSHADER ppsCRTC[2], ppsCRTC24[2], ppsCRTCTarg[2];
GLenum s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha; // set by zgsBlendFuncSeparateEXT
u32 s_stencilfunc, s_stencilref, s_stencilmask;
GLenum s_drawbuffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
GLenum g_internalFloatFmt = GL_ALPHA_FLOAT32_ATI;
GLenum g_internalRGBAFloatFmt = GL_RGBA_FLOAT32_ATI;
GLenum g_internalRGBAFloat16Fmt = GL_RGBA_FLOAT16_ATI;
u32 ptexLogo = 0;
int nLogoWidth, nLogoHeight;
u32 s_ptexInterlace = 0; // holds interlace fields
//------------------ Global Variables
int g_MaxTexWidth = 4096, g_MaxTexHeight = 4096;
u32 s_uFramebuffer = 0;
CGprofile cgvProf, cgfProf;
int g_nPixelShaderVer = 0; // default
RasterFont* font_p = NULL;
float g_fBlockMult = 1;
int s_nFullscreen = 0;
u32 ptexBlocks = 0, ptexConv16to32 = 0; // holds information on block tiling
u32 ptexBilinearBlocks = 0;
u32 ptexConv32to16 = 0;
BOOL g_bDisplayMsg = 1;
int g_nDepthBias = 0;
BOOL g_bSaveFlushedFrame = 0;
//------------------ Code
bool ZeroGS::IsGLExt( const char* szTargetExtension )
{
return mapGLExtensions.find(string(szTargetExtension)) != mapGLExtensions.end();
}
inline bool
ZeroGS::Create_Window(int _width, int _height) {
nBackbufferWidth = _width;
nBackbufferHeight = _height;
fiRendWidth = 1.0f / nBackbufferWidth;
fiRendHeight = 1.0f / nBackbufferHeight;
if (!GLWin.DisplayWindow(_width, _height)) return false;
s_nFullscreen = (conf.options & GSOPTION_FULLSCREEN) ? 1 : 0;
conf.mrtdepth = 0; // for now
return true;
}
// Function ask about differnt OGL extensions, that are required to setup accordingly. Return false if cheks failed
inline bool ZeroGS::CreateImportantCheck() {
bool bSuccess = true;
#ifndef _WIN32
int const glew_ok = glewInit();
if( glew_ok != GLEW_OK ) {
ERROR_LOG("glewInit() is not ok!\n");
bSuccess = false;
}
#endif
if( !IsGLExt("GL_EXT_framebuffer_object") ) {
ERROR_LOG("*********\nZZogl: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nZZogl: *********\n");
bSuccess = false;
}
if( !IsGLExt("GL_EXT_secondary_color") ) {
ERROR_LOG("*********\nZZogl: OGL WARNING: Need GL_EXT_secondary_color\nZZogl: *********\n");
bSuccess = false;
}
// load the effect, find the best profiles (if any)
if( cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE ) {
ERROR_LOG("arbvp1 not supported\n");
bSuccess = false;
}
if( cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE ) {
ERROR_LOG("arbfp1 not supported\n");
bSuccess = false;
}
return bSuccess;
}
// This is check for less important open gl extensions.
inline void ZeroGS::CreateOtherCheck() {
if( !IsGLExt("GL_EXT_blend_equation_separate") || glBlendEquationSeparateEXT == NULL ) {
ERROR_LOG("*********\nZZogl: OGL WARNING: Need GL_EXT_blend_equation_separate\nZZogl: *********\n");
zgsBlendEquationSeparateEXT = glBlendEquationSeparateDummy;
}
else
zgsBlendEquationSeparateEXT = glBlendEquationSeparateEXT;
if( !IsGLExt("GL_EXT_blend_func_separate") || glBlendFuncSeparateEXT == NULL ) {
ERROR_LOG("*********\nZZogl: OGL WARNING: Need GL_EXT_blend_func_separate\nZZogl: *********\n");
zgsBlendFuncSeparateEXT = glBlendFuncSeparateDummy;
}
else
zgsBlendFuncSeparateEXT = glBlendFuncSeparateEXT;
if( !IsGLExt("GL_ARB_draw_buffers") && !IsGLExt("GL_ATI_draw_buffers") ) {
ERROR_LOG("*********\nZZogl: OGL WARNING: multiple render targets not supported, some effects might look bad\nZZogl: *********\n");
conf.mrtdepth = 0;
}
if( IsGLExt("GL_ARB_draw_buffers") )
glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffers");
else if( IsGLExt("GL_ATI_draw_buffers") )
glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffersATI");
if (!IsGLExt("GL_ARB_multitexture"))
ERROR_LOG("No multitexturing\n");
else
ERROR_LOG("Using multitexturing\n");
GLint Max_Texture_Size_NV = 0;
GLint Max_Texture_Size_2d = 0;
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, &Max_Texture_Size_NV);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &Max_Texture_Size_2d);
ERROR_LOG("Maximun texture size is %d for Tex_2d and %d for Tex_NV\n", Max_Texture_Size_2d, Max_Texture_Size_NV);
if (Max_Texture_Size_NV < 1024)
ERROR_LOG("Could not properly made bitmasks, so some textures should be missed\n");
/* Zeydlitz: we don't support 128-bit targets yet. they are slow and weirdo
if( g_GameSettings & GAME_32BITTARGS ) {
g_RenderFormatType = RFT_byte8;
ERROR_LOG("Setting 32 bit render target\n");
}
else {
if( !IsGLExt("GL_NV_float_buffer") && !IsGLExt("GL_ARB_color_buffer_float") && !IsGLExt("ATI_pixel_format_float") ) {
ERROR_LOG("******\nZZogl: GS WARNING: Floating point render targets not supported, switching to 32bit\nZZogl: *********\n");
g_RenderFormatType = RFT_byte8;
}
}*/
g_RenderFormatType = RFT_byte8;
#ifdef _WIN32
if( IsGLExt("WGL_EXT_swap_control") || IsGLExt("EXT_swap_control") )
wglSwapIntervalEXT(0);
#else
if( IsGLExt("GLX_SGI_swap_control") ) {
_PFNSWAPINTERVAL swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapInterval");
if( !swapinterval )
swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapIntervalSGI");
if( !swapinterval )
swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapIntervalEXT");
if( swapinterval )
swapinterval(0);
else
ERROR_LOG("no support for SwapInterval (framerate clamped to monitor refresh rate)\n");
}
#endif
}
// open shader file according to build target
inline bool ZeroGS::CreateOpenShadersFile() {
#ifndef DEVBUILD
# ifdef _WIN32
HRSRC hShaderSrc = FindResource(hInst, MAKEINTRESOURCE(IDR_SHADERS), RT_RCDATA);
assert( hShaderSrc != NULL );
HGLOBAL hShaderGlob = LoadResource(hInst, hShaderSrc);
assert( hShaderGlob != NULL );
s_lpShaderResources = (u8*)LockResource(hShaderGlob);
# else // not _WIN32
FILE* fres = fopen("ps2hw.dat", "rb");
if( fres == NULL ) {
fres = fopen("plugins/ps2hw.dat", "rb");
if( fres == NULL ) {
ERROR_LOG("Cannot find ps2hw.dat in working directory. Exiting\n");
return false;
}
}
fseek(fres, 0, SEEK_END);
size_t s = ftell(fres);
s_lpShaderResources = new u8[s+1];
fseek(fres, 0, SEEK_SET);
fread(s_lpShaderResources, s, 1, fres);
s_lpShaderResources[s] = 0;
# endif // _WIN32
#else // NOT RELEASE_TO_PUBLIC
# ifndef _WIN32 // NOT WINDOWS
// test if ps2hw.fx exists
char tempstr[255];
char curwd[255];
getcwd(curwd, ARRAY_SIZE(curwd));
strcpy(tempstr, "/plugins/");
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;
}
const static char* g_pShaders[] = { "full", "reduced", "accurate", "accurate-reduced" };
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);
GLWin.ReleaseWindow();
mapGLExtensions.clear();
}