pcsx2/plugins/GSdx/GSTextureFXOGL.cpp

163 lines
4.0 KiB
C++

/*
* Copyright (C) 2011-2011 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* 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, 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 GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSDeviceOGL.h"
#include "GSTables.h"
static const uint32 g_vs_cb_index = 20;
static const uint32 g_ps_cb_index = 21;
static const uint32 g_gs_cb_index = 22;
void GSDeviceOGL::CreateTextureFX()
{
GL_PUSH("CreateTextureFX");
m_vs_cb = new GSUniformBufferOGL(g_vs_cb_index, sizeof(VSConstantBuffer));
m_ps_cb = new GSUniformBufferOGL(g_ps_cb_index, sizeof(PSConstantBuffer));
// warning 1 sampler by image unit. So you cannot reuse m_ps_ss...
m_palette_ss = CreateSampler(false, false, false);
gl_BindSampler(1, m_palette_ss);
// Pre compile all Geometry & Vertex Shader
// It might cost a seconds at startup but it would reduce benchmark pollution
for (uint32 key = 0; key < countof(m_gs); key++) {
GSSelector sel(key);
if (sel.point == sel.sprite)
m_gs[key] = 0;
else
m_gs[key] = CompileGS(GSSelector(key));
}
for (uint32 key = 0; key < countof(m_vs); key++) {
// wildhack is only useful if both TME and FST are enabled.
VSSelector sel(key);
if (sel.wildhack && (!sel.tme || !sel.fst))
m_vs[key] = 0;
else
m_vs[key] = CompileVS(sel, !GLLoader::found_GL_ARB_clip_control);
}
// Enable all bits for stencil operations. Technically 1 bit is
// enough but buffer is polluted with noise. Clear will be limited
// to the mask.
glStencilMask(0xFF);
for (uint32 key = 0; key < countof(m_om_dss); key++) {
m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key));
}
// Help to debug FS in apitrace
m_apitrace = CompilePS(PSSelector());
GL_POP();
}
GSDepthStencilOGL* GSDeviceOGL::CreateDepthStencil(OMDepthStencilSelector dssel)
{
GSDepthStencilOGL* dss = new GSDepthStencilOGL();
if (dssel.date)
{
dss->EnableStencil();
dss->SetStencil(GL_EQUAL, GL_KEEP);
}
if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
{
static const GLenum ztst[] =
{
GL_NEVER,
GL_ALWAYS,
GL_GEQUAL,
GL_GREATER
};
dss->EnableDepth();
dss->SetDepth(ztst[dssel.ztst], dssel.zwe);
}
return dss;
}
void GSDeviceOGL::SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb)
{
GL_PUSH("UBO");
if(m_vs_cb_cache.Update(vs_cb)) {
m_vs_cb->upload(vs_cb);
}
if(m_ps_cb_cache.Update(ps_cb)) {
m_ps_cb->upload(ps_cb);
}
GL_POP();
}
void GSDeviceOGL::SetupVS(VSSelector sel)
{
m_shader->VS(m_vs[sel]);
}
void GSDeviceOGL::SetupGS(GSSelector sel)
{
m_shader->GS(m_gs[sel]);
}
void GSDeviceOGL::SetupPS(PSSelector sel)
{
// *************************************************************
// Static
// *************************************************************
GLuint ps;
auto i = m_ps.find(sel);
if (i == m_ps.end()) {
ps = CompilePS(sel);
m_ps[sel] = ps;
} else {
ps = i->second;
}
// *************************************************************
// Dynamic
// *************************************************************
m_shader->PS(ps);
}
void GSDeviceOGL::SetupSampler(PSSamplerSelector ssel)
{
PSSetSamplerState(m_ps_ss[ssel]);
}
GLuint GSDeviceOGL::GetSamplerID(PSSamplerSelector ssel)
{
return m_ps_ss[ssel];
}
GLuint GSDeviceOGL::GetPaletteSamplerID()
{
return m_palette_ss;
}
void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel)
{
OMSetDepthStencilState(m_om_dss[dssel]);
}