mirror of https://github.com/PCSX2/pcsx2.git
324 lines
10 KiB
C++
324 lines
10 KiB
C++
/*
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* Copyright (C) 2011-2011 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA 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 "GSDeviceOGL.h"
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#include "GSTables.h"
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void GSDeviceOGL::CreateTextureFX()
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{
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m_vs_cb = new GSUniformBufferOGL(4, sizeof(VSConstantBuffer));
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m_ps_cb = new GSUniformBufferOGL(5, sizeof(PSConstantBuffer));
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glGenSamplers(1, &m_rt_ss);
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// FIXME, seem to have no difference between sampler !!!
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m_palette_ss = m_rt_ss;
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glSamplerParameteri(m_rt_ss, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(m_rt_ss, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(m_rt_ss, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(m_rt_ss, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(m_rt_ss, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// FIXME which value for GL_TEXTURE_MIN_LOD
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glSamplerParameterf(m_rt_ss, GL_TEXTURE_MAX_LOD, FLT_MAX);
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// FIXME: seems there is 2 possibility in opengl
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// DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
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// glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_FUNC, GL_NEVER);
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// FIXME: need ogl extension sd.MaxAnisotropy = 16;
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GSInputLayoutOGL vert_format[] =
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{
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// FIXME
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{0 , 2 , GL_FLOAT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(0) } ,
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{1 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(8) } ,
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{2 , 1 , GL_FLOAT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(12) } ,
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{3 , 2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(16) } ,
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{4 , 1 , GL_UNSIGNED_INT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(20) } ,
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// note: there is a 32 bits pad
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{5 , 2 , GL_UNSIGNED_SHORT , GL_FALSE , sizeof(GSVertex) , (const GLvoid*)(24) } ,
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{6 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(GSVertex) , (const GLvoid*)(28) } ,
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};
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m_vb = new GSVertexBufferStateOGL(sizeof(GSVertex), vert_format, countof(vert_format));
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// Compile some dummy shaders to allow modification inside Apitrace for debug
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GLuint dummy;
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std::string macro = "";
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CompileShaderFromSource("tfx.glsl", "vs_main", GL_VERTEX_SHADER, &dummy, macro);
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CompileShaderFromSource("tfx.glsl", "gs_main", GL_GEOMETRY_SHADER, &dummy, macro);
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CompileShaderFromSource("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, &dummy, macro);
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}
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void GSDeviceOGL::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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{
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// *************************************************************
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// Static
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// *************************************************************
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auto i = m_vs.find(sel);
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if(i == m_vs.end())
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{
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std::string macro = format("#define VS_BPPZ %d\n", sel.bppz)
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+ format("#define VS_LOGZ %d\n", sel.logz)
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+ format("#define VS_TME %d\n", sel.tme)
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+ format("#define VS_FST %d\n", sel.fst)
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+ format("#define VS_RTCOPY %d\n", sel.rtcopy);
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GLuint vs;
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CompileShaderFromSource("tfx.glsl", "vs_main", GL_VERTEX_SHADER, &vs, macro);
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m_vs[sel] = vs;
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i = m_vs.find(sel);
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}
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// *************************************************************
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// Dynamic
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// *************************************************************
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if(m_vs_cb_cache.Update(cb)) {
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SetUniformBuffer(m_vs_cb);
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m_vs_cb->upload(cb);
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}
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VSSetShader(i->second);
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}
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void GSDeviceOGL::SetupGS(GSSelector sel)
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{
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// *************************************************************
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// Static
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// *************************************************************
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GLuint gs = 0;
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if(sel.prim > 0 && (sel.iip == 0 || sel.prim == 3))
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{
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auto i = m_gs.find(sel);
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if(i == m_gs.end()) {
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std::string macro = format("#define GS_IIP %d\n", sel.iip)
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+ format("#define GS_PRIM %d\n", sel.prim);
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CompileShaderFromSource("tfx.glsl", "gs_main", GL_GEOMETRY_SHADER, &gs, macro);
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m_gs[sel] = gs;
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} else {
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gs = i->second;
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}
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}
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// *************************************************************
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// Dynamic
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// *************************************************************
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GSSetShader(gs);
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}
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void GSDeviceOGL::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
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{
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// *************************************************************
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// Static
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// *************************************************************
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GLuint ps;
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auto i = m_ps.find(sel);
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if (i == m_ps.end())
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{
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std::string macro = format("#define PS_FST %d\n", sel.fst)
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+ format("#define PS_WMS %d\n", sel.wms)
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+ format("#define PS_WMT %d\n", sel.wmt)
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+ format("#define PS_FMT %d\n", sel.fmt)
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+ format("#define PS_AEM %d\n", sel.aem)
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+ format("#define PS_TFX %d\n", sel.tfx)
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+ format("#define PS_TCC %d\n", sel.tcc)
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+ format("#define PS_ATST %d\n", sel.atst)
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+ format("#define PS_FOG %d\n", sel.fog)
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+ format("#define PS_CLR1 %d\n", sel.clr1)
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+ format("#define PS_FBA %d\n", sel.fba)
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+ format("#define PS_AOUT %d\n", sel.aout)
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+ format("#define PS_LTF %d\n", sel.ltf)
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+ format("#define PS_COLCLIP %d\n", sel.colclip)
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+ format("#define PS_DATE %d\n", sel.date)
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+ format("#define PS_SPRITEHACK %d\n", sel.spritehack);
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CompileShaderFromSource("tfx.glsl", "ps_main", GL_FRAGMENT_SHADER, &ps, macro);
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m_ps[sel] = ps;
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i = m_ps.find(sel);
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} else {
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ps = i->second;
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}
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// *************************************************************
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// Dynamic
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// *************************************************************
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if(m_ps_cb_cache.Update(cb)) {
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SetUniformBuffer(m_ps_cb);
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m_ps_cb->upload(cb);
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}
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GLuint ss0, ss1;
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ss0 = ss1 = 0;
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if(sel.tfx != 4)
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{
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if(!(sel.fmt < 3 && sel.wms < 3 && sel.wmt < 3))
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{
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ssel.ltf = 0;
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}
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auto i = m_ps_ss.find(ssel);
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if(i != m_ps_ss.end())
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{
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ss0 = i->second;
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}
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else
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{
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// *************************************************************
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// Static
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// *************************************************************
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glGenSamplers(1, &ss0);
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if (ssel.ltf) {
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glSamplerParameteri(ss0, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(ss0, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else {
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glSamplerParameteri(ss0, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(ss0, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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// FIXME ensure U -> S, V -> T and W->R
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if (ssel.tau)
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glSamplerParameteri(ss0, GL_TEXTURE_WRAP_S, GL_REPEAT);
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else
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glSamplerParameteri(ss0, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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if (ssel.tav)
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glSamplerParameteri(ss0, GL_TEXTURE_WRAP_T, GL_REPEAT);
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else
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glSamplerParameteri(ss0, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(ss0, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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// FIXME which value for GL_TEXTURE_MIN_LOD
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glSamplerParameterf(m_rt_ss, GL_TEXTURE_MAX_LOD, FLT_MAX);
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// FIXME: seems there is 2 possibility in opengl
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// DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
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// glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glSamplerParameteri(m_rt_ss, GL_TEXTURE_COMPARE_FUNC, GL_NEVER);
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// FIXME: need ogl extension sd.MaxAnisotropy = 16;
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m_ps_ss[ssel] = ss0;
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}
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if(sel.fmt >= 3)
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{
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ss1 = m_palette_ss;
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}
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}
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PSSetSamplerState(ss0, ss1, sel.date ? m_rt_ss : 0);
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PSSetShader(ps);
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}
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void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
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{
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auto i = m_om_dss.find(dssel);
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// *************************************************************
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// Static
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// *************************************************************
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if (i == m_om_dss.end())
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{
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GSDepthStencilOGL* dss = new GSDepthStencilOGL();
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if (dssel.date)
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{
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dss->EnableStencil();
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dss->SetStencil(GL_EQUAL, dssel.alpha_stencil ? GL_ZERO : GL_KEEP);
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}
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if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
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{
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static const GLenum ztst[] =
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{
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GL_NEVER,
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GL_ALWAYS,
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GL_GEQUAL,
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GL_GREATER
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};
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dss->EnableDepth();
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dss->SetDepth(ztst[dssel.ztst], dssel.zwe);
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}
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m_om_dss[dssel] = dss;
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i = m_om_dss.find(dssel);
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}
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// *************************************************************
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// Dynamic
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// *************************************************************
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OMSetDepthStencilState(i->second, 1);
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// *************************************************************
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// Static
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// *************************************************************
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auto j = m_om_bs.find(bsel);
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if(j == m_om_bs.end())
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{
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GSBlendStateOGL* bs = new GSBlendStateOGL();
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if(bsel.abe)
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{
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int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
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bs->EnableBlend();
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bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, m_blendMapD3D9[i].dst);
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if(m_blendMapD3D9[i].bogus == 1)
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{
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if (bsel.a == 0)
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bs->SetRGB(m_blendMapD3D9[i].op, GL_ONE, m_blendMapD3D9[i].dst);
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else
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bs->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, GL_ONE);
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const string afixstr = format("%d >> 7", afix);
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const char *col[3] = {"Cs", "Cd", "0"};
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const char *alpha[3] = {"As", "Ad", afixstr.c_str()};
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// FIXME, need to investigate OGL capabilities. Maybe for OGL5 ;)
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fprintf(stderr, "Impossible blend for D3D: (%s - %s) * %s + %s\n", col[bsel.a], col[bsel.b], alpha[bsel.c], col[bsel.d]);
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}
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// Not very good but I don't wanna write another 81 row table
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if(bsel.negative) bs->RevertOp();
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}
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bs->SetMask(bsel.wr, bsel.wg, bsel.wb, bsel.wa);
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m_om_bs[bsel] = bs;
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j = m_om_bs.find(bsel);
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}
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// *************************************************************
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// Dynamic
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// *************************************************************
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OMSetBlendState(j->second, (float)(int)afix / 0x80);
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}
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