mirror of https://github.com/PCSX2/pcsx2.git
272 lines
7.1 KiB
C++
272 lines
7.1 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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static const uint32 g_vs_cb_index = 20;
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static const uint32 g_ps_cb_index = 21;
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static const uint32 g_gs_cb_index = 22;
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void GSDeviceOGL::CreateTextureFX()
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{
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GL_PUSH("CreateTextureFX");
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m_vs_cb = new GSUniformBufferOGL(g_vs_cb_index, sizeof(VSConstantBuffer));
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m_ps_cb = new GSUniformBufferOGL(g_ps_cb_index, sizeof(PSConstantBuffer));
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// warning 1 sampler by image unit. So you cannot reuse m_ps_ss...
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m_palette_ss = CreateSampler(false, false, false);
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gl_BindSampler(1, m_palette_ss);
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// Pre compile all Geometry & Vertex Shader
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// It might cost a seconds at startup but it would reduce benchmark pollution
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m_gs = CompileGS();
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int logz = theApp.GetConfig("logz", 1);
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// Don't do it in debug build, so it can still be tested
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#ifndef _DEBUG
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if (GLLoader::found_GL_ARB_clip_control && logz) {
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fprintf(stderr, "Your driver supports advance depth. Logz will be disabled\n");
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logz = 0;
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} else if (!GLLoader::found_GL_ARB_clip_control && !logz) {
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fprintf(stderr, "Your driver DOESN'T support advance depth (GL_ARB_clip_control)\n It is higly recommmended to enable logz\n");
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}
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#endif
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for (uint32 key = 0; key < VSSelector::size(); key++) {
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// wildhack is only useful if both TME and FST are enabled.
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VSSelector sel(key);
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if (sel.wildhack && (!sel.tme || !sel.fst))
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m_vs[key] = 0;
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else
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m_vs[key] = CompileVS(sel, logz);
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}
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// Enable all bits for stencil operations. Technically 1 bit is
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// enough but buffer is polluted with noise. Clear will be limited
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// to the mask.
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glStencilMask(0xFF);
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for (uint32 key = 0; key < OMDepthStencilSelector::size(); key++)
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m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key));
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// Help to debug FS in apitrace
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m_apitrace = CompilePS(PSSelector());
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GL_POP();
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}
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GSDepthStencilOGL* GSDeviceOGL::CreateDepthStencil(OMDepthStencilSelector dssel)
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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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return dss;
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}
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GSBlendStateOGL* GSDeviceOGL::CreateBlend(OMBlendSelector bsel, uint8 afix)
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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->SetRGB(m_blendMapD3D9[i].op, m_blendMapD3D9[i].src, m_blendMapD3D9[i].dst);
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if (m_blendMapD3D9[i].bogus & A_MAX) {
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if (!theApp.GetConfig("accurate_blend", 1)) {
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bs->EnableBlend();
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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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}
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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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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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} else {
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bs->EnableBlend();
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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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return bs;
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}
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void GSDeviceOGL::SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb)
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{
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if(m_vs_cb_cache.Update(vs_cb)) {
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m_vs_cb->upload(vs_cb);
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}
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if(m_ps_cb_cache.Update(ps_cb)) {
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m_ps_cb->upload(ps_cb);
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}
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}
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void GSDeviceOGL::SetupVS(VSSelector sel)
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{
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if (GLLoader::found_GL_ARB_shader_subroutine) {
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GLuint sub[1];
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sub[0] = sel.tme ? 1 + (uint32)sel.fst : 0;
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m_shader->VS_subroutine(sub);
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// Handle by subroutine useless now
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sel.tme = 0;
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sel.fst = 0;
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}
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m_shader->VS(m_vs[sel], 1);
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}
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void GSDeviceOGL::SetupGS(bool enable)
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{
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if (enable)
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m_shader->GS(m_gs);
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else
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m_shader->GS(0);
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}
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void GSDeviceOGL::SetupPS(PSSelector sel)
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{
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if (GLLoader::found_GL_ARB_shader_subroutine) {
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GLuint tfx = sel.tfx > 3 ? 19 : 11 + (uint32)sel.tfx + (uint32)sel.tcc*4;
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GLuint colclip = 8 + (uint32)sel.colclip;
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GLuint clamp =
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(sel.wms == 2 && sel.wmt == 2) ? 20 :
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(sel.wms == 2) ? 21 :
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(sel.wmt == 2) ? 22 : 23;
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GLuint wrap =
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(sel.wms == 2 && sel.wmt == 2) ? 24 :
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(sel.wms == 3 && sel.wmt == 3) ? 25 :
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(sel.wms == 2 && sel.wmt == 3) ? 26 :
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(sel.wms == 3 && sel.wmt == 2) ? 27 :
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(sel.wms == 2) ? 28 :
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(sel.wmt == 3) ? 29 :
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(sel.wms == 3) ? 30 :
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(sel.wmt == 2) ? 31 : 32;
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GLuint sub[5] = {sel.atst, colclip, tfx, clamp, wrap};
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m_shader->PS_subroutine(sub);
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// Handle by subroutine useless now
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sel.atst = 0;
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sel.colclip = 0;
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sel.tfx = 0;
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sel.tcc = 0;
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// sel.wms = 0;
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// sel.wmt = 0;
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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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ps = CompilePS(sel);
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m_ps[sel] = ps;
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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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m_shader->PS(ps, 3);
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}
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void GSDeviceOGL::SetupSampler(PSSamplerSelector ssel)
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{
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PSSetSamplerState(m_ps_ss[ssel]);
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}
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GLuint GSDeviceOGL::GetSamplerID(PSSamplerSelector ssel)
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{
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return m_ps_ss[ssel];
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}
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GLuint GSDeviceOGL::GetPaletteSamplerID()
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{
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return m_palette_ss;
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}
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void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix, bool sw_blending)
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{
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GSDepthStencilOGL* dss = m_om_dss[dssel];
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OMSetDepthStencilState(dss, 1);
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if (sw_blending) {
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if (GLState::blend) {
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GLState::blend = false;
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glDisable(GL_BLEND);
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}
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// No hardware blending thank
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return;
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}
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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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GSBlendStateOGL* bs;
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if(j == m_om_bs.end())
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{
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bs = CreateBlend(bsel, afix);
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m_om_bs[bsel] = bs;
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} else {
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bs = j->second;
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}
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// *************************************************************
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// Dynamic
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// *************************************************************
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OMSetBlendState(bs, (float)(int)afix / 0x80);
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}
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