pcsx2/plugins/zzogl-pg/opengl/targets.h

391 lines
11 KiB
C++

/* ZZ Open GL graphics plugin
* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __ZEROGS_TARGETS_H__
#define __ZEROGS_TARGETS_H__
#define TARGET_VIRTUAL_KEY 0x80000000
#include "PS2Edefs.h"
inline Vector DefaultOneColor(FRAGMENTSHADER ptr)
{
Vector v = Vector(1, 1, 1, 1);
cgGLSetParameter4fv(ptr.sOneColor, v);
return v ;
}
namespace ZeroGS
{
inline u32 GetFrameKey(int fbp, int fbw, VB& curvb);
// manages render targets
class CRenderTargetMngr
{
public:
typedef map<u32, CRenderTarget*> MAPTARGETS;
enum TargetOptions
{
TO_DepthBuffer = 1,
TO_StrictHeight = 2, // height returned has to be the same as requested
TO_Virtual = 4
};
~CRenderTargetMngr() { Destroy(); }
void Destroy();
static MAPTARGETS::iterator GetOldestTarg(MAPTARGETS& m);
CRenderTarget* GetTarg(const frameInfo& frame, u32 Options, int maxposheight);
inline CRenderTarget* GetTarg(int fbp, int fbw, VB& curvb)
{
MAPTARGETS::iterator it = mapTargets.find(GetFrameKey(fbp, fbw, curvb));
/* if (fbp == 0x3600 && fbw == 0x100 && it == mapTargets.end())
{
printf("%x\n", GetFrameKey(fbp, fbw, curvb)) ;
printf("%x %x\n", fbp, fbw);
for(MAPTARGETS::iterator it1 = mapTargets.begin(); it1 != mapTargets.end(); ++it1)
printf ("\t %x %x %x %x\n", it1->second->fbw, it1->second->fbh, it1->second->psm, it1->second->fbp);
}*/
return it != mapTargets.end() ? it->second : NULL;
}
// gets all targets with a range
void GetTargs(int start, int end, list<ZeroGS::CRenderTarget*>& listTargets) const;
// resolves all targets within a range
__forceinline void Resolve(int start, int end);
__forceinline void ResolveAll()
{
for (MAPTARGETS::iterator it = mapTargets.begin(); it != mapTargets.end(); ++it)
it->second->Resolve();
}
void DestroyAllTargs(int start, int end, int fbw);
void DestroyIntersecting(CRenderTarget* prndr);
// promotes a target from virtual to real
inline CRenderTarget* Promote(u32 key)
{
assert(!(key & TARGET_VIRTUAL_KEY));
// promote to regular targ
CRenderTargetMngr::MAPTARGETS::iterator it = mapTargets.find(key | TARGET_VIRTUAL_KEY);
assert(it != mapTargets.end());
CRenderTarget* ptarg = it->second;
mapTargets.erase(it);
DestroyIntersecting(ptarg);
it = mapTargets.find(key);
if (it != mapTargets.end())
{
DestroyTarg(it->second);
it->second = ptarg;
}
else
mapTargets[key] = ptarg;
if (conf.settings().resolve_promoted)
ptarg->status = CRenderTarget::TS_Resolved;
else
ptarg->status = CRenderTarget::TS_NeedUpdate;
return ptarg;
}
static void DestroyTarg(CRenderTarget* ptarg);
void PrintTargets();
MAPTARGETS mapTargets, mapDummyTargs;
};
class CMemoryTargetMngr
{
public:
CMemoryTargetMngr() : curstamp(0) {}
CMemoryTarget* GetMemoryTarget(const tex0Info& tex0, int forcevalidate); // pcbp is pointer to start of clut
CMemoryTarget* MemoryTarget_SearchExistTarget(int start, int end, int nClutOffset, int clutsize, const tex0Info& tex0, int forcevalidate);
CMemoryTarget* MemoryTarget_ClearedTargetsSearch(int fmt, int widthmult, int channels, int height);
void Destroy(); // destroy all targs
void ClearRange(int starty, int endy); // set all targets to cleared
void DestroyCleared(); // flush all cleared targes
void DestroyOldest();
list<CMemoryTarget> listTargets, listClearedTargets;
u32 curstamp;
private:
list<CMemoryTarget>::iterator DestroyTargetIter(list<CMemoryTarget>::iterator& it);
};
class CBitwiseTextureMngr
{
public:
~CBitwiseTextureMngr() { Destroy(); }
void Destroy();
// 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
__forceinline u32 GetTex(u32 bitvalue, u32 ptexDoNotDelete)
{
map<u32, u32>::iterator it = mapTextures.find(bitvalue);
if (it != mapTextures.end()) return it->second;
return GetTexInt(bitvalue, ptexDoNotDelete);
}
private:
u32 GetTexInt(u32 bitvalue, u32 ptexDoNotDelete);
map<u32, u32> mapTextures;
};
// manages
class CRangeManager
{
public:
CRangeManager()
{
ranges.reserve(16);
}
// [start, end)
struct RANGE
{
RANGE() {}
inline RANGE(int start, int end) : start(start), end(end) {}
int start, end;
};
// works in semi logN
void Insert(int start, int end);
void RangeSanityCheck();
inline void Clear()
{
ranges.resize(0);
}
vector<RANGE> ranges; // organized in ascending order, non-intersecting
};
extern CRenderTargetMngr s_RTs, s_DepthRTs;
extern CBitwiseTextureMngr s_BitwiseTextures;
extern CMemoryTargetMngr g_MemTargs;
extern u8 s_AAx, s_AAy, s_AAz, s_AAw;
// Real rendered width, depends on AA and AAneg.
inline int RW(int tbw)
{
if (s_AAx >= s_AAz)
return (tbw << (s_AAx - s_AAz));
else
return (tbw >> (s_AAz - s_AAx));
}
// Real rendered height, depends on AA and AAneg.
inline int RH(int tbh)
{
if (s_AAy >= s_AAw)
return (tbh << (s_AAy - s_AAw));
else
return (tbh >> (s_AAw - s_AAy));
}
/* inline void CreateTargetsList(int start, int end, list<ZeroGS::CRenderTarget*>& listTargs) {
s_DepthRTs.GetTargs(start, end, listTargs);
s_RTs.GetTargs(start, end, listTargs);
}*/
// This pattern of functions is called 3 times, so I add creating Targets list into one.
inline list<ZeroGS::CRenderTarget*> CreateTargetsList(int start, int end)
{
list<ZeroGS::CRenderTarget*> listTargs;
s_DepthRTs.GetTargs(start, end, listTargs);
s_RTs.GetTargs(start, end, listTargs);
return listTargs;
}
extern Vector g_vdepth;
extern int icurctx;
extern VERTEXSHADER pvsBitBlt;
extern FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne;
extern FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16;
extern GLuint vboRect;
// Unworking
#define PSMPOSITION 28
// Code width and height of frame into key, that used in targetmanager
// This is 3 variants of one function, Key dependant on fbp and fbw.
inline u32 GetFrameKey(const frameInfo& frame)
{
return (((frame.fbw) << 16) | (frame.fbp));
}
inline u32 GetFrameKey(CRenderTarget* frame)
{
return (((frame->fbw) << 16) | (frame->fbp));
}
inline u32 GetFrameKey(int fbp, int fbw, VB& curvb)
{
return (((fbw) << 16) | (fbp));
}
inline u16 ShiftHeight(int fbh, int fbp, int fbhCalc)
{
return fbh;
}
//#define FRAME_KEY_BY_FBH
//FIXME: this code is for P4 and KH1. It should not be so strange!
//Dummy targets was deleted from mapTargets, but not erased.
inline u32 GetFrameKeyDummy(int fbp, int fbw, int fbh, int psm)
{
// if (fbp > 0x2000 && ZZOgl_fbh_Calc(fbp, fbw, psm) < 0x400 && ZZOgl_fbh_Calc(fbp, fbw, psm) != fbh)
// ZZLog::Debug_Log("Z %x %x %x %x\n", fbh, fbhCalc, fbp, ZZOgl_fbh_Calc(fbp, fbw, psm));
// height over 1024 would shrink to 1024, so dummy targets with calculated size more than 0x400 should be
// distinct by real height. But in FFX there is 3e0 height target, so I put 0x300 as limit.
#ifndef FRAME_KEY_BY_FBH
int calc = ZZOgl_fbh_Calc(fbp, fbw, psm);
if (/*fbp > 0x2000 && */calc < /*0x300*/0x2E0)
return ((fbw << 16) | calc);
else
#endif
return ((fbw << 16) | fbh);
}
inline u32 GetFrameKeyDummy(const frameInfo& frame)
{
return GetFrameKeyDummy(frame.fbp, frame.fbw, frame.fbh, frame.psm);
}
inline u32 GetFrameKeyDummy(CRenderTarget* frame)
{
return GetFrameKeyDummy(frame->fbp, frame->fbw, frame->fbh, frame->psm);
}
} // End of namespace
#include "Mem.h"
static __forceinline void DrawTriangleArray()
{
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GL_REPORT_ERRORD();
}
static __forceinline void DrawBuffers(GLenum *buffer)
{
if (glDrawBuffers != NULL)
{
glDrawBuffers(1, buffer);
}
GL_REPORT_ERRORD();
}
static __forceinline void FBTexture(int attach, int id = 0)
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + attach, GL_TEXTURE_RECTANGLE_NV, id, 0);
GL_REPORT_ERRORD();
}
static __forceinline void Texture2D(GLint iFormat, GLint width, GLint height, GLenum format, GLenum type, const GLvoid* pixels)
{
glTexImage2D(GL_TEXTURE_2D, 0, iFormat, width, height, 0, format, type, pixels);
}
static __forceinline void Texture2D(GLint iFormat, GLenum format, GLenum type, const GLvoid* pixels)
{
glTexImage2D(GL_TEXTURE_2D, 0, iFormat, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, format, type, pixels);
}
static __forceinline void Texture3D(GLint iFormat, GLint width, GLint height, GLint depth, GLenum format, GLenum type, const GLvoid* pixels)
{
glTexImage3D(GL_TEXTURE_3D, 0, iFormat, width, height, depth, 0, format, type, pixels);
}
static __forceinline void TextureRect(GLint iFormat, GLint width, GLint height, GLenum format, GLenum type, const GLvoid* pixels)
{
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, iFormat, width, height, 0, format, type, pixels);
}
static __forceinline void TextureRect(GLenum attach, GLuint id = 0)
{
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attach, GL_RENDERBUFFER_EXT, id);
}
static __forceinline void setTex2DFilters(GLint type)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, type);
}
static __forceinline void setTex2DWrap(GLint type)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, type);
}
static __forceinline void setTex3DFilters(GLint type)
{
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, type);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, type);
}
static __forceinline void setTex3DWrap(GLint type)
{
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, type);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, type);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, type);
}
static __forceinline void setRectFilters(GLint type)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, type);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, type);
}
static __forceinline void setRectWrap(GLint type)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, type);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, type);
}
#endif