pcsx2/plugins/GSdx/GSDeviceOGL.h

660 lines
16 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
*
*/
#pragma once
#include <fstream>
#include "GSDevice.h"
#include "GSTextureOGL.h"
#include "GSdx.h"
#include "GSVertexArrayOGL.h"
#include "GSUniformBufferOGL.h"
class GSBlendStateOGL {
// Note: You can also select the index of the draw buffer for which to set the blend setting
// We will keep basic the first try
bool m_enable;
GLenum m_equation_RGB;
GLenum m_equation_ALPHA;
GLenum m_func_sRGB;
GLenum m_func_dRGB;
GLenum m_func_sALPHA;
GLenum m_func_dALPHA;
bool m_r_msk;
bool m_b_msk;
bool m_g_msk;
bool m_a_msk;
bool constant_factor;
float debug_factor;
public:
GSBlendStateOGL() : m_enable(false)
, m_equation_RGB(0)
, m_equation_ALPHA(GL_FUNC_ADD)
, m_func_sRGB(0)
, m_func_dRGB(0)
, m_func_sALPHA(GL_ONE)
, m_func_dALPHA(GL_ZERO)
, m_r_msk(GL_TRUE)
, m_b_msk(GL_TRUE)
, m_g_msk(GL_TRUE)
, m_a_msk(GL_TRUE)
, constant_factor(false)
{}
void SetRGB(GLenum op, GLenum src, GLenum dst)
{
m_equation_RGB = op;
m_func_sRGB = src;
m_func_dRGB = dst;
if (IsConstant(src) || IsConstant(dst)) constant_factor = true;
}
void SetALPHA(GLenum op, GLenum src, GLenum dst)
{
m_equation_ALPHA = op;
m_func_sALPHA = src;
m_func_dALPHA = dst;
}
void SetMask(bool r, bool g, bool b, bool a) { m_r_msk = r; m_g_msk = g; m_b_msk = b; m_a_msk = a; }
void RevertOp()
{
if(m_equation_RGB == GL_FUNC_ADD)
m_equation_RGB = GL_FUNC_REVERSE_SUBTRACT;
else if(m_equation_RGB == GL_FUNC_REVERSE_SUBTRACT)
m_equation_RGB = GL_FUNC_ADD;
}
void EnableBlend() { m_enable = true;}
bool IsConstant(GLenum factor) { return ((factor == GL_CONSTANT_COLOR) || (factor == GL_ONE_MINUS_CONSTANT_COLOR)); }
bool HasConstantFactor() { return constant_factor; }
void SetupColorMask()
{
glColorMask(m_r_msk, m_g_msk, m_b_msk, m_a_msk);
}
void SetupBlend(float factor)
{
SetupColorMask();
if (m_enable) {
glEnable(GL_BLEND);
if (HasConstantFactor()) {
debug_factor = factor;
glBlendColor(factor, factor, factor, 0);
}
glBlendEquationSeparate(m_equation_RGB, m_equation_ALPHA);
glBlendFuncSeparate(m_func_sRGB, m_func_dRGB, m_func_sALPHA, m_func_dALPHA);
} else {
glDisable(GL_BLEND);
}
}
char* NameOfParam(GLenum p)
{
switch (p) {
case GL_FUNC_ADD: return "ADD";
case GL_FUNC_SUBTRACT: return "SUB";
case GL_FUNC_REVERSE_SUBTRACT: return "REV SUB";
case GL_ONE: return "ONE";
case GL_ZERO: return "ZERO";
case GL_SRC1_ALPHA: return "SRC1 ALPHA";
case GL_SRC_ALPHA: return "SRC ALPHA";
case GL_ONE_MINUS_DST_ALPHA: return "1 - DST ALPHA";
case GL_DST_ALPHA: return "DST ALPHA";
case GL_DST_COLOR: return "DST COLOR";
case GL_ONE_MINUS_SRC1_ALPHA: return "1 - SRC1 ALPHA";
case GL_ONE_MINUS_SRC_ALPHA: return "1 - SRC ALPHA";
case GL_CONSTANT_COLOR: return "CST";
case GL_ONE_MINUS_CONSTANT_COLOR: return "1 - CST";
default: return "UKN";
}
return "UKN";
}
void debug()
{
if (!m_enable) return;
fprintf(stderr,"Blend op: %s; src:%s; dst:%s\n", NameOfParam(m_equation_RGB), NameOfParam(m_func_sRGB), NameOfParam(m_func_dRGB));
if (HasConstantFactor()) fprintf(stderr, "Blend constant: %f\n", debug_factor);
fprintf(stderr,"Mask. R:%d B:%d G:%d A:%d\n", m_r_msk, m_b_msk, m_g_msk, m_a_msk);
}
};
class GSDepthStencilOGL {
bool m_depth_enable;
GLenum m_depth_func;
GLboolean m_depth_mask;
// Note front face and back might be split but it seems they have same parameter configuration
bool m_stencil_enable;
GLuint m_stencil_mask;
GLuint m_stencil_func;
GLuint m_stencil_ref;
GLuint m_stencil_sfail_op;
GLuint m_stencil_spass_dfail_op;
GLuint m_stencil_spass_dpass_op;
char* NameOfParam(GLenum p)
{
switch(p) {
case GL_NEVER: return "NEVER";
case GL_ALWAYS: return "ALWAYS";
case GL_GEQUAL: return "GEQUAL";
case GL_GREATER: return "GREATER";
case GL_KEEP: return "KEEP";
case GL_EQUAL: return "EQUAL";
case GL_REPLACE: return "REPLACE";
default: return "UKN";
}
return "UKN";
}
public:
GSDepthStencilOGL() : m_depth_enable(false)
, m_depth_func(0)
, m_depth_mask(0)
, m_stencil_enable(false)
, m_stencil_mask(1)
, m_stencil_func(0)
, m_stencil_ref(0)
, m_stencil_sfail_op(GL_KEEP)
, m_stencil_spass_dfail_op(GL_KEEP)
, m_stencil_spass_dpass_op(GL_KEEP)
{}
void EnableDepth() { m_depth_enable = true; }
void EnableStencil() { m_stencil_enable = true; }
void SetDepth(GLenum func, GLboolean mask) { m_depth_func = func; m_depth_mask = mask; }
void SetStencil(GLuint func, GLuint pass) { m_stencil_func = func; m_stencil_spass_dpass_op = pass; }
void SetupDepth()
{
if (m_depth_enable) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(m_depth_func);
glDepthMask(m_depth_mask);
} else
glDisable(GL_DEPTH_TEST);
}
void SetupStencil(uint8 sref)
{
uint ref = sref;
if (m_stencil_enable) {
glEnable(GL_STENCIL_TEST);
glStencilFunc(m_stencil_func, ref, m_stencil_mask);
glStencilOp(m_stencil_sfail_op, m_stencil_spass_dfail_op, m_stencil_spass_dpass_op);
} else
glDisable(GL_STENCIL_TEST);
}
void debug() { debug_depth(); debug_stencil(); }
void debug_depth()
{
if (!m_depth_enable) return;
fprintf(stderr, "Depth %s. Mask %x\n", NameOfParam(m_depth_func), m_depth_mask);
}
void debug_stencil()
{
if (!m_stencil_enable) return;
fprintf(stderr, "Stencil %s. Both pass op %s\n", NameOfParam(m_stencil_func), NameOfParam(m_stencil_spass_dpass_op));
}
bool IsMaskEnable() { return m_depth_mask; }
};
class GSDeviceOGL : public GSDevice
{
public:
__aligned(struct, 32) VSConstantBuffer
{
GSVector4 VertexScale;
GSVector4 VertexOffset;
GSVector4 TextureScale;
VSConstantBuffer()
{
VertexScale = GSVector4::zero();
VertexOffset = GSVector4::zero();
TextureScale = GSVector4::zero();
}
__forceinline bool Update(const VSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
GSVector4i b0 = b[0];
GSVector4i b1 = b[1];
GSVector4i b2 = b[2];
if(!((a[0] == b0) & (a[1] == b1) & (a[2] == b2)).alltrue())
{
a[0] = b0;
a[1] = b1;
a[2] = b2;
return true;
}
return false;
}
};
struct VSSelector
{
union
{
struct
{
uint32 bppz:2;
uint32 tme:1;
uint32 fst:1;
uint32 logz:1;
uint32 rtcopy:1;
uint32 wildhack:2;
};
uint32 key;
};
operator uint32() {return key & 0x3f;}
VSSelector() : key(0) {}
};
__aligned(struct, 32) PSConstantBuffer
{
GSVector4 FogColor_AREF;
GSVector4 HalfTexel;
GSVector4 WH;
GSVector4 MinMax;
GSVector4 MinF_TA;
GSVector4i MskFix;
GSVector4 TC_OffsetHack;
PSConstantBuffer()
{
FogColor_AREF = GSVector4::zero();
HalfTexel = GSVector4::zero();
WH = GSVector4::zero();
MinMax = GSVector4::zero();
MinF_TA = GSVector4::zero();
MskFix = GSVector4i::zero();
}
__forceinline bool Update(const PSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
GSVector4i b0 = b[0];
GSVector4i b1 = b[1];
GSVector4i b2 = b[2];
GSVector4i b3 = b[3];
GSVector4i b4 = b[4];
GSVector4i b5 = b[5];
if(!((a[0] == b0) /*& (a[1] == b1)*/ & (a[2] == b2) & (a[3] == b3) & (a[4] == b4) & (a[5] == b5)).alltrue()) // if WH matches HalfTexel does too
{
a[0] = b0;
a[1] = b1;
a[2] = b2;
a[3] = b3;
a[4] = b4;
a[5] = b5;
return true;
}
return false;
}
};
struct GSSelector
{
union
{
struct
{
uint32 iip:1;
uint32 prim:2;
};
uint32 key;
};
operator uint32() {return key & 0x7;}
GSSelector() : key(0) {}
};
struct PSSelector
{
union
{
struct
{
uint32 fst:1;
uint32 wms:2;
uint32 wmt:2;
uint32 fmt:3;
uint32 aem:1;
uint32 tfx:3;
uint32 tcc:1;
uint32 atst:3;
uint32 fog:1;
uint32 clr1:1;
uint32 fba:1;
uint32 aout:1;
uint32 rt:1;
uint32 ltf:1;
uint32 colclip:2;
uint32 date:2;
uint32 spritehack:1;
uint32 tcoffsethack:1;
uint32 point_sampler:1;
};
uint32 key;
};
operator uint32() {return key & 0xfffffff;}
PSSelector() : key(0) {}
};
struct PSSamplerSelector
{
union
{
struct
{
uint32 tau:1;
uint32 tav:1;
uint32 ltf:1;
};
uint32 key;
};
operator uint32() {return key & 0x7;}
PSSamplerSelector() : key(0) {}
};
struct OMDepthStencilSelector
{
union
{
struct
{
uint32 ztst:2;
uint32 zwe:1;
uint32 date:1;
uint32 fba:1;
uint32 alpha_stencil:1;
};
uint32 key;
};
operator uint32() {return key & 0x3f;}
OMDepthStencilSelector() : key(0) {}
};
struct OMBlendSelector
{
union
{
struct
{
uint32 abe:1;
uint32 a:2;
uint32 b:2;
uint32 c:2;
uint32 d:2;
uint32 wr:1;
uint32 wg:1;
uint32 wb:1;
uint32 wa:1;
uint32 negative:1;
};
struct
{
uint32 _pad:1;
uint32 abcd:8;
uint32 wrgba:4;
};
uint32 key;
};
operator uint32() {return key & 0x3fff;}
OMBlendSelector() : key(0) {}
bool IsCLR1() const
{
return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
}
};
struct D3D9Blend {int bogus, op, src, dst;};
static const D3D9Blend m_blendMapD3D9[3*3*3*3];
private:
uint32 m_msaa; // Level of Msaa
bool m_free_window;
GSWnd* m_window;
GLuint m_pipeline; // pipeline to attach program shader
GLuint m_fbo; // frame buffer container
GLuint m_fbo_read; // frame buffer container only for reading
GSVertexBufferStateOGL* m_vb; // vb_state for HW renderer
GSVertexBufferStateOGL* m_vb_sr; // vb_state for StretchRect
struct {
GLuint ps[2]; // program object
GSUniformBufferOGL* cb; // uniform buffer object
GSBlendStateOGL* bs;
} m_merge_obj;
struct {
GLuint ps[4]; // program object
GSUniformBufferOGL* cb; // uniform buffer object
} m_interlace;
struct {
GLuint vs; // program object
GLuint ps[8]; // program object
GLuint ln; // sampler object
GLuint pt; // sampler object
GLuint gs;
GSDepthStencilOGL* dss;
GSBlendStateOGL* bs;
} m_convert;
struct {
GLuint ps;
GSUniformBufferOGL *cb;
} m_fxaa;
struct {
GSDepthStencilOGL* dss;
GSBlendStateOGL* bs;
} m_date;
struct
{
GLuint ps;
GSUniformBufferOGL *cb;
} m_shadeboost;
struct {
GSVertexBufferStateOGL* vb;
GLuint vs; // program
GSUniformBufferOGL* cb; // uniform current buffer
GLuint gs; // program
// FIXME texture binding. Maybe not equivalent for the state but the best I could find.
GSTextureOGL* ps_srv[3];
// ID3D11ShaderResourceView* ps_srv[3];
GLuint ps; // program
GLuint ps_ss[3]; // sampler
GSVector2i viewport;
GSVector4i scissor;
GSDepthStencilOGL* dss;
uint8 sref;
GSBlendStateOGL* bs;
float bf;
// FIXME texture attachment in the FBO
// ID3D11RenderTargetView* rtv;
// ID3D11DepthStencilView* dsv;
GSTextureOGL* rtv;
GSTextureOGL* dsv;
GLuint fbo;
GLenum draw;
} m_state;
bool m_srv_changed;
bool m_ss_changed;
hash_map<uint32, GLuint > m_vs;
hash_map<uint32, GLuint > m_gs;
hash_map<uint32, GLuint > m_ps;
hash_map<uint32, GLuint > m_ps_ss;
hash_map<uint32, GSDepthStencilOGL* > m_om_dss;
hash_map<uint32, GSBlendStateOGL* > m_om_bs;
GLuint m_palette_ss;
GLuint m_rt_ss;
GSUniformBufferOGL* m_vs_cb;
GSUniformBufferOGL* m_ps_cb;
VSConstantBuffer m_vs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
protected:
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
void DoShadeBoost(GSTexture* st, GSTexture* dt);
public:
GSDeviceOGL();
virtual ~GSDeviceOGL();
void CheckDebugLog();
static void DebugOutputToFile(unsigned int source, unsigned int type, unsigned int id, unsigned int severity, const char* message);
void DebugOutput();
void DebugInput();
void DebugBB();
bool HasStencil() { return true; }
bool HasDepth32() { return true; }
bool Create(GSWnd* wnd);
bool Reset(int w, int h);
void Flip();
void SetVSync(bool enable);
void DrawPrimitive();
void DrawIndexedPrimitive();
void DrawIndexedPrimitive(int offset, int count);
void BeforeDraw();
void AfterDraw();
void ClearRenderTarget(GSTexture* t, const GSVector4& c);
void ClearRenderTarget(GSTexture* t, uint32 c);
void ClearDepth(GSTexture* t, float c);
void ClearStencil(GSTexture* t, uint8 c);
GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0);
GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0);
GSTexture* CreateTexture(int w, int h, int format = 0);
GSTexture* CreateOffscreen(int w, int h, int format = 0);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true);
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
GSTexture* Resolve(GSTexture* t);
void CompileShaderFromSource(const std::string& glsl_file, const std::string& entry, GLenum type, GLuint* program, const std::string& macro_sel = "");
void EndScene();
void IASetPrimitiveTopology(GLenum topology);
void IASetVertexBuffer(const void* vertices, size_t count);
bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);
void IAUnmapVertexBuffer();
void IASetIndexBuffer(const void* index, size_t count);
void IASetVertexState(GSVertexBufferStateOGL* vb = NULL);
void SetUniformBuffer(GSUniformBufferOGL* cb);
void VSSetShader(GLuint vs);
void GSSetShader(GLuint gs);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShaderResource(int i, GSTexture* sr);
void PSSetSamplerState(GLuint ss0, GLuint ss1, GLuint ss2 = 0);
void PSSetShader(GLuint ps);
void OMSetFBO(GLuint fbo, GLenum buffer = GL_COLOR_ATTACHMENT0);
void OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref);
void OMSetBlendState(GSBlendStateOGL* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
void CreateTextureFX();
void SetupIA(const void* vertex, int vertex_count, const uint32* index, int index_count, int prim);
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel);
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
};