mirror of https://github.com/PCSX2/pcsx2.git
216 lines
6.0 KiB
C++
216 lines
6.0 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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void GSDeviceOGL::CreateTextureFX()
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{
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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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m_palette_ss = CreateSampler(false, false, false);
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GSInputLayoutOGL vert_format[] =
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{
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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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{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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CompileVS(VSSelector());
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CompileGS(GSSelector());
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CompilePS(PSSelector());
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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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for (uint32 key = 0; key < GSSelector::size(); key++)
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m_gs[key] = CompileGS(GSSelector(key));
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for (uint32 key = 0; key < VSSelector::size(); key++)
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m_vs[key] = CompileVS(VSSelector(key));
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for (uint32 key = 0; key < PSSamplerSelector::size(); key++)
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m_ps_ss[key] = CreateSampler(PSSamplerSelector(key));
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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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}
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GLuint GSDeviceOGL::CreateSampler(PSSamplerSelector sel)
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{
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return CreateSampler(sel.ltf, sel.tau, sel.tav);
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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->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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return bs;
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}
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void GSDeviceOGL::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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{
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GLuint vs = m_vs[sel];
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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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m_shader->VS(vs);
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}
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void GSDeviceOGL::SetupGS(GSSelector sel)
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{
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GLuint gs = m_gs[sel];
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m_shader->GS(gs);
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}
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void GSDeviceOGL::SetupPS(PSSelector sel, const PSConstantBuffer* cb)
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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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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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m_shader->PS(ps);
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}
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void GSDeviceOGL::SetupSampler(PSSelector sel, PSSamplerSelector ssel)
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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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PSSetSamplerState(0, m_ps_ss[ssel]);
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PSSetSamplerState(1, m_palette_ss);
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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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GSDepthStencilOGL* dss = m_om_dss[dssel];
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OMSetDepthStencilState(dss, 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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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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