pcsx2/plugins/zzogl-pg/opengl/ZZoglCreate.cpp

856 lines
22 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
*/
// Create and Destroy function. They would be called once per session.
//------------------ Includes
#include "GS.h"
#include "Mem.h"
#include "GLWin.h"
#include "ZZoglShaders.h"
#include "targets.h"
#include "rasterfont.h" // simple font
#include "ZZoglDrawing.h"
#include "ZZoglVB.h"
// This include for windows resource file with Shaders
#ifdef _WIN32
# include "Win32.h"
#endif
// ----------------- Types
map<string, GLbyte> mapGLExtensions;
extern bool ZZshLoadExtraEffects();
GLuint vboRect = 0;
GLuint g_vboBuffers[VB_NUMBUFFERS]; // VBOs for all drawing commands
u32 g_nCurVBOIndex = 0;
inline bool CreateImportantCheck();
inline void CreateOtherCheck();
inline bool CreateOpenShadersFile();
void ZZGSStateReset();
//------------------ Dummies
#ifdef _WIN32
void __stdcall glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4)
#else
void APIENTRY glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4)
#endif
{
glBlendFunc(e1, e2);
}
#ifdef _WIN32
void __stdcall glBlendEquationSeparateDummy(GLenum e1, GLenum e2)
#else
void APIENTRY glBlendEquationSeparateDummy(GLenum e1, GLenum e2)
#endif
{
glBlendEquation(e1);
}
#ifdef _WIN32
extern HINSTANCE hInst;
void (__stdcall *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL;
void (__stdcall *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL;
#else
void (APIENTRY *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL;
void (APIENTRY *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL;
#endif
//------------------ variables
////////////////////////////
// State parameters
extern u8* s_lpShaderResources;
// String's for shader file in developer mode
//#ifdef ZEROGS_DEVBUILD
char* EFFECT_NAME = "";
char* EFFECT_DIR = "";
//#endif
/////////////////////
// graphics resources
GLenum s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha; // set by zgsBlendFuncSeparateEXT
u32 s_stencilfunc, s_stencilref, s_stencilmask;
GLenum s_drawbuffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
u32 ptexLogo = 0;
int nLogoWidth, nLogoHeight;
u32 s_ptexInterlace = 0; // holds interlace fields
static bool vb_buffer_allocated = false;
//------------------ Global Variables
int GPU_TEXWIDTH = 512;
float g_fiGPU_TEXWIDTH = 1/512.0f;
int g_MaxTexWidth = 4096, g_MaxTexHeight = 4096;
namespace FB
{
u32 buf = 0;
};
RasterFont* font_p = NULL;
float g_fBlockMult = 1;
//int s_nFullscreen = 0;
u32 ptexBlocks = 0, ptexConv16to32 = 0; // holds information on block tiling
u32 ptexBilinearBlocks = 0;
u32 ptexConv32to16 = 0;
// int g_nDepthBias = 0;
extern void Delete_Avi_Capture();
extern void ZZDestroy();
extern void SetAA(int mode);
//------------------ Code
///< returns true if the the opengl extension is supported
bool IsGLExt(const char* szTargetExtension)
{
return mapGLExtensions.find(string(szTargetExtension)) != mapGLExtensions.end();
}
inline bool check_gl_version(uint32 major, uint32 minor) {
const GLubyte* s;
s = glGetString(GL_VERSION);
if (s == NULL) return false;
ZZLog::Error_Log("Supported Opengl version: %s on GPU: %s. Vendor: %s\n", s, glGetString(GL_RENDERER), glGetString(GL_VENDOR));
// Could be useful to detect the GPU vendor:
// if ( strcmp((const char*)glGetString(GL_VENDOR), "ATI Technologies Inc.") == 0 )
GLuint dot = 0;
while (s[dot] != '\0' && s[dot] != '.') dot++;
if (dot == 0) return false;
GLuint major_gl = s[dot-1]-'0';
GLuint minor_gl = s[dot+1]-'0';
if ( (major_gl < major) || ( major_gl == major && minor_gl < minor ) ) {
ZZLog::Error_Log("OPENGL %d.%d is not supported\n", major, minor);
return false;
}
return true;
}
// Function asks about different OGL extensions, that are required to setup accordingly. Return false if checks failed
inline bool CreateImportantCheck()
{
bool bSuccess = true;
#ifndef _WIN32
int const glew_ok = glewInit();
if (glew_ok != GLEW_OK) {
ZZLog::Error_Log("glewInit() is not ok!");
// Better exit now, any openGL call will segfault.
return false;
}
#endif
// Require a minimum of openGL2.0 (first version that support hardware shader)
bSuccess &= check_gl_version(2, 0);
// GL_EXT_framebuffer_object -> GL3.0
// Opensource driver -> Intel OK. Radeon need EXT_packed_depth_stencil
if (!IsGLExt("GL_EXT_framebuffer_object"))
{
ZZLog::Error_Log("*********\nZZogl: ERROR: Need GL_EXT_framebuffer_object for multiple render targets\nZZogl: *********");
bSuccess = false;
}
bSuccess &= ZZshCheckProfilesSupport();
return bSuccess;
}
// This is a check for less important open gl extensions.
inline void CreateOtherCheck()
{
// GL_EXT_blend_equation_separate -> GL2.0
// Opensource driver -> Intel OK. Radeon OK.
zgsBlendEquationSeparateEXT = glBlendEquationSeparateEXT;
// GL_EXT_blend_func_separate -> GL1.4
// Opensource driver -> Intel OK. Radeon OK.
zgsBlendFuncSeparateEXT = glBlendFuncSeparateEXT;
// GL_ARB_draw_buffers -> GL2.0
// Opensource driver -> Intel (need gen4). Radeon OK.
if (glDrawBuffers == NULL) {
ZZLog::Error_Log("*********\nZZogl: OGL ERROR: multiple render targets not supported, some effects might look bad\nZZogl: *********");
conf.mrtdepth = 0;
}
GLint Max_Texture_Size_NV = 0;
GLint Max_Texture_Size_2d = 0;
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, &Max_Texture_Size_NV);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &Max_Texture_Size_2d);
g_MaxTexHeight = min(Max_Texture_Size_2d, Max_Texture_Size_NV);
ZZLog::Error_Log("Maximum texture size is %d for Tex_2d and %d for Tex_NV.", Max_Texture_Size_2d, Max_Texture_Size_NV);
if (Max_Texture_Size_NV < 1024)
ZZLog::Error_Log("Could not properly make bitmasks, so some textures will be missed.");
#ifdef _WIN32
GLWin.InitVsync(IsGLExt("WGL_EXT_swap_control") || IsGLExt("EXT_swap_control"));
#else
GLWin.InitVsync(IsGLExt("GLX_SGI_swap_control"));
#endif
GLWin.SetVsync(false);
}
#ifdef _WIN32
__forceinline bool LoadShadersFromRes()
{
HRSRC hShaderSrc = FindResource(hInst, MAKEINTRESOURCE(IDR_SHADERS), RT_RCDATA);
assert(hShaderSrc != NULL);
HGLOBAL hShaderGlob = LoadResource(hInst, hShaderSrc);
assert(hShaderGlob != NULL);
s_lpShaderResources = (u8*)LockResource(hShaderGlob);
return true;
}
#else
__forceinline bool LoadShadersFromDat()
{
FILE* fres = fopen("ps2hw.dat", "rb");
if (fres == NULL)
{
fres = fopen("plugins/ps2hw.dat", "rb");
if (fres == NULL)
{
// Each linux distributions have his rules for path so we give them the possibility to
// change it with compilation flags. -- Gregory
#ifdef PLUGIN_DIR_COMPILATION
#define xPLUGIN_DIR_str(s) PLUGIN_DIR_str(s)
#define PLUGIN_DIR_str(s) #s
const std::string shader_file = string(xPLUGIN_DIR_str(PLUGIN_DIR_COMPILATION)) + "/ps2hw.dat";
fres = fopen(shader_file.c_str(), "rb");
#endif
if (fres == NULL)
{
ZZLog::Error_Log("Cannot find ps2hw.dat in working directory. Exiting.");
return false;
}
}
}
fseek(fres, 0, SEEK_END);
size_t s = ftell(fres);
s_lpShaderResources = new u8[s+1];
fseek(fres, 0, SEEK_SET);
fread(s_lpShaderResources, s, 1, fres);
s_lpShaderResources[s] = 0;
return true;
}
#ifdef DEVBUILD
__forceinline bool LoadShadersFromFX()
{
// test if ps2hw.fx exists
char tempstr[255];
char curwd[255];
getcwd(curwd, ArraySize(curwd));
strcpy(tempstr, "/plugins/");
sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
FILE* f = fopen(EFFECT_NAME, "r");
if (f == NULL)
{
strcpy(tempstr, "../../plugins/zzogl-pg/opengl/");
sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
f = fopen(EFFECT_NAME, "r");
if (f == NULL)
{
ZZLog::Error_Log("Failed to find %s, try compiling a non-devbuild.", EFFECT_NAME);
return false;
}
}
fclose(f);
sprintf(EFFECT_DIR, "%s/%s", curwd, tempstr);
sprintf(EFFECT_NAME, "%sps2hw.fx", EFFECT_DIR);
return true;
}
#endif
#endif
// open shader file according to build target
inline bool CreateOpenShadersFile()
{
#ifndef DEVBUILD
# ifdef _WIN32
return LoadShadersFromRes();
# else // not _WIN32
return LoadShadersFromDat();
# endif // _WIN32
#else // defined(ZEROGS_DEVBUILD)
# ifndef _WIN32 // NOT WINDOWS
return LoadShadersFromFX();
// No else clause?
#endif
#endif // !defined(ZEROGS_DEVBUILD)
}
// Read all extensions name and fill mapGLExtensions
inline bool CreateFillExtensionsMap()
{
int max_ext = 0;
string all_ext("");
PFNGLGETSTRINGIPROC glGetStringi = 0;
glGetStringi = (PFNGLGETSTRINGIPROC)GLWin.GetProcAddress("glGetStringi");
glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
if (glGetStringi && max_ext) {
// Get opengl extension (opengl3)
for (GLint i = 0; i < max_ext; i++)
{
string extension((const char*)glGetStringi(GL_EXTENSIONS, i));
mapGLExtensions[extension];
all_ext += extension;
if (i != (max_ext - 1)) all_ext += ", ";
}
} else {
// fallback to old method (pre opengl3, intel gma, geforce 7 ...)
ZZLog::Error_Log("glGetStringi opengl 3 interface not supported, fallback to opengl 2");
const char* ptoken = (const char*)glGetString(GL_EXTENSIONS);
if (ptoken == NULL) return false;
all_ext = string(ptoken); // save the string to print a nice debug message
const char* pend = NULL;
while (ptoken != NULL)
{
pend = strchr(ptoken, ' ');
if (pend != NULL)
{
max_ext++;
mapGLExtensions[string(ptoken, pend-ptoken)];
}
else
{
max_ext++;
mapGLExtensions[string(ptoken)];
break;
}
ptoken = pend;
while (*ptoken == ' ') ++ptoken;
}
}
#ifndef _DEBUG
ZZLog::Log("%d supported OpenGL Extensions: %s\n", max_ext, all_ext.c_str());
#endif
ZZLog::Debug_Log("%d supported OpenGL Extensions: %s\n", max_ext, all_ext.c_str());
return true;
}
void LoadglFunctions()
{
// GL_EXT_framebuffer_object
// CORE -> 3.0 and replaced by GL_ARB_framebuffer_object
GL_LOADFN(glIsRenderbufferEXT);
GL_LOADFN(glBindRenderbufferEXT);
GL_LOADFN(glDeleteRenderbuffersEXT);
GL_LOADFN(glGenRenderbuffersEXT);
GL_LOADFN(glRenderbufferStorageEXT);
GL_LOADFN(glGetRenderbufferParameterivEXT);
GL_LOADFN(glIsFramebufferEXT);
GL_LOADFN(glBindFramebufferEXT);
GL_LOADFN(glDeleteFramebuffersEXT);
GL_LOADFN(glGenFramebuffersEXT);
GL_LOADFN(glCheckFramebufferStatusEXT);
GL_LOADFN(glFramebufferTexture1DEXT);
GL_LOADFN(glFramebufferTexture2DEXT);
GL_LOADFN(glFramebufferTexture3DEXT);
GL_LOADFN(glFramebufferRenderbufferEXT);
GL_LOADFN(glGetFramebufferAttachmentParameterivEXT);
// CORE -> 2.0
GL_LOADFN(glDrawBuffers);
}
inline bool TryBlockFormat(GLint fmt, const GLvoid* vBlockData) {
glTexImage2D(GL_TEXTURE_2D, 0, fmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_ALPHA, GL_FLOAT, vBlockData);
return (glGetError() == GL_NO_ERROR);
}
inline bool TryBlinearFormat(GLint fmt32, const GLvoid* vBilinearData) {
glTexImage2D(GL_TEXTURE_2D, 0, fmt32, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RGBA, GL_FLOAT, vBilinearData);
return (glGetError() == GL_NO_ERROR);
}
bool ZZCreate(int _width, int _height)
{
GLenum err = GL_NO_ERROR;
bool bSuccess = true;
ZZDestroy();
ZZGSStateReset();
if (!GLWin.DisplayWindow(_width, _height)) return false;
conf.mrtdepth = 0; // for now
if (!CreateFillExtensionsMap()) return false;
if (!CreateImportantCheck()) return false;
CreateOtherCheck();
// Incorrect must check rectangle texture too. Now done directly on CreateOtherCheck()
//
// check the max texture width and height
///glGetIntegerv(GL_MAX_TEXTURE_SIZE, &g_MaxTexWidth);
// Limit the texture size supported to 8192. We do not need bigger texture.
// Besides the following assertion is false when texture are too big.
// ZZoglFlush.cpp:2349: assert(fblockstride >= 1.0f)
//g_MaxTexWidth = min(8192, g_MaxTexWidth);
g_MaxTexHeight = g_MaxTexWidth / 4;
GPU_TEXWIDTH = min (g_MaxTexWidth/8, 1024);
g_fiGPU_TEXWIDTH = 1.0f / GPU_TEXWIDTH;
// FIXME: not clean maybe re integrate the function in shader files --greg
#if defined(GLSL_API) || defined(GLSL4_API)
if (!ZZshCreateOpenShadersFile()) return false;
#else
if (!CreateOpenShadersFile()) return false;
#endif
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
s_srcrgb = s_dstrgb = s_srcalpha = s_dstalpha = GL_ONE;
LoadglFunctions();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
FB::Create();
GL_REPORT_ERRORD();
FB::Bind();
DrawBuffers(s_drawbuffers);
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
font_p = new RasterFont();
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
// init draw fns
//init_drawfn();
if (ZZKick != NULL) delete ZZKick;
ZZKick = new Kick;
SetAA(conf.aa);
GSsetGameCRC(g_LastCRC, conf.settings()._u32);
GL_STENCILFUNC(GL_ALWAYS, 0, 0);
//s_bWriteDepth = true;
GL_BLEND_ALL(GL_ONE, GL_ONE, GL_ONE, GL_ONE);
glViewport(0, 0, GLWin.backbuffer.w, GLWin.backbuffer.h); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glGenTextures(1, &ptexLogo);
glBindTexture(GL_TEXTURE_RECTANGLE_NV, ptexLogo);
#ifdef _WIN32
HRSRC hBitmapSrc = FindResource(hInst, MAKEINTRESOURCE(IDB_ZEROGSLOGO), RT_BITMAP);
assert(hBitmapSrc != NULL);
HGLOBAL hBitmapGlob = LoadResource(hInst, hBitmapSrc);
assert(hBitmapGlob != NULL);
PBITMAPINFO pinfo = (PBITMAPINFO)LockResource(hBitmapGlob);
GLenum tempFmt = (pinfo->bmiHeader.biBitCount == 32) ? GL_RGBA : GL_RGB;
TextureRect(GL_RGBA, pinfo->bmiHeader.biWidth, pinfo->bmiHeader.biHeight, tempFmt, GL_UNSIGNED_BYTE, (u8*)pinfo + pinfo->bmiHeader.biSize);
nLogoWidth = pinfo->bmiHeader.biWidth;
nLogoHeight = pinfo->bmiHeader.biHeight;
setRectFilters(GL_LINEAR);
#else
#endif
GL_REPORT_ERROR();
#ifdef GLSL4_API
GSInputLayoutOGL vert_format[] =
{
{0 , 4 , GL_SHORT , GL_FALSE , sizeof(VertexGPU) , (const GLvoid*)(0) } , // vertex
{1 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(VertexGPU) , (const GLvoid*)(8) } , // color
{2 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof(VertexGPU) , (const GLvoid*)(12) } , // z value. FIXME WTF 4 unsigned byte, why not a full integer
{3 , 3 , GL_FLOAT , GL_FALSE , sizeof(VertexGPU) , (const GLvoid*)(16) } , // tex coord
};
vertex_array = new GSVertexBufferStateOGL(sizeof(VertexGPU), vert_format, 4);
#endif
g_nCurVBOIndex = 0;
if (!vb_buffer_allocated) {
glGenBuffers((GLsizei)ArraySize(g_vboBuffers), g_vboBuffers);
for (int i = 0; i < ArraySize(g_vboBuffers); ++i)
{
glBindBuffer(GL_ARRAY_BUFFER, g_vboBuffers[i]);
glBufferData(GL_ARRAY_BUFFER, 0x100*sizeof(VertexGPU), NULL, GL_STREAM_DRAW);
#ifdef GLSL4_API
vertex_array->set_internal_format();
#endif
}
vb_buffer_allocated = true; // mark the buffer allocated
}
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
// create the blocks texture
g_fBlockMult = 1;
#ifndef ZZNORMAL_MEMORY
FillAlowedPsnTable();
FillBlockTables();
#endif
vector<char> vBlockData, vBilinearData;
BLOCK::FillBlocks(vBlockData, vBilinearData);
glGenTextures(1, &ptexBlocks);
glBindTexture(GL_TEXTURE_2D, ptexBlocks);
// Opensource driver -> Intel (need gen4) (enabled by default on mesa 9). Radeon depends on the HW capability
#ifdef GLSL4_API
// texture float -> GL3.0
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RED, GL_FLOAT, &vBlockData[0]);
if (glGetError() != GL_NO_ERROR) {
ZZLog::Error_Log("ZZogl ERROR: could not fill blocks");
return false;
}
#else
if (TryBlockFormat(GL_RGBA32F, &vBlockData[0]))
ZZLog::Error_Log("Use GL_RGBA32F for blockdata.");
else if (TryBlockFormat(GL_ALPHA_FLOAT32_ATI, &vBlockData[0]))
ZZLog::Error_Log("Use ATI_texture_float for blockdata.");
else {
ZZLog::Error_Log("ZZogl ERROR: float texture not supported. If you use opensource driver (aka Mesa), you probably need to compile it with texture float support.");
ZZLog::Error_Log("ZZogl ERROR: Otherwise you probably have a very very old GPU, either use an older version of the plugin or upgrade your computer");
return false;
}
#endif
setTex2DFilters(GL_NEAREST);
setTex2DWrap(GL_REPEAT);
// fill in the bilinear blocks (main variant).
glGenTextures(1, &ptexBilinearBlocks);
glBindTexture(GL_TEXTURE_2D, ptexBilinearBlocks);
#ifdef GLSL4_API
if (!TryBlinearFormat(GL_RGBA32F, &vBilinearData[0]))
ZZLog::Error_Log("Fill bilinear blocks failed.");
#else
if (TryBlinearFormat(GL_RGBA32F, &vBilinearData[0]))
ZZLog::Error_Log("Fill bilinear blocks OK.!");
else if (TryBlinearFormat(GL_RGBA_FLOAT32_ATI, &vBilinearData[0]))
ZZLog::Error_Log("Fill bilinear blocks with ATI_texture_float.");
else if (TryBlinearFormat(GL_FLOAT_RGBA32_NV, &vBilinearData[0]))
ZZLog::Error_Log("ZZogl Fill bilinear blocks with NVidia_float.");
else
ZZLog::Error_Log("Fill bilinear blocks failed.");
#endif
setTex2DFilters(GL_NEAREST);
setTex2DWrap(GL_REPEAT);
float fpri = 1;
glPrioritizeTextures(1, &ptexBlocks, &fpri);
if (ptexBilinearBlocks != 0) glPrioritizeTextures(1, &ptexBilinearBlocks, &fpri);
GL_REPORT_ERROR();
// fill a simple rect
glGenBuffers(1, &vboRect);
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
#ifdef GLSL4_API
vertex_array->set_internal_format();
#endif
vector<VertexGPU> verts(4);
VertexGPU* pvert = &verts[0];
pvert->set_xyzst(-0x7fff, 0x7fff, 0, 0, 0);
pvert++;
pvert->set_xyzst(0x7fff, 0x7fff, 0, 1, 0);
pvert++;
pvert->set_xyzst(-0x7fff, -0x7fff, 0, 0, 1);
pvert++;
pvert->set_xyzst(0x7fff, -0x7fff, 0, 1, 1);
pvert++;
glBufferDataARB(GL_ARRAY_BUFFER, 4*sizeof(VertexGPU), &verts[0], GL_STATIC_DRAW);
#ifndef GLSL4_API
// setup the default vertex declaration
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
GL_REPORT_ERROR();
#endif
// create the conversion textures
glGenTextures(1, &ptexConv16to32);
glBindTexture(GL_TEXTURE_2D, ptexConv16to32);
vector<u32> conv16to32data(256*256);
for (int i = 0; i < 256*256; ++i)
{
u32 tempcol = RGBA16to32(i);
// have to flip r and b
conv16to32data[i] = (tempcol & 0xff00ff00) | ((tempcol & 0xff) << 16) | ((tempcol & 0xff0000) >> 16);
}
Texture2D(4, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, &conv16to32data[0]);
setTex2DFilters(GL_NEAREST);
setTex2DWrap(GL_CLAMP);
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
vector<u32> conv32to16data(32*32*32);
glGenTextures(1, &ptexConv32to16);
glBindTexture(GL_TEXTURE_3D, ptexConv32to16);
u32* dst = &conv32to16data[0];
for (int i = 0; i < 32; ++i)
{
for (int j = 0; j < 32; ++j)
{
for (int k = 0; k < 32; ++k)
{
u32 col = (i << 10) | (j << 5) | k;
*dst++ = ((col & 0xff) << 16) | (col & 0xff00);
}
}
}
Texture3D(4, 32, 32, 32, GL_RGBA, GL_UNSIGNED_BYTE, &conv32to16data[0]);
setTex3DFilters(GL_NEAREST);
setTex3DWrap(GL_CLAMP);
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
if (!ZZshStartUsingShaders()) bSuccess = false;
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
GL_BLEND_ALPHA(GL_ONE, GL_ZERO);
glBlendColorEXT(0, 0, 0, 0.5f);
glDisable(GL_CULL_FACE);
// points
// This was changed in SetAA - should we be changing it back?
glPointSize(1.0f);
// g_nDepthBias = 0;
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(0, 1);
vb[0].Init(VB_BUFFERSIZE);
vb[1].Init(VB_BUFFERSIZE);
g_vsprog = g_psprog = sZero;
if (glGetError() == GL_NO_ERROR)
{
return bSuccess;
}
else
{
ZZLog::Debug_Log("Error In final init!");
return false;
}
}
void ZZDestroy()
{
Delete_Avi_Capture();
g_MemTargs.Destroy();
s_RTs.Destroy();
s_DepthRTs.Destroy();
s_BitwiseTextures.Destroy();
SAFE_RELEASE_TEX(s_ptexInterlace);
SAFE_RELEASE_TEX(ptexBlocks);
SAFE_RELEASE_TEX(ptexBilinearBlocks);
SAFE_RELEASE_TEX(ptexConv16to32);
SAFE_RELEASE_TEX(ptexConv32to16);
vb[0].Destroy();
vb[1].Destroy();
if (vb_buffer_allocated)
{
glDeleteBuffers((GLsizei)ArraySize(g_vboBuffers), g_vboBuffers);
vb_buffer_allocated = false; // mark the buffer unallocated
}
#ifdef GLSL4_API
if (vertex_array != NULL) {
delete vertex_array;
vertex_array = NULL;
}
#endif
g_nCurVBOIndex = 0;
if (pvs != NULL)
{
for (int i = 0; i < ArraySize(pvs); ++i)
{
SAFE_RELEASE_PROG(pvs[i]);
}
}
if (ppsRegular != NULL)
{
for (int i = 0; i < ArraySize(ppsRegular); ++i)
{
SAFE_RELEASE_PROG(ppsRegular[i].prog);
}
}
if (ppsTexture != NULL)
{
for (int i = 0; i < ArraySize(ppsTexture); ++i)
{
SAFE_RELEASE_PROG(ppsTexture[i].prog);
}
}
SAFE_RELEASE_PROG(pvsBitBlt.prog);
SAFE_RELEASE_PROG(ppsBitBlt[0].prog);
SAFE_RELEASE_PROG(ppsBitBlt[1].prog);
SAFE_RELEASE_PROG(ppsBitBltDepth.prog);
SAFE_RELEASE_PROG(ppsCRTCTarg[0].prog);
SAFE_RELEASE_PROG(ppsCRTCTarg[1].prog);
SAFE_RELEASE_PROG(ppsCRTC[0].prog);
SAFE_RELEASE_PROG(ppsCRTC[1].prog);
// SAFE_RELEASE_PROG(ppsCRTC24[0].prog);
// SAFE_RELEASE_PROG(ppsCRTC24[1].prog);
SAFE_RELEASE_PROG(ppsOne.prog);
safe_delete(font_p);
FB::Delete();
GLWin.ReleaseContext();
mapGLExtensions.clear();
}