pcsx2/plugins/GSdx/GSDeviceOGL.h

585 lines
14 KiB
C++

/*
* Copyright (C) 2011-2013 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 "GSDevice.h"
#include "GSTextureOGL.h"
#include "GSdx.h"
#include "GSVertexArrayOGL.h"
#include "GSUniformBufferOGL.h"
#include "GSShaderOGL.h"
#include "GLState.h"
// A couple of flag to determine the blending behavior
#define BLEND_A_MAX (0x100) // Impossible blending uses coeff bigger than 1
#define BLEND_C_CLR (0x200) // Clear color blending (use directly the destination color as blending factor)
#define BLEND_NO_BAR (0x400) // don't require texture barrier for the blending (because the RT is not used)
#define BLEND_ACCU (0x800) // Allow to use a mix of SW and HW blending to keep the best of the 2 worlds
#ifdef ENABLE_OGL_DEBUG_MEM_BW
extern uint64 g_real_texture_upload_byte;
extern uint64 g_vertex_upload_byte;
#endif
class GSDepthStencilOGL {
bool m_depth_enable;
GLenum m_depth_func;
bool m_depth_mask;
// Note front face and back might be split but it seems they have same parameter configuration
bool m_stencil_enable;
GLenum m_stencil_func;
GLenum m_stencil_spass_dpass_op;
public:
GSDepthStencilOGL() : m_depth_enable(false)
, m_depth_func(GL_ALWAYS)
, m_depth_mask(0)
, m_stencil_enable(false)
, m_stencil_func(0)
, m_stencil_spass_dpass_op(GL_KEEP)
{
}
void EnableDepth() { m_depth_enable = true; }
void EnableStencil() { m_stencil_enable = true; }
void SetDepth(GLenum func, bool mask) { m_depth_func = func; m_depth_mask = mask; }
void SetStencil(GLenum func, GLenum pass) { m_stencil_func = func; m_stencil_spass_dpass_op = pass; }
void SetupDepth()
{
if (GLState::depth != m_depth_enable) {
GLState::depth = m_depth_enable;
if (m_depth_enable)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
}
if (m_depth_enable) {
if (GLState::depth_func != m_depth_func) {
GLState::depth_func = m_depth_func;
glDepthFunc(m_depth_func);
}
if (GLState::depth_mask != m_depth_mask) {
GLState::depth_mask = m_depth_mask;
glDepthMask((GLboolean)m_depth_mask);
}
}
}
void SetupStencil()
{
if (GLState::stencil != m_stencil_enable) {
GLState::stencil = m_stencil_enable;
if (m_stencil_enable)
glEnable(GL_STENCIL_TEST);
else
glDisable(GL_STENCIL_TEST);
}
if (m_stencil_enable) {
// Note: here the mask control which bitplane is considered by the operation
if (GLState::stencil_func != m_stencil_func) {
GLState::stencil_func = m_stencil_func;
glStencilFunc(m_stencil_func, 1, 1);
}
if (GLState::stencil_pass != m_stencil_spass_dpass_op) {
GLState::stencil_pass = m_stencil_spass_dpass_op;
glStencilOp(GL_KEEP, GL_KEEP, m_stencil_spass_dpass_op);
}
}
}
bool IsMaskEnable() { return m_depth_mask != GL_FALSE; }
};
class GSDeviceOGL final : public GSDevice
{
public:
struct alignas(32) VSConstantBuffer
{
GSVector4 Vertex_Scale_Offset;
GSVector2i DepthMask;
GSVector2 PointSize;
VSConstantBuffer()
{
Vertex_Scale_Offset = GSVector4::zero();
DepthMask = GSVector2i(0, 0);
PointSize = GSVector2(0, 0);
}
__forceinline bool Update(const VSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
if(!((a[0] == b[0]) & (a[1] == b[1])).alltrue())
{
a[0] = b[0];
a[1] = b[1];
return true;
}
return false;
}
};
struct VSSelector
{
union
{
struct
{
uint32 _free:32;
};
uint32 key;
};
operator uint32() const {return key;}
VSSelector() : key(0) {}
VSSelector(uint32 k) : key(k) {}
};
struct GSSelector
{
union
{
struct
{
uint32 sprite:1;
uint32 point:1;
uint32 line:1;
uint32 _free:29;
};
uint32 key;
};
operator uint32() const {return key;}
GSSelector() : key(0) {}
GSSelector(uint32 k) : key(k) {}
};
struct alignas(32) PSConstantBuffer
{
GSVector4 FogColor_AREF;
GSVector4 WH;
GSVector4 TA_Af;
GSVector4i MskFix;
GSVector4i FbMask;
GSVector4 HalfTexel;
GSVector4 MinMax;
GSVector4 TC_OH_TS;
PSConstantBuffer()
{
FogColor_AREF = GSVector4::zero();
HalfTexel = GSVector4::zero();
WH = GSVector4::zero();
TA_Af = GSVector4::zero();
MinMax = GSVector4::zero();
MskFix = GSVector4i::zero();
TC_OH_TS = GSVector4::zero();
FbMask = GSVector4i::zero();
}
__forceinline bool Update(const PSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
// if WH matches both HalfTexel and TC_OH_TS do too
// MinMax depends on WH and MskFix so no need to check it too
if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3]) & (a[4] == b[4])).alltrue())
{
// Note previous check uses SSE already, a plain copy will be faster than any memcpy
a[0] = b[0];
a[1] = b[1];
a[2] = b[2];
a[3] = b[3];
a[4] = b[4];
a[5] = b[5];
return true;
}
return false;
}
};
struct PSSelector
{
// Performance note: there are too many shader combinations
// It might hurt the performance due to frequent toggling worse it could consume
// a lots of memory.
union
{
struct
{
// *** Word 1
// Format
uint32 tex_fmt:4;
uint32 dfmt:2;
uint32 depth_fmt:2;
// Alpha extension/Correction
uint32 aem:1;
uint32 fba:1;
// Fog
uint32 fog:1;
// Flat/goround shading
uint32 iip:1;
// Pixel test
uint32 date:3;
uint32 atst:3;
// Color sampling
uint32 fst:1; // Investigate to do it on the VS
uint32 tfx:3;
uint32 tcc:1;
uint32 wms:2;
uint32 wmt:2;
uint32 ltf:1;
// Shuffle and fbmask effect
uint32 shuffle:1;
uint32 read_ba:1;
uint32 write_rg:1;
uint32 fbmask:1;
//uint32 _free1:0;
// *** Word 2
// Blend and Colclip
uint32 blend_a:2;
uint32 blend_b:2;
uint32 blend_c:2;
uint32 blend_d:2;
uint32 clr1:1; // useful?
uint32 pabe:1;
uint32 hdr:1;
uint32 colclip:1;
// Others ways to fetch the texture
uint32 channel:3;
// Hack
uint32 tcoffsethack:1;
uint32 urban_chaos_hle:1;
uint32 tales_of_abyss_hle:1;
uint32 tex_is_fb:1; // Jak Shadows
uint32 automatic_lod:1;
uint32 manual_lod:1;
uint32 _free2:11;
};
uint64 key;
};
// FIXME is the & useful ?
operator uint64() const {return key;}
PSSelector() : key(0) {}
};
struct PSSamplerSelector
{
union
{
struct
{
uint32 tau:1;
uint32 tav:1;
uint32 biln:1;
uint32 triln:3;
uint32 aniso:1;
uint32 _free:25;
};
uint32 key;
};
operator uint32() {return key;}
PSSamplerSelector() : key(0) {}
PSSamplerSelector(uint32 k) : key(k) {}
};
struct OMDepthStencilSelector
{
union
{
struct
{
uint32 ztst:2;
uint32 zwe:1;
uint32 date:1;
uint32 date_one:1;
uint32 _free:27;
};
uint32 key;
};
// FIXME is the & useful ?
operator uint32() {return key;}
OMDepthStencilSelector() : key(0) {}
OMDepthStencilSelector(uint32 k) : key(k) {}
};
struct OMColorMaskSelector
{
union
{
struct
{
uint32 wr:1;
uint32 wg:1;
uint32 wb:1;
uint32 wa:1;
uint32 _free:28;
};
struct
{
uint32 wrgba:4;
};
uint32 key;
};
// FIXME is the & useful ?
operator uint32() {return key & 0xf;}
OMColorMaskSelector() : key(0xF) {}
OMColorMaskSelector(uint32 c) { wrgba = c; }
};
struct alignas(32) MiscConstantBuffer
{
GSVector4i ScalingFactor;
GSVector4i ChannelShuffle;
GSVector4i EMOD_AC;
MiscConstantBuffer() {memset(this, 0, sizeof(*this));}
};
struct OGLBlend {uint16 bogus, op, src, dst;};
static const OGLBlend m_blendMapOGL[3*3*3*3 + 1];
static const int m_NO_BLEND;
static const int m_MERGE_BLEND;
static int m_shader_inst;
static int m_shader_reg;
private:
uint32 m_msaa; // Level of Msaa
int m_force_texture_clear;
int m_mipmap;
Filtering m_filter;
static bool m_debug_gl_call;
static FILE* m_debug_gl_file;
GSWnd* m_window;
GLuint m_fbo; // frame buffer container
GLuint m_fbo_read; // frame buffer container only for reading
GSVertexBufferStateOGL* m_va;// state of the vertex buffer/array
struct {
GLuint ps[2]; // program object
GSUniformBufferOGL* cb; // uniform buffer object
} m_merge_obj;
struct {
GLuint ps[4]; // program object
GSUniformBufferOGL* cb; // uniform buffer object
} m_interlace;
struct {
GLuint vs; // program object
GLuint ps[ShaderConvert_Count]; // program object
GLuint ln; // sampler object
GLuint pt; // sampler object
GSDepthStencilOGL* dss;
GSDepthStencilOGL* dss_write;
GSUniformBufferOGL* cb;
} m_convert;
struct {
GLuint ps;
GSUniformBufferOGL *cb;
} m_fxaa;
struct {
GLuint ps;
GSUniformBufferOGL* cb;
} m_shaderfx;
struct {
GSDepthStencilOGL* dss;
GSTexture* t;
} m_date;
struct {
GLuint ps;
} m_shadeboost;
struct {
uint16 last_query;
GLuint timer_query[1<<16];
GLuint timer() { return timer_query[last_query]; }
} m_profiler;
GLuint m_vs[1];
GLuint m_gs[1<<3];
GLuint m_ps_ss[1<<7];
GSDepthStencilOGL* m_om_dss[1<<5];
hash_map<uint64, GLuint > m_ps;
GLuint m_apitrace;
GLuint m_palette_ss;
GSUniformBufferOGL* m_vs_cb;
GSUniformBufferOGL* m_ps_cb;
VSConstantBuffer m_vs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
MiscConstantBuffer m_misc_cb_cache;
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* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) final;
void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0) final;
void DoFXAA(GSTexture* sTex, GSTexture* dTex) final;
void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) final;
void DoExternalFX(GSTexture* sTex, GSTexture* dTex) final;
void OMAttachRt(GSTextureOGL* rt = NULL);
void OMAttachDs(GSTextureOGL* ds = NULL);
void OMSetFBO(GLuint fbo);
public:
GSShaderOGL* m_shader;
GSDeviceOGL();
virtual ~GSDeviceOGL();
void GenerateProfilerData();
static void CheckDebugLog();
// Used by OpenGL, so the same calling convention is required.
static void APIENTRY DebugOutputToFile(GLenum gl_source, GLenum gl_type, GLuint id, GLenum gl_severity, GLsizei gl_length, const GLchar *gl_message, const void* userParam);
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() final;
void DrawPrimitive(int offset, int count);
void DrawIndexedPrimitive() final;
void DrawIndexedPrimitive(int offset, int count) final;
inline void BeforeDraw();
inline void AfterDraw();
void ClearRenderTarget(GSTexture* t, const GSVector4& c) final;
void ClearRenderTarget(GSTexture* t, uint32 c) final;
void ClearRenderTarget_i(GSTexture* t, int32 c);
void ClearDepth(GSTexture* t) final;
void ClearStencil(GSTexture* t, uint8 c) final;
GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0) final;
GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0) final;
GSTexture* CreateTexture(int w, int h, int format = 0) final;
GSTexture* CreateOffscreen(int w, int h, int format = 0) final;
void InitPrimDateTexture(GSTexture* rt, const GSVector4i& area);
void RecycleDateTexture();
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0) final;
void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r) final;
void CopyRectConv(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r, bool at_origin);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true) final;
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, GLuint ps, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, GLuint ps, int bs, bool linear = true);
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
void BeginScene() final {}
void EndScene() final;
void IASetPrimitiveTopology(GLenum topology);
void IASetVertexBuffer(const void* vertices, size_t count);
void IASetIndexBuffer(const void* index, size_t count);
void PSSetShaderResource(int i, GSTexture* sr) final;
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final;
void PSSetSamplerState(GLuint ss);
void OMSetDepthStencilState(GSDepthStencilOGL* dss);
void OMSetBlendState(uint8 blend_index = 0, uint8 blend_factor = 0, bool is_blend_constant = false, bool accumulation_blend = false);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final;
void OMSetColorMaskState(OMColorMaskSelector sel = OMColorMaskSelector());
void CreateTextureFX();
GLuint CompileVS(VSSelector sel);
GLuint CompileGS(GSSelector sel);
GLuint CompilePS(PSSelector sel);
GLuint CreateSampler(PSSamplerSelector sel);
GSDepthStencilOGL* CreateDepthStencil(OMDepthStencilSelector dssel);
void SelfShaderTestPrint(const string& test, int& nb_shader);
void SelfShaderTestRun(const string& dir, const string& file, const PSSelector& sel, int& nb_shader);
void SelfShaderTest();
void SetupIA(const void* vertex, int vertex_count, const uint32* index, int index_count, int prim);
void SetupPipeline(const VSSelector& vsel, const GSSelector& gsel, const PSSelector& psel);
void SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb);
void SetupCBMisc(const GSVector4i& channel);
void SetupSampler(PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel);
GLuint GetSamplerID(PSSamplerSelector ssel);
GLuint GetPaletteSamplerID();
void Barrier(GLbitfield b);
};