pcsx2/plugins/GSdx/GSDeviceOGL.cpp

1565 lines
51 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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "GSDeviceOGL.h"
// TODO performance cost to investigate
// Texture attachment/glDrawBuffer. For the moment it set every draw and potentially multiple time (first time in clear, second time in rendering)
// Attachment 1 is only used with the GL_16UI format
//#define LOUD_DEBUGGING
//#define PRINT_FRAME_NUMBER
//#define ONLY_LINES
static uint32 g_draw_count = 0;
static uint32 g_frame_count = 1;
GSDeviceOGL::GSDeviceOGL()
: m_free_window(false)
, m_window(NULL)
, m_pipeline(0)
, m_fbo(0)
, m_fbo_read(0)
, m_vb_sr(NULL)
, m_srv_changed(false)
, m_ss_changed(false)
{
m_msaa = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_MSAA", 0) : 0;
memset(&m_merge_obj, 0, sizeof(m_merge_obj));
memset(&m_interlace, 0, sizeof(m_interlace));
memset(&m_convert, 0, sizeof(m_convert));
memset(&m_date, 0, sizeof(m_date));
memset(&m_state, 0, sizeof(m_state));
// Reset the debug file
#ifdef OGL_DEBUG
FILE* f = fopen("Debug.txt","w");
fclose(f);
#endif
}
GSDeviceOGL::~GSDeviceOGL()
{
// Clean vertex buffer state
delete (m_vb_sr);
// Clean m_merge_obj
for (uint i = 0; i < 2; i++)
glDeleteProgram(m_merge_obj.ps[i]);
delete (m_merge_obj.cb);
delete (m_merge_obj.bs);
// Clean m_interlace
for (uint i = 0; i < 2; i++)
glDeleteProgram(m_interlace.ps[i]);
delete (m_interlace.cb);
// Clean m_convert
glDeleteProgram(m_convert.vs);
for (uint i = 0; i < 2; i++)
glDeleteProgram(m_convert.ps[i]);
glDeleteSamplers(1, &m_convert.ln);
glDeleteSamplers(1, &m_convert.pt);
delete m_convert.dss;
delete m_convert.bs;
// Clean m_date
delete m_date.dss;
delete m_date.bs;
// Clean various opengl allocation
glDeleteProgramPipelines(1, &m_pipeline);
glDeleteFramebuffers(1, &m_fbo);
glDeleteFramebuffers(1, &m_fbo_read);
// Delete HW FX
delete m_vs_cb;
delete m_ps_cb;
glDeleteSamplers(1, &m_rt_ss);
delete m_vb;
for (auto it = m_vs.begin(); it != m_vs.end() ; it++) glDeleteProgram(it->second);
for (auto it = m_gs.begin(); it != m_gs.end() ; it++) glDeleteProgram(it->second);
for (auto it = m_ps.begin(); it != m_ps.end() ; it++) glDeleteProgram(it->second);
for (auto it = m_ps_ss.begin(); it != m_ps_ss.end() ; it++) glDeleteSamplers(1, &it->second);
m_vs.clear();
m_gs.clear();
m_ps.clear();
m_ps_ss.clear();
m_om_dss.clear();
m_om_bs.clear();
}
GSTexture* GSDeviceOGL::CreateSurface(int type, int w, int h, bool msaa, int format)
{
// A wrapper to call GSTextureOGL, with the different kind of parameter
GSTextureOGL* t = NULL;
t = new GSTextureOGL(type, w, h, msaa, format, m_fbo_read);
switch(type)
{
case GSTexture::RenderTarget:
ClearRenderTarget(t, 0);
break;
case GSTexture::DepthStencil:
ClearDepth(t, 0);
//FIXME might be need to clear the stencil too
break;
}
return t;
}
GSTexture* GSDeviceOGL::FetchSurface(int type, int w, int h, bool msaa, int format)
{
// FIXME: keep DX code. Do not know how work msaa but not important for the moment
// Current config give only 0 or 1
#if 0
if(m_msaa < 2) {
msaa = false;
}
#endif
msaa = false;
return GSDevice::FetchSurface(type, w, h, msaa, format);
}
bool GSDeviceOGL::Create(GSWnd* wnd)
{
if (m_window == NULL) {
// FIXME......
// GLEW's problem is that it calls glGetString(GL_EXTENSIONS) which causes GL_INVALID_ENUM on GL 3.2 forward compatible context as soon as glewInit() is called. It also doesn't fetch the function pointers. The solution is for GLEW to use glGetStringi instead.
// The current version of GLEW is 1.7.0 but they still haven't corrected it. The only fix is to use glewExperimental for now :
//NOTE: I'm not sure experimental work on 1.6 ...
glewExperimental=true;
const int glew_ok = glewInit();
if (glew_ok != GLEW_OK)
{
// FIXME:proper logging
fprintf(stderr, "Error: Failed to init glew :%s\n", glewGetErrorString(glew_ok));
return false;
}
// Note: don't rely on glew to avoid to pull glew1.7
// Instead we just copy/adapt the 10 lines of code
// if (!GLEW_VERSION_4_2) {
// fprintf(stderr, "4.2 is not supported!\n");
// return false;
// }
const GLubyte* s;
s = glGetString(GL_VERSION);
if (s == NULL) return false;
GLuint dot = 0;
while (s[dot] != '\0' && s[dot] != '.') dot++;
if (dot == 0) return false;
GLuint major = s[dot-1]-'0';
GLuint minor = s[dot+1]-'0';
// Note: 4.2 crash on latest nvidia drivers!
// So only check 4.1
// if ( (major < 4) || ( major == 4 && minor < 2 ) ) return false;
// if ( (major < 4) || ( major == 4 && minor < 1 ) ) return false;
if ( (major < 3) || ( major == 3 && minor < 3 ) ) {
fprintf(stderr, "OPENGL 3.3 is not supported\n");
return false;
}
if ( !glewIsSupported("GL_ARB_separate_shader_objects")) {
fprintf(stderr, "GL_ARB_separate_shader_objects is not supported\n");
return false;
}
if ( !glewIsSupported("GL_ARB_shading_language_420pack")) {
fprintf(stderr, "GL_ARB_shading_language_420pack is not supported\n");
//return false;
}
}
// FIXME disable it when code is ready
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
m_window = wnd;
// ****************************************************************
// Various object
// ****************************************************************
glGenProgramPipelines(1, &m_pipeline);
glBindProgramPipeline(m_pipeline);
glGenFramebuffers(1, &m_fbo);
glGenFramebuffers(1, &m_fbo_read);
// ****************************************************************
// Vertex buffer state
// ****************************************************************
GSInputLayoutOGL il_convert[2] =
{
{0, 4, GL_FLOAT, GL_FALSE, sizeof(GSVertexPT1), (const GLvoid*)offsetof(struct GSVertexPT1, p) },
{1, 2, GL_FLOAT, GL_FALSE, sizeof(GSVertexPT1), (const GLvoid*)offsetof(struct GSVertexPT1, t) },
};
m_vb_sr = new GSVertexBufferStateOGL(sizeof(GSVertexPT1), il_convert, countof(il_convert));
// ****************************************************************
// convert
// ****************************************************************
CompileShaderFromSource("convert.glsl", "vs_main", GL_VERTEX_SHADER, &m_convert.vs);
CompileShaderFromSource("convert.glsl", "gs_main", GL_GEOMETRY_SHADER, &m_convert.gs);
for(uint i = 0; i < countof(m_convert.ps); i++)
CompileShaderFromSource("convert.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, &m_convert.ps[i]);
// Note the following object are initialized to 0 so disabled.
// Note: maybe enable blend with a factor of 1
// m_convert.dss, m_convert.bs
#if 0
memset(&dsd, 0, sizeof(dsd));
dsd.DepthEnable = false;
dsd.StencilEnable = false;
hr = m_dev->CreateDepthStencilState(&dsd, &m_convert.dss);
memset(&bsd, 0, sizeof(bsd));
bsd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = m_dev->CreateBlendState(&bsd, &m_convert.bs);
#endif
glGenSamplers(1, &m_convert.ln);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// FIXME which value for GL_TEXTURE_MIN_LOD
glSamplerParameterf(m_convert.ln, GL_TEXTURE_MAX_LOD, FLT_MAX);
// FIXME: seems there is 2 possibility in opengl
// DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
// glSamplerParameteri(m_convert.ln, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glSamplerParameteri(m_convert.ln, GL_TEXTURE_COMPARE_FUNC, GL_NEVER);
// FIXME: need ogl extension sd.MaxAnisotropy = 16;
glGenSamplers(1, &m_convert.pt);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// FIXME which value for GL_TEXTURE_MIN_LOD
glSamplerParameterf(m_convert.pt, GL_TEXTURE_MAX_LOD, FLT_MAX);
// FIXME: seems there is 2 possibility in opengl
// DX: sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
// glSamplerParameteri(m_convert.pt, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glSamplerParameteri(m_convert.pt, GL_TEXTURE_COMPARE_FUNC, GL_NEVER);
// FIXME: need ogl extension sd.MaxAnisotropy = 16;
m_convert.dss = new GSDepthStencilOGL();
m_convert.bs = new GSBlendStateOGL();
// ****************************************************************
// merge
// ****************************************************************
m_merge_obj.cb = new GSUniformBufferOGL(1, sizeof(MergeConstantBuffer));
for(uint i = 0; i < countof(m_merge_obj.ps); i++)
CompileShaderFromSource("merge.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, &m_merge_obj.ps[i]);
m_merge_obj.bs = new GSBlendStateOGL();
m_merge_obj.bs->EnableBlend();
m_merge_obj.bs->SetRGB(GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// ****************************************************************
// interlace
// ****************************************************************
m_interlace.cb = new GSUniformBufferOGL(2, sizeof(InterlaceConstantBuffer));
for(uint i = 0; i < countof(m_interlace.ps); i++)
CompileShaderFromSource("interlace.glsl", format("ps_main%d", i), GL_FRAGMENT_SHADER, &m_interlace.ps[i]);
// ****************************************************************
// Shade boost
// ****************************************************************
m_shadeboost.cb = new GSUniformBufferOGL(6, sizeof(ShadeBoostConstantBuffer));
int ShadeBoost_Contrast = theApp.GetConfig("ShadeBoost_Contrast", 50);
int ShadeBoost_Brightness = theApp.GetConfig("ShadeBoost_Brightness", 50);
int ShadeBoost_Saturation = theApp.GetConfig("ShadeBoost_Saturation", 50);
std::string macro = format("#define SB_SATURATION %d\n", ShadeBoost_Saturation)
+ format("#define SB_BRIGHTNESS %d\n", ShadeBoost_Brightness)
+ format("#define SB_CONTRAST %d\n", ShadeBoost_Contrast);
CompileShaderFromSource("shadeboost.glsl", "ps_main", GL_FRAGMENT_SHADER, &m_shadeboost.ps, macro);
// ****************************************************************
// rasterization configuration
// ****************************************************************
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_CULL_FACE);
glEnable(GL_SCISSOR_TEST);
// FIXME enable it when multisample code will be here
// DX: rd.MultisampleEnable = true;
glDisable(GL_MULTISAMPLE);
#ifdef ONLY_LINES
glLineWidth(5.0);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
// Hum I don't know for those options but let's hope there are not activated
#if 0
rd.FrontCounterClockwise = false;
rd.DepthBias = false;
rd.DepthBiasClamp = 0;
rd.SlopeScaledDepthBias = 0;
rd.DepthClipEnable = false; // ???
rd.AntialiasedLineEnable = false;
#endif
// TODO Later
// ****************************************************************
// fxaa (bonus)
// ****************************************************************
// FIXME need to define FXAA_GLSL_130 for the shader
// FIXME need to manually set the index...
// FIXME need dofxaa interface too
// m_fxaa.cb = new GSUniformBufferOGL(3, sizeof(FXAAConstantBuffer));
//CompileShaderFromSource("fxaa.fx", format("ps_main", i), GL_FRAGMENT_SHADER, &m_fxaa.ps);
// ****************************************************************
// date
// ****************************************************************
m_date.dss = new GSDepthStencilOGL();
m_date.dss->EnableStencil();
m_date.dss->SetStencil(GL_ALWAYS, GL_REPLACE);
//memset(&dsd, 0, sizeof(dsd));
//dsd.DepthEnable = false;
//dsd.StencilEnable = true;
//dsd.StencilReadMask = 1;
//dsd.StencilWriteMask = 1;
//dsd.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//dsd.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
//dsd.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
//dsd.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
//m_dev->CreateDepthStencilState(&dsd, &m_date.dss);
// FIXME are the blend state really empty
m_date.bs = new GSBlendStateOGL();
//D3D11_BLEND_DESC blend;
//memset(&blend, 0, sizeof(blend));
//m_dev->CreateBlendState(&blend, &m_date.bs);
// ****************************************************************
// HW renderer shader
// ****************************************************************
CreateTextureFX();
// ****************************************************************
// Finish window setup and backbuffer
// ****************************************************************
if(!GSDevice::Create(wnd))
return false;
GSVector4i rect = wnd->GetClientRect();
Reset(rect.z, rect.w);
#if 0
HRESULT hr = E_FAIL;
DXGI_SWAP_CHAIN_DESC scd;
D3D11_BUFFER_DESC bd;
D3D11_SAMPLER_DESC sd;
D3D11_DEPTH_STENCIL_DESC dsd;
D3D11_RASTERIZER_DESC rd;
D3D11_BLEND_DESC bsd;
memset(&scd, 0, sizeof(scd));
scd.BufferCount = 2;
scd.BufferDesc.Width = 1;
scd.BufferDesc.Height = 1;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
//scd.BufferDesc.RefreshRate.Numerator = 60;
//scd.BufferDesc.RefreshRate.Denominator = 1;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = (HWND)m_wnd->GetHandle();
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
// Always start in Windowed mode. According to MS, DXGI just "prefers" this, and it's more or less
// required if we want to add support for dual displays later on. The fullscreen/exclusive flip
// will be issued after all other initializations are complete.
scd.Windowed = TRUE;
// NOTE : D3D11_CREATE_DEVICE_SINGLETHREADED
// This flag is safe as long as the DXGI's internal message pump is disabled or is on the
// same thread as the GS window (which the emulator makes sure of, if it utilizes a
// multithreaded GS). Setting the flag is a nice and easy 5% speedup on GS-intensive scenes.
uint32 flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
#ifdef DEBUG
flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_FEATURE_LEVEL level;
const D3D_FEATURE_LEVEL levels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, levels, countof(levels), D3D11_SDK_VERSION, &scd, &m_swapchain, &m_dev, &level, &m_ctx);
// hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, flags, NULL, 0, D3D11_SDK_VERSION, &scd, &m_swapchain, &m_dev, &level, &m_ctx);
#endif
// ****************************************************************
// The check of capability is done when context is created on openGL
// For the moment don't bother with extension, I just ask the most recent openGL version
// ****************************************************************
#if 0
if(FAILED(hr)) return false;
if(!SetFeatureLevel(level, true))
{
return false;
}
D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS options;
hr = m_dev->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &options, sizeof(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS));
// msaa
for(uint32 i = 2; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
{
uint32 quality[2] = {0, 0};
if(SUCCEEDED(m_dev->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, i, &quality[0])) && quality[0] > 0
&& SUCCEEDED(m_dev->CheckMultisampleQualityLevels(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, i, &quality[1])) && quality[1] > 0)
{
m_msaa_desc.Count = i;
m_msaa_desc.Quality = std::min<uint32>(quality[0] - 1, quality[1] - 1);
if(i >= m_msaa) break;
}
}
if(m_msaa_desc.Count == 1)
{
m_msaa = 0;
}
#endif
return true;
}
bool GSDeviceOGL::Reset(int w, int h)
{
if(!GSDevice::Reset(w, h))
return false;
// TODO
// Opengl allocate the backbuffer with the window. The render is done in the backbuffer when
// there isn't any FBO. Only a dummy texture is created to easily detect when the rendering is done
// in the backbuffer
m_backbuffer = new GSTextureOGL(GSTextureOGL::Backbuffer, w, h, false, 0, m_fbo_read);
return true;
}
void GSDeviceOGL::Flip()
{
// FIXME: disable it when code is working
#ifdef OGL_DEBUG
CheckDebugLog();
#endif
m_wnd->Flip();
#ifdef PRINT_FRAME_NUMBER
fprintf(stderr, "Draw %d (Frame %d)\n", g_draw_count, g_frame_count);
#endif
#ifdef OGL_DEBUG
if (theApp.GetConfig("debug_ogl_dump", 0) != 0)
g_frame_count++;
#endif
}
void GSDeviceOGL::DebugBB()
{
bool dump_me = false;
uint32 start = theApp.GetConfig("debug_ogl_dump", 0);
uint32 length = theApp.GetConfig("debug_ogl_dump_length", 5);
if ( (start != 0 && g_frame_count >= start && g_frame_count < (start + length)) ) dump_me = true;
if (!dump_me) return;
GLuint fbo_old = m_state.fbo;
OMSetFBO(m_fbo);
GSVector2i size = m_backbuffer->GetSize();
GSTexture* rt = CreateRenderTarget(size.x, size.y, false);
static_cast<GSTextureOGL*>(rt)->Attach(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer(0, 0, size.x, size.y,
0, 0, size.x, size.y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
rt->Save(format("/tmp/out_f%d__d%d__bb.bmp", g_frame_count, g_draw_count));
delete rt;
OMSetFBO(fbo_old);
}
void GSDeviceOGL::DebugInput()
{
bool dump_me = false;
uint32 start = theApp.GetConfig("debug_ogl_dump", 0);
uint32 length = theApp.GetConfig("debug_ogl_dump_length", 5);
if ( (start != 0 && g_frame_count >= start && g_frame_count < (start + length)) ) dump_me = true;
if (!dump_me) return;
for (auto i = 0 ; i < 3 ; i++) {
if (m_state.ps_srv[i] != NULL) {
m_state.ps_srv[i]->Save(format("/tmp/in_f%d__d%d__%d.bmp", g_frame_count, g_draw_count, i));
}
}
//if (m_state.rtv != NULL) m_state.rtv->Save(format("/tmp/target_f%d__d%d__tex.bmp", g_frame_count, g_draw_count));
//if (m_state.dsv != NULL) m_state.dsv->Save(format("/tmp/ds_in_%d.bmp", g_draw_count));
fprintf(stderr, "Draw %d (Frame %d)\n", g_draw_count, g_frame_count);
fprintf(stderr, "vs: %d ; gs: %d ; ps: %d\n", m_state.vs, m_state.gs, m_state.ps);
m_state.vb->debug();
m_state.bs->debug();
m_state.dss->debug();
}
void GSDeviceOGL::DebugOutput()
{
CheckDebugLog();
bool dump_me = false;
uint32 start = theApp.GetConfig("debug_ogl_dump", 0);
uint32 length = theApp.GetConfig("debug_ogl_dump_length", 5);
if ( (start != 0 && g_frame_count >= start && g_frame_count < (start + length)) ) dump_me = true;
if (!dump_me) return;
if (m_state.rtv == m_backbuffer) {
m_state.rtv->Save(format("/tmp/out_f%d__d%d__back.bmp", g_frame_count, g_draw_count));
} else {
if (m_state.rtv != NULL) m_state.rtv->Save(format("/tmp/out_f%d__d%d__tex.bmp", g_frame_count, g_draw_count));
}
//if (m_state.dsv != NULL) m_state.dsv->Save(format("/tmp/ds_out_%d.bmp", g_draw_count));
fprintf(stderr, "\n");
//DebugBB();
}
void GSDeviceOGL::DrawPrimitive()
{
#ifdef OGL_DEBUG
DebugInput();
#endif
m_state.vb->DrawPrimitive();
#ifdef OGL_DEBUG
DebugOutput();
g_draw_count++;
#endif
}
void GSDeviceOGL::DrawIndexedPrimitive()
{
#ifdef OGL_DEBUG
DebugInput();
#endif
m_state.vb->DrawIndexedPrimitive();
#ifdef OGL_DEBUG
DebugOutput();
g_draw_count++;
#endif
}
void GSDeviceOGL::DrawIndexedPrimitive(int offset, int count)
{
ASSERT(offset + count <= m_index.count);
#ifdef OGL_DEBUG
DebugInput();
#endif
m_state.vb->DrawIndexedPrimitive(offset, count);
#ifdef OGL_DEBUG
DebugOutput();
g_draw_count++;
#endif
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
{
GLuint fbo_old = m_state.fbo;
if (static_cast<GSTextureOGL*>(t)->IsBackbuffer()) {
// FIXME I really not sure
OMSetFBO(0);
//glClearBufferfv(GL_COLOR, GL_LEFT, c.v);
glClearBufferfv(GL_COLOR, 0, c.v);
// code for the old interface
// glClearColor(c.x, c.y, c.z, c.w);
// glClear(GL_COLOR_BUFFER_BIT);
} else {
// FIXME1 I need to clarify this FBO attachment stuff
// I would like to avoid FBO for a basic clean operation
OMSetFBO(m_fbo);
static_cast<GSTextureOGL*>(t)->Attach(GL_COLOR_ATTACHMENT0);
glClearBufferfv(GL_COLOR, 0, c.v);
}
OMSetFBO(fbo_old);
}
void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c)
{
GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255);
ClearRenderTarget(t, color);
}
void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
{
GLuint fbo_old = m_state.fbo;
// FIXME I need to clarify this FBO attachment stuff
// I would like to avoid FBO for a basic clean operation
OMSetFBO(m_fbo);
static_cast<GSTextureOGL*>(t)->Attach(GL_DEPTH_STENCIL_ATTACHMENT);
// FIXME can you clean depth and stencil separately
glClearBufferfv(GL_DEPTH, 0, &c);
OMSetFBO(fbo_old);
}
void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
{
GLuint fbo_old = m_state.fbo;
// FIXME I need to clarify this FBO attachment stuff
// I would like to avoid FBO for a basic clean operation
OMSetFBO(m_fbo);
static_cast<GSTextureOGL*>(t)->Attach(GL_DEPTH_STENCIL_ATTACHMENT);
GLint color = c;
// FIXME can you clean depth and stencil separately
glClearBufferiv(GL_STENCIL, 0, &color);
OMSetFBO(fbo_old);
}
GSTexture* GSDeviceOGL::CreateRenderTarget(int w, int h, bool msaa, int format)
{
return GSDevice::CreateRenderTarget(w, h, msaa, format ? format : GL_RGBA8);
}
GSTexture* GSDeviceOGL::CreateDepthStencil(int w, int h, bool msaa, int format)
{
return GSDevice::CreateDepthStencil(w, h, msaa, format ? format : GL_DEPTH32F_STENCIL8);
}
GSTexture* GSDeviceOGL::CreateTexture(int w, int h, int format)
{
return GSDevice::CreateTexture(w, h, format ? format : GL_RGBA8);
}
GSTexture* GSDeviceOGL::CreateOffscreen(int w, int h, int format)
{
return GSDevice::CreateOffscreen(w, h, format ? format : GL_RGBA8);
}
// blit a texture into an offscreen buffer
GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format)
{
GSTexture* dst = NULL;
if(format == 0) format = GL_RGBA8;
if(format != GL_RGBA8 && format != GL_R16UI)
{
ASSERT(0);
return false;
}
// FIXME: It is possible to bypass completely offscreen-buffer on opengl but it needs some re-thinking of the code.
// For the moment mimic dx11
GSTexture* rt = CreateRenderTarget(w, h, false, format);
if(rt)
{
GSVector4 dr(0, 0, w, h);
if(GSTexture* src2 = src->IsMSAA() ? Resolve(src) : src)
{
StretchRect(src2, sr, rt, dr, m_convert.ps[format == GL_R16UI ? 1 : 0]);
if(src2 != src) Recycle(src2);
}
GSVector4i dor(0, 0, w, h);
dst = CreateOffscreen(w, h, format);
if (dst) CopyRect(rt, dst, dor);
#if 0
if(dst)
{
m_ctx->CopyResource(*(GSTexture11*)dst, *(GSTexture11*)rt);
}
#endif
Recycle(rt);
}
return dst;
//return rt;
}
// Copy a sub part of a texture into another
// Several question to answer did texture have same size?
// From a sub-part to the same sub-part
// From a sub-part to a full texture
void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
{
if(!st || !dt)
{
ASSERT(0);
return;
}
// GL_NV_copy_image seem like the good extension but not supported on AMD...
// Maybe opengl 4.3 !
// FIXME check those function work as expected
// FIXME: it is an NVIDIA extension. Hopefully lastest AMD driver support it too.
// An EXT extensions might be release later.
// void CopyImageSubDataNV(
// uint srcName, enum srcTarget, int srcLevel, int srcX, int srcY, int srcZ,
// uint dstName, enum dstTarget, int dstLevel, int dstX, int dstY, int dstZ,
// sizei width, sizei height, sizei depth);
glCopyImageSubDataNV( static_cast<GSTextureOGL*>(st)->GetID(), static_cast<GSTextureOGL*>(st)->GetTarget(),
0, r.x, r.y, 0,
static_cast<GSTextureOGL*>(dt)->GetID(), static_cast<GSTextureOGL*>(dt)->GetTarget(),
0, r.x, r.y, 0,
r.width(), r.height(), 1);
#if 0
D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
m_ctx->CopySubresourceRegion(*(GSTexture11*)dt, 0, 0, 0, 0, *(GSTexture11*)st, 0, &box);
#endif
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
{
StretchRect(st, sr, dt, dr, m_convert.ps[shader], linear);
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear)
{
StretchRect(st, sr, dt, dr, ps, m_convert.bs, linear);
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear)
{
if(!st || !dt)
{
ASSERT(0);
return;
}
// ************************************
// Init
// ************************************
BeginScene();
GSVector2i ds = dt->GetSize();
// ************************************
// om
// ************************************
OMSetDepthStencilState(m_convert.dss, 0);
OMSetBlendState(bs, 0);
OMSetRenderTargets(dt, NULL);
// ************************************
// ia
// ************************************
float left = dr.x * 2 / ds.x - 1.0f;
float top = 1.0f - dr.y * 2 / ds.y;
float right = dr.z * 2 / ds.x - 1.0f;
float bottom = 1.0f - dr.w * 2 / ds.y;
// Flip y axis only when we render in the backbuffer
// By default everything is render in the wrong order (ie dx).
// 1/ consistency between several pass rendering (interlace)
// 2/ in case some GSdx code expect thing in dx order.
// Only flipping the backbuffer is transparent (I hope)...
GSVector4 flip_sr = sr;
if (static_cast<GSTextureOGL*>(dt)->IsBackbuffer()) {
flip_sr.y = 1.0f - sr.y;
flip_sr.w = 1.0f - sr.w;
}
GSVertexPT1 vertices[] =
{
{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(flip_sr.x, flip_sr.y)},
{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(flip_sr.z, flip_sr.y)},
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(flip_sr.x, flip_sr.w)},
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(flip_sr.z, flip_sr.w)},
};
//fprintf(stderr, "A:%fx%f B:%fx%f\n", left, top, bottom, right);
//fprintf(stderr, "SR: %f %f %f %f\n", sr.x, sr.y, sr.z, sr.w);
IASetVertexState(m_vb_sr);
IASetVertexBuffer(vertices, 4);
IASetPrimitiveTopology(GL_TRIANGLE_STRIP);
// ************************************
// vs
// ************************************
VSSetShader(m_convert.vs);
// ************************************
// gs
// ************************************
#ifdef AMD_DRIVER_WORKAROUND
GSSetShader(m_convert.gs);
#else
GSSetShader(0);
#endif
// ************************************
// ps
// ************************************
PSSetShaderResources(st, NULL);
PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, 0);
PSSetShader(ps);
// ************************************
// Draw
// ************************************
DrawPrimitive();
// ************************************
// End
// ************************************
EndScene();
PSSetShaderResources(NULL, NULL);
}
void GSDeviceOGL::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{
ClearRenderTarget(dt, c);
if(st[1] && !slbg)
{
StretchRect(st[1], sr[1], dt, dr[1], m_merge_obj.ps[0]);
}
if(st[0])
{
SetUniformBuffer(m_merge_obj.cb);
m_merge_obj.cb->upload(&c.v);
StretchRect(st[0], sr[0], dt, dr[0], m_merge_obj.ps[mmod ? 1 : 0], m_merge_obj.bs);
}
}
void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset)
{
GSVector4 s = GSVector4(dt->GetSize());
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
InterlaceConstantBuffer cb;
cb.ZrH = GSVector2(0, 1.0f / s.y);
cb.hH = s.y / 2;
SetUniformBuffer(m_interlace.cb);
m_interlace.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], linear);
}
void GSDeviceOGL::DoShadeBoost(GSTexture* st, GSTexture* dt)
{
GSVector2i s = dt->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
ShadeBoostConstantBuffer cb;
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
SetUniformBuffer(m_shadeboost.cb);
m_shadeboost.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_shadeboost.ps, m_shadeboost.cb);
}
void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)
{
const GSVector2i& size = rt->GetSize();
if(GSTexture* t = CreateRenderTarget(size.x, size.y, rt->IsMSAA()))
{
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
BeginScene();
ClearStencil(ds, 0);
// om
OMSetDepthStencilState(m_date.dss, 1);
OMSetBlendState(m_date.bs, 0);
OMSetRenderTargets(t, ds);
// ia
IASetVertexState(m_vb_sr);
IASetVertexBuffer(vertices, 4);
IASetPrimitiveTopology(GL_TRIANGLE_STRIP);
// vs
VSSetShader(m_convert.vs);
// gs
#ifdef AMD_DRIVER_WORKAROUND
GSSetShader(m_convert.gs);
#else
GSSetShader(0);
#endif
// ps
GSTexture* rt2 = rt->IsMSAA() ? Resolve(rt) : rt;
PSSetShaderResources(rt2, NULL);
PSSetSamplerState(m_convert.pt, 0);
PSSetShader(m_convert.ps[datm ? 2 : 3]);
//
DrawPrimitive();
//
EndScene();
Recycle(t);
if(rt2 != rt) Recycle(rt2);
}
}
// copy a multisample texture to a non-texture multisample. On opengl you need 2 FBO with different level of
// sample and then do a blit. Headach expected to for the moment just drop MSAA...
GSTexture* GSDeviceOGL::Resolve(GSTexture* t)
{
ASSERT(t != NULL && t->IsMSAA());
#if 0
if(GSTexture* dst = CreateRenderTarget(t->GetWidth(), t->GetHeight(), false, t->GetFormat()))
{
dst->SetScale(t->GetScale());
m_ctx->ResolveSubresource(*(GSTexture11*)dst, 0, *(GSTexture11*)t, 0, (DXGI_FORMAT)t->GetFormat());
return dst;
}
return NULL;
#endif
return NULL;
}
void GSDeviceOGL::EndScene()
{
m_state.vb->EndScene();
}
void GSDeviceOGL::SetUniformBuffer(GSUniformBufferOGL* cb)
{
if (m_state.cb != cb) {
m_state.cb = cb;
cb->bind();
}
}
void GSDeviceOGL::IASetVertexState(GSVertexBufferStateOGL* vb)
{
if (vb == NULL) vb = m_vb;
if (m_state.vb != vb) {
m_state.vb = vb;
vb->bind();
}
}
void GSDeviceOGL::IASetVertexBuffer(const void* vertices, size_t count)
{
m_state.vb->UploadVB(vertices, count);
}
bool GSDeviceOGL::IAMapVertexBuffer(void** vertex, size_t stride, size_t count)
{
return m_state.vb->MapVB(vertex, count);
}
void GSDeviceOGL::IAUnmapVertexBuffer()
{
m_state.vb->UnmapVB();
}
void GSDeviceOGL::IASetIndexBuffer(const void* index, size_t count)
{
m_state.vb->UploadIB(index, count);
}
void GSDeviceOGL::IASetPrimitiveTopology(GLenum topology)
{
m_state.vb->SetTopology(topology);
}
void GSDeviceOGL::VSSetShader(GLuint vs)
{
if(m_state.vs != vs)
{
m_state.vs = vs;
glUseProgramStages(m_pipeline, GL_VERTEX_SHADER_BIT, vs);
}
}
void GSDeviceOGL::GSSetShader(GLuint gs)
{
if(m_state.gs != gs)
{
m_state.gs = gs;
glUseProgramStages(m_pipeline, GL_GEOMETRY_SHADER_BIT, gs);
}
}
void GSDeviceOGL::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
{
PSSetShaderResource(0, sr0);
PSSetShaderResource(1, sr1);
//PSSetShaderResource(2, NULL);
}
void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sr)
{
GSTextureOGL* srv = static_cast<GSTextureOGL*>(sr);
if(m_state.ps_srv[i] != srv)
{
m_state.ps_srv[i] = srv;
m_srv_changed = true;
}
}
void GSDeviceOGL::PSSetSamplerState(GLuint ss0, GLuint ss1, GLuint ss2)
{
if(m_state.ps_ss[0] != ss0 || m_state.ps_ss[1] != ss1)
//if(m_state.ps_ss[0] != ss0 || m_state.ps_ss[1] != ss1 || m_state.ps_ss[2] != ss2)
{
m_state.ps_ss[0] = ss0;
m_state.ps_ss[1] = ss1;
//m_state.ps_ss[2] = ss2;
m_ss_changed = true;
}
}
void GSDeviceOGL::PSSetShader(GLuint ps)
{
if(m_state.ps != ps)
{
m_state.ps = ps;
glUseProgramStages(m_pipeline, GL_FRAGMENT_SHADER_BIT, ps);
}
// Sampler and texture must be set at the same time
// 1/ select the texture unit
// glActiveTexture(GL_TEXTURE0 + 1);
// 2/ bind the texture
// glBindTexture(GL_TEXTURE_2D , brickTexture);
// 3/ sets the texture sampler in GLSL (could be useless with layout stuff)
// glUniform1i(brickSamplerId , 1);
// 4/ set the sampler state
// glBindSampler(1 , sampler);
if (m_srv_changed || m_ss_changed) {
for (uint i=0 ; i < 1; i++) {
if (m_state.ps_srv[i] != NULL) {
m_state.ps_srv[i]->EnableUnit(i);
glBindSampler(i, m_state.ps_ss[i]);
}
}
}
}
void GSDeviceOGL::OMSetFBO(GLuint fbo, GLenum buffer)
{
if (m_state.fbo != fbo) {
m_state.fbo = fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// FIXME DEBUG
//if (fbo) fprintf(stderr, "FB status %x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
if (m_state.draw != buffer) {
m_state.draw = buffer;
glDrawBuffer(buffer);
}
}
void GSDeviceOGL::OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref)
{
if(m_state.dss != dss) {
m_state.dss = dss;
m_state.sref = sref;
dss->SetupDepth();
dss->SetupStencil(sref);
} else if (m_state.sref != sref) {
m_state.sref = sref;
dss->SetupStencil(sref);
}
}
void GSDeviceOGL::OMSetBlendState(GSBlendStateOGL* bs, float bf)
{
if( m_state.bs != bs || (m_state.bf != bf && bs->HasConstantFactor()) )
{
m_state.bs = bs;
m_state.bf = bf;
bs->SetupBlend(bf);
}
}
void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor)
{
// Hum, need to separate 2 case, Render target fbo and render target backbuffer
// Or maybe blit final result to the backbuffer
m_state.rtv = static_cast<GSTextureOGL*>(rt);
m_state.dsv = static_cast<GSTextureOGL*>(ds);
if (static_cast<GSTextureOGL*>(rt)->IsBackbuffer()) {
assert(ds == NULL); // no depth-stencil without FBO
OMSetFBO(0);
} else {
assert(rt != NULL); // a render target must exists
// FIXME DEBUG special case for GL_R16UI
if (rt->GetFormat() == GL_R16UI) {
OMSetFBO(m_fbo, GL_COLOR_ATTACHMENT1);
static_cast<GSTextureOGL*>(rt)->Attach(GL_COLOR_ATTACHMENT1);
} else {
OMSetFBO(m_fbo, GL_COLOR_ATTACHMENT0);
static_cast<GSTextureOGL*>(rt)->Attach(GL_COLOR_ATTACHMENT0);
}
if (ds != NULL)
static_cast<GSTextureOGL*>(ds)->Attach(GL_DEPTH_STENCIL_ATTACHMENT);
}
if(m_state.viewport != rt->GetSize())
{
m_state.viewport = rt->GetSize();
glViewport(0, 0, rt->GetWidth(), rt->GetHeight());
}
GSVector4i r = scissor ? *scissor : GSVector4i(rt->GetSize()).zwxy();
if(!m_state.scissor.eq(r))
{
m_state.scissor = r;
glScissor( r.x, r.y, r.width(), r.height() );
}
}
// AMD drivers fail to support correctly the setting of index in fragment shader (layout statement in glsl)...
// So instead to use directly glCreateShaderProgramv, you need to emulate the function and manually set
// the index in the fragment shader.
GLuint GSDeviceOGL::glCreateShaderProgramv_AMD_BUG_WORKAROUND(GLenum type, GLsizei count, const char ** strings)
{
const GLuint shader = glCreateShader(type);
if (shader) {
glShaderSource(shader, count, strings, NULL);
glCompileShader(shader);
const GLuint program = glCreateProgram();
if (program) {
GLint compiled = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
if (compiled) {
glAttachShader(program, shader);
// HACK TO SET CORRECTLY THE INDEX
if (type == GL_FRAGMENT_SHADER) {
glBindFragDataLocationIndexed(program, 0, 0, "SV_Target0");
glBindFragDataLocationIndexed(program, 0, 1, "SV_Target1");
}
// END OF HACK
glLinkProgram(program);
glDetachShader(program, shader);
}
/* append-shader-info-log-to-program-info-log */
}
glDeleteShader(shader);
return program;
} else {
return 0;
}
}
void GSDeviceOGL::CompileShaderFromSource(const std::string& glsl_file, const std::string& entry, GLenum type, GLuint* program, const std::string& macro_sel)
{
// *****************************************************
// Build a header string
// *****************************************************
// First select the version (must be the first line so we need to generate it
std::string version = "#version 330\n#extension GL_ARB_shading_language_420pack: require\n#extension GL_ARB_separate_shader_objects : require\n";
//std::string version = "#version 420\n";
// Allow to puts several shader in 1 files
std::string shader_type;
switch (type) {
case GL_VERTEX_SHADER:
shader_type = "#define VERTEX_SHADER 1\n";
break;
case GL_GEOMETRY_SHADER:
shader_type = "#define GEOMETRY_SHADER 1\n";
break;
case GL_FRAGMENT_SHADER:
shader_type = "#define FRAGMENT_SHADER 1\n";
break;
default: assert(0);
}
// Select the entry point ie the main function
std::string entry_main = format("#define %s main\n", entry.c_str());
std::string header = version + shader_type + entry_main + macro_sel;
// *****************************************************
// Read the source file
// *****************************************************
std::string source;
std::string line;
// Each linux distributions have his rules for path so we give them the possibility to
// change it with compilation flags. -- Gregory
#ifdef GLSL_SHADER_DIR_COMPILATION
#define xGLSL_SHADER_DIR_str(s) GLSL_SHADER_DIR_str(s)
#define GLSL_SHADER_DIR_str(s) #s
const std::string shader_file = string(xGLSL_SHADER_DIR_str(GLSL_SHADER_DIR_COMPILATION)) + '/' + glsl_file;
#else
const std::string shader_file = string("plugins/") + glsl_file;
#endif
std::ifstream myfile(shader_file.c_str());
if (myfile.is_open()) {
while ( myfile.good() )
{
getline (myfile,line);
source += line;
source += '\n';
}
myfile.close();
} else {
fprintf(stderr, "Error opening %s: ", shader_file.c_str());
}
// Note it is better to separate header and source file to have the good line number
// in the glsl compiler report
const char** sources_array = (const char**)malloc(2*sizeof(char*));
char* source_str = (char*)malloc(source.size() + 1);
char* header_str = (char*)malloc(header.size() + 1);
sources_array[0] = header_str;
sources_array[1] = source_str;
source.copy(source_str, source.size(), 0);
source_str[source.size()] = '\0';
header.copy(header_str, header.size(), 0);
header_str[header.size()] = '\0';
// ... See below to test that index is correctly set by driver
//*program = glCreateShaderProgramv(type, 2, sources_array);
*program = glCreateShaderProgramv_AMD_BUG_WORKAROUND(type, 2, sources_array);
// DEBUG AMD failure...
// GLint index = -1;
// index = glGetFragDataIndex(*program, "SV_Target0");
// fprintf(stderr, "Frag0 index %d\n", index);
// assert(index == 0);
// index = glGetFragDataIndex(*program, "SV_Target1");
// fprintf(stderr, "Frag1 index %d\n", index);
// assert(index == 1);
// END DEBUG AMD
free(source_str);
free(header_str);
free(sources_array);
if (theApp.GetConfig("debug_ogl_shader", 1) == 1) {
// Print a nice debug log
GLint log_length = 0;
glGetProgramiv(*program, GL_INFO_LOG_LENGTH, &log_length);
char* log = (char*)malloc(log_length);
glGetProgramInfoLog(*program, log_length, NULL, log);
fprintf(stderr, "%s (entry %s, prog %d) :", glsl_file.c_str(), entry.c_str(), *program);
fprintf(stderr, "\n%s", macro_sel.c_str());
fprintf(stderr, "%s\n", log);
free(log);
}
}
void GSDeviceOGL::CheckDebugLog()
{
unsigned int count = 64; // max. num. of messages that will be read from the log
int bufsize = 2048;
unsigned int* sources = new unsigned int[count];
unsigned int* types = new unsigned int[count];
unsigned int* ids = new unsigned int[count];
unsigned int* severities = new unsigned int[count];
int* lengths = new int[count];
char* messageLog = new char[bufsize];
unsigned int retVal = glGetDebugMessageLogARB(count, bufsize, sources, types, ids, severities, lengths, messageLog);
if(retVal > 0)
{
unsigned int pos = 0;
for(unsigned int i=0; i<retVal; i++)
{
DebugOutputToFile(sources[i], types[i], ids[i], severities[i],
&messageLog[pos]);
pos += lengths[i];
}
}
delete [] sources;
delete [] types;
delete [] ids;
delete [] severities;
delete [] lengths;
delete [] messageLog;
}
void GSDeviceOGL::DebugOutputToFile(unsigned int source, unsigned int type, unsigned int id, unsigned int severity, const char* message)
{
char debType[20], debSev[5];
static int sev_counter = 0;
if(type == GL_DEBUG_TYPE_ERROR_ARB)
strcpy(debType, "Error");
else if(type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB)
strcpy(debType, "Deprecated behavior");
else if(type == GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB)
strcpy(debType, "Undefined behavior");
else if(type == GL_DEBUG_TYPE_PORTABILITY_ARB)
strcpy(debType, "Portability");
else if(type == GL_DEBUG_TYPE_PERFORMANCE_ARB)
strcpy(debType, "Performance");
else if(type == GL_DEBUG_TYPE_OTHER_ARB)
strcpy(debType, "Other");
else
strcpy(debType, "UNKNOWN");
if(severity == GL_DEBUG_SEVERITY_HIGH_ARB) {
strcpy(debSev, "High");
sev_counter++;
}
else if(severity == GL_DEBUG_SEVERITY_MEDIUM_ARB)
strcpy(debSev, "Med");
else if(severity == GL_DEBUG_SEVERITY_LOW_ARB)
strcpy(debSev, "Low");
#ifdef LOUD_DEBUGGING
fprintf(stderr,"Type:%s\tID:%d\tSeverity:%s\tMessage:%s\n", debType, g_draw_count, debSev,message);
#endif
FILE* f = fopen("Debug.txt","a");
if(f)
{
fprintf(f,"Type:%s\tID:%d\tSeverity:%s\tMessage:%s\n", debType, g_draw_count, debSev,message);
fclose(f);
}
//if (sev_counter > 2) assert(0);
}
// (A - B) * C + D
// A: Cs/Cd/0
// B: Cs/Cd/0
// C: As/Ad/FIX
// D: Cs/Cd/0
// bogus: 0100, 0110, 0120, 0200, 0210, 0220, 1001, 1011, 1021
// tricky: 1201, 1211, 1221
// Source.rgb = float3(1, 1, 1);
// 1201 Cd*(1 + As) => Source * Dest color + Dest * Source alpha
// 1211 Cd*(1 + Ad) => Source * Dest color + Dest * Dest alpha
// 1221 Cd*(1 + F) => Source * Dest color + Dest * Factor
// Copy Dx blend table and convert it to ogl
#define D3DBLENDOP_ADD GL_FUNC_ADD
#define D3DBLENDOP_SUBTRACT GL_FUNC_SUBTRACT
#define D3DBLENDOP_REVSUBTRACT GL_FUNC_REVERSE_SUBTRACT
#define D3DBLEND_ONE GL_ONE
#define D3DBLEND_ZERO GL_ZERO
#define D3DBLEND_INVDESTALPHA GL_ONE_MINUS_DST_ALPHA
#define D3DBLEND_DESTALPHA GL_DST_ALPHA
#define D3DBLEND_DESTCOLOR GL_DST_COLOR
#define D3DBLEND_BLENDFACTOR GL_CONSTANT_COLOR
#define D3DBLEND_INVBLENDFACTOR GL_ONE_MINUS_CONSTANT_COLOR
#define D3DBLEND_SRCALPHA GL_SRC1_ALPHA
#define D3DBLEND_INVSRCALPHA GL_ONE_MINUS_SRC1_ALPHA
const GSDeviceOGL::D3D9Blend GSDeviceOGL::m_blendMapD3D9[3*3*3*3] =
{
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 0000: (Cs - Cs)*As + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 0001: (Cs - Cs)*As + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 0002: (Cs - Cs)*As + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 0010: (Cs - Cs)*Ad + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 0011: (Cs - Cs)*Ad + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 0012: (Cs - Cs)*Ad + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 0020: (Cs - Cs)*F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 0021: (Cs - Cs)*F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 0022: (Cs - Cs)*F + 0 ==> 0
{1, D3DBLENDOP_SUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, //*0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
{0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA}, // 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, // 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As
{1, D3DBLENDOP_SUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, //*0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
{0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_INVDESTALPHA}, // 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, // 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad
{1, D3DBLENDOP_SUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR}, //*0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F
{0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_INVBLENDFACTOR}, // 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F)
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR}, // 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F
{1, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ZERO}, //*0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
{0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ONE}, // 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd
{0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ZERO}, // 0202: (Cs - 0)*As + 0 ==> Cs*As
{1, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_ZERO}, //*0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1)
{0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_ONE}, // 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd
{0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_ZERO}, // 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad
{1, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO}, //*0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
{0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ONE}, // 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd
{0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO}, // 0222: (Cs - 0)*F + 0 ==> Cs*F
{0, D3DBLENDOP_ADD, D3DBLEND_INVSRCALPHA, D3DBLEND_SRCALPHA}, // 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As)
{1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, //*1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, // 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As
{0, D3DBLENDOP_ADD, D3DBLEND_INVDESTALPHA, D3DBLEND_DESTALPHA}, // 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad)
{1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, //*1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, // 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad
{0, D3DBLENDOP_ADD, D3DBLEND_INVBLENDFACTOR, D3DBLEND_BLENDFACTOR}, // 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F)
{1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR},//*1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR},// 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 1100: (Cd - Cd)*As + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 1101: (Cd - Cd)*As + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 1102: (Cd - Cd)*As + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 1110: (Cd - Cd)*Ad + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 1111: (Cd - Cd)*Ad + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 1112: (Cd - Cd)*Ad + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 1120: (Cd - Cd)*F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 1121: (Cd - Cd)*F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 1122: (Cd - Cd)*F + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_SRCALPHA}, // 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As
{2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_SRCALPHA}, //#1201: (Cd - 0)*As + Cd ==> Cd*(1 + As) // ffxii main menu background glow effect
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_SRCALPHA}, // 1202: (Cd - 0)*As + 0 ==> Cd*As
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_DESTALPHA}, // 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad
{2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_DESTALPHA}, //#1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad)
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_DESTALPHA}, // 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR}, // 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F
{2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_BLENDFACTOR}, //#1221: (Cd - 0)*F + Cd ==> Cd*(1 + F)
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_BLENDFACTOR}, // 1222: (Cd - 0)*F + 0 ==> Cd*F
{0, D3DBLENDOP_ADD, D3DBLEND_INVSRCALPHA, D3DBLEND_ZERO}, // 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As)
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_ONE}, // 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_ZERO}, // 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As
{0, D3DBLENDOP_ADD, D3DBLEND_INVDESTALPHA, D3DBLEND_ZERO}, // 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad)
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_ONE}, // 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_ZERO}, // 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad
{0, D3DBLENDOP_ADD, D3DBLEND_INVBLENDFACTOR, D3DBLEND_ZERO}, // 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_ONE}, // 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO}, // 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_SRCALPHA}, // 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVSRCALPHA}, // 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As)
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ZERO, D3DBLEND_SRCALPHA}, // 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_DESTALPHA}, // 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVDESTALPHA}, // 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad)
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_DESTALPHA}, // 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR}, // 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVBLENDFACTOR}, // 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F)
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR}, // 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2200: (0 - 0)*As + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2201: (0 - 0)*As + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2202: (0 - 0)*As + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2210: (0 - 0)*Ad + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2211: (0 - 0)*Ad + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2212: (0 - 0)*Ad + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2220: (0 - 0)*F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2221: (0 - 0)*F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2222: (0 - 0)*F + 0 ==> 0
};