mirror of https://github.com/PCSX2/pcsx2.git
528 lines
13 KiB
C++
528 lines
13 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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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, 675 Mass Ave, Cambridge, MA 02139, 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 "GSdx.h"
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#include "GSDeviceOGL.h"
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#include "resource.h"
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GSDeviceOGL::GSDeviceOGL()
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: m_hDC(NULL)
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, m_hGLRC(NULL)
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, m_vbo(0)
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, m_fbo(0)
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, m_context(0)
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, m_topology(-1)
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, m_ps_ss(NULL)
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, m_scissor(0, 0, 0, 0)
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, m_viewport(0, 0)
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, m_dss(NULL)
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, m_bs(NULL)
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, m_bf(-1)
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, m_rt((GLuint)-1)
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, m_ds((GLuint)-1)
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{
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m_vertices.stride = 0;
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m_vertices.start = 0;
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m_vertices.count = 0;
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m_vertices.limit = 0;
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}
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GSDeviceOGL::~GSDeviceOGL()
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{
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if(m_context) cgDestroyContext(m_context);
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if(m_vbo) glDeleteBuffers(1, &m_vbo);
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if(m_fbo) glDeleteFramebuffers(1, &m_fbo);
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#ifdef _WINDOWS
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if(m_hGLRC) {wglMakeCurrent(NULL, NULL); wglDeleteContext(m_hGLRC);}
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if(m_hDC) ReleaseDC((HWND)m_wnd->GetHandle(), m_hDC);
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#endif
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}
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void GSDeviceOGL::OnCgError(CGcontext ctx, CGerror err)
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{
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printf("%s\n", cgGetErrorString(err));
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printf("%s\n", cgGetLastListing(ctx)); // ?
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}
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bool GSDeviceOGL::Create(GSWnd* wnd, bool vsync)
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{
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if(!__super::Create(wnd, vsync))
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{
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return false;
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}
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cgSetErrorHandler(OnStaticCgError, this);
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#ifdef _WINDOWS
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PIXELFORMATDESCRIPTOR pfd;
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memset(&pfd, 0, sizeof(pfd));
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cColorBits = 32;
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pfd.cDepthBits = 32; // 24?
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pfd.cStencilBits = 8;
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pfd.iLayerType = PFD_MAIN_PLANE;
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m_hDC = GetDC((HWND)m_wnd->GetHandle());
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if(!m_hDC) return false;
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if(!SetPixelFormat(m_hDC, ChoosePixelFormat(m_hDC, &pfd), &pfd))
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{
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return false;
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}
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m_hGLRC = wglCreateContext(m_hDC);
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if(!m_hGLRC) return false;
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if(!wglMakeCurrent(m_hDC, m_hGLRC))
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{
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return false;
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}
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#endif
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if(glewInit() != GLEW_OK)
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{
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return false;
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}
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#ifdef _WINDOWS
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if(WGLEW_EXT_swap_control)
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{
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wglSwapIntervalEXT(vsync ? 1 : 0);
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}
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#endif
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const char* vendor = (const char*)glGetString(GL_VENDOR);
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const char* renderer = (const char*)glGetString(GL_RENDERER);
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const char* version = (const char*)glGetString(GL_VERSION);
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const char* exts = (const char*)glGetString(GL_EXTENSIONS);
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printf("%s, %s, OpenGL %s\n", vendor, renderer, version);
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const char* str = strstr(exts, "ARB_texture_non_power_of_two");
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glGenBuffers(1, &m_vbo); CheckError();
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo); CheckError();
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// TODO: setup layout?
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m_context = cgCreateContext();
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// cgGLSetDebugMode(CG_FALSE); CheckCgError();
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cgSetParameterSettingMode(m_context, CG_DEFERRED_PARAMETER_SETTING); CheckCgError();
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/*
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struct {CGprofile vs, gs, ps;} m_profile;
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m_profile.vs = cgGLGetLatestProfile(CG_GL_VERTEX); CheckCgError();
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m_profile.gs = cgGLGetLatestProfile(CG_GL_GEOMETRY); CheckCgError();
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m_profile.ps = cgGLGetLatestProfile(CG_GL_FRAGMENT); CheckCgError();
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*/
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GSVector4i r = wnd->GetClientRect();
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Reset(r.width(), r.height());
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return true;
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}
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bool GSDeviceOGL::Reset(int w, int h)
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{
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if(!__super::Reset(w, h))
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return false;
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glCullFace(GL_FRONT_AND_BACK); CheckError();
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glDisable(GL_LIGHTING); CheckError();
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glDisable(GL_ALPHA_TEST); CheckError();
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glEnable(GL_SCISSOR_TEST); CheckError();
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glMatrixMode(GL_PROJECTION); CheckError();
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glLoadIdentity(); CheckError();
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glMatrixMode(GL_MODELVIEW); CheckError();
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glLoadIdentity(); CheckError();
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); CheckError();
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// glViewport(0, 0, w, h);
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if(m_fbo) {glDeleteFramebuffersEXT(1, &m_fbo); m_fbo = 0;}
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glGenFramebuffers(1, &m_fbo); CheckError();
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if(m_fbo == 0) return false;
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); CheckError();
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return true;
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}
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void GSDeviceOGL::Present(const GSVector4i& r, int shader, bool limit)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0); CheckError();
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// TODO: m_current => backbuffer
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Flip(limit);
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}
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void GSDeviceOGL::Flip(bool limit)
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{
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#ifdef _WINDOWS
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SwapBuffers(m_hDC);
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#endif
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}
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void GSDeviceOGL::DrawPrimitive()
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{
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glDrawArrays(m_topology, m_vertices.count, m_vertices.start); CheckError();
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}
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void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
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{
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GLuint texture = *(GSTextureOGL*)t;
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if(texture == 0)
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{
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// TODO: backbuffer
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}
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else
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{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, texture); CheckError();
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}
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// TODO: disable scissor, color mask
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glClearColor(c.r, c.g, c.b, c.a); CheckError();
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glClear(GL_COLOR_BUFFER_BIT); CheckError();
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}
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void GSDeviceOGL::ClearRenderTarget(GSTexture* t, uint32 c)
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{
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ClearRenderTarget(t, GSVector4(c) * (1.0f / 255));
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}
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void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
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{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, *(GSTextureOGL*)t); CheckError();
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// TODO: disable scissor, depth mask
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glClearDepth(c); CheckError();
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glClear(GL_DEPTH_BUFFER_BIT); CheckError();
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}
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void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
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{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX, *(GSTextureOGL*)t); CheckError();
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// TODO: disable scissor, depth (?) mask
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glClearStencil((GLint)c); CheckError();
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glClear(GL_STENCIL_BUFFER_BIT); CheckError();
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}
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GSTexture* GSDeviceOGL::Create(int type, int w, int h, bool msaa, int format)
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{
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GLuint texture = 0;
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switch(type)
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{
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case GSTexture::RenderTarget:
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glGenTextures(1, &texture); CheckError();
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glBindTexture(GL_TEXTURE_2D, texture); CheckError();
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glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); CheckError();
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break;
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case GSTexture::DepthStencil:
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glGenRenderbuffers(1, &texture); CheckError();
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glBindRenderbuffer(GL_RENDERBUFFER, texture); CheckError();
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, w, h); CheckError();
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// TODO: depth textures?
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break;
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case GSTexture::Texture:
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glGenTextures(1, &texture); CheckError();
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glBindTexture(GL_TEXTURE_2D, texture); CheckError();
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glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); CheckError();
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break;
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case GSTexture::Offscreen:
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// TODO: ???
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break;
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}
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if(!texture) return false;
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GSTextureOGL* t = new GSTextureOGL(texture, type, w, h, format);
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switch(type)
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{
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case GSTexture::RenderTarget:
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ClearRenderTarget(t, 0);
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break;
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case GSTexture::DepthStencil:
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ClearDepth(t, 0);
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break;
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}
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return t;
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}
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GSTexture* GSDeviceOGL::CreateRenderTarget(int w, int h, bool msaa, int format)
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{
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return __super::CreateRenderTarget(w, h, msaa, format ? format : GL_RGBA8);
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}
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GSTexture* GSDeviceOGL::CreateDepthStencil(int w, int h, bool msaa, int format)
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{
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return __super::CreateDepthStencil(w, h, msaa, format ? format : GL_DEPTH32F_STENCIL8); // TODO: GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8
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}
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GSTexture* GSDeviceOGL::CreateTexture(int w, int h, int format)
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{
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return __super::CreateTexture(w, h, format ? format : GL_RGBA8);
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}
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GSTexture* GSDeviceOGL::CreateOffscreen(int w, int h, int format)
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{
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return __super::CreateOffscreen(w, h, format ? format : GL_RGBA8);
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}
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GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format)
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{
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// TODO
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return NULL;
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}
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void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
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{
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// TODO
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}
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void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
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{
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// TODO
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}
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void GSDeviceOGL::DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c)
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{
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// TODO
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}
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void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset)
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{
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// TODO
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}
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void GSDeviceOGL::IASetVertexBuffer(const void* vertices, size_t stride, size_t count)
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{
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ASSERT(m_vertices.count == 0);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo); CheckError();
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bool growbuffer = false;
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bool discard = false; // in opengl 3.x this should be a flag to glMapBuffer, as I read somewhere
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if(count * stride > m_vertices.limit * m_vertices.stride)
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{
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m_vertices.start = 0;
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m_vertices.count = 0;
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m_vertices.limit = std::max<int>(count * 3 / 2, 10000);
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growbuffer = true;
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}
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if(m_vertices.start + count > m_vertices.limit || stride != m_vertices.stride)
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{
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m_vertices.start = 0;
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discard = true;
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}
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if(growbuffer || discard)
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{
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glBufferData(GL_ARRAY_BUFFER, m_vertices.limit * stride, NULL, GL_DYNAMIC_DRAW); CheckError(); // GL_STREAM_DRAW?
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}
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glBufferSubData(GL_ARRAY_BUFFER, m_vertices.start * stride, count * stride, vertices); CheckError();
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/*
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if(GLvoid* v = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY))
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{
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GSVector4i::storent((uint8*)v + m_vertices.start * stride, vertices, count * stride);
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glUnmapBuffer(GL_ARRAY_BUFFER); CheckError();
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}
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*/
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m_vertices.count = count;
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m_vertices.stride = stride;
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}
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void GSDeviceOGL::IASetInputLayout()
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{
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// TODO
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}
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void GSDeviceOGL::IASetPrimitiveTopology(int topology)
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{
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m_topology = topology;
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}
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void GSDeviceOGL::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
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{
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// TODO
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}
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void GSDeviceOGL::PSSetSamplerState(SamplerStateOGL* ss)
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{
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if(ss && m_ps_ss != ss)
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{
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m_ps_ss = ss;
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glActiveTexture(GL_TEXTURE0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, ss->wrap.s);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, ss->wrap.t);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, ss->filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, ss->filter);
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glActiveTexture(GL_TEXTURE1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, ss->wrap.s);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, ss->wrap.t);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, ss->filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, ss->filter);
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glActiveTexture(GL_TEXTURE2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_POINT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_POINT);
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glActiveTexture(GL_TEXTURE3);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_POINT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_POINT);
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}
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}
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void GSDeviceOGL::OMSetDepthStencilState(DepthStencilStateOGL* dss)
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{
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if(m_dss != dss)
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{
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m_dss = dss;
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if(dss->depth.enable)
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{
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glEnable(GL_DEPTH_TEST); CheckError();
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glDepthFunc(dss->depth.func); CheckError();
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glDepthMask(dss->depth.write); CheckError();
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}
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else
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{
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glDisable(GL_DEPTH_TEST); CheckError();
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}
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if(dss->stencil.enable)
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{
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glEnable(GL_STENCIL_TEST); CheckError();
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glStencilFunc(dss->stencil.func, dss->stencil.ref, dss->stencil.mask); CheckError();
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glStencilOp(dss->stencil.sfail, dss->stencil.dpfail, dss->stencil.dppass); CheckError();
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glStencilMask(dss->stencil.wmask); CheckError();
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}
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else
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{
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glDisable(GL_STENCIL_TEST); CheckError();
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}
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}
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}
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void GSDeviceOGL::OMSetBlendState(BlendStateOGL* bs, float bf)
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{
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if(m_bs != bs || m_bf != bf)
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{
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m_bs = bs;
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m_bf = bf;
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if(bs->enable)
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{
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glEnable(GL_BLEND); CheckError();
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glBlendEquationSeparate(bs->modeRGB, bs->modeAlpha); CheckError();
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glBlendFuncSeparate(bs->srcRGB, bs->dstRGB, bs->srcAlpha, bs->dstAlpha); CheckError();
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glBlendColor(bf, bf, bf, 0); CheckError();
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}
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else
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{
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glDisable(GL_BLEND); CheckError();
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}
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glColorMask(bs->mask.r, bs->mask.g, bs->mask.b, bs->mask.a); CheckError();
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}
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}
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void GSDeviceOGL::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor)
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{
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GLuint rti = 0;
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GLuint dsi = 0;
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if(rt) rti = *(GSTextureOGL*)rt;
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if(ds) dsi = *(GSTextureOGL*)ds;
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if(m_rt != rti)
|
|
{
|
|
m_rt = rti;
|
|
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rti); CheckError();
|
|
}
|
|
|
|
if(m_ds != dsi)
|
|
{
|
|
m_ds = dsi;
|
|
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, dsi); CheckError();
|
|
}
|
|
|
|
if(m_viewport != rt->GetSize())
|
|
{
|
|
m_viewport = rt->GetSize();
|
|
|
|
glViewport(0, 0, rt->GetWidth(), rt->GetHeight()); CheckError();
|
|
}
|
|
|
|
GSVector4i r = scissor ? *scissor : GSVector4i(rt->GetSize()).zwxy();
|
|
|
|
if(!m_scissor.eq(r))
|
|
{
|
|
m_scissor = r;
|
|
|
|
glScissor(r.left, r.top, r.width(), r.height()); CheckError();
|
|
}
|
|
}
|