mirror of https://github.com/PCSX2/pcsx2.git
575 lines
16 KiB
C++
575 lines
16 KiB
C++
/* ZZ Open GL graphics plugin
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* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
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* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
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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 of the License, or
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* (at your option) 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 this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __ZEROGS__H
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#define __ZEROGS__H
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#ifdef _MSC_VER
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#pragma warning(disable:4200) // nonstandard extension used : zero-sized array in struct/union
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#endif
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// ----------------------------- Includes
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#include <list>
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#include <vector>
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#include <map>
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#include <string>
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#include "ZZGl.h"
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#include "GS.h"
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#include "CRC.h"
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#include "rasterfont.h" // simple font
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#include "ZeroGSShaders/zerogsshaders.h"
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using namespace std;
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//------------------------ Constants ----------------------
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#define VB_BUFFERSIZE 0x400
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// Used in a logarithmic Z-test, as (1-o(1))/log(MAX_U32).
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const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
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//------------------------ Inlines -------------------------
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// Calculate maximum height for target
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inline int get_maxheight(int fbp, int fbw, int psm)
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{
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int ret;
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if (fbw == 0) return 0;
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ret = (((0x00100000 - 64 * fbp) / fbw) & ~0x1f);
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if (PSMT_ISHALF(psm)) ret *= 2;
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return ret;
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}
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// Does psm need Alpha test with alpha expansion?
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inline int nNeedAlpha(u8 psm)
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{
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return (psm == PSMCT24 || psm == PSMCT16 || psm == PSMCT16S);
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}
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// Get color storage model psm, that is important on flush stage.
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inline u8 GetTexCPSM(const tex0Info& tex)
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{
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if (PSMT_ISCLUT(tex.psm))
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return tex.cpsm;
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else
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return tex.psm;
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}
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// ------------------------ Variables -------------------------
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// all textures have this width
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//#define GPU_TEXWIDTH 512
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extern int GPU_TEXWIDTH;
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extern float g_fiGPU_TEXWIDTH;
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#define MASKDIVISOR 0
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#define GPU_TEXMASKWIDTH (1024 >> MASKDIVISOR) // bitwise mask width for region repeat mode
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extern u32 ptexBilinearBlocks;
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// this is currently *not* used as a bool, in spite of its moniker --air
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// Actually, the only thing written to it is 1 or 0, which makes the (g_bSaveFlushedFrame & 0x80000000) check rather bizzare.
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//extern u32 g_bSaveFlushedFrame;
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//////////////////////////
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// State parameters
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#ifdef DEVBUILD
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extern char* EFFECT_NAME;
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extern char* EFFECT_DIR;
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extern u32 g_nGenVars, g_nTexVars, g_nAlphaVars, g_nResolve;
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extern bool g_bSaveTrans, g_bUpdateEffect, g_bSaveTex, g_bSaveResolved;
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#endif
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extern u32 s_uFramebuffer;
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extern int g_nPixelShaderVer;
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extern bool s_bWriteDepth;
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extern u32 ptexLogo;
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extern int nLogoWidth, nLogoHeight;
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extern int nBackbufferWidth, nBackbufferHeight;
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extern u8* g_pbyGSMemory;
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extern u8* g_pbyGSClut; // the temporary clut buffer
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namespace ZeroGS
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{
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typedef void (*DrawFn)();
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enum RenderFormatType
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{
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RFT_byte8 = 0, // A8R8G8B8
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RFT_float16 = 1, // A32R32B32G32
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};
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// managers render-to-texture targets
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class CRenderTarget
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{
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public:
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CRenderTarget();
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virtual ~CRenderTarget();
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virtual bool Create(const frameInfo& frame);
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virtual void Destroy();
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// set the GPU_POSXY variable, scissor rect, and current render target
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void SetTarget(int fbplocal, const Rect2& scissor, int context);
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void SetViewport();
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// copies/creates the feedback contents
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inline void CreateFeedback()
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{
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if (ptexFeedback == 0 || !(status&TS_FeedbackReady))
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_CreateFeedback();
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}
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virtual void Resolve();
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virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
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virtual void Update(int context, CRenderTarget* pdepth);
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virtual void ConvertTo32(); // converts a psm==2 target, to a psm==0
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virtual void ConvertTo16(); // converts a psm==0 target, to a psm==2
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virtual bool IsDepth() { return false; }
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void SetRenderTarget(int targ);
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void* psys; // system data used for comparison
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u32 ptex;
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int fbp, fbw, fbh, fbhCalc; // if fbp is negative, virtual target (not mapped to any real addr)
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int start, end; // in bytes
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u32 lastused; // time stamp since last used
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Vector vposxy;
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u32 fbm;
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u16 status;
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u8 psm;
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u8 resv0;
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Rect scissorrect;
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u8 created; // Check for object destruction/creating for r201.
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//int startresolve, endresolve;
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u32 nUpdateTarg; // use this target to update the texture if non 0 (one time only)
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// this is optionally used when feedback effects are used (render target is used as a texture when rendering to itself)
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u32 ptexFeedback;
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enum TargetStatus
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{
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TS_Resolved = 1,
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TS_NeedUpdate = 2,
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TS_Virtual = 4, // currently not mapped to memory
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TS_FeedbackReady = 8, // feedback effect is ready and doesn't need to be updated
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TS_NeedConvert32 = 16,
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TS_NeedConvert16 = 32,
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};
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inline Vector DefaultBitBltPos() ;
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inline Vector DefaultBitBltTex() ;
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private:
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void _CreateFeedback();
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inline bool InitialiseDefaultTexture(u32 *p_ptr, int fbw, int fbh) ;
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};
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// manages zbuffers
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class CDepthTarget : public CRenderTarget
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{
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public:
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CDepthTarget();
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virtual ~CDepthTarget();
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virtual bool Create(const frameInfo& frame);
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virtual void Destroy();
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virtual void Resolve();
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virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
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virtual void Update(int context, CRenderTarget* prndr);
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virtual bool IsDepth() { return true; }
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void SetDepthStencilSurface();
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u32 pdepth; // 24 bit, will contain the stencil buffer if possible
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u32 pstencil; // if not 0, contains the stencil buffer
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int icount; // internal counter
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};
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// manages contiguous chunks of memory (width is always 1024)
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class CMemoryTarget
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{
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public:
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struct TEXTURE
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{
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inline TEXTURE() : tex(0), memptr(NULL), ref(0) {}
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inline ~TEXTURE() { glDeleteTextures(1, &tex); _aligned_free(memptr); }
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u32 tex;
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u8* memptr; // GPU memory used for comparison
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int ref;
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};
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inline CMemoryTarget() : ptex(NULL), starty(0), height(0), realy(0), realheight(0), usedstamp(0), psm(0), cpsm(0), channels(0), clearminy(0), clearmaxy(0), validatecount(0) {}
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inline CMemoryTarget(const CMemoryTarget& r)
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{
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ptex = r.ptex;
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if (ptex != NULL) ptex->ref++;
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starty = r.starty;
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height = r.height;
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realy = r.realy;
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realheight = r.realheight;
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usedstamp = r.usedstamp;
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psm = r.psm;
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cpsm = r.cpsm;
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clut = r.clut;
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clearminy = r.clearminy;
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clearmaxy = r.clearmaxy;
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widthmult = r.widthmult;
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channels = r.channels;
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validatecount = r.validatecount;
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fmt = r.fmt;
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}
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~CMemoryTarget() { Destroy(); }
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inline void Destroy()
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{
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if (ptex != NULL && ptex->ref > 0)
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{
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if (--ptex->ref <= 0) delete ptex;
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}
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ptex = NULL;
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}
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// returns true if clut data is synced
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bool ValidateClut(const tex0Info& tex0);
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// returns true if tex data is synced
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bool ValidateTex(const tex0Info& tex0, int starttex, int endtex, bool bDeleteBadTex);
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// realy is offset in pixels from start of valid region
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// so texture in memory is [realy,starty+height]
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// valid texture is [starty,starty+height]
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// offset in mem [starty-realy, height]
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TEXTURE* ptex; // can be 16bit
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int starty, height; // assert(starty >= realy)
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int realy, realheight; // this is never touched once allocated
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u32 usedstamp;
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u8 psm, cpsm; // texture and clut format. For psm, only 16bit/32bit differentiation matters
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u32 fmt;
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int widthmult;
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int channels;
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int clearminy, clearmaxy; // when maxy > 0, need to check for clearing
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int validatecount; // count how many times has been validated, if too many, destroy
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vector<u8> clut; // if nonzero, texture uses CLUT
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};
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struct VB
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{
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VB();
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~VB();
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void Destroy();
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inline bool CheckPrim()
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{
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static const int PRIMMASK = 0x0e; // for now ignore 0x10 (AA)
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if ((PRIMMASK & prim->_val) != (PRIMMASK & curprim._val) || primtype[prim->prim] != primtype[curprim.prim])
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return nCount > 0;
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return false;
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}
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void CheckFrame(int tbp);
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// context specific state
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Point offset;
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Rect2 scissor;
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tex0Info tex0;
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tex1Info tex1;
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miptbpInfo miptbp0;
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miptbpInfo miptbp1;
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alphaInfo alpha;
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fbaInfo fba;
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clampInfo clamp;
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pixTest test;
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u32 ptexClamp[2]; // textures for x and y dir region clamping
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public:
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void FlushTexData();
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inline int CheckFrameAddConstraints(int tbp);
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inline void CheckScissors(int maxpos);
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inline void CheckFrame32bitRes(int maxpos);
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inline int FindMinimalMemoryConstrain(int tbp, int maxpos);
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inline int FindZbufferMemoryConstrain(int tbp, int maxpos);
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inline int FindMinimalHeightConstrain(int maxpos);
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inline int CheckFrameResolveRender(int tbp);
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inline void CheckFrame16vs32Conversion();
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inline int CheckFrameResolveDepth(int tbp);
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inline void FlushTexUnchangedClutDontUpdate() ;
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inline void FlushTexClutDontUpdate() ;
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inline void FlushTexClutting() ;
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inline void FlushTexSetNewVars(u32 psm) ;
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// notify VB that nVerts need to be written to pbuf
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inline void NotifyWrite(int nVerts)
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{
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assert(pBufferData != NULL && nCount <= nNumVertices && nVerts > 0);
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if (nCount + nVerts > nNumVertices)
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{
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// recreate except with a bigger count
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VertexGPU* ptemp = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nNumVertices * 2, 256);
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memcpy_amd(ptemp, pBufferData, sizeof(VertexGPU) * nCount);
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nNumVertices *= 2;
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assert(nCount + nVerts <= nNumVertices);
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_aligned_free(pBufferData);
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pBufferData = ptemp;
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}
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}
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void Init(int nVerts)
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{
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if (pBufferData == NULL && nVerts > 0)
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{
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pBufferData = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nVerts, 256);
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nNumVertices = nVerts;
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}
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nCount = 0;
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}
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u8 bNeedFrameCheck;
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u8 bNeedZCheck;
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u8 bNeedTexCheck;
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u8 dummy0;
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union
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{
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struct
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{
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u8 bTexConstsSync; // only pixel shader constants that context owns
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u8 bVarsTexSync; // texture info
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u8 bVarsSetTarg;
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u8 dummy1;
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};
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u32 bSyncVars;
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};
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int ictx;
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VertexGPU* pBufferData; // current allocated data
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int nNumVertices; // size of pBufferData in terms of VertexGPU objects
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int nCount;
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primInfo curprim; // the previous prim the current buffers are set to
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zbufInfo zbuf;
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frameInfo gsfb; // the real info set by FRAME cmd
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frameInfo frame;
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int zprimmask; // zmask for incoming points
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union
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{
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u32 uCurTex0Data[2]; // current tex0 data
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GIFRegTEX0 uCurTex0;
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};
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u32 uNextTex0Data[2]; // tex0 data that has to be applied if bNeedTexCheck is 1
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//int nFrameHeights[8]; // frame heights for the past frame changes
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int nNextFrameHeight;
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CMemoryTarget* pmemtarg; // the current mem target set
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CRenderTarget* prndr;
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CDepthTarget* pdepth;
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};
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// Return, if tcc, aem or psm mode told us, than Alpha test should be used
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// if tcc == 0 than no alpha used, aem used for alpha expanding and I am not sure
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// that it's correct, psm -- color mode,
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inline bool
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IsAlphaTestExpansion(VB& curvb)
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{
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return (curvb.tex0.tcc && gs.texa.aem && nNeedAlpha(GetTexCPSM(curvb.tex0)));
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}
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// visible members
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extern DrawFn drawfn[8];
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// VB variables
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extern VB vb[2];
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extern float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
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extern vector<GLuint> g_vboBuffers; // VBOs for all drawing commands
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extern GLuint vboRect;
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extern int g_nCurVBOIndex;
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// Shaders variables
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extern Vector g_vdepth;
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extern Vector vlogz;
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extern VERTEXSHADER pvsBitBlt;
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extern FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne;
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extern FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16;
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bool LoadEffects();
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bool LoadExtraEffects();
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FRAGMENTSHADER* LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed);
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extern RenderFormatType g_RenderFormatType;
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void AddMessage(const char* pstr, u32 ms = 5000);
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void DrawText(const char* pstr, int left, int top, u32 color);
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void ChangeWindowSize(int nNewWidth, int nNewHeight);
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void SetChangeDeviceSize(int nNewWidth, int nNewHeight);
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void ChangeDeviceSize(int nNewWidth, int nNewHeight);
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void SetAA(int mode);
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void SetNegAA(int mode);
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void SetCRC(int crc);
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void ReloadEffects();
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// Methods //
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bool IsGLExt(const char* szTargetExtension); ///< returns true if the the opengl extension is supported
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inline bool Create_Window(int _width, int _height);
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bool Create(int width, int height);
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void Destroy(bool bD3D);
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void Restore(); // call to restore device
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void Reset(); // call to destroy video resources
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void GSStateReset();
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void GSReset();
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void GSSoftReset(u32 mask);
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void HandleGLError();
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// called on a primitive switch
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void Prim();
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void SetTexFlush();
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// flush current vertices, call before setting new registers (the main render method)
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void Flush(int context);
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void FlushBoth();
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void ExtWrite();
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void SetWriteDepth();
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bool IsWriteDepth();
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void SetDestAlphaTest();
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bool IsWriteDestAlphaTest();
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void SetFogColor(u32 fog);
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void SetFogColor(GIFRegFOGCOL* fog);
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void SaveTex(tex0Info* ptex, int usevid);
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char* NamedSaveTex(tex0Info* ptex, int usevid);
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// called when trxdir is accessed. If host is involved, transfers memory to temp buffer byTransferBuf.
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// Otherwise performs the transfer. TODO: Perhaps divide the transfers into chunks?
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void InitTransferHostLocal();
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void TransferHostLocal(const void* pbyMem, u32 nQWordSize);
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void InitTransferLocalHost();
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void TransferLocalHost(void* pbyMem, u32 nQWordSize);
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inline void TerminateLocalHost() {}
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void TransferLocalLocal();
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// switches the render target to the real target, flushes the current render targets and renders the real image
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void RenderCRTC(int interlace);
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void ResetRenderTarget(int index);
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bool CheckChangeInClut(u32 highdword, u32 psm); // returns true if clut will change after this tex0 op
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// call to load CLUT data (depending on CLD)
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void texClutWrite(int ctx);
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RenderFormatType GetRenderFormat();
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GLenum GetRenderTargetFormat();
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int Save(s8* pbydata);
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bool Load(s8* pbydata);
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void SaveSnapshot(const char* filename);
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bool SaveRenderTarget(const char* filename, int width, int height, int jpeg);
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bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height);
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bool SaveJPEG(const char* filename, int width, int height, const void* pdata, int quality);
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bool SaveTGA(const char* filename, int width, int height, void* pdata);
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void Stop_Avi();
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void Delete_Avi_Capture();
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// private methods
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void FlushSysMem(const RECT* prc);
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void _Resolve(const void* psrc, int fbp, int fbw, int fbh, int psm, u32 fbm, bool mode);
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// returns the first and last addresses aligned to a page that cover
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void GetRectMemAddress(int& start, int& end, int psm, int x, int y, int w, int h, int bp, int bw);
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// inits the smallest rectangle in ptexMem that covers this region in ptexMem
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// returns the offset that needs to be added to the locked rect to get the beginning of the buffer
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//void GetMemRect(RECT& rc, int psm, int x, int y, int w, int h, int bp, int bw);
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void SetContextTarget(int context) ;
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void NeedFactor(int w);
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// only sets a limited amount of state (for Update)
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void SetTexClamping(int context, FRAGMENTSHADER* pfragment);
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void SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, ZeroGS::CMemoryTarget* pmemtarg, FRAGMENTSHADER* pfragment, int force);
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void ResetAlphaVariables();
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void StartCapture();
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void StopCapture();
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void CaptureFrame();
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// Perform clutting for flushed texture. Better check if it needs a prior call.
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inline void CluttingForFlushedTex(tex0Info* tex0, u32 Data, int ictx)
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{
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tex0->cbp = ZZOglGet_cbp_TexBits(Data);
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tex0->cpsm = ZZOglGet_cpsm_TexBits(Data);
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tex0->csm = ZZOglGet_csm_TexBits(Data);
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tex0->csa = ZZOglGet_csa_TexBits(Data);
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tex0->cld = ZZOglGet_cld_TexBits(Data);
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ZeroGS::texClutWrite(ictx);
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}
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};
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#endif
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