166 lines
5.7 KiB
C
166 lines
5.7 KiB
C
// Project64 - A Nintendo 64 emulator
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// https://www.pj64-emu.com/
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// Copyright(C) 2001-2021 Project64
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// Copyright(C) 2003-2009 Sergey 'Gonetz' Lipski
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// Copyright(C) 2002 Dave2001
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// GNU/GPLv2 licensed: https://gnu.org/licenses/gpl-2.0.html
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#pragma once
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#ifndef _WIN32
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//#define VPDEBUG
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#endif
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#ifdef VPDEBUG
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void dump_tex(int id);
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void dump_start();
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void dump_stop();
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extern int dumping;
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#endif
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#include <Project64-video/trace.h>
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#include "types.h"
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#define zscale 1.0f
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// VP added this utility function
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// Returns the bytes per pixel of a given GR texture format
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int grTexFormatSize(int fmt);
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// 03/07/2015 Comment by cxd4 -- regulated GL state machine debugging using glGetError
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extern int grDisplayGLError(const char* message);
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extern int packed_pixels_support;
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extern int ati_sucks;
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extern float largest_supported_anisotropy;
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extern int default_texture; // The infamous "32*1024*1024" is now configurable
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extern int depth_texture;
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void set_depth_shader();
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void set_bw_shader();
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extern float invtex[2];
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extern int buffer_cleared; // Mark that the buffer has been cleared, used to check if we need to reload the texture buffer content
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#ifdef _WIN32
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#include <windows.h>
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typedef const char * (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC)(HDC hdc);
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#else
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#include <stdio.h>
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#endif
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#if defined(__ANDROID__) || defined(ANDROID)
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#include "OGLESwrappers.h"
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#else
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#include "opengl.h"
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extern "C" {
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#ifndef GL_VERSION_1_3
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extern PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
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extern PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB;
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#endif
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extern PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
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extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
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extern PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
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extern PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT;
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extern PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
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extern PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
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extern PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
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extern PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
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extern PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
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extern PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
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extern PFNGLFOGCOORDFEXTPROC glFogCoordfEXT;
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extern PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
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extern PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
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extern PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
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extern PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
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extern PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
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extern PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
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extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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extern PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
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extern PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
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extern PFNGLSECONDARYCOLOR3FPROC glSecondaryColor3f;
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extern PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
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extern PFNGLUNIFORM1FARBPROC glUniform1fARB;
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extern PFNGLUNIFORM1IARBPROC glUniform1iARB;
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extern PFNGLUNIFORM4FARBPROC glUniform4fARB;
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extern PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
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extern PFNGLGETHANDLEARBPROC glGetHandleARB;
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}
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#endif
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void init_geometry();
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void init_textures();
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void init_combiner();
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void free_textures();
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void updateCombiner(int i);
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void updateCombinera(int i);
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void remove_tex(unsigned int idmin, unsigned int idmax);
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void add_tex(unsigned int id);
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#ifdef _WIN32
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extern PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
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extern PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB;
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extern PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT;
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extern PFNGLFOGCOORDFPROC glFogCoordfEXT;
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extern PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
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extern PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
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extern PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
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extern PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
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extern PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
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extern PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
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extern PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
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extern PFNGLGETHANDLEARBPROC glGetHandleARB;
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extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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extern PFNGLUNIFORM1IARBPROC glUniform1iARB;
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extern PFNGLUNIFORM4IARBPROC glUniform4iARB;
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extern PFNGLUNIFORM4FARBPROC glUniform4fARB;
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extern PFNGLUNIFORM1FARBPROC glUniform1fARB;
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extern PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
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extern PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
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extern PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
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extern PFNGLSECONDARYCOLOR3FPROC glSecondaryColor3f;
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#endif
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void check_link(GLuint program);
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void vbo_enable();
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void vbo_disable();
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// Vertex attribute locations
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#define POSITION_ATTR 0
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#define COLOUR_ATTR 1
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#define TEXCOORD_0_ATTR 2
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#define TEXCOORD_1_ATTR 3
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#define FOG_ATTR 4
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extern int w_buffer_mode;
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extern int g_width, g_height, widtho, heighto;
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extern int tex0_width, tex0_height, tex1_width, tex1_height;
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extern float lambda;
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extern int need_lambda[2];
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extern float lambda_color[2][4];
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extern int inverted_culling;
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extern gfxCullMode_t culling_mode;
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extern int render_to_texture;
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extern int lfb_color_fmt;
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extern int need_to_compile;
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extern int blackandwhite0;
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extern int blackandwhite1;
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extern int TMU_SIZE;
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extern int blend_func_separate_support;
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extern int fog_coord_support;
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extern int glsl_support;
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extern unsigned int pBufferAddress;
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extern int viewport_width, viewport_height, g_viewport_offset, nvidia_viewport_hack;
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extern int UMAmode;
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void updateTexture();
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void reloadTexture();
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void free_combiners();
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void compile_shader();
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void set_lambda();
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void set_copy_shader();
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void disable_textureSizes();
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void ExitFullScreen();
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void CHECK_FRAMEBUFFER_STATUS(void);
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