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a8209d610b
* Clean the zzsetparameter API to always use the program for uniform that depends on the program. Future goal is to use a nice OO interface * Use uniform buffer. Would allow future optimization and remove most initialization stuff. Don't support yet the 2 zzogl contexts. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5201 96395faa-99c1-11dd-bbfe-3dabce05a288
124 lines
4.1 KiB
C
124 lines
4.1 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 ZZOGLFLUSH_H_INCLUDED
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#define ZZOGLFLUSH_H_INCLUDED
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#ifndef ZEROGS_DEVBUILD
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#define INC_GENVARS()
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#define INC_TEXVARS()
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#define INC_ALPHAVARS()
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#define INC_RESOLVE()
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#define g_bUpdateEffect 0
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#define g_bSaveTex 0
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#define g_bSaveResolved 0
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#else // defined(ZEROGS_DEVBUILD)
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#define INC_GENVARS() ++g_nGenVars
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#define INC_TEXVARS() ++g_nTexVars
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#define INC_ALPHAVARS() ++g_nAlphaVars
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#define INC_RESOLVE() ++g_nResolve
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extern bool g_bUpdateEffect;
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extern bool g_bSaveTex; // saves the current texture
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extern bool g_bSaveResolved;
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#endif // !defined(ZEROGS_DEVBUILD)
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enum StencilBits
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{
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STENCIL_ALPHABIT = 1, // if set, dest alpha >= 0x80
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STENCIL_PIXELWRITE = 2, // if set, pixel just written (reset after every Flush)
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STENCIL_FBA = 4, // if set, just written pixel's alpha >= 0 (reset after every Flush)
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STENCIL_SPECIAL = 8 // if set, indicates that pixel passed its alpha test (reset after every Flush)
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//STENCIL_PBE = 16
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};
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#define STENCIL_CLEAR (2|4|8|16)
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enum ColorMask
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{
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COLORMASK_RED = 1,
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COLORMASK_GREEN = 2,
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COLORMASK_BLUE = 4,
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COLORMASK_ALPHA = 8
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};
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#define GL_COLORMASK(mask) glColorMask(!!((mask)&COLORMASK_RED), !!((mask)&COLORMASK_GREEN), !!((mask)&COLORMASK_BLUE), !!((mask)&COLORMASK_ALPHA))
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// extern int g_nDepthBias;
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extern float g_fBlockMult; // used for old cards, that do not support Alpha-32float textures. We store block data in u16 and use it.
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extern u32 g_nCurVBOIndex;
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extern u8* g_pbyGSClut;
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extern int ppf;
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extern bool s_bTexFlush;
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extern vector<u32> s_vecTempTextures; // temporary textures, released at the end of every frame
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extern GLuint g_vboBuffers[VB_NUMBUFFERS]; // VBOs for all drawing commands
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extern CRangeManager s_RangeMngr; // manages overwritten memory // zz
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#if 0
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typedef union
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{
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struct
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{
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u8 _bNeedAlphaColor; // set if vAlphaBlendColor needs to be set
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u8 _b2XAlphaTest; // Only valid when bNeedAlphaColor is set. if 1st bit set set, double all alpha testing values
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// otherwise alpha testing needs to be done separately.
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u8 _bDestAlphaColor; // set to 1 if blending with dest color (process only one tri at a time). If 2, dest alpha is always 1.
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u8 _bAlphaClamping; // if first bit is set, do min; if second bit, do max
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};
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u32 _bAlphaState;
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} g_flag_vars;
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extern g_flag_vars g_vars;
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#endif
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//#define bNeedAlphaColor g_vars._bNeedAlphaColor
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//#define b2XAlphaTest g_vars._b2XAlphaTest
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//#define bDestAlphaColor g_vars._bDestAlphaColor
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//#define bAlphaClamping g_vars._bAlphaClamping
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void FlushTransferRanges(const tex0Info* ptex); //zz
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// use to update the state
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void SetTexVariables(int context, FRAGMENTSHADER* pfragment); // zz
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void SetTexInt(int context, FRAGMENTSHADER* pfragment, int settexint); // zz
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void SetAlphaVariables(const alphaInfo& ainfo); // zzz
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//void ResetAlphaVariables();
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inline void SetAlphaTestInt(pixTest curtest);
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inline void RenderAlphaTest(const VB& curvb, FRAGMENTSHADER* pfragment);
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inline void RenderStencil(const VB& curvb, u32 dwUsingSpecialTesting);
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inline void ProcessStencil(const VB& curvb);
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inline void RenderFBA(const VB& curvb, FRAGMENTSHADER* pfragment);
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inline void ProcessFBA(const VB& curvb, FRAGMENTSHADER* pfragment); // zz
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void SetContextTarget(int context);
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void SetWriteDepth();
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bool IsWriteDepth();
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void SetDestAlphaTest();
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#endif // ZZOGLFLUSH_H_INCLUDED
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