mirror of
https://github.com/libretro/pcsx2.git
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90eda53e42
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4197 96395faa-99c1-11dd-bbfe-3dabce05a288
867 lines
22 KiB
C++
867 lines
22 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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// Create and Destroy function. They would be called once per session.
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//------------------ Includes
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#include "GS.h"
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#include "Mem.h"
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#include "GLWin.h"
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#include "ZZoglShaders.h"
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#include "targets.h"
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#include "rasterfont.h" // simple font
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#include "ZZoglDrawing.h"
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#include "ZZoglVB.h"
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// This include for windows resource file with Shaders
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#ifdef _WIN32
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# include "Win32.h"
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#endif
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//------------------ Defines
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#ifdef _WIN32
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#define GL_LOADFN(name) { \
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if( (*(void**)&name = (void*)wglGetProcAddress(#name)) == NULL ) { \
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ZZLog::Error_Log("Failed to find %s, exiting.", #name); \
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} \
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}
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#else
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// let GLEW take care of it
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#define GL_LOADFN(name)
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#endif
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#define GL_BLEND_RGB(src, dst) { \
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s_srcrgb = src; \
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s_dstrgb = dst; \
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zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
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}
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#define GL_BLEND_ALPHA(src, dst) { \
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s_srcalpha = src; \
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s_dstalpha = dst; \
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zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
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}
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#define GL_BLEND_ALL(srcrgb, dstrgb, srcalpha, dstalpha) { \
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s_srcrgb = srcrgb; \
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s_dstrgb = dstrgb; \
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s_srcalpha = srcalpha; \
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s_dstalpha = dstalpha; \
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zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha); \
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}
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#define GL_BLEND_SET() zgsBlendFuncSeparateEXT(s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha)
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#define VB_NUMBUFFERS 512
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// ----------------- Types
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typedef void (APIENTRYP _PFNSWAPINTERVAL)(int);
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map<string, GLbyte> mapGLExtensions;
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extern bool LoadEffects();
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extern bool ZZshLoadExtraEffects();
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extern FRAGMENTSHADER* ZZshLoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed);
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GLuint vboRect = 0;
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vector<GLuint> g_vboBuffers; // VBOs for all drawing commands
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int g_nCurVBOIndex = 0;
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inline bool CreateImportantCheck();
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inline void CreateOtherCheck();
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inline bool CreateOpenShadersFile();
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void ZZGSStateReset();
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//------------------ Dummies
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#ifdef _WIN32
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void __stdcall glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4)
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#else
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void APIENTRY glBlendFuncSeparateDummy(GLenum e1, GLenum e2, GLenum e3, GLenum e4)
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#endif
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{
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glBlendFunc(e1, e2);
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}
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#ifdef _WIN32
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void __stdcall glBlendEquationSeparateDummy(GLenum e1, GLenum e2)
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#else
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void APIENTRY glBlendEquationSeparateDummy(GLenum e1, GLenum e2)
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#endif
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{
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glBlendEquation(e1);
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}
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#ifdef _WIN32
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extern HINSTANCE hInst;
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void (__stdcall *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL;
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void (__stdcall *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL;
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#else
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void (APIENTRY *zgsBlendEquationSeparateEXT)(GLenum, GLenum) = NULL;
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void (APIENTRY *zgsBlendFuncSeparateEXT)(GLenum, GLenum, GLenum, GLenum) = NULL;
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#endif
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//------------------ variables
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////////////////////////////
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// State parameters
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extern u8* s_lpShaderResources;
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// String's for shader file in developer mode
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#ifdef ZEROGS_DEVBUILD
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char* EFFECT_NAME = "";
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char* EFFECT_DIR = "";
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#endif
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/////////////////////
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// graphics resources
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GLenum s_srcrgb, s_dstrgb, s_srcalpha, s_dstalpha; // set by zgsBlendFuncSeparateEXT
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u32 s_stencilfunc, s_stencilref, s_stencilmask;
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GLenum s_drawbuffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
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GLenum g_internalFloatFmt = GL_ALPHA_FLOAT32_ATI;
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GLenum g_internalRGBAFloatFmt = GL_RGBA_FLOAT32_ATI;
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GLenum g_internalRGBAFloat16Fmt = GL_RGBA_FLOAT16_ATI;
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u32 ptexLogo = 0;
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int nLogoWidth, nLogoHeight;
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u32 s_ptexInterlace = 0; // holds interlace fields
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//------------------ Global Variables
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int GPU_TEXWIDTH = 512;
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float g_fiGPU_TEXWIDTH = 1/512.0f;
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int g_MaxTexWidth = 4096, g_MaxTexHeight = 4096;
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u32 s_uFramebuffer = 0;
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RasterFont* font_p = NULL;
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float g_fBlockMult = 1;
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//int s_nFullscreen = 0;
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u32 ptexBlocks = 0, ptexConv16to32 = 0; // holds information on block tiling
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u32 ptexBilinearBlocks = 0;
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u32 ptexConv32to16 = 0;
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int g_nDepthBias = 0;
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extern void Delete_Avi_Capture();
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extern void ZZDestroy();
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extern void SetAA(int mode);
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//------------------ Code
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///< returns true if the the opengl extension is supported
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bool IsGLExt(const char* szTargetExtension)
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{
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return mapGLExtensions.find(string(szTargetExtension)) != mapGLExtensions.end();
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}
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// Function asks about different OGL extensions, that are required to setup accordingly. Return false if checks failed
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inline bool CreateImportantCheck()
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{
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bool bSuccess = true;
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#ifndef _WIN32
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int const glew_ok = glewInit();
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if (glew_ok != GLEW_OK)
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{
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ZZLog::Error_Log("glewInit() is not ok!");
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bSuccess = false;
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}
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#endif
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if (!IsGLExt("GL_EXT_framebuffer_object"))
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{
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ZZLog::Error_Log("*********\nZZogl: ERROR: Need GL_EXT_framebuffer_object for multiple render targets\nZZogl: *********");
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bSuccess = false;
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}
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if (!IsGLExt("GL_EXT_secondary_color"))
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{
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ZZLog::Error_Log("*********\nZZogl: OGL WARNING: Need GL_EXT_secondary_color\nZZogl: *********");
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bSuccess = false;
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}
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bSuccess &= ZZshCheckProfilesSupport();
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return bSuccess;
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}
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// This is a check for less important open gl extensions.
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inline void CreateOtherCheck()
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{
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if (!IsGLExt("GL_EXT_blend_equation_separate") || glBlendEquationSeparateEXT == NULL)
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{
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ZZLog::Error_Log("*********\nZZogl: OGL WARNING: Need GL_EXT_blend_equation_separate\nZZogl: *********");
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zgsBlendEquationSeparateEXT = glBlendEquationSeparateDummy;
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}
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else
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zgsBlendEquationSeparateEXT = glBlendEquationSeparateEXT;
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if (!IsGLExt("GL_EXT_blend_func_separate") || glBlendFuncSeparateEXT == NULL)
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{
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ZZLog::Error_Log("*********\nZZogl: OGL WARNING: Need GL_EXT_blend_func_separate\nZZogl: *********");
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zgsBlendFuncSeparateEXT = glBlendFuncSeparateDummy;
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}
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else
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zgsBlendFuncSeparateEXT = glBlendFuncSeparateEXT;
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if (!IsGLExt("GL_ARB_draw_buffers") && !IsGLExt("GL_ATI_draw_buffers"))
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{
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ZZLog::Error_Log("*********\nZZogl: OGL WARNING: multiple render targets not supported, some effects might look bad\nZZogl: *********");
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conf.mrtdepth = 0;
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}
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if (IsGLExt("GL_ARB_draw_buffers"))
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glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffers");
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else if (IsGLExt("GL_ATI_draw_buffers"))
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glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffersATI");
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if (!IsGLExt("GL_ARB_multitexture"))
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ZZLog::Error_Log("No multitexturing.");
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else
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ZZLog::Error_Log("Using multitexturing.");
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GLint Max_Texture_Size_NV = 0;
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GLint Max_Texture_Size_2d = 0;
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glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, &Max_Texture_Size_NV);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &Max_Texture_Size_2d);
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ZZLog::Error_Log("Maximum texture size is %d for Tex_2d and %d for Tex_NV.", Max_Texture_Size_2d, Max_Texture_Size_NV);
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if (Max_Texture_Size_NV < 1024)
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ZZLog::Error_Log("Could not properly make bitmasks, so some textures will be missed.");
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#ifdef _WIN32
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if (IsGLExt("WGL_EXT_swap_control") || IsGLExt("EXT_swap_control"))
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wglSwapIntervalEXT(0);
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#else
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if (IsGLExt("GLX_SGI_swap_control"))
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{
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_PFNSWAPINTERVAL swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapInterval");
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if (!swapinterval)
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swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapIntervalSGI");
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if (!swapinterval)
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swapinterval = (_PFNSWAPINTERVAL)wglGetProcAddress("glXSwapIntervalEXT");
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if (swapinterval)
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swapinterval(0);
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else
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ZZLog::Error_Log("No support for SwapInterval (framerate clamped to monitor refresh rate),");
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}
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#endif
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}
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#ifdef _WIN32
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__forceinline bool LoadShadersFromRes()
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{
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HRSRC hShaderSrc = FindResource(hInst, MAKEINTRESOURCE(IDR_SHADERS), RT_RCDATA);
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assert(hShaderSrc != NULL);
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HGLOBAL hShaderGlob = LoadResource(hInst, hShaderSrc);
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assert(hShaderGlob != NULL);
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s_lpShaderResources = (u8*)LockResource(hShaderGlob);
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return true;
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}
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#else
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__forceinline bool LoadShadersFromDat()
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{
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FILE* fres = fopen("ps2hw.dat", "rb");
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if (fres == NULL)
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{
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fres = fopen("plugins/ps2hw.dat", "rb");
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if (fres == NULL)
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{
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ZZLog::Error_Log("Cannot find ps2hw.dat in working directory. Exiting.");
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return false;
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}
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}
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fseek(fres, 0, SEEK_END);
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size_t s = ftell(fres);
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s_lpShaderResources = new u8[s+1];
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fseek(fres, 0, SEEK_SET);
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fread(s_lpShaderResources, s, 1, fres);
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s_lpShaderResources[s] = 0;
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return true;
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}
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#ifdef DEVBUILD
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__forceinline bool LoadShadersFromFX()
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{
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// test if ps2hw.fx exists
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char tempstr[255];
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char curwd[255];
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getcwd(curwd, ArraySize(curwd));
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strcpy(tempstr, "/plugins/");
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sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
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FILE* f = fopen(EFFECT_NAME, "r");
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if (f == NULL)
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{
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strcpy(tempstr, "../../plugins/zzogl-pg/opengl/");
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sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
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f = fopen(EFFECT_NAME, "r");
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if (f == NULL)
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{
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ZZLog::Error_Log("Failed to find %s, try compiling a non-devbuild.", EFFECT_NAME);
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return false;
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}
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}
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fclose(f);
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sprintf(EFFECT_DIR, "%s/%s", curwd, tempstr);
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sprintf(EFFECT_NAME, "%sps2hw.fx", EFFECT_DIR);
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return true;
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}
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#endif
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#endif
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// open shader file according to build target
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inline bool CreateOpenShadersFile()
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{
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#ifndef DEVBUILD
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# ifdef _WIN32
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return LoadShadersFromRes();
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# else // not _WIN32
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return LoadShadersFromDat();
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# endif // _WIN32
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#else // defined(ZEROGS_DEVBUILD)
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# ifndef _WIN32 // NOT WINDOWS
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return LoadShadersFromFX();
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// No else clause?
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#endif
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#endif // !defined(ZEROGS_DEVBUILD)
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}
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// Read all extensions name and fill mapGLExtensions
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inline bool CreateFillExtensionsMap()
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{
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int max_ext = 0;
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string all_ext("");
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PFNGLGETSTRINGIPROC glGetStringi = 0;
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glGetStringi = (PFNGLGETSTRINGIPROC)wglGetProcAddress("glGetStringi");
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if (glGetStringi) {
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// Get opengl extension (opengl3)
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glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
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for (GLint i = 0; i < max_ext; i++)
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{
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string extension((const char*)glGetStringi(GL_EXTENSIONS, i));
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mapGLExtensions[extension];
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all_ext += extension;
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if (i != (max_ext - 1)) all_ext += ", ";
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}
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} else {
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// fallback to old method (pre opengl3, intel gma ...)
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ZZLog::Error_Log("glGetStringi opengl 3 interface not supported, fallback to opengl 2");
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const char* ptoken = (const char*)glGetString(GL_EXTENSIONS);
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all_ext = string(ptoken); // save the string to print a nice debug message
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if (ptoken == NULL) return false;
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const char* pend = NULL;
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while (ptoken != NULL)
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{
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pend = strchr(ptoken, ' ');
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if (pend != NULL)
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{
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max_ext++;
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mapGLExtensions[string(ptoken, pend-ptoken)];
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}
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else
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{
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max_ext++;
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mapGLExtensions[string(ptoken)];
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break;
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}
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ptoken = pend;
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while (*ptoken == ' ') ++ptoken;
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}
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}
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#ifndef _DEBUG
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ZZLog::Log("%d supported OpenGL Extensions: %s\n", max_ext, all_ext.c_str());
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#endif
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ZZLog::Debug_Log("%d supported OpenGL Extensions: %s\n", max_ext, all_ext.c_str());
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return true;
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}
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void LoadglFunctions()
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{
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GL_LOADFN(glIsRenderbufferEXT);
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GL_LOADFN(glBindRenderbufferEXT);
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GL_LOADFN(glDeleteRenderbuffersEXT);
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GL_LOADFN(glGenRenderbuffersEXT);
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GL_LOADFN(glRenderbufferStorageEXT);
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GL_LOADFN(glGetRenderbufferParameterivEXT);
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GL_LOADFN(glIsFramebufferEXT);
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GL_LOADFN(glBindFramebufferEXT);
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GL_LOADFN(glDeleteFramebuffersEXT);
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GL_LOADFN(glGenFramebuffersEXT);
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GL_LOADFN(glCheckFramebufferStatusEXT);
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GL_LOADFN(glFramebufferTexture1DEXT);
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GL_LOADFN(glFramebufferTexture2DEXT);
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GL_LOADFN(glFramebufferTexture3DEXT);
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GL_LOADFN(glFramebufferRenderbufferEXT);
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GL_LOADFN(glGetFramebufferAttachmentParameterivEXT);
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GL_LOADFN(glGenerateMipmapEXT);
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}
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inline bool TryBlockFormat(GLint fmt, const GLvoid* vBlockData) {
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g_internalFloatFmt = fmt;
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glTexImage2D(GL_TEXTURE_2D, 0, g_internalFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_ALPHA, GL_FLOAT, vBlockData);
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return (glGetError() == GL_NO_ERROR);
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}
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inline bool TryBlinearFormat(GLint fmt32, GLint fmt16, const GLvoid* vBilinearData) {
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g_internalRGBAFloatFmt = fmt32;
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g_internalRGBAFloat16Fmt = fmt16;
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glTexImage2D(GL_TEXTURE_2D, 0, g_internalRGBAFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_RGBA, GL_FLOAT, vBilinearData);
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return (glGetError() == GL_NO_ERROR);
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}
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bool ZZCreate(int _width, int _height)
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{
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GLenum err = GL_NO_ERROR;
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bool bSuccess = true;
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ZZDestroy();
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ZZGSStateReset();
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if (!GLWin.DisplayWindow(_width, _height)) return false;
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conf.mrtdepth = 0; // for now
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if (!CreateFillExtensionsMap()) return false;
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if (!CreateImportantCheck()) return false;
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CreateOtherCheck();
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// check the max texture width and height
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &g_MaxTexWidth);
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// Limit the texture size supported to 8192. We do not need bigger texture.
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// Besides the following assertion is false when texture are too big.
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// ZZoglFlush.cpp:2349: assert(fblockstride >= 1.0f)
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//g_MaxTexWidth = min(8192, g_MaxTexWidth);
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g_MaxTexHeight = g_MaxTexWidth / 4;
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GPU_TEXWIDTH = min (g_MaxTexWidth/8, 1024);
|
|
g_fiGPU_TEXWIDTH = 1.0f / GPU_TEXWIDTH;
|
|
|
|
if (!CreateOpenShadersFile()) return false;
|
|
|
|
GL_REPORT_ERROR();
|
|
|
|
if (err != GL_NO_ERROR) bSuccess = false;
|
|
|
|
s_srcrgb = s_dstrgb = s_srcalpha = s_dstalpha = GL_ONE;
|
|
|
|
LoadglFunctions();
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
GL_REPORT_ERROR();
|
|
|
|
if (err != GL_NO_ERROR) bSuccess = false;
|
|
|
|
glGenFramebuffersEXT(1, &s_uFramebuffer);
|
|
|
|
if (s_uFramebuffer == 0)
|
|
{
|
|
ZZLog::Error_Log("Failed to create the renderbuffer.");
|
|
}
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
|
|
|
|
DrawBuffers(s_drawbuffers);
|
|
|
|
GL_REPORT_ERROR();
|
|
|
|
if (err != GL_NO_ERROR) bSuccess = false;
|
|
|
|
font_p = new RasterFont();
|
|
GL_REPORT_ERROR();
|
|
|
|
if (err != GL_NO_ERROR) bSuccess = false;
|
|
|
|
// init draw fns
|
|
//init_drawfn();
|
|
if (ZZKick != NULL) delete ZZKick;
|
|
ZZKick = new Kick;
|
|
|
|
SetAA(conf.aa);
|
|
|
|
GSsetGameCRC(g_LastCRC, conf.settings()._u32);
|
|
|
|
GL_STENCILFUNC(GL_ALWAYS, 0, 0);
|
|
|
|
//s_bWriteDepth = true;
|
|
|
|
GL_BLEND_ALL(GL_ONE, GL_ONE, GL_ONE, GL_ONE);
|
|
glViewport(0, 0, GLWin.backbuffer.w, GLWin.backbuffer.h); // Reset The Current Viewport
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDepth(1.0f);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDisable(GL_LIGHTING);
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
|
|
glGenTextures(1, &ptexLogo);
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_NV, ptexLogo);
|
|
|
|
#ifdef _WIN32
|
|
HRSRC hBitmapSrc = FindResource(hInst, MAKEINTRESOURCE(IDB_ZEROGSLOGO), RT_BITMAP);
|
|
assert(hBitmapSrc != NULL);
|
|
|
|
HGLOBAL hBitmapGlob = LoadResource(hInst, hBitmapSrc);
|
|
assert(hBitmapGlob != NULL);
|
|
|
|
PBITMAPINFO pinfo = (PBITMAPINFO)LockResource(hBitmapGlob);
|
|
|
|
GLenum tempFmt = (pinfo->bmiHeader.biBitCount == 32) ? GL_RGBA : GL_RGB;
|
|
TextureRect(GL_RGBA, pinfo->bmiHeader.biWidth, pinfo->bmiHeader.biHeight, tempFmt, GL_UNSIGNED_BYTE, (u8*)pinfo + pinfo->bmiHeader.biSize);
|
|
|
|
nLogoWidth = pinfo->bmiHeader.biWidth;
|
|
nLogoHeight = pinfo->bmiHeader.biHeight;
|
|
|
|
setRectFilters(GL_LINEAR);
|
|
|
|
#else
|
|
#endif
|
|
|
|
GL_REPORT_ERROR();
|
|
|
|
g_nCurVBOIndex = 0;
|
|
|
|
g_vboBuffers.resize(VB_NUMBUFFERS);
|
|
glGenBuffers((GLsizei)g_vboBuffers.size(), &g_vboBuffers[0]);
|
|
|
|
for (int i = 0; i < (int)g_vboBuffers.size(); ++i)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, g_vboBuffers[i]);
|
|
glBufferData(GL_ARRAY_BUFFER, 0x100*sizeof(VertexGPU), NULL, GL_STREAM_DRAW);
|
|
}
|
|
|
|
GL_REPORT_ERROR();
|
|
if (err != GL_NO_ERROR) bSuccess = false;
|
|
|
|
// create the blocks texture
|
|
g_fBlockMult = 1;
|
|
bool do_not_use_billinear = false;
|
|
|
|
vector<char> vBlockData, vBilinearData;
|
|
BLOCK::FillBlocks(vBlockData, vBilinearData, 1);
|
|
|
|
glGenTextures(1, &ptexBlocks);
|
|
glBindTexture(GL_TEXTURE_2D, ptexBlocks);
|
|
|
|
if (TryBlockFormat(GL_RGBA32F, &vBlockData[0]))
|
|
ZZLog::Error_Log("Use GL_RGBA32F for blockdata.");
|
|
else if (TryBlockFormat(GL_ALPHA_FLOAT32_ATI, &vBlockData[0]))
|
|
ZZLog::Error_Log("Use ATI_texture_float for blockdata.");
|
|
else if (TryBlockFormat(GL_ALPHA32F_ARB, &vBlockData[0]))
|
|
ZZLog::Error_Log("Use ARB_texture_float for blockdata.");
|
|
else
|
|
{ // This case is bad. But for really old cards it could be nice.
|
|
g_fBlockMult = 65535.0f*(float)g_fiGPU_TEXWIDTH;
|
|
BLOCK::FillBlocks(vBlockData, vBilinearData, 0);
|
|
g_internalFloatFmt = GL_ALPHA16;
|
|
|
|
// We store block data on u16 rather float numbers. It's not so preciese, but ALPHA16 is OpenGL 2.0 standart
|
|
// and use only 16 bit. Old zerogs use red channel, but it does not work.
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, g_internalFloatFmt, BLOCK_TEXWIDTH, BLOCK_TEXHEIGHT, 0, GL_ALPHA, GL_UNSIGNED_SHORT, &vBlockData[0]);
|
|
if( glGetError() != GL_NO_ERROR ) {
|
|
ZZLog::Error_Log("ZZogl ERROR: could not fill blocks");
|
|
return false;
|
|
}
|
|
|
|
do_not_use_billinear = true;
|
|
conf.bilinear = 0;
|
|
ZZLog::Error_Log("Using non-bilinear fill, quallity is outdated!");
|
|
}
|
|
|
|
setTex2DFilters(GL_NEAREST);
|
|
setTex2DWrap(GL_REPEAT);
|
|
|
|
if (!do_not_use_billinear)
|
|
{
|
|
// fill in the bilinear blocks (main variant).
|
|
glGenTextures(1, &ptexBilinearBlocks);
|
|
glBindTexture(GL_TEXTURE_2D, ptexBilinearBlocks);
|
|
|
|
if (TryBlinearFormat(GL_RGBA32F, GL_RGBA16F, &vBilinearData[0]))
|
|
ZZLog::Error_Log("Fill bilinear blocks OK.!");
|
|
else if (TryBlinearFormat(GL_RGBA_FLOAT32_ATI, GL_RGBA_FLOAT16_ATI, &vBilinearData[0]))
|
|
ZZLog::Error_Log("Fill bilinear blocks with ATI_texture_float.");
|
|
else if (TryBlinearFormat(GL_FLOAT_RGBA32_NV, GL_FLOAT_RGBA16_NV, &vBilinearData[0]))
|
|
ZZLog::Error_Log("ZZogl Fill bilinear blocks with NVidia_float.");
|
|
else
|
|
ZZLog::Error_Log("Fill bilinear blocks failed.");
|
|
|
|
setTex2DFilters(GL_NEAREST);
|
|
setTex2DWrap(GL_REPEAT);
|
|
}
|
|
|
|
float fpri = 1;
|
|
|
|
glPrioritizeTextures(1, &ptexBlocks, &fpri);
|
|
|
|
if (ptexBilinearBlocks != 0) glPrioritizeTextures(1, &ptexBilinearBlocks, &fpri);
|
|
|
|
GL_REPORT_ERROR();
|
|
|
|
// fill a simple rect
|
|
glGenBuffers(1, &vboRect);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboRect);
|
|
|
|
vector<VertexGPU> verts(4);
|
|
|
|
VertexGPU* pvert = &verts[0];
|
|
|
|
pvert->set_xyzst(-0x7fff, 0x7fff, 0, 0, 0);
|
|
pvert++;
|
|
|
|
pvert->set_xyzst(0x7fff, 0x7fff, 0, 1, 0);
|
|
pvert++;
|
|
|
|
pvert->set_xyzst(-0x7fff, -0x7fff, 0, 0, 1);
|
|
pvert++;
|
|
|
|
pvert->set_xyzst(0x7fff, -0x7fff, 0, 1, 1);
|
|
pvert++;
|
|
|
|
glBufferDataARB(GL_ARRAY_BUFFER, 4*sizeof(VertexGPU), &verts[0], GL_STATIC_DRAW);
|
|
|
|
// setup the default vertex declaration
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
GL_REPORT_ERROR();
|
|
|
|
// some cards don't support this
|
|
// glClientActiveTexture(GL_TEXTURE0);
|
|
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
// glTexCoordPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexGPU), (void*)12);
|
|
|
|
// create the conversion textures
|
|
glGenTextures(1, &ptexConv16to32);
|
|
glBindTexture(GL_TEXTURE_2D, ptexConv16to32);
|
|
|
|
vector<u32> conv16to32data(256*256);
|
|
|
|
for (int i = 0; i < 256*256; ++i)
|
|
{
|
|
u32 tempcol = RGBA16to32(i);
|
|
// have to flip r and b
|
|
conv16to32data[i] = (tempcol & 0xff00ff00) | ((tempcol & 0xff) << 16) | ((tempcol & 0xff0000) >> 16);
|
|
}
|
|
|
|
Texture2D(4, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, &conv16to32data[0]);
|
|
|
|
setTex2DFilters(GL_NEAREST);
|
|
setTex2DWrap(GL_CLAMP);
|
|
|
|
GL_REPORT_ERROR();
|
|
|
|
if (err != GL_NO_ERROR) bSuccess = false;
|
|
|
|
vector<u32> conv32to16data(32*32*32);
|
|
|
|
glGenTextures(1, &ptexConv32to16);
|
|
|
|
glBindTexture(GL_TEXTURE_3D, ptexConv32to16);
|
|
|
|
u32* dst = &conv32to16data[0];
|
|
|
|
for (int i = 0; i < 32; ++i)
|
|
{
|
|
for (int j = 0; j < 32; ++j)
|
|
{
|
|
for (int k = 0; k < 32; ++k)
|
|
{
|
|
u32 col = (i << 10) | (j << 5) | k;
|
|
*dst++ = ((col & 0xff) << 16) | (col & 0xff00);
|
|
}
|
|
}
|
|
}
|
|
|
|
Texture3D(4, 32, 32, 32, GL_RGBA, GL_UNSIGNED_BYTE, &conv32to16data[0]);
|
|
setTex3DFilters(GL_NEAREST);
|
|
setTex3DWrap(GL_CLAMP);
|
|
GL_REPORT_ERROR();
|
|
|
|
if (err != GL_NO_ERROR) bSuccess = false;
|
|
|
|
if (!ZZshStartUsingShaders()) bSuccess = false;
|
|
|
|
GL_REPORT_ERROR();
|
|
|
|
if (err != GL_NO_ERROR) bSuccess = false;
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
GL_BLEND_ALPHA(GL_ONE, GL_ZERO);
|
|
|
|
glBlendColorEXT(0, 0, 0, 0.5f);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
// points
|
|
// This was changed in SetAA - should we be changing it back?
|
|
glPointSize(1.0f);
|
|
|
|
g_nDepthBias = 0;
|
|
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
glEnable(GL_POLYGON_OFFSET_LINE);
|
|
|
|
glPolygonOffset(0, 1);
|
|
|
|
vb[0].Init(VB_BUFFERSIZE);
|
|
vb[1].Init(VB_BUFFERSIZE);
|
|
|
|
g_vsprog = g_psprog = 0;
|
|
|
|
if (glGetError() == GL_NO_ERROR)
|
|
{
|
|
return bSuccess;
|
|
}
|
|
else
|
|
{
|
|
ZZLog::Debug_Log("In final init!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void ZZDestroy()
|
|
{
|
|
Delete_Avi_Capture();
|
|
|
|
g_MemTargs.Destroy();
|
|
|
|
s_RTs.Destroy();
|
|
s_DepthRTs.Destroy();
|
|
s_BitwiseTextures.Destroy();
|
|
|
|
SAFE_RELEASE_TEX(s_ptexInterlace);
|
|
SAFE_RELEASE_TEX(ptexBlocks);
|
|
SAFE_RELEASE_TEX(ptexBilinearBlocks);
|
|
SAFE_RELEASE_TEX(ptexConv16to32);
|
|
SAFE_RELEASE_TEX(ptexConv32to16);
|
|
|
|
vb[0].Destroy();
|
|
vb[1].Destroy();
|
|
|
|
if (g_vboBuffers.size() > 0)
|
|
{
|
|
glDeleteBuffers((GLsizei)g_vboBuffers.size(), &g_vboBuffers[0]);
|
|
g_vboBuffers.clear();
|
|
}
|
|
|
|
g_nCurVBOIndex = 0;
|
|
|
|
if (pvs != NULL)
|
|
{
|
|
for (int i = 0; i < ArraySize(pvs); ++i)
|
|
{
|
|
SAFE_RELEASE_PROG(pvs[i]);
|
|
}
|
|
}
|
|
|
|
if (ppsRegular != NULL)
|
|
{
|
|
for (int i = 0; i < ArraySize(ppsRegular); ++i)
|
|
{
|
|
SAFE_RELEASE_PROG(ppsRegular[i].prog);
|
|
}
|
|
}
|
|
|
|
if (ppsTexture != NULL)
|
|
{
|
|
for (int i = 0; i < ArraySize(ppsTexture); ++i)
|
|
{
|
|
SAFE_RELEASE_PROG(ppsTexture[i].prog);
|
|
}
|
|
}
|
|
|
|
SAFE_RELEASE_PROG(pvsBitBlt.prog);
|
|
|
|
SAFE_RELEASE_PROG(ppsBitBlt[0].prog);
|
|
SAFE_RELEASE_PROG(ppsBitBlt[1].prog);
|
|
SAFE_RELEASE_PROG(ppsBitBltDepth.prog);
|
|
SAFE_RELEASE_PROG(ppsCRTCTarg[0].prog);
|
|
SAFE_RELEASE_PROG(ppsCRTCTarg[1].prog);
|
|
SAFE_RELEASE_PROG(ppsCRTC[0].prog);
|
|
SAFE_RELEASE_PROG(ppsCRTC[1].prog);
|
|
SAFE_RELEASE_PROG(ppsCRTC24[0].prog);
|
|
SAFE_RELEASE_PROG(ppsCRTC24[1].prog);
|
|
SAFE_RELEASE_PROG(ppsOne.prog);
|
|
|
|
safe_delete(font_p);
|
|
|
|
GLWin.ReleaseContext();
|
|
|
|
mapGLExtensions.clear();
|
|
}
|
|
|