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GLSLCombiner_ogl3x.cpp
890 lines (787 loc) · 29.5 KB
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GLSLCombiner_ogl3x.cpp
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#include <algorithm>
#include <assert.h>
#include <stdio.h>
#include <string>
#include <vector>
#include "../N64.h"
#include "../OpenGL.h"
#include "../Config.h"
#include "../GLSLCombiner.h"
#include "../ShaderUtils.h"
#include "../FrameBuffer.h"
#include "../DepthBuffer.h"
#include "../RSP.h"
#include "../VI.h"
#include "../Log.h"
#include "Shaders_ogl3x.h"
using namespace std;
static GLuint g_vertex_shader_object;
static GLuint g_vertex_shader_object_notex;
static GLuint g_calc_light_shader_object;
static GLuint g_calc_mipmap_shader_object;
static GLuint g_calc_noise_shader_object;
static GLuint g_calc_depth_shader_object;
static GLuint g_readtex_shader_object;
static GLuint g_readtex_ms_shader_object;
static GLuint g_dither_shader_object;
static GLuint g_monochrome_image_program = 0;
#ifdef GL_IMAGE_TEXTURES_SUPPORT
GLuint g_draw_shadow_map_program = 0;
static GLuint g_zlut_tex = 0;
GLuint g_tlut_tex = 0;
static u32 g_paletteCRC256 = 0;
#endif // GL_IMAGE_TEXTURES_SUPPORT
static std::string strFragmentShader;
class NoiseTexture
{
public:
NoiseTexture() : m_pTexture(NULL), m_PBO(0), m_DList(0) {}
void init();
void destroy();
void update();
private:
CachedTexture * m_pTexture;
GLuint m_PBO;
u32 m_DList;
} noiseTex;
void NoiseTexture::init()
{
if (config.generalEmulation.enableNoise == 0)
return;
m_pTexture = textureCache().addFrameBufferTexture();
m_pTexture->format = G_IM_FMT_RGBA;
m_pTexture->clampS = 1;
m_pTexture->clampT = 1;
m_pTexture->frameBufferTexture = CachedTexture::fbOneSample;
m_pTexture->maskS = 0;
m_pTexture->maskT = 0;
m_pTexture->mirrorS = 0;
m_pTexture->mirrorT = 0;
m_pTexture->realWidth = 640;
m_pTexture->realHeight = 580;
m_pTexture->textureBytes = m_pTexture->realWidth * m_pTexture->realHeight;
textureCache().addFrameBufferTextureSize(m_pTexture->textureBytes);
glBindTexture(GL_TEXTURE_2D, m_pTexture->glName);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, m_pTexture->realWidth, m_pTexture->realHeight, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
// Generate Pixel Buffer Object. Initialize it with max buffer size.
glGenBuffers(1, &m_PBO);
PBOBinder binder(GL_PIXEL_UNPACK_BUFFER, m_PBO);
glBufferData(GL_PIXEL_UNPACK_BUFFER, 640*580, NULL, GL_DYNAMIC_DRAW);
}
void NoiseTexture::destroy()
{
if (m_pTexture != NULL) {
textureCache().removeFrameBufferTexture(m_pTexture);
m_pTexture = NULL;
}
glDeleteBuffers(1, &m_PBO);
m_PBO = 0;
}
void NoiseTexture::update()
{
if (m_DList == video().getBuffersSwapCount() || config.generalEmulation.enableNoise == 0)
return;
const u32 dataSize = VI.width*VI.height;
if (dataSize == 0)
return;
PBOBinder binder(GL_PIXEL_UNPACK_BUFFER, m_PBO);
GLubyte* ptr = (GLubyte*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, dataSize, GL_MAP_WRITE_BIT);
if (ptr == NULL)
return;
for (u32 y = 0; y < VI.height; ++y) {
for (u32 x = 0; x < VI.width; ++x)
ptr[x + y*VI.width] = rand()&0xFF;
}
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); // release the mapped buffer
glActiveTexture(GL_TEXTURE0 + g_noiseTexIndex);
glBindTexture(GL_TEXTURE_2D, m_pTexture->glName);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VI.width, VI.height, GL_RED, GL_UNSIGNED_BYTE, 0);
m_DList = video().getBuffersSwapCount();
}
#ifdef GL_IMAGE_TEXTURES_SUPPORT
static
void InitZlutTexture()
{
if (!video().getRender().isImageTexturesSupported())
return;
#ifdef GLESX
std::vector<u32> vecZLUT(0x40000);
const u16 * const zLUT16 = depthBufferList().getZLUT();
for (u32 i = 0; i < 0x40000; ++i)
vecZLUT[i] = zLUT16[i];
const u32 * zLUT = vecZLUT.data();
#else
const u16 * const zLUT = depthBufferList().getZLUT();
#endif
glGenTextures(1, &g_zlut_tex);
glBindTexture(GL_TEXTURE_2D, g_zlut_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, fboFormats.lutInternalFormat,
512, 512, 0, fboFormats.lutFormat, fboFormats.lutType,
zLUT);
glBindImageTexture(ZlutImageUnit, g_zlut_tex, 0, GL_FALSE, 0, GL_READ_ONLY, fboFormats.lutInternalFormat);
}
static
void DestroyZlutTexture()
{
if (!video().getRender().isImageTexturesSupported())
return;
glBindImageTexture(ZlutImageUnit, 0, 0, GL_FALSE, 0, GL_READ_ONLY, fboFormats.lutInternalFormat);
if (g_zlut_tex > 0) {
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &g_zlut_tex);
g_zlut_tex = 0;
}
}
static
void InitShadowMapShader()
{
if (!video().getRender().isImageTexturesSupported())
return;
g_paletteCRC256 = 0;
glGenTextures(1, &g_tlut_tex);
glBindTexture(GL_TEXTURE_2D, g_tlut_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, fboFormats.lutInternalFormat, 256, 1, 0, fboFormats.lutFormat, fboFormats.lutType, NULL);
g_draw_shadow_map_program = createShaderProgram(default_vertex_shader, shadow_map_fragment_shader_float);
}
static
void DestroyShadowMapShader()
{
if (!video().getRender().isImageTexturesSupported())
return;
glBindImageTexture(TlutImageUnit, 0, 0, GL_FALSE, 0, GL_READ_ONLY, fboFormats.lutInternalFormat);
if (g_tlut_tex > 0) {
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &g_tlut_tex);
g_tlut_tex = 0;
}
glDeleteProgram(g_draw_shadow_map_program);
g_draw_shadow_map_program = 0;
}
#endif // GL_IMAGE_TEXTURES_SUPPORT
static
GLuint _createShader(GLenum _type, const char * _strShader)
{
GLuint shader_object = glCreateShader(_type);
glShaderSource(shader_object, 1, &_strShader, NULL);
glCompileShader(shader_object);
assert(checkShaderCompileStatus(shader_object));
return shader_object;
}
void InitShaderCombiner()
{
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
g_vertex_shader_object = _createShader(GL_VERTEX_SHADER, vertex_shader);
g_vertex_shader_object_notex = _createShader(GL_VERTEX_SHADER, vertex_shader_notex);
strFragmentShader.reserve(1024*5);
#ifndef GLESX
g_calc_light_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_calc_light);
g_calc_mipmap_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_mipmap);
g_calc_noise_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_noise);
g_readtex_shader_object = _createShader(GL_FRAGMENT_SHADER, config.texture.bilinearMode == BILINEAR_3POINT ? fragment_shader_readtex_3point : fragment_shader_readtex);
g_readtex_ms_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_readtex_ms);
g_dither_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_dither);
#endif // GLESX
noiseTex.init();
g_monochrome_image_program = createShaderProgram(default_vertex_shader, zelda_monochrome_fragment_shader);
glUseProgram(g_monochrome_image_program);
const int texLoc = glGetUniformLocation(g_monochrome_image_program, "uColorImage");
glUniform1i(texLoc, 0);
glUseProgram(0);
#ifdef GL_IMAGE_TEXTURES_SUPPORT
if (video().getRender().isImageTexturesSupported() && config.frameBufferEmulation.N64DepthCompare != 0)
g_calc_depth_shader_object = _createShader(GL_FRAGMENT_SHADER, depth_compare_shader_float);
InitZlutTexture();
InitShadowMapShader();
#endif // GL_IMAGE_TEXTURES_SUPPORT
}
void DestroyShaderCombiner() {
strFragmentShader.clear();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteShader(g_vertex_shader_object);
g_vertex_shader_object = 0;
glDeleteShader(g_vertex_shader_object_notex);
g_vertex_shader_object_notex = 0;
#ifndef GLESX
glDeleteShader(g_calc_light_shader_object);
g_calc_light_shader_object = 0;
glDeleteShader(g_calc_mipmap_shader_object);
g_calc_mipmap_shader_object = 0;
glDeleteShader(g_readtex_shader_object);
g_readtex_shader_object = 0;
glDeleteShader(g_readtex_ms_shader_object);
g_readtex_ms_shader_object = 0;
glDeleteShader(g_calc_noise_shader_object);
g_calc_noise_shader_object = 0;
glDeleteShader(g_dither_shader_object);
g_dither_shader_object = 0;
glDeleteShader(g_calc_depth_shader_object);
g_calc_depth_shader_object = 0;
#endif // GLESX
glDeleteProgram(g_monochrome_image_program);
g_monochrome_image_program = 0;
noiseTex.destroy();
#ifdef GL_IMAGE_TEXTURES_SUPPORT
DestroyZlutTexture();
DestroyShadowMapShader();
#endif // GL_IMAGE_TEXTURES_SUPPORT
}
ShaderCombiner::ShaderCombiner() : m_bNeedUpdate(true)
{
m_program = glCreateProgram();
_locate_attributes();
}
ShaderCombiner::ShaderCombiner(Combiner & _color, Combiner & _alpha, const gDPCombine & _combine) : m_combine(_combine), m_bNeedUpdate(true)
{
char strCombiner[1024];
m_nInputs = compileCombiner(_color, _alpha, strCombiner);
const bool bUseLod = usesLOD();
const bool bUseHWLight = config.generalEmulation.enableHWLighting != 0 && GBI.isHWLSupported() && usesShadeColor();
if (usesTexture ())
{
strFragmentShader.assign (fragment_shader_header_common_variables);
strFragmentShader.append (fragment_shader_header_noise);
strFragmentShader.append (fragment_shader_header_noise_dither);
if (bUseLod)
{
strFragmentShader.append (fragment_shader_header_mipmap);
}
else
{
strFragmentShader.append (fragment_shader_header_readTex);
#ifdef GL_MULTISAMPLING_SUPPORT
if (config.video.multisampling > 0)
strFragmentShader.append(fragment_shader_header_readTexMS);
#endif
}
#ifdef GL_IMAGE_TEXTURES_SUPPORT
if (video().getRender().isImageTexturesSupported() && config.frameBufferEmulation.N64DepthCompare != 0)
strFragmentShader.append(fragment_shader_header_depth_compare);
#endif
if (bUseHWLight)
{
strFragmentShader.append (fragment_shader_header_calc_light);
}
}
else
{
strFragmentShader.assign (fragment_shader_header_common_variables_notex);
strFragmentShader.append (fragment_shader_header_noise);
strFragmentShader.append (fragment_shader_header_noise_dither);
#ifdef GL_IMAGE_TEXTURES_SUPPORT
if (video().getRender().isImageTexturesSupported() && config.frameBufferEmulation.N64DepthCompare != 0)
strFragmentShader.append(fragment_shader_header_depth_compare);
#endif
if (bUseHWLight)
{
strFragmentShader.append (fragment_shader_header_calc_light);
}
}
strFragmentShader.append(fragment_shader_header_main);
if (bUseLod) {
strFragmentShader.append(" lowp vec4 readtex0, readtex1; \n");
strFragmentShader.append(" lowp float lod_frac = mipmap(readtex0, readtex1); \n");
} else {
#ifdef GL_MULTISAMPLING_SUPPORT
if (usesTile(0)) {
if (config.video.multisampling > 0) {
strFragmentShader.append(" lowp vec4 readtex0; \n");
strFragmentShader.append(" if (uMSTexEnabled[0] == 0) readtex0 = readTex(uTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0] != 0); \n");
strFragmentShader.append(" else readtex0 = readTexMS(uMSTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0] != 0); \n");
} else
strFragmentShader.append(" lowp vec4 readtex0 = readTex(uTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0] != 0); \n");
}
if (usesTile(1)) {
if (config.video.multisampling > 0) {
strFragmentShader.append(" lowp vec4 readtex1; \n");
strFragmentShader.append(" if (uMSTexEnabled[1] == 0) readtex1 = readTex(uTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1] != 0); \n");
strFragmentShader.append(" else readtex1 = readTexMS(uMSTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1] != 0); \n");
} else
strFragmentShader.append(" lowp vec4 readtex1 = readTex(uTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1] != 0); \n");
}
#else
if (usesTile(0))
strFragmentShader.append(" lowp vec4 readtex0 = readTex(uTex0, vTexCoord0, uFbMonochrome[0], uFbFixedAlpha[0] != 0); \n");
if (usesTile(1))
strFragmentShader.append(" lowp vec4 readtex1 = readTex(uTex1, vTexCoord1, uFbMonochrome[1], uFbFixedAlpha[1] != 0); \n");
#endif // GL_MULTISAMPLING_SUPPORT
}
if (bUseHWLight)
strFragmentShader.append(" calc_light(vNumLights, vShadeColor.rgb, input_color); \n");
else
strFragmentShader.append(" input_color = vShadeColor.rgb;\n");
strFragmentShader.append(" vec_color = vec4(input_color, vShadeColor.a); \n");
strFragmentShader.append(strCombiner);
if (config.generalEmulation.enableNoise != 0) {
strFragmentShader.append(
" if (uColorDitherMode == 2) colorNoiseDither(snoise(), color2); \n"
" if (uAlphaDitherMode == 2) alphaNoiseDither(snoise(), alpha2); \n"
);
}
strFragmentShader.append(
" lowp int fogUsage = uFogUsage; \n"
" if (fogUsage >= 256) fogUsage -= 256; \n"
" if (fogUsage == 2) fragColor = vec4(color2, uFogColor.a); \n"
" else if (fogUsage == 3) fragColor = uFogColor; \n"
" else if (fogUsage == 4) fragColor = vec4(color2, uFogColor.a*alpha2); \n"
" else fragColor = vec4(color2, alpha2); \n"
);
if (video().getRender().isImageTexturesSupported() && config.frameBufferEmulation.N64DepthCompare != 0)
strFragmentShader.append(" if (!depth_compare()) discard; \n");
strFragmentShader.append(
" if (uFogUsage == 257) \n"
" fragColor.rgb = mix(fragColor.rgb, uFogColor.rgb, vFogFragCoord); \n"
);
strFragmentShader.append(fragment_shader_end);
if (config.generalEmulation.enableNoise == 0)
strFragmentShader.append(fragment_shader_dummy_noise);
if (bUseLod && config.generalEmulation.enableLOD == 0)
strFragmentShader.append(fragment_shader_fake_mipmap);
#ifdef GLESX
if (bUseHWLight)
strFragmentShader.append(fragment_shader_calc_light);
if (bUseLod) {
if (config.generalEmulation.enableLOD != 0)
strFragmentShader.append(fragment_shader_mipmap);
} else if (usesTexture()) {
strFragmentShader.append(config.texture.bilinearMode == BILINEAR_3POINT ? fragment_shader_readtex_3point : fragment_shader_readtex);
#ifdef GL_MULTISAMPLING_SUPPORT
if (config.video.multisampling > 0)
strFragmentShader.append(fragment_shader_readtex_ms);
#endif
}
#ifdef GL_IMAGE_TEXTURES_SUPPORT
if (video().getRender().isImageTexturesSupported() && config.frameBufferEmulation.N64DepthCompare != 0)
strFragmentShader.append(depth_compare_shader_float);
#endif
if (config.generalEmulation.enableNoise != 0) {
strFragmentShader.append(fragment_shader_noise);
strFragmentShader.append(fragment_shader_dither);
}
#endif
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar * strShaderData = strFragmentShader.data();
glShaderSource(fragmentShader, 1, &strShaderData, NULL);
glCompileShader(fragmentShader);
if (!checkShaderCompileStatus(fragmentShader))
{
LOG(LOG_ERROR, "Error in fragment shader");
int pos = 0;
int max = 800;
while(pos < strFragmentShader.length() )
{
if(strFragmentShader.length() - pos < max)
{
LOG(LOG_ERROR, "%s", strFragmentShader.substr(pos).data());
}
else
{
LOG(LOG_ERROR, "%s", strFragmentShader.substr(pos, max).data());
}
pos += max;
}
}
else
{
LOG(LOG_ERROR, "NO Error in fragment shader");
}
m_program = glCreateProgram();
_locate_attributes();
if (usesTexture())
glAttachShader(m_program, g_vertex_shader_object);
else
glAttachShader(m_program, g_vertex_shader_object_notex);
glAttachShader(m_program, fragmentShader);
#ifndef GLESX
if (bUseHWLight)
glAttachShader(m_program, g_calc_light_shader_object);
if (bUseLod) {
if (config.generalEmulation.enableLOD != 0)
glAttachShader(m_program, g_calc_mipmap_shader_object);
} else if (usesTexture()) {
glAttachShader(m_program, g_readtex_shader_object);
if (config.video.multisampling > 0)
glAttachShader(m_program, g_readtex_ms_shader_object);
}
if (video().getRender().isImageTexturesSupported() && config.frameBufferEmulation.N64DepthCompare != 0)
glAttachShader(m_program, g_calc_depth_shader_object);
if (config.generalEmulation.enableNoise != 0) {
glAttachShader(m_program, g_calc_noise_shader_object);
glAttachShader(m_program, g_dither_shader_object);
}
#endif
if (CombinerInfo::get().isShaderCacheSupported())
glProgramParameteri(m_program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
glLinkProgram(m_program);
assert(checkProgramLinkStatus(m_program));
glDeleteShader(fragmentShader);
_locateUniforms();
}
ShaderCombiner::~ShaderCombiner() {
glDeleteProgram(m_program);
m_program = 0;
}
#define LocateUniform(A) \
m_uniforms.A.loc = glGetUniformLocation(m_program, #A);
void ShaderCombiner::_locateUniforms() {
LocateUniform(uTex0);
LocateUniform(uTex1);
LocateUniform(uTexNoise);
LocateUniform(uTlutImage);
LocateUniform(uZlutImage);
LocateUniform(uDepthImage);
LocateUniform(uFogMode);
LocateUniform(uFogUsage);
LocateUniform(uAlphaCompareMode);
LocateUniform(uAlphaDitherMode);
LocateUniform(uColorDitherMode);
LocateUniform(uEnableLod);
LocateUniform(uEnableAlphaTest);
LocateUniform(uEnableDepth);
LocateUniform(uEnableDepthCompare)
LocateUniform(uEnableDepthUpdate);
LocateUniform(uDepthMode);
LocateUniform(uDepthSource);
LocateUniform(uFbMonochrome);
LocateUniform(uFbFixedAlpha);
LocateUniform(uMaxTile)
LocateUniform(uTextureDetail);
LocateUniform(uTexturePersp);
LocateUniform(uTextureFilterMode);
LocateUniform(uSpecialBlendMode);
LocateUniform(uFogAlpha);
LocateUniform(uMinLod);
LocateUniform(uDeltaZ);
LocateUniform(uAlphaTestValue);
LocateUniform(uRenderState);
LocateUniform(uScreenScale);
LocateUniform(uDepthScale);
LocateUniform(uFogScale);
#ifdef GL_MULTISAMPLING_SUPPORT
LocateUniform(uMSTex0);
LocateUniform(uMSTex1);
LocateUniform(uMSTexEnabled);
LocateUniform(uMSAASamples);
LocateUniform(uMSAAScale);
#endif
}
void ShaderCombiner::_locate_attributes() const {
glBindAttribLocation(m_program, SC_POSITION, "aPosition");
glBindAttribLocation(m_program, SC_COLOR, "aColor");
glBindAttribLocation(m_program, SC_TEXCOORD0, "aTexCoord0");
glBindAttribLocation(m_program, SC_TEXCOORD1, "aTexCoord1");
glBindAttribLocation(m_program, SC_NUMLIGHTS, "aNumLights");
}
void ShaderCombiner::update(bool _bForce) {
_bForce |= m_bNeedUpdate;
m_bNeedUpdate = false;
glUseProgram(m_program);
if (_bForce) {
m_uniforms.uTexNoise.set(g_noiseTexIndex, true);
if (usesTexture()) {
m_uniforms.uTex0.set(0, true);
m_uniforms.uTex1.set(1, true);
#ifdef GL_MULTISAMPLING_SUPPORT
m_uniforms.uMSTex0.set(g_MSTex0Index + 0, true);
m_uniforms.uMSTex1.set(g_MSTex0Index + 1, true);
m_uniforms.uMSAASamples.set(config.video.multisampling, true);
m_uniforms.uMSAAScale.set(1.0f / (float)config.video.multisampling, true);
m_uniforms.uMSTexEnabled.set(0, 0, true);
#endif
}
updateFrameBufferInfo(true);
updateRenderState(true);
}
updateFogMode(_bForce);
updateDitherMode(_bForce);
updateLOD(_bForce);
updateTextureInfo(_bForce);
updateAlphaTestInfo(_bForce);
updateDepthInfo(_bForce);
}
void ShaderCombiner::updateRenderState(bool _bForce)
{
m_uniforms.uRenderState.set(video().getRender().getRenderState(), _bForce);
}
void ShaderCombiner::updateFogMode(bool _bForce)
{
const u32 blender = (gDP.otherMode.l >> 16);
const int nFogBlendEnabled = config.generalEmulation.enableFog != 0 && gSP.fog.multiplier >= 0 && (gDP.otherMode.c1_m1a == 3 || gDP.otherMode.c1_m2a == 3 || gDP.otherMode.c2_m1a == 3 || gDP.otherMode.c2_m2a == 3) ? 256 : 0;
int nFogUsage = ((gSP.geometryMode & G_FOG) != 0) ? 1 : 0;
int nSpecialBlendMode = 0;
switch (blender) {
case 0x0150:
case 0x0D18:
nFogUsage = gDP.otherMode.cycleType == G_CYC_2CYCLE ? 2 : 0;
break;
case 0x0440:
nFogUsage = gDP.otherMode.cycleType == G_CYC_1CYCLE ? 2 : 0;
break;
case 0xC912:
nFogUsage = 2;
break;
case 0xF550:
nFogUsage = 3;
break;
case 0x0550:
nFogUsage = 4;
break;
case 0x0382:
case 0x0091:
// Mace
// CLR_IN * A_IN + CLR_BL * 1MA
if (gDP.otherMode.cycleType == G_CYC_2CYCLE)
nSpecialBlendMode = 1;
break;
case 0xA500:
// Bomberman 2
// CLR_BL * A_FOG + CLR_IN * 1MA
if (gDP.otherMode.cycleType == G_CYC_1CYCLE) {
nSpecialBlendMode = 2;
nFogUsage = 5;
}
break;
case 0x07C2:
// Conker BFD shadow
// CLR_IN * A_FOG + CLR_FOG * 1MA
if (gDP.otherMode.cycleType == G_CYC_2CYCLE) {
nSpecialBlendMode = 3;
nFogUsage = 5;
}
break;
/* Brings troubles with Roadsters sky
case 0xc702:
// Donald Duck
// clr_fog*a_fog + clr_in*1ma
nFogUsage = 5;
nSpecialBlendMode = 2;
break;
*/
}
int nFogMode = 0; // Normal
if (nFogUsage == 0) {
switch (blender) {
case 0xC410:
case 0xC411:
case 0xF500:
nFogMode = 1; // fog blend
nFogUsage = 1;
break;
case 0x04D1:
nFogMode = 2; // inverse fog blend
nFogUsage = 1;
break;
}
}
m_uniforms.uSpecialBlendMode.set(nSpecialBlendMode, _bForce);
m_uniforms.uFogUsage.set(nFogUsage | nFogBlendEnabled, _bForce);
m_uniforms.uFogMode.set(nFogMode, _bForce);
if (nFogUsage + nFogMode != 0) {
m_uniforms.uFogScale.set((float)gSP.fog.multiplier / 256.0f, (float)gSP.fog.offset / 256.0f, _bForce);
m_uniforms.uFogAlpha.set(gDP.fogColor.a, _bForce);
}
}
void ShaderCombiner::updateDitherMode(bool _bForce)
{
if (gDP.otherMode.cycleType < G_CYC_COPY) {
m_uniforms.uAlphaCompareMode.set(gDP.otherMode.alphaCompare, _bForce);
m_uniforms.uAlphaDitherMode.set(gDP.otherMode.alphaDither, _bForce);
m_uniforms.uColorDitherMode.set(gDP.otherMode.colorDither, _bForce);
} else {
m_uniforms.uAlphaCompareMode.set(0, _bForce);
m_uniforms.uAlphaDitherMode.set(0, _bForce);
m_uniforms.uColorDitherMode.set(0, _bForce);
}
const int nDither = (gDP.otherMode.cycleType < G_CYC_COPY) && (gDP.otherMode.colorDither == G_CD_NOISE || gDP.otherMode.alphaDither == G_AD_NOISE || gDP.otherMode.alphaCompare == G_AC_DITHER) ? 1 : 0;
if ((m_nInputs & (1 << NOISE)) + nDither != 0) {
m_uniforms.uScreenScale.set(video().getScaleX(), video().getScaleY(), _bForce);
noiseTex.update();
}
}
void ShaderCombiner::updateLOD(bool _bForce)
{
if (!usesLOD())
return;
m_uniforms.uMinLod.set(gDP.primColor.m, _bForce);
m_uniforms.uMaxTile.set(gSP.texture.level, _bForce);
if (config.generalEmulation.enableLOD != 0) {
const int uCalcLOD = (gDP.otherMode.textureLOD == G_TL_LOD) ? 1 : 0;
m_uniforms.uEnableLod.set(uCalcLOD, _bForce);
m_uniforms.uScreenScale.set(video().getScaleX(), video().getScaleY(), _bForce);
m_uniforms.uTextureDetail.set(gDP.otherMode.textureDetail, _bForce);
}
}
void ShaderCombiner::updateTextureInfo(bool _bForce) {
m_uniforms.uTexturePersp.set(gDP.otherMode.texturePersp, _bForce);
if (config.texture.bilinearMode == BILINEAR_3POINT)
m_uniforms.uTextureFilterMode.set(gDP.otherMode.textureFilter | (gSP.objRendermode&G_OBJRM_BILERP), _bForce);
}
void ShaderCombiner::updateFrameBufferInfo(bool _bForce) {
if (!usesTexture())
return;
int nFbMonochromeMode0 = 0, nFbMonochromeMode1 = 0;
int nFbFixedAlpha0 = 0, nFbFixedAlpha1 = 0;
int nMSTex0Enabled = 0, nMSTex1Enabled = 0;
TextureCache & cache = textureCache();
if (cache.current[0] != NULL && cache.current[0]->frameBufferTexture != CachedTexture::fbNone) {
if (cache.current[0]->size == G_IM_SIZ_8b) {
nFbMonochromeMode0 = 1;
if (gDP.otherMode.imageRead == 0)
nFbFixedAlpha0 = 1;
} else if (gSP.textureTile[0]->size == G_IM_SIZ_16b && gSP.textureTile[0]->format == G_IM_FMT_IA)
nFbMonochromeMode0 = 2;
nMSTex0Enabled = cache.current[0]->frameBufferTexture == CachedTexture::fbMultiSample ? 1 : 0;
}
if (cache.current[1] != NULL && cache.current[1]->frameBufferTexture != CachedTexture::fbNone) {
if (cache.current[1]->size == G_IM_SIZ_8b) {
nFbMonochromeMode1 = 1;
if (gDP.otherMode.imageRead == 0)
nFbFixedAlpha1 = 1;
} else if (gSP.textureTile[1]->size == G_IM_SIZ_16b && gSP.textureTile[1]->format == G_IM_FMT_IA)
nFbMonochromeMode1 = 2;
nMSTex1Enabled = cache.current[1]->frameBufferTexture == CachedTexture::fbMultiSample ? 1 : 0;
}
m_uniforms.uFbMonochrome.set(nFbMonochromeMode0, nFbMonochromeMode1, _bForce);
m_uniforms.uFbFixedAlpha.set(nFbFixedAlpha0, nFbFixedAlpha1, _bForce);
m_uniforms.uMSTexEnabled.set(nMSTex0Enabled, nMSTex1Enabled, _bForce);
gDP.changed &= ~CHANGED_FB_TEXTURE;
}
void ShaderCombiner::updateDepthInfo(bool _bForce) {
if (RSP.bLLE)
m_uniforms.uDepthScale.set(0.5f, 0.5f, _bForce);
else
m_uniforms.uDepthScale.set(gSP.viewport.vscale[2], gSP.viewport.vtrans[2], _bForce);
if (config.frameBufferEmulation.N64DepthCompare == 0 || !video().getRender().isImageTexturesSupported())
return;
FrameBuffer * pBuffer = frameBufferList().getCurrent();
if (pBuffer == NULL || pBuffer->m_pDepthBuffer == NULL)
return;
const int nDepthEnabled = (gSP.geometryMode & G_ZBUFFER) > 0 ? 1 : 0;
m_uniforms.uEnableDepth.set(nDepthEnabled, _bForce);
if (nDepthEnabled == 0) {
m_uniforms.uEnableDepthCompare.set(0, _bForce);
m_uniforms.uEnableDepthUpdate.set(0, _bForce);
} else {
m_uniforms.uEnableDepthCompare.set(gDP.otherMode.depthCompare, _bForce);
m_uniforms.uEnableDepthUpdate.set(gDP.otherMode.depthUpdate, _bForce);
}
m_uniforms.uDepthMode.set(gDP.otherMode.depthMode, _bForce);
m_uniforms.uDepthSource.set(gDP.otherMode.depthSource, _bForce);
if (gDP.otherMode.depthSource == G_ZS_PRIM)
m_uniforms.uDeltaZ.set(gDP.primDepth.deltaZ, _bForce);
}
void ShaderCombiner::updateAlphaTestInfo(bool _bForce) {
if (gDP.otherMode.cycleType == G_CYC_FILL) {
m_uniforms.uEnableAlphaTest.set(0, _bForce);
m_uniforms.uAlphaTestValue.set(0.0f, _bForce);
} else if (gDP.otherMode.cycleType == G_CYC_COPY) {
if (gDP.otherMode.alphaCompare & G_AC_THRESHOLD) {
m_uniforms.uEnableAlphaTest.set(1, _bForce);
m_uniforms.uAlphaTestValue.set(0.5f, _bForce);
} else {
m_uniforms.uEnableAlphaTest.set(0, _bForce);
m_uniforms.uAlphaTestValue.set(0.0f, _bForce);
}
} else if (((gDP.otherMode.alphaCompare & G_AC_THRESHOLD) != 0) && (gDP.otherMode.alphaCvgSel == 0) && (gDP.otherMode.forceBlender == 0 || gDP.blendColor.a > 0)) {
m_uniforms.uEnableAlphaTest.set(1, _bForce);
m_uniforms.uAlphaTestValue.set(max(gDP.blendColor.a, 1.0f / 256.0f), _bForce);
} else if ((gDP.otherMode.alphaCompare == G_AC_DITHER) && (gDP.otherMode.alphaCvgSel == 0)) {
m_uniforms.uEnableAlphaTest.set(1, _bForce);
m_uniforms.uAlphaTestValue.set(0.0f, _bForce);
} else if (gDP.otherMode.cvgXAlpha != 0) {
m_uniforms.uEnableAlphaTest.set(1, _bForce);
m_uniforms.uAlphaTestValue.set(0.125f, _bForce);
} else {
m_uniforms.uEnableAlphaTest.set(0, _bForce);
m_uniforms.uAlphaTestValue.set(0.0f, _bForce);
}
}
std::ostream & operator<< (std::ostream & _os, const ShaderCombiner & _combiner)
{
GLint binaryLength;
glGetProgramiv(_combiner.m_program, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
if (binaryLength < 1)
return _os;
std::vector<char> binary(binaryLength);
if (binary.size() == 0)
return _os;
GLenum binaryFormat;
glGetProgramBinary(_combiner.m_program, binaryLength, &binaryLength, &binaryFormat, binary.data());
if (isGLError())
return _os;
_os.write((char*)&_combiner.m_combine.mux, sizeof(_combiner.m_combine.mux));
_os.write((char*)&_combiner.m_nInputs, sizeof(_combiner.m_nInputs));
_os.write((char*)&binaryFormat, sizeof(binaryFormat));
_os.write((char*)&binaryLength, sizeof(binaryLength));
_os.write(binary.data(), binaryLength);
return _os;
}
std::istream & operator>> (std::istream & _is, ShaderCombiner & _combiner)
{
_is.read((char*)&_combiner.m_combine.mux, sizeof(_combiner.m_combine.mux));
_is.read((char*)&_combiner.m_nInputs, sizeof(_combiner.m_nInputs));
GLenum binaryFormat;
GLint binaryLength;
_is.read((char*)&binaryFormat, sizeof(binaryFormat));
_is.read((char*)&binaryLength, sizeof(binaryLength));
std::vector<char> binary(binaryLength);
_is.read(binary.data(), binaryLength);
glProgramBinary(_combiner.m_program, binaryFormat, binary.data(), binaryLength);
assert(checkProgramLinkStatus(_combiner.m_program));
_combiner._locateUniforms();
return _is;
}
void ShaderCombiner::getShaderCombinerOptionsSet(std::vector<u32> & _vecOptions)
{
// WARNING: Shader Storage format version must be increased after any change in this function.
_vecOptions.push_back(config.video.multisampling > 0 ? 1 : 0);
_vecOptions.push_back(config.texture.bilinearMode);
_vecOptions.push_back(config.generalEmulation.enableHWLighting);
_vecOptions.push_back(config.generalEmulation.enableNoise);
_vecOptions.push_back(config.generalEmulation.enableLOD);
_vecOptions.push_back(config.frameBufferEmulation.N64DepthCompare);
}
#ifdef GL_IMAGE_TEXTURES_SUPPORT
void SetDepthFogCombiner()
{
if (!video().getRender().isImageTexturesSupported())
return;
if (g_paletteCRC256 != gDP.paletteCRC256) {
g_paletteCRC256 = gDP.paletteCRC256;
#ifdef GLESX
u32 palette[256];
#else
u16 palette[256];
#endif
u16 *src = (u16*)&TMEM[256];
for (int i = 0; i < 256; ++i)
palette[i] = swapword(src[i*4]);
glBindImageTexture(TlutImageUnit, 0, 0, GL_FALSE, 0, GL_READ_ONLY, fboFormats.lutInternalFormat);
glBindTexture(GL_TEXTURE_2D, g_tlut_tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 1, fboFormats.lutFormat, fboFormats.lutType, palette);
glBindTexture(GL_TEXTURE_2D, 0);
glBindImageTexture(TlutImageUnit, g_tlut_tex, 0, GL_FALSE, 0, GL_READ_ONLY, fboFormats.lutInternalFormat);
}
glUseProgram(g_draw_shadow_map_program);
int loc = glGetUniformLocation(g_draw_shadow_map_program, "uFogColor");
if (loc >= 0)
glUniform4fv(loc, 1, &gDP.fogColor.r);
gDP.changed |= CHANGED_COMBINE;
}
#endif // GL_IMAGE_TEXTURES_SUPPORT
void SetMonochromeCombiner() {
glUseProgram(g_monochrome_image_program);
gDP.changed |= CHANGED_COMBINE;
}