mirror of
https://github.com/perfect-dark-pc-port/perfect_dark.git
synced 2026-10-23 15:52:41 +02:00
Merge remote-tracking branch 'fgs/port' into port-x64
This commit is contained in:
commit
b44dbb16b5
22 files changed
+449
-246
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@@ -44,7 +44,7 @@ void gfx_start_frame(void);
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void gfx_run(Gfx* commands);
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void gfx_end_frame(void);
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void gfx_set_target_fps(int);
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void gfx_set_maximum_frame_latency(int latency);
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void gfx_set_texture_filter(enum FilteringMode mode);
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void gfx_texture_cache_clear(void);
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void gfx_texture_cache_delete(const uint8_t *orig_addr);
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int gfx_create_framebuffer(uint32_t width, uint32_t height, int upscale, int autoresize);
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@@ -52,7 +52,5 @@ void gfx_resize_framebuffer(int fb, uint32_t width, uint32_t height, int upscale
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void gfx_set_framebuffer(int fb, float noise_scale) ;
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void gfx_reset_framebuffer(void);
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void gfx_copy_framebuffer(int fb_dst, int fb_src, int left, int top, int use_back);
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void gfx_get_pixel_depth_prepare(float x, float y);
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uint16_t gfx_get_pixel_depth(float x, float y);
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#endif
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+195
-160
@@ -32,6 +32,7 @@ struct ShaderProgram {
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uint8_t num_attribs;
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GLint frame_count_location;
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GLint noise_scale_location;
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GLint three_point_filter_locations[2];
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};
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struct Framebuffer {
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@@ -54,6 +55,7 @@ static std::vector<Framebuffer> framebuffers;
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static size_t current_framebuffer;
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static float current_noise_scale;
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static FilteringMode current_filter_mode = FILTER_LINEAR;
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static bool current_textures_linear_filter[2] = {false, false};
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static GLenum gl_mirror_clamp = GL_MIRROR_CLAMP_TO_EDGE;
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@@ -94,6 +96,12 @@ static void gfx_opengl_set_uniforms(struct ShaderProgram* prg) {
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if (prg->noise_scale_location >= 0) {
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glUniform1f(prg->noise_scale_location, current_noise_scale);
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}
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if (prg->three_point_filter_locations[0] >= 0) {
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glUniform1i(prg->three_point_filter_locations[0], current_textures_linear_filter[0]);
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}
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if (prg->three_point_filter_locations[1] >= 0) {
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glUniform1i(prg->three_point_filter_locations[1], current_textures_linear_filter[1]);
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}
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}
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static void gfx_opengl_unload_shader(struct ShaderProgram* old_prg) {
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@@ -234,144 +242,124 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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size_t num_floats = 4;
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// Vertex shader
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#ifdef __APPLE__
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append_line(vs_buf, &vs_len, "#version 410 core");
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append_line(vs_buf, &vs_len, "in vec4 aVtxPos;");
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append_line(vs_buf, &vs_len, "#define INPUT in");
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append_line(vs_buf, &vs_len, "#define OUTPUT out");
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#else
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append_line(vs_buf, &vs_len, "#version 110");
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append_line(vs_buf, &vs_len, "attribute vec4 aVtxPos;");
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append_line(vs_buf, &vs_len, "#define INPUT attribute");
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append_line(vs_buf, &vs_len, "#define OUTPUT varying");
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#endif
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append_line(vs_buf, &vs_len, "INPUT vec4 aVtxPos;");
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||||
for (int i = 0; i < 2; i++) {
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if (cc_features.used_textures[i]) {
|
||||
#ifdef __APPLE__
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||||
vs_len += sprintf(vs_buf + vs_len, "in vec2 aTexCoord%d;\n", i);
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||||
vs_len += sprintf(vs_buf + vs_len, "out vec2 vTexCoord%d;\n", i);
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||||
#else
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||||
vs_len += sprintf(vs_buf + vs_len, "attribute vec2 aTexCoord%d;\n", i);
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vs_len += sprintf(vs_buf + vs_len, "varying vec2 vTexCoord%d;\n", i);
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||||
#endif
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vs_len += sprintf(vs_buf + vs_len, "INPUT vec2 aTexCoord%d;\n", i);
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||||
vs_len += sprintf(vs_buf + vs_len, "OUTPUT vec2 vTexCoord%d;\n", i);
|
||||
num_floats += 2;
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||||
for (int j = 0; j < 2; j++) {
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||||
if (cc_features.clamp[i][j]) {
|
||||
#ifdef __APPLE__
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||||
vs_len += sprintf(vs_buf + vs_len, "in float aTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
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||||
vs_len += sprintf(vs_buf + vs_len, "out float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
|
||||
#else
|
||||
vs_len += sprintf(vs_buf + vs_len, "attribute float aTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
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||||
vs_len += sprintf(vs_buf + vs_len, "varying float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
|
||||
#endif
|
||||
vs_len += sprintf(vs_buf + vs_len, "INPUT float aTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
|
||||
vs_len += sprintf(vs_buf + vs_len, "OUTPUT float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
|
||||
num_floats += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (cc_features.opt_fog) {
|
||||
#ifdef __APPLE__
|
||||
append_line(vs_buf, &vs_len, "in vec4 aFog;");
|
||||
append_line(vs_buf, &vs_len, "out vec4 vFog;");
|
||||
#else
|
||||
append_line(vs_buf, &vs_len, "attribute vec4 aFog;");
|
||||
append_line(vs_buf, &vs_len, "varying vec4 vFog;");
|
||||
#endif
|
||||
append_line(vs_buf, &vs_len, "INPUT vec4 aFog;");
|
||||
append_line(vs_buf, &vs_len, "OUTPUT vec4 vFog;");
|
||||
num_floats += 4;
|
||||
}
|
||||
|
||||
if (cc_features.opt_grayscale) {
|
||||
#ifdef __APPLE__
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||||
append_line(vs_buf, &vs_len, "in vec4 aGrayscaleColor;");
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||||
append_line(vs_buf, &vs_len, "out vec4 vGrayscaleColor;");
|
||||
#else
|
||||
append_line(vs_buf, &vs_len, "attribute vec4 aGrayscaleColor;");
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||||
append_line(vs_buf, &vs_len, "varying vec4 vGrayscaleColor;");
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||||
#endif
|
||||
append_line(vs_buf, &vs_len, "INPUT vec4 aGrayscaleColor;");
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||||
append_line(vs_buf, &vs_len, "OUTPUT vec4 vGrayscaleColor;");
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||||
num_floats += 4;
|
||||
}
|
||||
|
||||
for (int i = 0; i < cc_features.num_inputs; i++) {
|
||||
#ifdef __APPLE__
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||||
vs_len += sprintf(vs_buf + vs_len, "in vec%d aInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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||||
vs_len += sprintf(vs_buf + vs_len, "out vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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||||
#else
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||||
vs_len += sprintf(vs_buf + vs_len, "attribute vec%d aInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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||||
vs_len += sprintf(vs_buf + vs_len, "varying vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
|
||||
#endif
|
||||
vs_len += sprintf(vs_buf + vs_len, "INPUT vec%d aInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
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||||
vs_len += sprintf(vs_buf + vs_len, "OUTPUT vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
|
||||
num_floats += cc_features.opt_alpha ? 4 : 3;
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||||
}
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||||
|
||||
append_line(vs_buf, &vs_len, "void main() {");
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||||
for (int i = 0; i < 2; i++) {
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||||
if (cc_features.used_textures[i]) {
|
||||
vs_len += sprintf(vs_buf + vs_len, "vTexCoord%d = aTexCoord%d;\n", i, i);
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||||
vs_len += sprintf(vs_buf + vs_len, " vTexCoord%d = aTexCoord%d;\n", i, i);
|
||||
for (int j = 0; j < 2; j++) {
|
||||
if (cc_features.clamp[i][j]) {
|
||||
vs_len += sprintf(vs_buf + vs_len, "vTexClamp%s%d = aTexClamp%s%d;\n", j == 0 ? "S" : "T", i,
|
||||
vs_len += sprintf(vs_buf + vs_len, " vTexClamp%s%d = aTexClamp%s%d;\n", j == 0 ? "S" : "T", i,
|
||||
j == 0 ? "S" : "T", i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (cc_features.opt_fog) {
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||||
append_line(vs_buf, &vs_len, "vFog = aFog;");
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||||
append_line(vs_buf, &vs_len, " vFog = aFog;");
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||||
}
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||||
if (cc_features.opt_grayscale) {
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||||
append_line(vs_buf, &vs_len, "vGrayscaleColor = aGrayscaleColor;");
|
||||
append_line(vs_buf, &vs_len, " vGrayscaleColor = aGrayscaleColor;");
|
||||
}
|
||||
for (int i = 0; i < cc_features.num_inputs; i++) {
|
||||
vs_len += sprintf(vs_buf + vs_len, "vInput%d = aInput%d;\n", i + 1, i + 1);
|
||||
vs_len += sprintf(vs_buf + vs_len, " vInput%d = aInput%d;\n", i + 1, i + 1);
|
||||
}
|
||||
append_line(vs_buf, &vs_len, "gl_Position = aVtxPos;");
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||||
append_line(vs_buf, &vs_len, " gl_Position = aVtxPos;");
|
||||
append_line(vs_buf, &vs_len, "}");
|
||||
|
||||
// Fragment shader
|
||||
|
||||
#ifdef __APPLE__
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||||
append_line(fs_buf, &fs_len, "#version 410 core");
|
||||
append_line(fs_buf, &fs_len, "#define INPUT in");
|
||||
append_line(fs_buf, &fs_len, "#define OUTPUT_COLOR outColor");
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||||
append_line(fs_buf, &fs_len, "#define SAMPLE_TEX(tex, uv) texture(tex, uv)");
|
||||
#else
|
||||
append_line(fs_buf, &fs_len, "#version 130");
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||||
append_line(fs_buf, &fs_len, "#define INPUT varying");
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||||
append_line(fs_buf, &fs_len, "#define OUTPUT_COLOR gl_FragColor");
|
||||
append_line(fs_buf, &fs_len, "#define SAMPLE_TEX(tex, uv) texture2D(tex, uv)");
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||||
#endif
|
||||
|
||||
// Reference approach to color wrapping as per GLideN64
|
||||
// Return wrapped value of x in interval [low, high)
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||||
append_line(fs_buf, &fs_len, "#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)");
|
||||
|
||||
append_line(fs_buf, &fs_len, "#define TEX_OFFSET(tex, uv, texSize, off) SAMPLE_TEX(tex, uv - (off)/texSize)");
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||||
|
||||
// append_line(fs_buf, &fs_len, "precision mediump float;");
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||||
for (int i = 0; i < 2; i++) {
|
||||
if (cc_features.used_textures[i]) {
|
||||
#ifdef __APPLE__
|
||||
fs_len += sprintf(fs_buf + fs_len, "in vec2 vTexCoord%d;\n", i);
|
||||
#else
|
||||
fs_len += sprintf(fs_buf + fs_len, "varying vec2 vTexCoord%d;\n", i);
|
||||
#endif
|
||||
fs_len += sprintf(fs_buf + fs_len, "INPUT vec2 vTexCoord%d;\n", i);
|
||||
for (int j = 0; j < 2; j++) {
|
||||
if (cc_features.clamp[i][j]) {
|
||||
#ifdef __APPLE__
|
||||
fs_len += sprintf(fs_buf + fs_len, "in float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
|
||||
#else
|
||||
fs_len += sprintf(fs_buf + fs_len, "varying float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
|
||||
#endif
|
||||
fs_len += sprintf(fs_buf + fs_len, "INPUT float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (cc_features.opt_fog) {
|
||||
#ifdef __APPLE__
|
||||
append_line(fs_buf, &fs_len, "in vec4 vFog;");
|
||||
#else
|
||||
append_line(fs_buf, &fs_len, "varying vec4 vFog;");
|
||||
#endif
|
||||
append_line(fs_buf, &fs_len, "INPUT vec4 vFog;");
|
||||
}
|
||||
if (cc_features.opt_grayscale) {
|
||||
#ifdef __APPLE__
|
||||
append_line(fs_buf, &fs_len, "in vec4 vGrayscaleColor;");
|
||||
#else
|
||||
append_line(fs_buf, &fs_len, "varying vec4 vGrayscaleColor;");
|
||||
#endif
|
||||
append_line(fs_buf, &fs_len, "INPUT vec4 vGrayscaleColor;");
|
||||
}
|
||||
for (int i = 0; i < cc_features.num_inputs; i++) {
|
||||
#ifdef __APPLE__
|
||||
fs_len += sprintf(fs_buf + fs_len, "in vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
|
||||
#else
|
||||
fs_len += sprintf(fs_buf + fs_len, "varying vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
|
||||
#endif
|
||||
fs_len += sprintf(fs_buf + fs_len, "INPUT vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
|
||||
}
|
||||
if (cc_features.used_textures[0]) {
|
||||
append_line(fs_buf, &fs_len, "uniform sampler2D uTex0;");
|
||||
if (current_filter_mode == FILTER_THREE_POINT)
|
||||
append_line(fs_buf, &fs_len, "uniform int three_point_filter0;");
|
||||
}
|
||||
if (cc_features.used_textures[1]) {
|
||||
append_line(fs_buf, &fs_len, "uniform sampler2D uTex1;");
|
||||
if (current_filter_mode == FILTER_THREE_POINT)
|
||||
append_line(fs_buf, &fs_len, "uniform int three_point_filter1;");
|
||||
}
|
||||
|
||||
append_line(fs_buf, &fs_len, "uniform int frame_count;");
|
||||
@@ -382,46 +370,52 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
|
||||
append_line(fs_buf, &fs_len, " return fract(sin(random) * 143758.5453);");
|
||||
append_line(fs_buf, &fs_len, "}");
|
||||
|
||||
if (current_filter_mode == FILTER_THREE_POINT) {
|
||||
append_line(fs_buf, &fs_len, "vec4 filter3point(in sampler2D tex, in vec2 texCoord, in vec2 texSize) {");
|
||||
append_line(fs_buf, &fs_len, " vec2 offset = fract(texCoord*texSize - vec2(0.5));");
|
||||
append_line(fs_buf, &fs_len, " offset -= step(1.0, offset.x + offset.y);");
|
||||
append_line(fs_buf, &fs_len, " vec4 c0 = TEX_OFFSET(tex, texCoord, texSize, offset);");
|
||||
append_line(fs_buf, &fs_len, " vec4 c1 = TEX_OFFSET(tex, texCoord, texSize, vec2(offset.x - sign(offset.x), offset.y));");
|
||||
append_line(fs_buf, &fs_len, " vec4 c2 = TEX_OFFSET(tex, texCoord, texSize, vec2(offset.x, offset.y - sign(offset.y)));");
|
||||
append_line(fs_buf, &fs_len, " return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);");
|
||||
append_line(fs_buf, &fs_len, "}");
|
||||
}
|
||||
|
||||
if (cc_features.opt_blur) {
|
||||
// blur filter, used for menu backgrounds
|
||||
// used to be two for loops from 0 to 4, but apparently intel drivers crashed trying to unroll it
|
||||
// used to have a const weight array, but apparently drivers for the GT620 don't like const array initializers
|
||||
append_line(fs_buf, &fs_len, R"(
|
||||
lowp vec4 hookTexture2D(in sampler2D t, in vec2 uv, in vec2 tsize) {
|
||||
lowp vec4 cw = vec4(0.0);
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
vec2 xy = vec2(float(i & 3), float(i >> 2));
|
||||
lowp float w = 0.009947 - length(xy) * 0.001;
|
||||
cw += vec4(texture2D(t, uv + (vec2(-1.5) + xy) / tsize).rgb * w, w);
|
||||
}
|
||||
return vec4(cw.rgb / cw.a, 1.0);
|
||||
})"
|
||||
);
|
||||
} else if (current_filter_mode == FILTER_THREE_POINT) {
|
||||
#if __APPLE__
|
||||
append_line(fs_buf, &fs_len, "#define TEX_OFFSET(off) texture(tex, texCoord - (off)/texSize)");
|
||||
#else
|
||||
append_line(fs_buf, &fs_len, "#define TEX_OFFSET(off) texture2D(tex, texCoord - (off)/texSize)");
|
||||
#endif
|
||||
append_line(fs_buf, &fs_len, "vec4 filter3point(in sampler2D tex, in vec2 texCoord, in vec2 texSize) {");
|
||||
append_line(fs_buf, &fs_len, " vec2 offset = fract(texCoord*texSize - vec2(0.5));");
|
||||
append_line(fs_buf, &fs_len, " offset -= step(1.0, offset.x + offset.y);");
|
||||
append_line(fs_buf, &fs_len, " vec4 c0 = TEX_OFFSET(offset);");
|
||||
append_line(fs_buf, &fs_len, " vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y));");
|
||||
append_line(fs_buf, &fs_len, " vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)));");
|
||||
append_line(fs_buf, &fs_len, " return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);");
|
||||
append_line(fs_buf, &fs_len, "}");
|
||||
append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize) {");
|
||||
append_line(fs_buf, &fs_len, " return filter3point(tex, uv, texSize);");
|
||||
|
||||
if (current_filter_mode == FILTER_THREE_POINT)
|
||||
append_line(fs_buf, &fs_len, "lowp vec4 hookTexture2D(in sampler2D t, in vec2 uv, in vec2 texSize, in int three_point_filter) {");
|
||||
else
|
||||
append_line(fs_buf, &fs_len, "lowp vec4 hookTexture2D(in sampler2D t, in vec2 uv, in vec2 texSize) {");
|
||||
|
||||
append_line(fs_buf, &fs_len, " lowp vec4 cw = vec4(0.0);");
|
||||
append_line(fs_buf, &fs_len, " for (int i = 0; i < 16; ++i) {");
|
||||
append_line(fs_buf, &fs_len, " vec2 xy = vec2(float(i & 3), float(i >> 2));");
|
||||
append_line(fs_buf, &fs_len, " lowp float w = 0.009947 - length(xy) * 0.001;");
|
||||
append_line(fs_buf, &fs_len, " vec2 scaled_uv = uv + (vec2(-1.5) + xy) / texSize;");
|
||||
|
||||
if (current_filter_mode == FILTER_THREE_POINT)
|
||||
append_line(fs_buf, &fs_len, " lowp vec4 tex = mix(SAMPLE_TEX(t, scaled_uv), filter3point(t, scaled_uv, texSize), three_point_filter);");
|
||||
else
|
||||
append_line(fs_buf, &fs_len, " lowp vec4 tex = SAMPLE_TEX(t, scaled_uv);");
|
||||
|
||||
append_line(fs_buf, &fs_len, " cw += vec4(tex.rgb * w, w);");
|
||||
append_line(fs_buf, &fs_len, " }");
|
||||
append_line(fs_buf, &fs_len, " return vec4(cw.rgb / cw.a, 1.0);");
|
||||
append_line(fs_buf, &fs_len, "}");
|
||||
} else {
|
||||
append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize) {");
|
||||
#if __APPLE__
|
||||
append_line(fs_buf, &fs_len, " return texture(tex, uv);");
|
||||
#else
|
||||
append_line(fs_buf, &fs_len, " return texture2D(tex, uv);");
|
||||
#endif
|
||||
append_line(fs_buf, &fs_len, "}");
|
||||
if (current_filter_mode == FILTER_THREE_POINT) {
|
||||
append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize, in int three_point_filter) {");
|
||||
append_line(fs_buf, &fs_len, " return mix(SAMPLE_TEX(tex, uv), filter3point(tex, uv, texSize), three_point_filter);");
|
||||
append_line(fs_buf, &fs_len, "}");
|
||||
} else {
|
||||
append_line(fs_buf, &fs_len, "vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize) {");
|
||||
append_line(fs_buf, &fs_len, " return SAMPLE_TEX(tex, uv);");
|
||||
append_line(fs_buf, &fs_len, "}");
|
||||
}
|
||||
}
|
||||
|
||||
#if __APPLE__
|
||||
@@ -430,44 +424,43 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
|
||||
|
||||
append_line(fs_buf, &fs_len, "void main() {");
|
||||
|
||||
// Reference approach to color wrapping as per GLideN64
|
||||
// Return wrapped value of x in interval [low, high)
|
||||
append_line(fs_buf, &fs_len, "#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)");
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
if (cc_features.used_textures[i]) {
|
||||
bool s = cc_features.clamp[i][0], t = cc_features.clamp[i][1];
|
||||
|
||||
fs_len += sprintf(fs_buf + fs_len, "vec2 texSize%d = textureSize(uTex%d, 0);\n", i, i);
|
||||
fs_len += sprintf(fs_buf + fs_len, " vec2 texSize%d = textureSize(uTex%d, 0);\n", i, i);
|
||||
|
||||
if (!s && !t) {
|
||||
fs_len += sprintf(fs_buf + fs_len, "vec2 vTexCoordAdj%d = vTexCoord%d;\n", i, i);
|
||||
fs_len += sprintf(fs_buf + fs_len, " vec2 vTexCoordAdj%d = vTexCoord%d;\n", i, i);
|
||||
} else {
|
||||
if (s && t) {
|
||||
fs_len += sprintf(fs_buf + fs_len,
|
||||
"vec2 vTexCoordAdj%d = clamp(vTexCoord%d, 0.5 / texSize%d, "
|
||||
" vec2 vTexCoordAdj%d = clamp(vTexCoord%d, 0.5 / texSize%d, "
|
||||
"vec2(vTexClampS%d, vTexClampT%d));\n",
|
||||
i, i, i, i, i);
|
||||
} else if (s) {
|
||||
fs_len += sprintf(fs_buf + fs_len,
|
||||
"vec2 vTexCoordAdj%d = vec2(clamp(vTexCoord%d.s, 0.5 / "
|
||||
" vec2 vTexCoordAdj%d = vec2(clamp(vTexCoord%d.s, 0.5 / "
|
||||
"texSize%d.s, vTexClampS%d), vTexCoord%d.t);\n",
|
||||
i, i, i, i, i);
|
||||
} else {
|
||||
fs_len += sprintf(fs_buf + fs_len,
|
||||
"vec2 vTexCoordAdj%d = vec2(vTexCoord%d.s, clamp(vTexCoord%d.t, "
|
||||
" vec2 vTexCoordAdj%d = vec2(vTexCoord%d.s, clamp(vTexCoord%d.t, "
|
||||
"0.5 / texSize%d.t, vTexClampT%d));\n",
|
||||
i, i, i, i, i);
|
||||
}
|
||||
}
|
||||
|
||||
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d);\n", i, i, i, i);
|
||||
if (current_filter_mode == FILTER_THREE_POINT)
|
||||
fs_len += sprintf(fs_buf + fs_len, " vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d, three_point_filter%d);\n", i, i, i, i, i);
|
||||
else
|
||||
fs_len += sprintf(fs_buf + fs_len, " vec4 texVal%d = hookTexture2D(uTex%d, vTexCoordAdj%d, texSize%d);\n", i, i, i, i);
|
||||
}
|
||||
}
|
||||
|
||||
append_line(fs_buf, &fs_len, cc_features.opt_alpha ? "vec4 texel;" : "vec3 texel;");
|
||||
append_line(fs_buf, &fs_len, cc_features.opt_alpha ? " vec4 texel;" : " vec3 texel;");
|
||||
for (int c = 0; c < (cc_features.opt_2cyc ? 2 : 1); c++) {
|
||||
append_str(fs_buf, &fs_len, "texel = ");
|
||||
append_str(fs_buf, &fs_len, " texel = ");
|
||||
if (!cc_features.color_alpha_same[c] && cc_features.opt_alpha) {
|
||||
append_str(fs_buf, &fs_len, "vec4(");
|
||||
append_formula(fs_buf, &fs_len, cc_features.c[c], cc_features.do_single[c][0],
|
||||
@@ -484,55 +477,48 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
|
||||
append_line(fs_buf, &fs_len, ";");
|
||||
|
||||
if (c == 0) {
|
||||
append_str(fs_buf, &fs_len, "texel = WRAP(texel, -1.01, 1.01);");
|
||||
append_line(fs_buf, &fs_len, " texel = WRAP(texel, -1.01, 1.01);");
|
||||
}
|
||||
}
|
||||
|
||||
append_str(fs_buf, &fs_len, "texel = WRAP(texel, -0.51, 1.51);");
|
||||
append_str(fs_buf, &fs_len, "texel = clamp(texel, 0.0, 1.0);");
|
||||
append_line(fs_buf, &fs_len, " texel = WRAP(texel, -0.51, 1.51);");
|
||||
append_line(fs_buf, &fs_len, " texel = clamp(texel, 0.0, 1.0);");
|
||||
// TODO discard if alpha is 0?
|
||||
if (cc_features.opt_fog) {
|
||||
if (cc_features.opt_alpha) {
|
||||
append_line(fs_buf, &fs_len, "texel = vec4(mix(texel.rgb, vFog.rgb, vFog.a), texel.a);");
|
||||
append_line(fs_buf, &fs_len, " texel = vec4(mix(texel.rgb, vFog.rgb, vFog.a), texel.a);");
|
||||
} else {
|
||||
append_line(fs_buf, &fs_len, "texel = mix(texel, vFog.rgb, vFog.a);");
|
||||
append_line(fs_buf, &fs_len, " texel = mix(texel, vFog.rgb, vFog.a);");
|
||||
}
|
||||
}
|
||||
|
||||
if (cc_features.opt_texture_edge && cc_features.opt_alpha) {
|
||||
append_line(fs_buf, &fs_len, "if (texel.a > 0.19) texel.a = 1.0; else discard;");
|
||||
append_line(fs_buf, &fs_len, " if (texel.a > 0.19) texel.a = 1.0; else discard;");
|
||||
}
|
||||
|
||||
if (cc_features.opt_alpha && cc_features.opt_noise) {
|
||||
append_line(fs_buf, &fs_len,
|
||||
"texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * noise_scale), float(frame_count))) + "
|
||||
" texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * noise_scale), float(frame_count))) + "
|
||||
"texel.a, 0.0, 1.0));");
|
||||
}
|
||||
|
||||
if (cc_features.opt_grayscale) {
|
||||
append_line(fs_buf, &fs_len, "float intensity = (texel.r + texel.g + texel.b) / 3.0;");
|
||||
append_line(fs_buf, &fs_len, "vec3 new_texel = vGrayscaleColor.rgb * intensity;");
|
||||
append_line(fs_buf, &fs_len, "texel.rgb = mix(texel.rgb, new_texel, vGrayscaleColor.a);");
|
||||
append_line(fs_buf, &fs_len, " float intensity = (texel.r + texel.g + texel.b) / 3.0;");
|
||||
append_line(fs_buf, &fs_len, " vec3 new_texel = vGrayscaleColor.rgb * intensity;");
|
||||
append_line(fs_buf, &fs_len, " texel.rgb = mix(texel.rgb, new_texel, vGrayscaleColor.a);");
|
||||
}
|
||||
|
||||
if (cc_features.opt_alpha) {
|
||||
if (cc_features.opt_alpha_threshold) {
|
||||
append_line(fs_buf, &fs_len, "if (texel.a < 8.0 / 256.0) discard;");
|
||||
append_line(fs_buf, &fs_len, " if (texel.a < 8.0 / 256.0) discard;");
|
||||
}
|
||||
if (cc_features.opt_invisible) {
|
||||
append_line(fs_buf, &fs_len, "texel.a = 0.0;");
|
||||
append_line(fs_buf, &fs_len, " texel.a = 0.0;");
|
||||
}
|
||||
#if __APPLE__
|
||||
append_line(fs_buf, &fs_len, "outColor = texel;");
|
||||
#else
|
||||
append_line(fs_buf, &fs_len, "gl_FragColor = texel;");
|
||||
#endif
|
||||
|
||||
append_line(fs_buf, &fs_len, " OUTPUT_COLOR = texel;");
|
||||
} else {
|
||||
#if __APPLE__
|
||||
append_line(fs_buf, &fs_len, "outColor = vec4(texel, 1.0);");
|
||||
#else
|
||||
append_line(fs_buf, &fs_len, "gl_FragColor = vec4(texel, 1.0);");
|
||||
#endif
|
||||
append_line(fs_buf, &fs_len, " OUTPUT_COLOR = vec4(texel, 1.0);");
|
||||
}
|
||||
append_line(fs_buf, &fs_len, "}");
|
||||
|
||||
@@ -574,6 +560,11 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
|
||||
glAttachShader(shader_program, fragment_shader);
|
||||
glLinkProgram(shader_program);
|
||||
|
||||
glDetachShader(shader_program, vertex_shader);
|
||||
glDetachShader(shader_program, fragment_shader);
|
||||
glDeleteShader(vertex_shader);
|
||||
glDeleteShader(fragment_shader);
|
||||
|
||||
size_t cnt = 0;
|
||||
|
||||
struct ShaderProgram* prg = &shader_program_pool[make_pair(shader_id0, shader_id1)];
|
||||
@@ -640,6 +631,8 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
|
||||
|
||||
prg->frame_count_location = glGetUniformLocation(shader_program, "frame_count");
|
||||
prg->noise_scale_location = glGetUniformLocation(shader_program, "noise_scale");
|
||||
prg->three_point_filter_locations[0] = glGetUniformLocation(shader_program, "three_point_filter0");
|
||||
prg->three_point_filter_locations[1] = glGetUniformLocation(shader_program, "three_point_filter1");
|
||||
|
||||
gfx_opengl_load_shader(prg);
|
||||
|
||||
@@ -657,6 +650,14 @@ static void gfx_opengl_shader_get_info(struct ShaderProgram* prg, uint8_t* num_i
|
||||
used_textures[1] = prg->used_textures[1];
|
||||
}
|
||||
|
||||
static void gfx_opengl_clear_shaders(void) {
|
||||
glUseProgram(0);
|
||||
for (auto& pair : shader_program_pool) {
|
||||
glDeleteProgram(pair.second.opengl_program_id);
|
||||
}
|
||||
shader_program_pool.clear();
|
||||
}
|
||||
|
||||
static GLuint gfx_opengl_new_texture(void) {
|
||||
GLuint ret;
|
||||
glGenTextures(1, &ret);
|
||||
@@ -667,9 +668,11 @@ static void gfx_opengl_delete_texture(uint32_t texID) {
|
||||
glDeleteTextures(1, &texID);
|
||||
}
|
||||
|
||||
static void gfx_opengl_select_texture(int tile, GLuint texture_id) {
|
||||
static void gfx_opengl_select_texture(int tile, GLuint texture_id, bool linear_filter) {
|
||||
glActiveTexture(GL_TEXTURE0 + tile);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||
|
||||
current_textures_linear_filter[tile] = linear_filter;
|
||||
}
|
||||
|
||||
static void gfx_opengl_upload_texture(const uint8_t* rgba32_buf, uint32_t width, uint32_t height) {
|
||||
@@ -699,12 +702,42 @@ static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gfx_cm_to_opengl(cmt));
|
||||
}
|
||||
|
||||
static void gfx_opengl_set_depth_test_and_mask(bool depth_test, bool z_upd) {
|
||||
if (depth_test || z_upd) {
|
||||
static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode) {
|
||||
if (depth_test) {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(z_upd ? GL_TRUE : GL_FALSE);
|
||||
glDepthFunc(depth_test ? GL_LEQUAL : GL_ALWAYS);
|
||||
current_depth_mask = z_upd;
|
||||
glDepthMask(depth_update ? GL_TRUE : GL_FALSE);
|
||||
current_depth_mask = depth_update;
|
||||
|
||||
if (depth_compare) {
|
||||
switch (zmode) {
|
||||
case ZMODE_INTER:
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(0, 0);
|
||||
break;
|
||||
|
||||
case ZMODE_OPA:
|
||||
case ZMODE_XLU:
|
||||
if (depth_source_prim) {
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
} else {
|
||||
glDepthFunc(GL_LESS);
|
||||
}
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(0, 0);
|
||||
break;
|
||||
|
||||
case ZMODE_DEC:
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(-2, -2);
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
glDepthFunc(GL_ALWAYS);
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(0, 0);
|
||||
}
|
||||
} else {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
@@ -714,16 +747,6 @@ static void gfx_opengl_set_depth_range(float znear, float zfar) {
|
||||
glDepthRange(znear, zfar);
|
||||
}
|
||||
|
||||
static void gfx_opengl_set_zmode_decal(bool zmode_decal) {
|
||||
if (zmode_decal) {
|
||||
glPolygonOffset(-2, -2);
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
} else {
|
||||
glPolygonOffset(0, 0);
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
}
|
||||
}
|
||||
|
||||
static void gfx_opengl_set_viewport(int x, int y, int width, int height) {
|
||||
glViewport(x, y, width, height);
|
||||
}
|
||||
@@ -1045,12 +1068,23 @@ bool gfx_opengl_start_draw_to_framebuffer(int fb_id, float noise_scale) {
|
||||
}
|
||||
}
|
||||
|
||||
void gfx_opengl_clear_framebuffer() {
|
||||
void gfx_opengl_clear_framebuffer(bool clear_color, bool clear_depth) {
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glDepthMask(current_depth_mask ? GL_TRUE : GL_FALSE);
|
||||
|
||||
GLbitfield mask = 0;
|
||||
if (clear_color) {
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
mask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
if (clear_depth) {
|
||||
glDepthMask(GL_TRUE);
|
||||
mask |= GL_DEPTH_BUFFER_BIT;
|
||||
}
|
||||
glClear(mask);
|
||||
if (clear_depth) {
|
||||
glDepthMask(current_depth_mask ? GL_TRUE : GL_FALSE);
|
||||
}
|
||||
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
@@ -1078,6 +1112,8 @@ void gfx_opengl_select_texture_fb(int fb_id) {
|
||||
// glDisable(GL_DEPTH_TEST);
|
||||
glActiveTexture(GL_TEXTURE0 + 0);
|
||||
glBindTexture(GL_TEXTURE_2D, framebuffers[fb_id].clrbuf);
|
||||
|
||||
current_textures_linear_filter[0] = true;
|
||||
}
|
||||
|
||||
void gfx_opengl_copy_framebuffer(int fb_dst, int fb_src, int left, int top, bool flip_y, bool use_back) {
|
||||
@@ -1136,7 +1172,6 @@ void gfx_opengl_copy_framebuffer(int fb_dst, int fb_src, int left, int top, bool
|
||||
|
||||
void gfx_opengl_set_texture_filter(FilteringMode mode) {
|
||||
current_filter_mode = mode;
|
||||
gfx_texture_cache_clear();
|
||||
}
|
||||
|
||||
FilteringMode gfx_opengl_get_texture_filter(void) {
|
||||
@@ -1152,13 +1187,13 @@ struct GfxRenderingAPI gfx_opengl_api = {
|
||||
gfx_opengl_create_and_load_new_shader,
|
||||
gfx_opengl_lookup_shader,
|
||||
gfx_opengl_shader_get_info,
|
||||
gfx_opengl_clear_shaders,
|
||||
gfx_opengl_new_texture,
|
||||
gfx_opengl_select_texture,
|
||||
gfx_opengl_upload_texture,
|
||||
gfx_opengl_set_sampler_parameters,
|
||||
gfx_opengl_set_depth_test_and_mask,
|
||||
gfx_opengl_set_depth_mode,
|
||||
gfx_opengl_set_depth_range,
|
||||
gfx_opengl_set_zmode_decal,
|
||||
gfx_opengl_set_viewport,
|
||||
gfx_opengl_set_scissor,
|
||||
gfx_opengl_set_use_alpha,
|
||||
|
||||
+32
-41
@@ -125,8 +125,6 @@ static struct RSP {
|
||||
float aspect_ofs;
|
||||
float aspect_scale;
|
||||
|
||||
float depth_zfar;
|
||||
|
||||
struct {
|
||||
// U0.16
|
||||
uint16_t s, t;
|
||||
@@ -197,9 +195,7 @@ static struct RDP {
|
||||
} rdp;
|
||||
|
||||
static struct RenderingState {
|
||||
uint8_t depth_test_and_mask; // 1: depth test, 2: depth mask
|
||||
float depth_zfar;
|
||||
bool decal_mode;
|
||||
uint8_t depth_mode;
|
||||
bool alpha_blend;
|
||||
bool modulate;
|
||||
struct XYWidthHeight viewport, scissor;
|
||||
@@ -523,7 +519,7 @@ static bool gfx_texture_cache_lookup(int i, const TextureCacheKey& key) {
|
||||
TextureCacheNode** n = &rendering_state.textures[i];
|
||||
|
||||
if (it != gfx_texture_cache.map.end()) {
|
||||
gfx_rapi->select_texture(i, it->second.texture_id);
|
||||
gfx_rapi->select_texture(i, it->second.texture_id, it->second.linear_filter);
|
||||
*n = &*it;
|
||||
gfx_texture_cache.lru.splice(gfx_texture_cache.lru.end(), gfx_texture_cache.lru,
|
||||
it->second.lru_location); // move to back
|
||||
@@ -551,7 +547,7 @@ static bool gfx_texture_cache_lookup(int i, const TextureCacheKey& key) {
|
||||
node->second.texture_id = texture_id;
|
||||
node->second.lru_location = gfx_texture_cache.lru.insert(gfx_texture_cache.lru.end(), { it });
|
||||
|
||||
gfx_rapi->select_texture(i, texture_id);
|
||||
gfx_rapi->select_texture(i, texture_id, false);
|
||||
gfx_rapi->set_sampler_parameters(i, false, 0, 0);
|
||||
*n = node;
|
||||
return false;
|
||||
@@ -1240,25 +1236,18 @@ static void gfx_sp_tri1(uint8_t vtx1_idx, uint8_t vtx2_idx, uint8_t vtx3_idx, bo
|
||||
}
|
||||
}
|
||||
|
||||
bool depth_test = (rsp.geometry_mode & G_ZBUFFER) == G_ZBUFFER;
|
||||
bool depth_mask = (rdp.other_mode_l & Z_UPD) == Z_UPD;
|
||||
uint8_t depth_test_and_mask = (depth_test ? 1 : 0) | (depth_mask ? 2 : 0);
|
||||
if (depth_test_and_mask != rendering_state.depth_test_and_mask) {
|
||||
gfx_flush();
|
||||
gfx_rapi->set_depth_test_and_mask(depth_test, depth_mask);
|
||||
rendering_state.depth_test_and_mask = depth_test_and_mask;
|
||||
}
|
||||
if (rsp.depth_zfar != rendering_state.depth_zfar) {
|
||||
gfx_flush();
|
||||
gfx_rapi->set_depth_range(0.0f, rsp.depth_zfar);
|
||||
rendering_state.depth_zfar = rsp.depth_zfar;
|
||||
}
|
||||
bool depth_test = ((rsp.geometry_mode & G_ZBUFFER) == G_ZBUFFER || (rdp.other_mode_l & G_ZS_PRIM) == G_ZS_PRIM) &&
|
||||
((rdp.other_mode_h & G_CYC_1CYCLE) == G_CYC_1CYCLE || (rdp.other_mode_h & G_CYC_2CYCLE) == G_CYC_2CYCLE);
|
||||
bool depth_update = (rdp.other_mode_l & Z_UPD) == Z_UPD;
|
||||
bool depth_compare = (rdp.other_mode_l & Z_CMP) == Z_CMP;
|
||||
bool depth_source_prim = (rdp.other_mode_l & G_ZS_PRIM) == G_ZS_PRIM /* && gDP.primDepth.z == 1.0f */;
|
||||
uint16_t zmode = rdp.other_mode_l & ZMODE_DEC;
|
||||
uint8_t depth_mode = (depth_test ? 1 : 0) | (depth_update ? 2 : 0) | (depth_compare ? 4 : 0) | (depth_source_prim ? 8 : 0) | (zmode >> 6);
|
||||
|
||||
bool zmode_decal = (rdp.other_mode_l & ZMODE_DEC) == ZMODE_DEC;
|
||||
if (zmode_decal != rendering_state.decal_mode) {
|
||||
if (depth_mode != rendering_state.depth_mode) {
|
||||
gfx_flush();
|
||||
gfx_rapi->set_zmode_decal(zmode_decal);
|
||||
rendering_state.decal_mode = zmode_decal;
|
||||
gfx_rapi->set_depth_mode(depth_test, depth_update, depth_compare, depth_source_prim, zmode);
|
||||
rendering_state.depth_mode = depth_mode;
|
||||
}
|
||||
|
||||
if (rdp.viewport_or_scissor_changed) {
|
||||
@@ -1733,18 +1722,6 @@ static void gfx_sp_moveword(uint8_t index, uint16_t offset, uintptr_t data) {
|
||||
case G_MW_SEGMENT:
|
||||
segmentPointers[(offset >> 2) & 0xff] = data;
|
||||
break;
|
||||
case G_MW_PERSPNORM:
|
||||
// the default z range is around [100, 10000]
|
||||
// data is 2 / (znear + zfar) represented as a 0.16 fixed point
|
||||
// => (znear + zfar) = (2 / (data / 65536)) = 131072 / data
|
||||
constexpr float full_range_mul = 1.f / 11000.f; // that's around the biggest value I got when testing
|
||||
if (data == 0) {
|
||||
rsp.depth_zfar = 1.f;
|
||||
} else {
|
||||
// sometimes this will overshoot 1 but GL can handle that
|
||||
rsp.depth_zfar =((131072.f * full_range_mul) / (float)data);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2504,6 +2481,10 @@ static void gfx_run_dl(Gfx* cmd) {
|
||||
case G_RDPFLUSH_EXT:
|
||||
gfx_flush();
|
||||
break;
|
||||
case G_CLEAR_DEPTH_EXT:
|
||||
gfx_flush();
|
||||
gfx_rapi->clear_framebuffer(false, true);
|
||||
break;
|
||||
case G_RDPPIPESYNC:
|
||||
case G_RDPFULLSYNC:
|
||||
case G_RDPLOADSYNC:
|
||||
@@ -2554,8 +2535,6 @@ extern "C" void gfx_init(const GfxInitSettings *settings) {
|
||||
tex_upload_buffer = (uint8_t*)malloc(max_tex_size * max_tex_size * 4);
|
||||
}
|
||||
|
||||
rsp.depth_zfar = 1.0f;
|
||||
|
||||
rsp.lookat[0].dir[0] = rsp.lookat[1].dir[1] = 0x7F;
|
||||
rsp.current_lookat_coeffs[0][0] = rsp.current_lookat_coeffs[1][1] = 1.f;
|
||||
rsp.lookat_enabled = true;
|
||||
@@ -2661,7 +2640,7 @@ extern "C" void gfx_run(Gfx* commands) {
|
||||
gfx_rapi->start_frame();
|
||||
gfx_rapi->start_draw_to_framebuffer(game_renders_to_framebuffer ? game_framebuffer : 0,
|
||||
(float)gfx_current_dimensions.height / SCREEN_HEIGHT);
|
||||
gfx_rapi->clear_framebuffer();
|
||||
gfx_rapi->clear_framebuffer(true, false);
|
||||
rdp.viewport_or_scissor_changed = true;
|
||||
rendering_state.viewport = {};
|
||||
rendering_state.scissor = {};
|
||||
@@ -2671,7 +2650,7 @@ extern "C" void gfx_run(Gfx* commands) {
|
||||
|
||||
if (game_renders_to_framebuffer) {
|
||||
gfx_rapi->start_draw_to_framebuffer(0, 1);
|
||||
gfx_rapi->clear_framebuffer();
|
||||
gfx_rapi->clear_framebuffer(true, true);
|
||||
|
||||
if (gfx_msaa_level > 1) {
|
||||
bool different_size = gfx_current_dimensions.width != gfx_current_game_window_viewport.width ||
|
||||
@@ -2703,6 +2682,18 @@ extern "C" void gfx_set_target_fps(int fps) {
|
||||
gfx_wapi->set_target_fps(fps);
|
||||
}
|
||||
|
||||
extern "C" void gfx_set_texture_filter(enum FilteringMode mode) {
|
||||
gfx_texture_cache_clear();
|
||||
if (rendering_state.shader_program) {
|
||||
gfx_rapi->unload_shader(rendering_state.shader_program);
|
||||
rendering_state.shader_program = nullptr;
|
||||
}
|
||||
gfx_rapi->clear_shaders();
|
||||
color_combiner_pool.clear();
|
||||
prev_combiner = color_combiner_pool.end();
|
||||
gfx_rapi->set_texture_filter(mode);
|
||||
}
|
||||
|
||||
extern "C" int gfx_create_framebuffer(uint32_t width, uint32_t height, int upscale, int autoresize) {
|
||||
int fb = gfx_rapi->create_framebuffer();
|
||||
gfx_resize_framebuffer(fb, width, height, upscale, autoresize);
|
||||
@@ -2734,7 +2725,7 @@ extern "C" void gfx_resize_framebuffer(int fb, uint32_t width, uint32_t height,
|
||||
|
||||
extern "C" void gfx_set_framebuffer(int fb, float noise_scale) {
|
||||
gfx_rapi->start_draw_to_framebuffer(fb, noise_scale);
|
||||
gfx_rapi->clear_framebuffer();
|
||||
gfx_rapi->clear_framebuffer(true, true);
|
||||
}
|
||||
|
||||
extern "C" void gfx_copy_framebuffer(int fb_dst, int fb_src, int left, int top, int use_back) {
|
||||
|
||||
@@ -23,13 +23,13 @@ struct GfxRenderingAPI {
|
||||
struct ShaderProgram* (*create_and_load_new_shader)(uint64_t shader_id0, uint32_t shader_id1);
|
||||
struct ShaderProgram* (*lookup_shader)(uint64_t shader_id0, uint32_t shader_id1);
|
||||
void (*shader_get_info)(struct ShaderProgram* prg, uint8_t* num_inputs, bool used_textures[2]);
|
||||
void (*clear_shaders)(void);
|
||||
uint32_t (*new_texture)(void);
|
||||
void (*select_texture)(int tile, uint32_t texture_id);
|
||||
void (*select_texture)(int tile, uint32_t texture_id, bool linear_filter);
|
||||
void (*upload_texture)(const uint8_t* rgba32_buf, uint32_t width, uint32_t height);
|
||||
void (*set_sampler_parameters)(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt);
|
||||
void (*set_depth_test_and_mask)(bool depth_test, bool z_upd);
|
||||
void (*set_depth_mode)(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode);
|
||||
void (*set_depth_range)(float znear, float zfar);
|
||||
void (*set_zmode_decal)(bool zmode_decal);
|
||||
void (*set_viewport)(int x, int y, int width, int height);
|
||||
void (*set_scissor)(int x, int y, int width, int height);
|
||||
void (*set_use_alpha)(bool use_alpha, bool modulate);
|
||||
@@ -45,7 +45,7 @@ struct GfxRenderingAPI {
|
||||
bool can_extract_depth);
|
||||
bool (*start_draw_to_framebuffer)(int fb_id, float noise_scale);
|
||||
void (*copy_framebuffer)(int fb_dst, int fb_src, int left, int top, bool flip_y, bool use_back);
|
||||
void (*clear_framebuffer)(void);
|
||||
void (*clear_framebuffer)(bool clear_color, bool clear_depth);
|
||||
void (*resolve_msaa_color_buffer)(int fb_id_target, int fb_id_source);
|
||||
void* (*get_framebuffer_texture_id)(int fb_id);
|
||||
void (*select_texture_fb)(int fb_id);
|
||||
|
||||
+16
-5
@@ -702,12 +702,23 @@ static MenuItemHandlerResult menuhandlerMaximizeWindow(s32 operation, struct men
|
||||
|
||||
static MenuItemHandlerResult menuhandlerTexFilter(s32 operation, struct menuitem *item, union handlerdata *data)
|
||||
{
|
||||
static const char *opts[] = {
|
||||
"Nearest",
|
||||
"Bilinear",
|
||||
"Three Point"
|
||||
};
|
||||
|
||||
switch (operation) {
|
||||
case MENUOP_GET:
|
||||
return (videoGetTextureFilter() != 0);
|
||||
case MENUOP_SET:
|
||||
videoSetTextureFilter(data->checkbox.value);
|
||||
case MENUOP_GETOPTIONCOUNT:
|
||||
data->dropdown.value = ARRAYCOUNT(opts);
|
||||
break;
|
||||
case MENUOP_GETOPTIONTEXT:
|
||||
return (intptr_t)opts[data->dropdown.value];
|
||||
case MENUOP_SET:
|
||||
videoSetTextureFilter(data->dropdown.value);
|
||||
break;
|
||||
case MENUOP_GETSELECTEDINDEX:
|
||||
data->dropdown.value = videoGetTextureFilter();
|
||||
}
|
||||
|
||||
return 0;
|
||||
@@ -826,7 +837,7 @@ struct menuitem g_ExtendedVideoMenuItems[] = {
|
||||
menuhandlerTexDetail,
|
||||
},
|
||||
{
|
||||
MENUITEMTYPE_CHECKBOX,
|
||||
MENUITEMTYPE_DROPDOWN,
|
||||
0,
|
||||
MENUITEMFLAG_LITERAL_TEXT,
|
||||
(uintptr_t)"Texture Filtering",
|
||||
|
||||
+3
-2
@@ -77,7 +77,7 @@ s32 videoInit(void)
|
||||
}
|
||||
|
||||
wmAPI->set_target_fps(vidFramerateLimit); // disabled because vsync is on
|
||||
renderingAPI->set_texture_filter((enum FilteringMode)texFilter);
|
||||
gfx_set_texture_filter((enum FilteringMode)texFilter);
|
||||
|
||||
initDone = true;
|
||||
return 0;
|
||||
@@ -218,8 +218,9 @@ void videoSetMaximizeWindow(s32 fs)
|
||||
void videoSetTextureFilter(u32 filter)
|
||||
{
|
||||
if (filter > FILTER_THREE_POINT) filter = FILTER_THREE_POINT;
|
||||
if (texFilter == filter) return;
|
||||
texFilter = filter;
|
||||
renderingAPI->set_texture_filter((enum FilteringMode)filter);
|
||||
gfx_set_texture_filter((enum FilteringMode)filter);
|
||||
}
|
||||
|
||||
void videoSetTextureFilter2D(s32 filter)
|
||||
|
||||
Reference in new issue
Block a user