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- Avoid referencing GL's null texture - Improve texture creation helpers - Remove useless __glcheck from GLHelpers.cpp
390 lines
9.1 KiB
C++
390 lines
9.1 KiB
C++
#pragma once
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#include "Emu/RSX/GSRender.h"
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#include "GLHelpers.h"
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#include "GLTexture.h"
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#include "GLTextureCache.h"
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#include "GLRenderTargets.h"
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#include "restore_new.h"
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#include "define_new_memleakdetect.h"
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#include "GLProgramBuffer.h"
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#include "GLTextOut.h"
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#include "GLOverlays.h"
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#include "../rsx_utils.h"
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#include "../rsx_cache.h"
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#pragma comment(lib, "opengl32.lib")
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namespace gl
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{
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using vertex_cache = rsx::vertex_cache::default_vertex_cache<rsx::vertex_cache::uploaded_range<GLenum>, GLenum>;
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using weak_vertex_cache = rsx::vertex_cache::weak_vertex_cache<GLenum>;
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using null_vertex_cache = vertex_cache;
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using shader_cache = rsx::shaders_cache<void*, GLProgramBuffer>;
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}
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struct work_item
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{
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std::condition_variable cv;
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std::mutex guard_mutex;
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u32 address_to_flush = 0;
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gl::texture_cache::thrashed_set section_data;
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volatile bool processed = false;
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volatile bool result = false;
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volatile bool received = false;
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};
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struct driver_state
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{
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const u32 DEPTH_BOUNDS_MIN = 0xFFFF0001;
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const u32 DEPTH_BOUNDS_MAX = 0xFFFF0002;
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const u32 DEPTH_RANGE_MIN = 0xFFFF0003;
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const u32 DEPTH_RANGE_MAX = 0xFFFF0004;
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std::unordered_map<GLenum, u32> properties = {};
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std::unordered_map<GLenum, std::array<u32, 4>> indexed_properties = {};
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bool enable(u32 test, GLenum cap)
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{
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auto found = properties.find(cap);
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if (found != properties.end() && found->second == test)
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return !!test;
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properties[cap] = test;
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if (test)
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glEnable(cap);
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else
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glDisable(cap);
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return !!test;
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}
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bool enablei(u32 test, GLenum cap, u32 index)
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{
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auto found = indexed_properties.find(cap);
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const bool exists = found != indexed_properties.end();
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if (!exists)
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{
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indexed_properties[cap] = {};
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indexed_properties[cap][index] = test;
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}
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else
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{
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if (found->second[index] == test)
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return !!test;
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found->second[index] = test;
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}
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if (test)
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glEnablei(cap, index);
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else
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glDisablei(cap, index);
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return !!test;
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}
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const bool test_property(GLenum property, u32 test) const
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{
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auto found = properties.find(property);
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if (found == properties.end())
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return false;
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return (found->second == test);
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}
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void depth_func(GLenum func)
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{
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if (!test_property(GL_DEPTH_FUNC, func))
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{
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glDepthFunc(func);
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properties[GL_DEPTH_FUNC] = func;
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}
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}
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void depth_mask(GLboolean mask)
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{
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if (!test_property(GL_DEPTH_WRITEMASK, mask))
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{
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glDepthMask(mask);
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properties[GL_DEPTH_WRITEMASK] = mask;
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}
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}
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void clear_depth(GLfloat depth)
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{
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u32 value = (u32&)depth;
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if (!test_property(GL_DEPTH_CLEAR_VALUE, value))
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{
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glClearDepth(depth);
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properties[GL_DEPTH_CLEAR_VALUE] = value;
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}
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}
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void stencil_mask(GLuint mask)
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{
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if (!test_property(GL_STENCIL_WRITEMASK, mask))
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{
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glStencilMask(mask);
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properties[GL_STENCIL_WRITEMASK] = mask;
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}
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}
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void clear_stencil(GLint stencil)
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{
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u32 value = (u32&)stencil;
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if (!test_property(GL_STENCIL_CLEAR_VALUE, value))
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{
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glClearStencil(stencil);
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properties[GL_STENCIL_CLEAR_VALUE] = value;
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}
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}
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void color_mask(u32 mask)
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{
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if (!test_property(GL_COLOR_WRITEMASK, mask))
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{
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glColorMask(((mask & 0x20) ? 1 : 0), ((mask & 0x40) ? 1 : 0), ((mask & 0x80) ? 1 : 0), ((mask & 0x10) ? 1 : 0));
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properties[GL_COLOR_WRITEMASK] = mask;
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}
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}
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void color_mask(bool r, bool g, bool b, bool a)
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{
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u32 mask = 0;
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if (r) mask |= 0x20;
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if (g) mask |= 0x40;
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if (b) mask |= 0x80;
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if (a) mask |= 0x10;
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color_mask(mask);
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}
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void clear_color(u8 r, u8 g, u8 b, u8 a)
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{
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u32 value = (u32)r | (u32)g << 8 | (u32)b << 16 | (u32)a << 24;
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if (!test_property(GL_COLOR_CLEAR_VALUE, value))
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{
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glClearColor(r / 255.f, g / 255.f, b / 255.f, a / 255.f);
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properties[GL_COLOR_CLEAR_VALUE] = value;
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}
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}
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void depth_bounds(float min, float max)
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{
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u32 depth_min = (u32&)min;
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u32 depth_max = (u32&)max;
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if (!test_property(DEPTH_BOUNDS_MIN, depth_min) || !test_property(DEPTH_BOUNDS_MAX, depth_max))
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{
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glDepthBoundsEXT(min, max);
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properties[DEPTH_BOUNDS_MIN] = depth_min;
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properties[DEPTH_BOUNDS_MAX] = depth_max;
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}
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}
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void depth_range(float min, float max)
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{
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u32 depth_min = (u32&)min;
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u32 depth_max = (u32&)max;
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if (!test_property(DEPTH_RANGE_MIN, depth_min) || !test_property(DEPTH_RANGE_MAX, depth_max))
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{
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glDepthRange(min, max);
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properties[DEPTH_RANGE_MIN] = depth_min;
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properties[DEPTH_RANGE_MAX] = depth_max;
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}
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}
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void logic_op(GLenum op)
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{
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if (!test_property(GL_COLOR_LOGIC_OP, op))
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{
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glLogicOp(op);
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properties[GL_COLOR_LOGIC_OP] = op;
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}
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}
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void line_width(GLfloat width)
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{
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u32 value = (u32&)width;
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if (!test_property(GL_LINE_WIDTH, value))
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{
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glLineWidth(width);
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properties[GL_LINE_WIDTH] = value;
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}
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}
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void front_face(GLenum face)
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{
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if (!test_property(GL_FRONT_FACE, face))
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{
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glFrontFace(face);
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properties[GL_FRONT_FACE] = face;
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}
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}
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void cull_face(GLenum mode)
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{
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if (!test_property(GL_CULL_FACE_MODE, mode))
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{
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glCullFace(mode);
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properties[GL_CULL_FACE_MODE] = mode;
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}
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}
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void polygon_offset(float factor, float units)
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{
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u32 _units = (u32&)units;
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u32 _factor = (u32&)factor;
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if (!test_property(GL_POLYGON_OFFSET_UNITS, _units) || !test_property(GL_POLYGON_OFFSET_FACTOR, _factor))
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{
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glPolygonOffset(factor, units);
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properties[GL_POLYGON_OFFSET_UNITS] = _units;
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properties[GL_POLYGON_OFFSET_FACTOR] = _factor;
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}
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}
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};
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struct vertex_upload_info
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{
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u32 vertex_draw_count;
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u32 allocated_vertex_count;
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u32 vertex_index_base;
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u32 persistent_mapping_offset;
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u32 volatile_mapping_offset;
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std::optional<std::tuple<GLenum, u32> > index_info;
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};
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class GLGSRender : public GSRender
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{
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private:
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GLFragmentProgram m_fragment_prog;
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GLVertexProgram m_vertex_prog;
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gl::sampler_state m_gl_sampler_states[rsx::limits::fragment_textures_count];
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gl::glsl::program *m_program;
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gl_render_targets m_rtts;
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gl::texture_cache m_gl_texture_cache;
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gl::texture m_gl_persistent_stream_buffer;
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gl::texture m_gl_volatile_stream_buffer;
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std::unique_ptr<gl::ring_buffer> m_attrib_ring_buffer;
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std::unique_ptr<gl::ring_buffer> m_fragment_constants_buffer;
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std::unique_ptr<gl::ring_buffer> m_transform_constants_buffer;
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std::unique_ptr<gl::ring_buffer> m_vertex_state_buffer;
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std::unique_ptr<gl::ring_buffer> m_index_ring_buffer;
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u32 m_draw_calls = 0;
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s64 m_begin_time = 0;
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s64 m_draw_time = 0;
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s64 m_vertex_upload_time = 0;
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s64 m_textures_upload_time = 0;
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std::unique_ptr<gl::vertex_cache> m_vertex_cache;
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std::unique_ptr<gl::shader_cache> m_shaders_cache;
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GLint m_min_texbuffer_alignment = 256;
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GLint m_uniform_buffer_offset_align = 256;
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GLint m_max_texbuffer_size = 65536;
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bool manually_flush_ring_buffers = false;
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gl::text_writer m_text_printer;
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gl::depth_convert_pass m_depth_converter;
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gl::ui_overlay_renderer m_ui_renderer;
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std::vector<u64> m_overlay_cleanup_requests;
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std::mutex queue_guard;
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std::list<work_item> work_queue;
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bool flush_draw_buffers = false;
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std::thread::id m_thread_id;
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GLProgramBuffer m_prog_buffer;
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//buffer
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gl::fbo draw_fbo;
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gl::fbo m_flip_fbo;
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gl::texture m_flip_tex_color;
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//vaos are mandatory for core profile
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gl::vao m_vao;
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std::mutex m_sampler_mutex;
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u64 surface_store_tag = 0;
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std::atomic_bool m_samplers_dirty = {true};
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std::array<std::unique_ptr<rsx::sampled_image_descriptor_base>, rsx::limits::fragment_textures_count> fs_sampler_state = {};
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std::array<std::unique_ptr<rsx::sampled_image_descriptor_base>, rsx::limits::vertex_textures_count> vs_sampler_state = {};
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std::unordered_map<GLenum, std::unique_ptr<gl::texture>> m_null_textures;
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public:
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GLGSRender();
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private:
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driver_state gl_state;
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// Return element to draw and in case of indexed draw index type and offset in index buffer
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vertex_upload_info set_vertex_buffer();
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rsx::vertex_input_layout m_vertex_layout = {};
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void clear_surface(u32 arg);
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void init_buffers(rsx::framebuffer_creation_context context, bool skip_reading = false);
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bool check_program_state();
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void load_program(const vertex_upload_info& upload_info);
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void update_draw_state();
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public:
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void read_buffers();
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void write_buffers();
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void set_viewport();
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void synchronize_buffers();
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work_item& post_flush_request(u32 address, gl::texture_cache::thrashed_set& flush_data);
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bool scaled_image_from_memory(rsx::blit_src_info& src_info, rsx::blit_dst_info& dst_info, bool interpolate) override;
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void begin_occlusion_query(rsx::occlusion_query_info* query) override;
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void end_occlusion_query(rsx::occlusion_query_info* query) override;
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bool check_occlusion_query_status(rsx::occlusion_query_info* query) override;
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void get_occlusion_query_result(rsx::occlusion_query_info* query) override;
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protected:
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void begin() override;
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void end() override;
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void on_init_thread() override;
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void on_exit() override;
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bool do_method(u32 id, u32 arg) override;
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void flip(int buffer) override;
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u64 timestamp() const override;
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void do_local_task(bool idle) override;
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bool on_access_violation(u32 address, bool is_writing) override;
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void on_notify_memory_unmapped(u32 address_base, u32 size) override;
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void notify_tile_unbound(u32 tile) override;
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std::array<std::vector<gsl::byte>, 4> copy_render_targets_to_memory() override;
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std::array<std::vector<gsl::byte>, 2> copy_depth_stencil_buffer_to_memory() override;
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void shell_do_cleanup() override;
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};
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