HUGE commit :)

in general cleanup and bugfix disable pierre  patch for the moment as it causes problem in some games and hopefully fix the remaining missing textures for nvidia users in opengl.
make the code in pixelshadergen looks nice and readable.
D3D: this is a ultra experimental commit please check for regressions or error.
make the efb Scale / super sampling level customizable to improve the output quality and let the user configure quality according to his hardware.
is everyone likes this change will translate it to opengl
please test


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5612 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-06-05 00:01:18 +00:00
parent 63dbcf4f97
commit c98f8a96d2
25 changed files with 291 additions and 434 deletions

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@ -111,7 +111,7 @@ void PixelShaderCache::Init()
"ADD result.color, R1, program.env[%d];\n"
"END\n", C_COLORMATRIX+3, C_COLORMATRIX+2, C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+4);
glGenProgramsARB(1, &s_ColorMatrixProgram);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_ColorMatrixProgram);
SetCurrentShader(s_ColorMatrixProgram);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
GLenum err = GL_REPORT_ERROR();
@ -139,7 +139,7 @@ void PixelShaderCache::Init()
"ADD result.color, R1, program.env[%d];\n"
"END\n", C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+2, C_COLORMATRIX+3, C_COLORMATRIX+4);
glGenProgramsARB(1, &s_DepthMatrixProgram);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_DepthMatrixProgram);
SetCurrentShader(s_DepthMatrixProgram);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
err = GL_REPORT_ERROR();
@ -148,9 +148,7 @@ void PixelShaderCache::Init()
glDeleteProgramsARB(1, &s_DepthMatrixProgram);
s_DepthMatrixProgram = 0;
}
CurrentShader=0;
ShaderEnabled = false;
EnableShader(s_DepthMatrixProgram);
}
void PixelShaderCache::Shutdown()
@ -160,7 +158,7 @@ void PixelShaderCache::Shutdown()
glDeleteProgramsARB(1, &s_DepthMatrixProgram);
s_DepthMatrixProgram = 0;
PSCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); ++iter)
for (; iter != pshaders.end(); iter++)
iter->second.Destroy();
pshaders.clear();
}
@ -272,7 +270,7 @@ bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpr
}
glGenProgramsARB(1, &ps.glprogid);
EnableShader(ps.glprogid);
SetCurrentShader(ps.glprogid);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
err = GL_REPORT_ERROR();
@ -311,7 +309,6 @@ void PixelShaderCache::DisableShader()
CurrentShader = 0;
if(ShaderEnabled)
{
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = false;
}
@ -320,17 +317,6 @@ void PixelShaderCache::DisableShader()
//bind a program if is diferent from the binded oone
void PixelShaderCache::SetCurrentShader(GLuint Shader)
{
//The caching here breakes Super Mario Sunshine i'm still trying to figure out wy
if(ShaderEnabled /*&& CurrentShader != Shader*/)
{
CurrentShader = Shader;
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
}
}
//Enable Fragment program and bind initial program
void PixelShaderCache::EnableShader(GLuint Shader)
{
if(!ShaderEnabled)
{
@ -343,4 +329,4 @@ void PixelShaderCache::EnableShader(GLuint Shader)
CurrentShader = Shader;
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
}
}
}

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@ -81,8 +81,6 @@ public:
static void SetCurrentShader(GLuint Shader);
static void DisableShader();
static void EnableShader(GLuint Shader);
};
#endif // _PIXELSHADERCACHE_H_

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@ -74,7 +74,7 @@ bool ApplyShader()
if (s_shader.glprogid != 0)
{
PixelShaderCache::EnableShader(s_shader.glprogid);
PixelShaderCache::SetCurrentShader(s_shader.glprogid);
return true;
}
else

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@ -591,8 +591,8 @@ void Renderer::RestoreAPIState()
SetColorMask();
SetBlendMode(true);
VertexShaderCache::EnableShader(0);
PixelShaderCache::EnableShader(0);
VertexShaderCache::SetCurrentShader(0);
PixelShaderCache::SetCurrentShader(0);
}
void Renderer::SetColorMask()

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@ -203,7 +203,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
PixelShaderCache::EnableShader(shader.glprogid);
PixelShaderCache::SetCurrentShader(shader.glprogid);
// Draw...
glBegin(GL_QUADS);
@ -340,8 +340,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
Renderer::ResetAPIState();
float srcFormatFactor = 0.5f;
float srcFmtWidth = srcWidth * srcFormatFactor;
int srcFmtWidth = srcWidth / 2;
// swich to texture converter frame buffer
// attach destTexture as color destination
@ -374,7 +373,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
glViewport(0, 0, srcWidth, srcHeight);
PixelShaderCache::EnableShader(s_yuyvToRgbProgram.glprogid);
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
GL_REPORT_ERRORD();

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@ -132,7 +132,7 @@ void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0 &newmode,TexMode1 &
if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
mode.min_filter += 4; // take equivalent forced linear
int filt = newmode.min_filter;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & (((newmode1.max_lod >> 4) > 0)?7:4)]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & (((newmode1.max_lod >> 5) > 0)?7:4)]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod >> 5);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod >> 5);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (newmode.lod_bias/32.0f));
@ -261,7 +261,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
TexMode1 &tm1 = bpmem.tex[texstage >> 2].texMode1[texstage & 3];
bool UseNativeMips = (tm0.min_filter & 3) && (tm0.min_filter != 8) && g_ActiveConfig.bUseNativeMips;
int maxlevel = ((tm1.max_lod >> 4));
int maxlevel = tm1.max_lod >> 4;//this ir realy strange should be 5 but that breaks some textures
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1;
@ -309,7 +309,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
if (!g_ActiveConfig.bSafeTextureCache)
hash_value = ((u32 *)ptr)[0];
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && (int) FullFormat == entry.fmt))
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && ((int) FullFormat == entry.fmt) && maxlevel <= entry.MipLevels ))
{
entry.frameCount = frameCount;
glEnable(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D);
@ -327,7 +327,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
// Let's reload the new texture data into the same texture,
// instead of destroying it and having to create a new one.
// Might speed up movie playback very, very slightly.
if (width == entry.w && height == entry.h && (int) FullFormat == entry.fmt)
if (width == entry.w && height == entry.h && (int) FullFormat == entry.fmt && maxlevel <= entry.MipLevels )
{
glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
GL_REPORT_ERRORD();
@ -398,6 +398,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
TexLevels = (isPow2 && UseNativeMips && (maxlevel > 0)) ? (int)(log((double)TexLevels)/log((double)2)) + 1 : (isPow2? 0 : 1);
if(TexLevels > maxlevel && maxlevel > 0)
TexLevels = maxlevel;
entry.MipLevels = maxlevel;
bool GenerateMipmaps = TexLevels > 1 || TexLevels == 0;
entry.bHaveMipMaps = GenerateMipmaps;
int gl_format = 0;
@ -509,27 +510,13 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
{
if (expandedWidth != (int)currentWidth)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth);
if(skip_texture_create)
{
glTexSubImage2D(target, level,0,0,currentWidth, currentWidth, gl_format, gl_type, temp);
}
else
{
glTexImage2D(target, level, gl_iformat, currentWidth, currentHeight, 0, gl_format, gl_type, temp);
}
glTexImage2D(target, level, gl_iformat, currentWidth, currentHeight, 0, gl_format, gl_type, temp);
if (expandedWidth != (int)currentWidth)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
else
{
if(skip_texture_create)
{
glCompressedTexSubImage2D(target, level,0,0,currentWidth, currentHeight, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,expandedWidth*expandedHeight/2, temp);
}
else
{
glCompressedTexImage2D(target, level, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, currentWidth, currentHeight, 0, expandedWidth*expandedHeight/2, temp);
}
glCompressedTexImage2D(target, level, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, currentWidth, currentHeight, 0, expandedWidth*expandedHeight/2, temp);
}
GL_REPORT_ERRORD();
u32 size = (max(mipWidth, bsw) * max(mipHeight, bsh) * bsdepth) >> 1;
@ -778,7 +765,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
glViewport(0, 0, w, h);
PixelShaderCache::EnableShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
PixelShaderCache::SetCurrentShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
GL_REPORT_ERRORD();

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@ -29,7 +29,7 @@ class TextureMngr
public:
struct TCacheEntry
{
TCacheEntry() : texture(0), addr(0), size_in_bytes(0), hash(0), w(0), h(0), scaleX(1.0f), scaleY(1.0f), isRenderTarget(false), isRectangle(true), bHaveMipMaps(false) { mode.hex = 0xFCFCFCFC; }
TCacheEntry() : texture(0), addr(0), size_in_bytes(0), hash(0), w(0), h(0),MipLevels(0), scaleX(1.0f), scaleY(1.0f), isRenderTarget(false), isRectangle(true), bHaveMipMaps(false) { mode.hex = 0xFCFCFCFC; }
GLuint texture;
u32 addr;
@ -41,7 +41,7 @@ public:
TexMode1 mode1; // current filter and clamp modes that texture is set to
int frameCount;
int w, h, fmt;
int w, h, fmt,MipLevels;
float scaleX, scaleY; // Hires texutres need this

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@ -108,15 +108,13 @@ void VertexShaderCache::Init()
s_displayCompileAlert = true;
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
ShaderEnabled = false;
CurrentShader = 0;
EnableShader(0);
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
SetCurrentShader(0);
}
void VertexShaderCache::Shutdown()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
iter->second.Destroy();
vshaders.clear();
}
@ -213,7 +211,7 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
plocal = strstr(plocal + 13, "program.local");
}
glGenProgramsARB(1, &vs.glprogid);
EnableShader(vs.glprogid);
SetCurrentShader(vs.glprogid);
glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
err = GL_REPORT_ERROR();
@ -233,10 +231,9 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
void VertexShaderCache::DisableShader()
{
CurrentShader = 0;
if (ShaderEnabled)
{
CurrentShader = 0;
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
glDisable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = false;
}
@ -244,15 +241,6 @@ void VertexShaderCache::DisableShader()
void VertexShaderCache::SetCurrentShader(GLuint Shader)
{
if (ShaderEnabled && CurrentShader != Shader)
{
CurrentShader = Shader;
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
}
}
void VertexShaderCache::EnableShader(GLuint Shader)
{
if (!ShaderEnabled)
{
@ -265,5 +253,4 @@ void VertexShaderCache::EnableShader(GLuint Shader)
CurrentShader = Shader;
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
}
}
}

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@ -65,9 +65,8 @@ public:
static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);
static void SetCurrentShader(GLuint Shader);
static void DisableShader();
static void EnableShader(GLuint Shader);
};
#endif // _VERTEXSHADERCACHE_H_