melonDS/src/GPU3D_OpenGL43.cpp

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/*
Copyright 2016-2019 Arisotura
This file is part of melonDS.
melonDS is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#include <GL/gl.h>
#include <GL/glext.h>
#include <stdio.h>
#include <string.h>
#include "NDS.h"
#include "GPU.h"
#include "Platform.h"
namespace GPU3D
{
namespace GLRenderer43
{
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PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture;
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PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLDELETEBUFFERSPROC glDeleteBuffers;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLMAPBUFFERPROC glMapBuffer;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
PFNGLUNMAPBUFFERPROC glUnmapBuffer;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLBUFFERSUBDATAPROC glBufferSubData;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
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PFNGLCREATESHADERPROC glCreateShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLUNIFORM1UIPROC glUniform1ui;
PFNGLUNIFORM4UIPROC glUniform4ui;
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PFNGLACTIVETEXTUREPROC glActiveTexture;
PFNGLBINDIMAGETEXTUREPROC glBindImageTexture;
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PFNGLGETSTRINGIPROC glGetStringi;
#define kShaderHeader "#version 430"
const char* kClearVS = kShaderHeader R"(
layout(location=0) in vec2 vPosition;
layout(location=1) uniform uint uDepth;
void main()
{
float fdepth = (float(uDepth) / 8388608.0) - 1.0;
gl_Position = vec4(vPosition, fdepth, 1.0);
}
)";
const char* kClearFS = kShaderHeader R"(
layout(location=0) uniform uvec4 uColor;
out vec4 oColor;
void main()
{
oColor = vec4(uColor).bgra / 255.0;
}
)";
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const char* kRenderVSCommon = R"(
layout(location=0) in uvec4 vPosition;
layout(location=1) in uvec4 vColor;
layout(location=2) in ivec2 vTexcoord;
layout(location=3) in uvec3 vPolygonAttr;
smooth out vec4 fColor;
smooth out vec2 fTexcoord;
flat out uvec3 fPolygonAttr;
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)";
const char* kRenderFSCommon = R"(
layout(binding=0) uniform usampler2D TexMem;
layout(binding=1) uniform sampler2D TexPalMem;
smooth in vec4 fColor;
smooth in vec2 fTexcoord;
flat in uvec3 fPolygonAttr;
out vec4 oColor;
vec4 TextureLookup()
{
uint attr = fPolygonAttr.y;
uint paladdr = fPolygonAttr.z;
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float alpha0;
if ((attr & (1<<29)) != 0) alpha0 = 0.0;
else alpha0 = 1.0;
int tw = 8 << int((attr >> 20) & 0x7);
int th = 8 << int((attr >> 23) & 0x7);
int vramaddr = int(attr & 0xFFFF) << 3;
ivec2 st = ivec2(fTexcoord);
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if ((attr & (1<<16)) != 0)
{
if ((attr & (1<<18)) != 0)
{
if ((st.x & tw) != 0)
st.x = (tw-1) - (st.x & (tw-1));
else
st.x = (st.x & (tw-1));
}
else
st.x &= (tw-1);
}
else
st.x = clamp(st.x, 0, tw-1);
if ((attr & (1<<17)) != 0)
{
if ((attr & (1<<19)) != 0)
{
if ((st.y & th) != 0)
st.y = (th-1) - (st.y & (th-1));
else
st.y = (st.y & (th-1));
}
else
st.y &= (th-1);
}
else
st.y = clamp(st.y, 0, th-1);
uint type = (attr >> 26) & 0x7;
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if (type == 1)
{
vramaddr += ((st.y * tw) + st.x);
uvec4 pixel = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
pixel.a = (pixel.r & 0xE0);
pixel.a = (pixel.a >> 3) + (pixel.a >> 6);
pixel.r &= 0x1F;
paladdr = (paladdr << 3) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4(color.rgb, float(pixel.a)/31.0);
}
else if (type == 2)
{
vramaddr += ((st.y * tw) + st.x) >> 2;
uvec4 pixel = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
pixel.r >>= (2 * (st.x & 3));
pixel.r &= 0x03;
paladdr = (paladdr << 2) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
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return vec4(color.rgb, max(step(1,pixel.r),alpha0));
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}
else if (type == 3)
{
vramaddr += ((st.y * tw) + st.x) >> 1;
uvec4 pixel = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
if ((st.x & 1) != 0) pixel.r >>= 4;
else pixel.r &= 0x0F;
paladdr = (paladdr << 3) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
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return vec4(color.rgb, max(step(1,pixel.r),alpha0));
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}
else if (type == 4)
{
vramaddr += ((st.y * tw) + st.x);
uvec4 pixel = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
paladdr = (paladdr << 3) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
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return vec4(color.rgb, max(step(1,pixel.r),alpha0));
}
else if (type == 5)
{
vramaddr += ((st.y & 0x3FC) * (tw>>2)) + (st.x & 0x3FC) + (st.y & 0x3);
uvec4 p = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
uint val = (p.r >> (2 * (st.x & 0x3))) & 0x3;
int slot1addr = 0x20000 + ((vramaddr & 0x1FFFC) >> 1);
if (vramaddr >= 0x40000) slot1addr += 0x10000;
uint palinfo;
p = texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0);
palinfo = p.r;
slot1addr++;
p = texelFetch(TexMem, ivec2(slot1addr&0x3FF, slot1addr>>10), 0);
palinfo |= (p.r << 8);
paladdr = (paladdr << 3) + ((palinfo & 0x3FFF) << 1);
palinfo >>= 14;
if (val == 0)
{
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4(color.rgb, 1.0);
}
else if (val == 1)
{
paladdr++;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4(color.rgb, 1.0);
}
else if (val == 2)
{
if (palinfo == 1)
{
vec4 color0 = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
paladdr++;
vec4 color1 = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4((color0.rgb + color1.rgb) / 2.0, 1.0);
}
else if (palinfo == 3)
{
vec4 color0 = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
paladdr++;
vec4 color1 = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4((color0.rgb*5.0 + color1.rgb*3.0) / 8.0, 1.0);
}
else
{
paladdr += 2;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4(color.rgb, 1.0);
}
}
else
{
if (palinfo == 2)
{
paladdr += 3;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4(color.rgb, 1.0);
}
else if (palinfo == 3)
{
vec4 color0 = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
paladdr++;
vec4 color1 = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
return vec4((color0.rgb*3.0 + color1.rgb*5.0) / 8.0, 1.0);
}
else
{
return vec4(0.0);
}
}
}
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else if (type == 6)
{
vramaddr += ((st.y * tw) + st.x);
uvec4 pixel = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
pixel.a = (pixel.r & 0xF8) >> 3;
pixel.r &= 0x07;
paladdr = (paladdr << 3) + pixel.r;
vec4 color = texelFetch(TexPalMem, ivec2(paladdr&0x3FF, paladdr>>10), 0);
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return vec4(color.rgb, float(pixel.a)/31.0);
}
else
{
vramaddr += ((st.y * tw) + st.x) << 1;
uvec4 pixelL = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
vramaddr++;
uvec4 pixelH = texelFetch(TexMem, ivec2(vramaddr&0x3FF, vramaddr>>10), 0);
vec4 color;
color.r = float(pixelL.r & 0x1F) / 31.0;
color.g = float((pixelL.r >> 5) | ((pixelH.r & 0x03) << 3)) / 31.0;
color.b = float((pixelH.r & 0x7C) >> 2) / 31.0;
color.a = float(pixelH.r >> 7);
return color;
}
}
vec4 FinalColor()
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{
vec4 col;
vec4 vcol = vec4(fColor.rgb,1.0);
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// TODO: also check DISPCNT
if (((fPolygonAttr.y >> 26) & 0x7) == 0)
{
// no texture
col = vcol;
}
else
{
vec4 tcol = TextureLookup();
col = vcol * tcol;
}
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return col.bgra * vec4(63.0/255.0, 63.0/255.0, 63.0/255.0, 31.0/255.0);
}
)";
const char* kRenderVS_Z = R"(
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void main()
{
uint attr = vPolygonAttr.x;
uint zshift = (attr >> 16) & 0x1F;
vec4 fpos;
fpos.x = ((float(vPosition.x) * 2.0) / 256.0) - 1.0;
fpos.y = ((float(vPosition.y) * 2.0) / 192.0) - 1.0;
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fpos.z = (float(vPosition.z << zshift) / 8388608.0) - 1.0;
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fpos.w = float(vPosition.w) / 65536.0f;
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fpos.xyz *= fpos.w;
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fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
fTexcoord = vec2(vTexcoord) / 16.0;
fPolygonAttr = vPolygonAttr;
gl_Position = fpos;
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}
)";
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const char* kRenderVS_W = R"(
smooth out float fZ;
void main()
{
uint attr = vPolygonAttr.x;
uint zshift = (attr >> 16) & 0x1F;
vec4 fpos;
fpos.x = ((float(vPosition.x) * 2.0) / 256.0) - 1.0;
fpos.y = ((float(vPosition.y) * 2.0) / 192.0) - 1.0;
fZ = float(vPosition.z << zshift) / 16777216.0;
fpos.w = float(vPosition.w) / 65536.0f;
fpos.xy *= fpos.w;
fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
fTexcoord = vec2(vTexcoord) / 16.0;
fPolygonAttr = vPolygonAttr;
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gl_Position = fpos;
}
)";
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const char* kRenderFS_ZO = R"(
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void main()
{
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vec4 col = FinalColor();
if (col.a < 31.0/255.0) discard;
oColor = col;
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}
)";
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const char* kRenderFS_WO = R"(
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smooth in float fZ;
void main()
{
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vec4 col = FinalColor();
if (col.a < 31.0/255.0) discard;
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oColor = col;
gl_FragDepth = fZ;
}
)";
const char* kRenderFS_ZT = R"(
void main()
{
vec4 col = FinalColor();
if (col.a > 30.0/255.0) discard;
oColor = col;
}
)";
const char* kRenderFS_WT = R"(
smooth in float fZ;
void main()
{
vec4 col = FinalColor();
if (col.a > 30.0/255.0) discard;
oColor = col;
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gl_FragDepth = fZ;
}
)";
enum
{
RenderFlag_WBuffer = 0x01,
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RenderFlag_Trans = 0x02,
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};
GLuint ClearShaderPlain[3];
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GLuint RenderShader[16][3];
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typedef struct
{
Polygon* PolyData;
u16* Indices;
u32 RenderKey;
} RendererPolygon;
RendererPolygon PolygonList[2048];
GLuint ClearVertexBufferID, ClearVertexArrayID;
// vertex buffer
// * XYZW: 4x16bit
// * RGBA: 4x8bit
// * ST: 2x16bit
// * polygon data: 3x32bit (polygon/texture attributes)
//
// polygon attributes:
// * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR
// * bit16-20: Z shift
// * bit8: front-facing (?)
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// * bit9: W-buffering (?)
GLuint VertexBufferID;
u32 VertexBuffer[10240 * 7];
u32 NumVertices;
GLuint VertexArrayID;
u16 IndexBuffer[2048 * 10];
u32 NumTriangles;
GLuint TexMemID;
GLuint TexPalMemID;
GLuint FramebufferTex[3];
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GLuint FramebufferID, PixelbufferID;
u8 Framebuffer[256*192*4];
u8 CurLine[256*4];
bool InitGLExtensions()
{
#define LOADPROC(type, name) \
name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
if (!name) { printf("OpenGL: " #name " not found\n"); return false; }
LOADPROC(GLGENFRAMEBUFFERS, glGenFramebuffers);
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LOADPROC(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers);
LOADPROC(GLBINDFRAMEBUFFER, glBindFramebuffer);
LOADPROC(GLFRAMEBUFFERTEXTURE, glFramebufferTexture);
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LOADPROC(GLGENBUFFERS, glGenBuffers);
LOADPROC(GLDELETEBUFFERS, glDeleteBuffers);
LOADPROC(GLBINDBUFFER, glBindBuffer);
LOADPROC(GLMAPBUFFER, glMapBuffer);
LOADPROC(GLMAPBUFFERRANGE, glMapBufferRange);
LOADPROC(GLUNMAPBUFFER, glUnmapBuffer);
LOADPROC(GLBUFFERDATA, glBufferData);
LOADPROC(GLBUFFERSUBDATA, glBufferSubData);
LOADPROC(GLGENVERTEXARRAYS, glGenVertexArrays);
LOADPROC(GLDELETEVERTEXARRAYS, glDeleteVertexArrays);
LOADPROC(GLBINDVERTEXARRAY, glBindVertexArray);
LOADPROC(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray);
LOADPROC(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray);
LOADPROC(GLVERTEXATTRIBPOINTER, glVertexAttribPointer);
LOADPROC(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer);
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LOADPROC(GLCREATESHADER, glCreateShader);
LOADPROC(GLSHADERSOURCE, glShaderSource);
LOADPROC(GLCOMPILESHADER, glCompileShader);
LOADPROC(GLCREATEPROGRAM, glCreateProgram);
LOADPROC(GLATTACHSHADER, glAttachShader);
LOADPROC(GLLINKPROGRAM, glLinkProgram);
LOADPROC(GLUSEPROGRAM, glUseProgram);
LOADPROC(GLGETSHADERIV, glGetShaderiv);
LOADPROC(GLGETSHADERINFOLOG, glGetShaderInfoLog);
LOADPROC(GLGETPROGRAMIV, glGetProgramiv);
LOADPROC(GLGETPROGRAMINFOLOG, glGetProgramInfoLog);
LOADPROC(GLDELETESHADER, glDeleteShader);
LOADPROC(GLDELETEPROGRAM, glDeleteProgram);
LOADPROC(GLUNIFORM1UI, glUniform1ui);
LOADPROC(GLUNIFORM4UI, glUniform4ui);
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LOADPROC(GLACTIVETEXTURE, glActiveTexture);
LOADPROC(GLBINDIMAGETEXTURE, glBindImageTexture);
LOADPROC(GLGETSTRINGI, glGetStringi);
#undef LOADPROC
return true;
}
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bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name)
{
int len;
int res;
ids[0] = glCreateShader(GL_VERTEX_SHADER);
len = strlen(vs);
glShaderSource(ids[0], 1, &vs, &len);
glCompileShader(ids[0]);
glGetShaderiv(ids[0], GL_COMPILE_STATUS, &res);
if (res != GL_TRUE)
{
glGetShaderiv(ids[0], GL_INFO_LOG_LENGTH, &res);
if (res < 1) res = 1024;
char* log = new char[res+1];
glGetShaderInfoLog(ids[0], res+1, NULL, log);
printf("OpenGL: failed to compile vertex shader %s: %s\n", name, log);
printf("shader source:\n--\n%s\n--\n", vs);
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delete[] log;
glDeleteShader(ids[0]);
return false;
}
ids[1] = glCreateShader(GL_FRAGMENT_SHADER);
len = strlen(fs);
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glShaderSource(ids[1], 1, &fs, &len);
glCompileShader(ids[1]);
glGetShaderiv(ids[1], GL_COMPILE_STATUS, &res);
if (res != GL_TRUE)
{
glGetShaderiv(ids[1], GL_INFO_LOG_LENGTH, &res);
if (res < 1) res = 1024;
char* log = new char[res+1];
glGetShaderInfoLog(ids[1], res+1, NULL, log);
printf("OpenGL: failed to compile fragment shader %s: %s\n", name, log);
printf("shader source:\n--\n%s\n--\n", fs);
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delete[] log;
glDeleteShader(ids[0]);
glDeleteShader(ids[1]);
return false;
}
ids[2] = glCreateProgram();
glAttachShader(ids[2], ids[0]);
glAttachShader(ids[2], ids[1]);
glLinkProgram(ids[2]);
glGetProgramiv(ids[2], GL_LINK_STATUS, &res);
if (res != GL_TRUE)
{
glGetProgramiv(ids[2], GL_INFO_LOG_LENGTH, &res);
if (res < 1) res = 1024;
char* log = new char[res+1];
glGetProgramInfoLog(ids[2], res+1, NULL, log);
printf("OpenGL: failed to link program %s: %s\n", name, log);
delete[] log;
glDeleteShader(ids[0]);
glDeleteShader(ids[1]);
glDeleteProgram(ids[2]);
return false;
}
return true;
}
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bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
{
char shadername[32];
sprintf(shadername, "RenderShader%02X", flags);
int headerlen = strlen(kShaderHeader);
int vslen = strlen(vs);
int vsclen = strlen(kRenderVSCommon);
char* vsbuf = new char[headerlen + vsclen + vslen + 1];
strcpy(&vsbuf[0], kShaderHeader);
strcpy(&vsbuf[headerlen], kRenderVSCommon);
strcpy(&vsbuf[headerlen + vsclen], vs);
int fslen = strlen(fs);
int fsclen = strlen(kRenderFSCommon);
char* fsbuf = new char[headerlen + fsclen + fslen + 1];
strcpy(&fsbuf[0], kShaderHeader);
strcpy(&fsbuf[headerlen], kRenderFSCommon);
strcpy(&fsbuf[headerlen + fsclen], fs);
bool ret = BuildShaderProgram(vsbuf, fsbuf, RenderShader[flags], shadername);
delete[] vsbuf;
delete[] fsbuf;
return ret;
}
void UseRenderShader(u32 flags)
{
glUseProgram(RenderShader[flags][2]);
}
bool Init()
{
if (!InitGLExtensions()) return false;
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const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
const GLubyte* version = glGetString(GL_VERSION); // version as a string
printf("OpenGL: renderer: %s\n", renderer);
printf("OpenGL: version: %s\n", version);
int barg1, barg2;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &barg1);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &barg2);
printf("max texture: %d\n", barg1);
printf("max comb. texture: %d\n", barg2);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &barg1);
printf("max tex size: %d\n", barg1);
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &barg1);
printf("max arraytex levels: %d\n", barg1);
/*glGetIntegerv(GL_NUM_EXTENSIONS, &barg1);
printf("extensions: %d\n", barg1);
for (int i = 0; i < barg1; i++)
{
const GLubyte* ext = glGetStringi(GL_EXTENSIONS, i);
printf("- %s\n", ext);
}*/
glEnable(GL_DEPTH_TEST);
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// TODO: make configurable (hires, etc)
glViewport(0, 0, 256, 192);
glDepthRange(0, 1);
glClearDepth(1.0);
if (!BuildShaderProgram(kClearVS, kClearFS, ClearShaderPlain, "ClearShader"))
return false;
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if (!BuildRenderShader(0,
kRenderVS_Z, kRenderFS_ZO)) return false;
if (!BuildRenderShader(RenderFlag_WBuffer,
kRenderVS_W, kRenderFS_WO)) return false;
if (!BuildRenderShader(RenderFlag_Trans,
kRenderVS_Z, kRenderFS_ZT)) return false;
if (!BuildRenderShader(RenderFlag_Trans | RenderFlag_WBuffer,
kRenderVS_W, kRenderFS_WT)) return false;
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float clearvtx[6*2] =
{
-1.0, -1.0,
1.0, 1.0,
-1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0
};
glGenBuffers(1, &ClearVertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(clearvtx), clearvtx, GL_STATIC_DRAW);
glGenVertexArrays(1, &ClearVertexArrayID);
glBindVertexArray(ClearVertexArrayID);
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0));
glGenBuffers(1, &VertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(VertexBuffer), NULL, GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
glEnableVertexAttribArray(0); // position
glVertexAttribIPointer(0, 4, GL_UNSIGNED_SHORT, 7*4, (void*)(0));
glEnableVertexAttribArray(1); // color
glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 7*4, (void*)(2*4));
glEnableVertexAttribArray(2); // texcoords
glVertexAttribIPointer(2, 2, GL_SHORT, 7*4, (void*)(3*4));
glEnableVertexAttribArray(3); // attrib
glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4));
glGenFramebuffers(1, &FramebufferID);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID);
glGenTextures(1, &FramebufferTex[0]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
glGenTextures(1, &FramebufferTex[1]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 256, 192, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); // welp
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, FramebufferTex[1], 0);
glGenTextures(1, &FramebufferTex[2]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX, 256, 192, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture(GL_FRAMEBUFFER, GL_STENCIL_INDEX, FramebufferTex[2], 0);
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glGenBuffers(1, &PixelbufferID);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
//glBufferData(GL_PIXEL_PACK_BUFFER, 256*48*4, NULL, GL_DYNAMIC_READ);
glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ);
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glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &TexMemID);
glBindTexture(GL_TEXTURE_2D, TexMemID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, 1024, 512, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &TexPalMemID);
glBindTexture(GL_TEXTURE_2D, TexPalMemID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
return true;
}
void DeInit()
{
// TODO CLEAN UP SHIT!!!!
}
void Reset()
{
//
}
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
{
rp->PolyData = polygon;
// render key: depending on what we're drawing
// opaque polygons:
// - depthfunc
// -- alpha=0
// regular translucent polygons:
// - depthfunc
// -- depthwrite
// --- polyID
// shadow mask polygons:
// - depthfunc?????
// shadow polygons:
// - depthfunc
// -- depthwrite
// --- polyID
rp->RenderKey = (polygon->Attr >> 14) & 0x1; // bit14 - depth func
if (!polygon->IsShadowMask)
{
if (polygon->Translucent)
{
rp->RenderKey |= (polygon->Attr >> 10) & 0x2; // bit11 - depth write
rp->RenderKey |= (polygon->Attr & 0x3F000000) >> 16; // polygon ID
}
else
{
if ((polygon->Attr & 0x001F0000) == 0)
rp->RenderKey |= 0x2;
}
}
}
void BuildPolygons(RendererPolygon* polygons, int npolys)
{
u32* vptr = &VertexBuffer[0];
u32 vidx = 0;
u16* iptr = &IndexBuffer[0];
u32 numtriangles = 0;
for (int i = 0; i < npolys; i++)
{
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RendererPolygon* rp = &polygons[i];
Polygon* poly = rp->PolyData;
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rp->Indices = iptr;
u32 vidx_first = vidx;
u32 polyattr = poly->Attr;
u32 alpha = (polyattr >> 16) & 0x1F;
u32 vtxattr = polyattr & 0x1F00C8F0;
if (poly->FacingView) vtxattr |= (1<<8);
if (poly->WBuffer) vtxattr |= (1<<9);
// assemble vertices
for (int j = 0; j < poly->NumVertices; j++)
{
Vertex* vtx = poly->Vertices[j];
u32 z = poly->FinalZ[j];
u32 w = poly->FinalW[j];
// Z should always fit within 16 bits, so it's okay to do this
u32 zshift = 0;
while (z > 0xFFFF) { z >>= 1; zshift++; }
// TODO hires-upgraded positions?
*vptr++ = vtx->FinalPosition[0] | (vtx->FinalPosition[1] << 16);
*vptr++ = z | (w << 16);
*vptr++ = (vtx->FinalColor[0] >> 1) |
((vtx->FinalColor[1] >> 1) << 8) |
((vtx->FinalColor[2] >> 1) << 16) |
(alpha << 24);
*vptr++ = (u16)vtx->TexCoords[0] | ((u16)vtx->TexCoords[1] << 16);
*vptr++ = vtxattr | (zshift << 16);
*vptr++ = poly->TexParam;
*vptr++ = poly->TexPalette;
if (j >= 2)
{
// build a triangle
*iptr++ = vidx_first;
*iptr++ = vidx - 1;
*iptr++ = vidx;
numtriangles++;
}
vidx++;
}
}
NumTriangles = numtriangles;
NumVertices = vidx;
}
void VCount144()
{
}
void RenderFrame()
{
// SUCKY!!!!!!!!!!!!!!!!!!
// TODO: detect when VRAM blocks are modified!
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TexMemID);
for (int i = 0; i < 4; i++)
{
u32 mask = GPU::VRAMMap_Texture[i];
u8* vram;
if (!mask) continue;
else if (mask & (1<<0)) vram = GPU::VRAM_A;
else if (mask & (1<<1)) vram = GPU::VRAM_B;
else if (mask & (1<<2)) vram = GPU::VRAM_C;
else if (mask & (1<<3)) vram = GPU::VRAM_D;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*128, 1024, 128, GL_RED_INTEGER, GL_UNSIGNED_BYTE, vram);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, TexPalMemID);
for (int i = 0; i < 6; i++)
{
// 6 x 16K chunks
u32 mask = GPU::VRAMMap_TexPal[i];
u8* vram;
if (!mask) continue;
else if (mask & (1<<4)) vram = &GPU::VRAM_E[(i&3)*0x4000];
else if (mask & (1<<5)) vram = GPU::VRAM_F;
else if (mask & (1<<6)) vram = GPU::VRAM_G;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*8, 1024, 8, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, vram);
}
// clear buffers
// TODO: clear bitmap
{
glUseProgram(ClearShaderPlain[2]);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
u32 r = RenderClearAttr1 & 0x1F;
u32 g = (RenderClearAttr1 >> 5) & 0x1F;
u32 b = (RenderClearAttr1 >> 10) & 0x1F;
u32 a = (RenderClearAttr1 >> 16) & 0x1F;
u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
if (r) r = r*2 + 1;
if (g) g = g*2 + 1;
if (b) b = b*2 + 1;
glUniform4ui(0, r, g, b, a);
glUniform1ui(1, z);
glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
glBindVertexArray(ClearVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
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if (RenderNumPolygons)
{
// render shit here
u32 flags = 0;
if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
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int npolys = 0;
for (int i = 0; i < RenderNumPolygons; i++)
{
if (RenderPolygonRAM[i]->Degenerate) continue;
SetupPolygon(&PolygonList[npolys++], RenderPolygonRAM[i]);
}
BuildPolygons(&PolygonList[0], npolys);
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
// pass 1: opaque pixels
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UseRenderShader(flags);
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// zorp
glDepthFunc(GL_LESS);
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glBindVertexArray(VertexArrayID);
glDrawElements(GL_TRIANGLES, NumTriangles*3, GL_UNSIGNED_SHORT, IndexBuffer);
}
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID);
glReadBuffer(GL_COLOR_ATTACHMENT0);
//glReadPixels(0, 0, 256, 48, GL_RGBA, GL_UNSIGNED_BYTE, Framebuffer);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
//glReadPixels(0, 0, 256, 48, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
void RequestLine(int line)
{
if (line == 0)
{
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u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
//if (data) memcpy(&Framebuffer[4*256*0], data, 4*256*48);
if (data) memcpy(&Framebuffer[4*256*0], data, 4*256*192);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
//glReadPixels(0, 48, 256, 48, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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}
/*else if (line == 48)
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{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[4*256*48], data, 4*256*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glReadPixels(0, 96, 256, 48, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
else if (line == 96)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[4*256*96], data, 4*256*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glReadPixels(0, 144, 256, 48, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
else if (line == 144)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[4*256*144], data, 4*256*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}*/
}
u32* GetLine(int line)
{
return (u32*)&Framebuffer[256*4 * line];
}
}
}