Implement OpenGL versions of GPU objects

This commit is contained in:
Magnus Norddahl 2016-10-10 07:39:02 +02:00
parent 5f0088ab8b
commit 40df46f94e
2 changed files with 327 additions and 61 deletions

View file

@ -92,30 +92,30 @@ IMPLEMENT_CLASS(OpenGLSWFrameBuffer)
const char *const OpenGLSWFrameBuffer::ShaderNames[OpenGLSWFrameBuffer::NUM_SHADERS] =
{
"NormalColor.fp",
"NormalColorPal.fp",
"NormalColorInv.fp",
"NormalColorPalInv.fp",
"NormalColor",
"NormalColorPal",
"NormalColorInv",
"NormalColorPalInv",
"RedToAlpha.fp",
"RedToAlphaInv.fp",
"RedToAlpha",
"RedToAlphaInv",
"VertexColor.fp",
"VertexColor",
"SpecialColormap.fp",
"SpecialColorMapPal.fp",
"SpecialColormap",
"SpecialColorMapPal",
"InGameColormap.fp",
"InGameColormapDesat.fp",
"InGameColormapInv.fp",
"InGameColormapInvDesat.fp",
"InGameColormapPal.fp",
"InGameColormapPalDesat.fp",
"InGameColormapPalInv.fp",
"InGameColormapPalInvDesat.fp",
"InGameColormap",
"InGameColormapDesat",
"InGameColormapInv",
"InGameColormapInvDesat",
"InGameColormapPal",
"InGameColormapPalDesat",
"InGameColormapPalInv",
"InGameColormapPalInvDesat",
"BurnWipe.fp",
"GammaCorrection.fp",
"BurnWipe",
"GammaCorrection",
};
OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) :
@ -209,6 +209,256 @@ OpenGLSWFrameBuffer::~OpenGLSWFrameBuffer()
delete[] QuadExtra;
}
bool OpenGLSWFrameBuffer::CreatePixelShader(const void *vertexsrc, const void *fragmentsrc, HWPixelShader **outShader)
{
auto shader = std::make_unique<HWPixelShader>();
shader->Program = glCreateProgram();
shader->VertexShader = glCreateShader(GL_VERTEX_SHADER);
shader->FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
{
int lengths[1] = { (int)strlen((const char*)vertexsrc) };
const char *sources[1] = { (const char*)vertexsrc };
glShaderSource(shader->VertexShader, 1, sources, lengths);
glCompileShader(shader->VertexShader);
}
{
int lengths[1] = { (int)strlen((const char*)fragmentsrc) };
const char *sources[1] = { (const char*)fragmentsrc };
glShaderSource(shader->FragmentShader, 1, sources, lengths);
glCompileShader(shader->FragmentShader);
}
GLint status = 0;
glGetShaderiv(shader->VertexShader, GL_COMPILE_STATUS, &status);
if (status != GL_FALSE) glGetShaderiv(shader->FragmentShader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
*outShader = nullptr;
return false;
}
glAttachShader(shader->Program, shader->VertexShader);
glAttachShader(shader->Program, shader->FragmentShader);
glBindFragDataLocation(shader->Program, 0, "FragColor");
glLinkProgram(shader->Program);
glGetProgramiv(shader->Program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
*outShader = nullptr;
return false;
}
glBindAttribLocation(shader->Program, 0, "Position");
glBindAttribLocation(shader->Program, 1, "Color0");
glBindAttribLocation(shader->Program, 2, "Color1");
glBindAttribLocation(shader->Program, 3, "TexCoord");
*outShader = shader.release();
return true;
}
bool OpenGLSWFrameBuffer::CreateVertexBuffer(int size, HWVertexBuffer **outVertexBuffer)
{
auto obj = std::make_unique<HWVertexBuffer>();
GLint oldBinding = 0;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &oldBinding);
glGenVertexArrays(1, (GLuint*)&obj->VertexArray);
glGenBuffers(1, (GLuint*)&obj->Buffer);
glBindVertexArray(obj->VertexArray);
glBindBuffer(GL_ARRAY_BUFFER, obj->Buffer);
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, x));
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, color0));
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, color1));
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, tu));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(oldBinding);
*outVertexBuffer = obj.release();
return true;
}
bool OpenGLSWFrameBuffer::CreateIndexBuffer(int size, HWIndexBuffer **outIndexBuffer)
{
auto obj = std::make_unique<HWIndexBuffer>();
GLint oldBinding = 0;
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &oldBinding);
glGenBuffers(1, (GLuint*)&obj->Buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, obj->Buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, nullptr, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oldBinding);
*outIndexBuffer = obj.release();
return true;
}
bool OpenGLSWFrameBuffer::CreateTexture(int width, int height, int levels, int format, HWTexture **outTexture)
{
auto obj = std::make_unique<HWTexture>();
GLint oldBinding = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
glGenTextures(1, (GLuint*)&obj->Texture);
glBindTexture(GL_TEXTURE_2D, obj->Texture);
GLenum srcformat;
switch (format)
{
case GL_R8: srcformat = GL_RED; break;
case GL_RGBA8: srcformat = GL_RGBA; break;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: srcformat = GL_RGB; break;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: srcformat = GL_RGBA; break;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: srcformat = GL_RGBA; break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: srcformat = GL_RGBA; break;
default:
I_FatalError("Unknown format passed to CreateTexture");
return false;
}
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, srcformat, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, oldBinding);
*outTexture = obj.release();
return true;
}
bool OpenGLSWFrameBuffer::CreateOffscreenPlainSurface(int width, int height, int format, HWSurface **outSurface) { *outSurface = nullptr; return false; }
bool OpenGLSWFrameBuffer::CreateRenderTarget(int width, int height, int format, HWSurface **outSurface) { *outSurface = nullptr; return false; }
bool OpenGLSWFrameBuffer::GetBackBuffer(HWSurface **outSurface) { *outSurface = nullptr; return false; }
bool OpenGLSWFrameBuffer::GetRenderTarget(int index, HWSurface **outSurface) { *outSurface = nullptr; return false; }
void OpenGLSWFrameBuffer::GetRenderTargetData(HWSurface *a, HWSurface *b) { }
void OpenGLSWFrameBuffer::ColorFill(HWSurface *surface, float red, float green, float blue) { }
void OpenGLSWFrameBuffer::StretchRect(HWSurface *src, const LTRBRect *srcrect, HWSurface *dest) { }
bool OpenGLSWFrameBuffer::SetRenderTarget(int index, HWSurface *surface) { return true; }
void OpenGLSWFrameBuffer::SetGammaRamp(const GammaRamp *ramp) { }
void OpenGLSWFrameBuffer::SetPixelShaderConstantF(int uniformIndex, const float *data, int vec4fcount)
{
glUniform4fv(uniformIndex, vec4fcount, data);
}
void OpenGLSWFrameBuffer::SetHWPixelShader(HWPixelShader *shader)
{
if (shader)
glUseProgram(shader->Program);
else
glUseProgram(0);
}
void OpenGLSWFrameBuffer::SetStreamSource(HWVertexBuffer *vertexBuffer)
{
if (vertexBuffer)
glBindVertexArray(vertexBuffer->VertexArray);
else
glBindVertexArray(0);
}
void OpenGLSWFrameBuffer::SetIndices(HWIndexBuffer *indexBuffer)
{
if (indexBuffer)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer->Buffer);
else
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void OpenGLSWFrameBuffer::DrawTriangleFans(int count, const FBVERTEX *vertices)
{
GLint oldBinding = 0;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &oldBinding);
if (!StreamVertexBuffer)
{
StreamVertexBuffer = std::make_unique<HWVertexBuffer>();
glGenVertexArrays(1, (GLuint*)&StreamVertexBuffer->VertexArray);
glGenBuffers(1, (GLuint*)&StreamVertexBuffer->Buffer);
glBindVertexArray(StreamVertexBuffer->VertexArray);
glBindBuffer(GL_ARRAY_BUFFER, StreamVertexBuffer->Buffer);
glBufferData(GL_ARRAY_BUFFER, count * sizeof(FBVERTEX), vertices, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, x));
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, color0));
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, color1));
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, tu));
}
else
{
glBindVertexArray(StreamVertexBuffer->VertexArray);
glBindBuffer(GL_ARRAY_BUFFER, StreamVertexBuffer->Buffer);
glBufferData(GL_ARRAY_BUFFER, count * sizeof(FBVERTEX), vertices, GL_STREAM_DRAW);
}
glDrawArrays(GL_TRIANGLE_FAN, 0, count);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(oldBinding);
}
void OpenGLSWFrameBuffer::DrawPoints(int count, const FBVERTEX *vertices)
{
GLint oldBinding = 0;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &oldBinding);
if (!StreamVertexBuffer)
{
StreamVertexBuffer = std::make_unique<HWVertexBuffer>();
glGenVertexArrays(1, (GLuint*)&StreamVertexBuffer->VertexArray);
glGenBuffers(1, (GLuint*)&StreamVertexBuffer->Buffer);
glBindVertexArray(StreamVertexBuffer->VertexArray);
glBindBuffer(GL_ARRAY_BUFFER, StreamVertexBuffer->Buffer);
glBufferData(GL_ARRAY_BUFFER, count * sizeof(FBVERTEX), vertices, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, x));
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, color0));
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, color1));
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(FBVERTEX), (const GLvoid*)offsetof(FBVERTEX, tu));
}
else
{
glBindVertexArray(StreamVertexBuffer->VertexArray);
glBindBuffer(GL_ARRAY_BUFFER, StreamVertexBuffer->Buffer);
glBufferData(GL_ARRAY_BUFFER, count * sizeof(FBVERTEX), vertices, GL_STREAM_DRAW);
}
glDrawArrays(GL_POINTS, 0, count);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(oldBinding);
}
void OpenGLSWFrameBuffer::DrawLineList(int count)
{
glDrawArrays(GL_LINES, 0, count);
}
void OpenGLSWFrameBuffer::DrawTriangleList(int minIndex, int numVertices, int startIndex, int primitiveCount)
{
glDrawRangeElements(GL_TRIANGLES, minIndex, minIndex + numVertices - 1, primitiveCount * 3, GL_UNSIGNED_SHORT, (const void*)(startIndex * sizeof(uint16_t)));
}
void OpenGLSWFrameBuffer::Present()
{
SwapBuffers();
}
//==========================================================================
//
// OpenGLSWFrameBuffer :: SetInitialState
@ -274,7 +524,6 @@ bool OpenGLSWFrameBuffer::CreateResources()
{
return false;
}
CreateGammaTexture();
CreateBlockSurfaces();
return true;
}
@ -293,7 +542,7 @@ bool OpenGLSWFrameBuffer::LoadShaders()
static const char models[][4] = { "30/", "20/", "14/" };
FString shaderdir, shaderpath;
unsigned model, i;
int lump;
int lump, lumpvert;
// We determine the best available model simply by trying them all in
// order of decreasing preference.
@ -304,12 +553,13 @@ bool OpenGLSWFrameBuffer::LoadShaders()
for (i = 0; i < NUM_SHADERS; ++i)
{
shaderpath = shaderdir;
shaderpath += ShaderNames[i];
lump = Wads.CheckNumForFullName(shaderpath);
if (lump >= 0)
lump = Wads.CheckNumForFullName(shaderpath + ShaderNames[i] + ".fp");
lumpvert = Wads.CheckNumForFullName(shaderpath + ShaderNames[i] + ".vp");
if (lump >= 0 && lumpvert >= 0)
{
FMemLump data = Wads.ReadLump(lump);
if (!CreatePixelShader((uint32_t *)data.GetMem(), &Shaders[i]) && i < SHADER_BurnWipe)
FMemLump datavert = Wads.ReadLump(lumpvert);
if (!CreatePixelShader(datavert.GetMem(), data.GetMem(), &Shaders[i]) && i < SHADER_BurnWipe)
{
break;
}
@ -533,17 +783,6 @@ bool OpenGLSWFrameBuffer::CreatePaletteTexture()
return true;
}
//==========================================================================
//
// OpenGLSWFrameBuffer :: CreateGammaTexture
//
//==========================================================================
bool OpenGLSWFrameBuffer::CreateGammaTexture()
{
return false;
}
//==========================================================================
//
// OpenGLSWFrameBuffer :: CreateVertexes
@ -3293,7 +3532,7 @@ void OpenGLSWFrameBuffer::SetTexture(int tnum, HWTexture *texture)
{
Texture[tnum] = texture;
glActiveTexture(GL_TEXTURE0 + tnum);
glBindTexture(GL_TEXTURE_2D, texture->Handle);
glBindTexture(GL_TEXTURE_2D, texture->Texture);
if (Texture[tnum]->WrapS != SamplerWrapS[tnum])
{
Texture[tnum]->WrapS = SamplerWrapS[tnum];

View file

@ -110,7 +110,7 @@ private:
void UnlockRect() { }
bool GetSurfaceLevel(int level, HWSurface **outSurface) { *outSurface = nullptr; return false; }
int Handle = 0;
int Texture = 0;
int WrapS = 0;
int WrapT = 0;
int Format = 0;
@ -119,44 +119,70 @@ private:
class HWVertexBuffer
{
public:
~HWVertexBuffer()
{
if (Buffer != 0) glDeleteVertexArrays(1, (GLuint*)&VertexArray);
if (Buffer != 0) glDeleteBuffers(1, (GLuint*)&Buffer);
}
FBVERTEX *Lock() { return nullptr; }
void Unlock() { }
int Buffer = 0;
int VertexArray = 0;
};
class HWIndexBuffer
{
public:
~HWIndexBuffer()
{
if (Buffer != 0) glDeleteBuffers(1, (GLuint*)&Buffer);
}
uint16_t *Lock() { return nullptr; }
void Unlock() { }
int Buffer = 0;
};
class HWPixelShader
{
public:
~HWPixelShader()
{
if (Program != 0) glDeleteProgram(Program);
if (VertexShader != 0) glDeleteShader(VertexShader);
if (FragmentShader != 0) glDeleteShader(FragmentShader);
}
int Program = 0;
int VertexShader = 0;
int FragmentShader = 0;
};
bool CreatePixelShader(const void *src, HWPixelShader **outShader) { *outShader = nullptr; return false; }
bool CreateVertexBuffer(int size, HWVertexBuffer **outVertexBuffer) { *outVertexBuffer = nullptr; return false; }
bool CreateIndexBuffer(int size, HWIndexBuffer **outIndexBuffer) { *outIndexBuffer = nullptr; return false; }
bool CreateOffscreenPlainSurface(int width, int height, int format, HWSurface **outSurface) { *outSurface = nullptr; return false; }
bool CreateTexture(int width, int height, int levels, int format, HWTexture **outTexture) { *outTexture = nullptr; return false; }
bool CreateRenderTarget(int width, int height, int format, HWSurface **outSurface) { *outSurface = nullptr; return false; }
bool GetBackBuffer(HWSurface **outSurface) { *outSurface = nullptr; return false; }
bool GetRenderTarget(int index, HWSurface **outSurface) { *outSurface = nullptr; return false; }
void GetRenderTargetData(HWSurface *a, HWSurface *b) { }
void ColorFill(HWSurface *surface, float red, float green, float blue) { }
void StretchRect(HWSurface *src, const LTRBRect *srcrect, HWSurface *dest) { }
bool SetRenderTarget(int index, HWSurface *surface) { return true; }
void SetGammaRamp(const GammaRamp *ramp) { }
void SetPixelShaderConstantF(int uniformIndex, const float *data, int vec4fcount) { }
void SetHWPixelShader(HWPixelShader *shader) { }
void SetStreamSource(HWVertexBuffer *vertexBuffer) { }
void SetIndices(HWIndexBuffer *indexBuffer) { }
void DrawTriangleFans(int count, const FBVERTEX *vertices) { }
void DrawPoints(int count, const FBVERTEX *vertices) { }
void DrawLineList(int count) { }
void DrawTriangleList(int minIndex, int numVertices, int startIndex, int primitiveCount) { }
void Present() { }
bool CreatePixelShader(const void *vertexsrc, const void *fragmentsrc, HWPixelShader **outShader);
bool CreateVertexBuffer(int size, HWVertexBuffer **outVertexBuffer);
bool CreateIndexBuffer(int size, HWIndexBuffer **outIndexBuffer);
bool CreateOffscreenPlainSurface(int width, int height, int format, HWSurface **outSurface);
bool CreateTexture(int width, int height, int levels, int format, HWTexture **outTexture);
bool CreateRenderTarget(int width, int height, int format, HWSurface **outSurface);
bool GetBackBuffer(HWSurface **outSurface);
bool GetRenderTarget(int index, HWSurface **outSurface);
void GetRenderTargetData(HWSurface *a, HWSurface *b);
void ColorFill(HWSurface *surface, float red, float green, float blue);
void StretchRect(HWSurface *src, const LTRBRect *srcrect, HWSurface *dest);
bool SetRenderTarget(int index, HWSurface *surface);
void SetGammaRamp(const GammaRamp *ramp);
void SetPixelShaderConstantF(int uniformIndex, const float *data, int vec4fcount);
void SetHWPixelShader(HWPixelShader *shader);
void SetStreamSource(HWVertexBuffer *vertexBuffer);
void SetIndices(HWIndexBuffer *indexBuffer);
void DrawTriangleFans(int count, const FBVERTEX *vertices);
void DrawPoints(int count, const FBVERTEX *vertices);
void DrawLineList(int count);
void DrawTriangleList(int minIndex, int numVertices, int startIndex, int primitiveCount);
void Present();
static uint32_t ColorARGB(uint32_t a, uint32_t r, uint32_t g, uint32_t b) { return ((a & 0xff) << 24) | ((r & 0xff) << 16) | ((g & 0xff) << 8) | ((b) & 0xff); }
static uint32_t ColorRGBA(uint32_t a, uint32_t r, uint32_t g, uint32_t b) { return ColorARGB(a, r, g, b); }
@ -346,7 +372,6 @@ private:
void CreateBlockSurfaces();
bool CreateFBTexture();
bool CreatePaletteTexture();
bool CreateGammaTexture();
bool CreateVertexes();
void UploadPalette();
void UpdateGammaTexture(float igamma);
@ -386,6 +411,8 @@ private:
template<typename T> static void SafeRelease(T &x) { if (x != nullptr) { delete x; x = nullptr; } }
std::unique_ptr<HWVertexBuffer> StreamVertexBuffer;
BOOL AlphaTestEnabled;
BOOL AlphaBlendEnabled;
int AlphaBlendOp;