mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 20:43:15 +00:00
OpenGL based software renderer hardware accel now works for most things
This commit is contained in:
parent
f4308b3184
commit
682b040b97
4 changed files with 99 additions and 44 deletions
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@ -70,6 +70,7 @@
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/gl_functions.h"
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#include "gl_debug.h"
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CVAR(Int, gl_showpacks, 0, 0)
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#ifndef WIN32 // Defined in fb_d3d9 for Windows
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@ -131,6 +132,9 @@ OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height,
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gl_LoadExtensions();
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Super::InitializeState();
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Debug = std::make_shared<FGLDebug>();
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Debug->Update();
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// SetVSync needs to be at the very top to workaround a bug in Nvidia's OpenGL driver.
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// If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed!
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//SetVSync(vid_vsync);
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@ -160,6 +164,7 @@ OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height,
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ScreenWipe = nullptr;
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InScene = false;
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QuadExtra = new BufferedTris[MAX_QUAD_BATCH];
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memset(QuadExtra, 0, sizeof(BufferedTris) * MAX_QUAD_BATCH);
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Atlases = nullptr;
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PixelDoubling = 0;
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@ -288,10 +293,10 @@ bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragments
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if (status != GL_FALSE) { errorShader = shader->FragmentShader; glGetShaderiv(shader->FragmentShader, GL_COMPILE_STATUS, &status); }
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if (status == GL_FALSE)
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{
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static char buffer[10000];
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/*static char buffer[10000];
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GLsizei length = 0;
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buffer[0] = 0;
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glGetShaderInfoLog(errorShader, 10000, &length, buffer);
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glGetShaderInfoLog(errorShader, 10000, &length, buffer);*/
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*outShader = nullptr;
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return false;
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@ -307,10 +312,19 @@ bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragments
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*outShader = nullptr;
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return false;
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}
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glBindAttribLocation(shader->Program, 0, "Position");
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glBindAttribLocation(shader->Program, 1, "Color0");
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glBindAttribLocation(shader->Program, 2, "Color1");
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glBindAttribLocation(shader->Program, 3, "TexCoord");
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glBindAttribLocation(shader->Program, 0, "AttrPosition");
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glBindAttribLocation(shader->Program, 1, "AttrColor0");
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glBindAttribLocation(shader->Program, 2, "AttrColor1");
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glBindAttribLocation(shader->Program, 3, "AttrTexCoord0");
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shader->ConstantLocations[PSCONST_Desaturation] = glGetUniformLocation(shader->Program, "Desaturation");
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shader->ConstantLocations[PSCONST_PaletteMod] = glGetUniformLocation(shader->Program, "PaletteMod");
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shader->ConstantLocations[PSCONST_Weights] = glGetUniformLocation(shader->Program, "Weights");
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shader->ConstantLocations[PSCONST_Gamma] = glGetUniformLocation(shader->Program, "Gamma");
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shader->ImageLocation = glGetUniformLocation(shader->Program, "Image");
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shader->PaletteLocation = glGetUniformLocation(shader->Program, "Palette");
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shader->NewScreenLocation = glGetUniformLocation(shader->Program, "NewScreen");
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shader->BurnLocation = glGetUniformLocation(shader->Program, "Burn");
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*outShader = shader.release();
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return true;
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@ -361,7 +375,7 @@ bool OpenGLSWFrameBuffer::CreateIndexBuffer(int size, HWIndexBuffer **outIndexBu
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return true;
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}
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bool OpenGLSWFrameBuffer::CreateTexture(int width, int height, int levels, int format, HWTexture **outTexture)
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bool OpenGLSWFrameBuffer::CreateTexture(const FString &name, int width, int height, int levels, int format, HWTexture **outTexture)
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{
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auto obj = std::make_unique<HWTexture>();
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@ -389,6 +403,8 @@ bool OpenGLSWFrameBuffer::CreateTexture(int width, int height, int levels, int f
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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FGLDebug::LabelObject(GL_TEXTURE, obj->Texture, name);
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glBindTexture(GL_TEXTURE_2D, oldBinding);
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*outTexture = obj.release();
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@ -401,15 +417,32 @@ void OpenGLSWFrameBuffer::SetGammaRamp(const GammaRamp *ramp)
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void OpenGLSWFrameBuffer::SetPixelShaderConstantF(int uniformIndex, const float *data, int vec4fcount)
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{
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glUniform4fv(uniformIndex, vec4fcount, data);
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assert(uniformIndex < 4 && vec4fcount == 1); // This emulation of d3d9 only works for very simple stuff
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for (int i = 0; i < 4; i++)
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ShaderConstants[uniformIndex * 4 + i] = data[i];
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if (CurrentShader && CurrentShader->ConstantLocations[uniformIndex] != -1)
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glUniform4fv(CurrentShader->ConstantLocations[uniformIndex], vec4fcount, data);
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}
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void OpenGLSWFrameBuffer::SetHWPixelShader(HWPixelShader *shader)
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{
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if (shader)
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glUseProgram(shader->Program);
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else
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glUseProgram(0);
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if (shader != CurrentShader)
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{
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if (shader)
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{
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glUseProgram(shader->Program);
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for (int i = 0; i < 4; i++)
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{
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if (shader->ConstantLocations[i] != -1)
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glUniform4fv(shader->ConstantLocations[i], 1, &ShaderConstants[i * 4]);
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}
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}
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else
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{
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glUseProgram(0);
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}
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}
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CurrentShader = shader;
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}
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void OpenGLSWFrameBuffer::SetStreamSource(HWVertexBuffer *vertexBuffer)
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@ -430,6 +463,8 @@ void OpenGLSWFrameBuffer::SetIndices(HWIndexBuffer *indexBuffer)
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void OpenGLSWFrameBuffer::DrawTriangleFans(int count, const FBVERTEX *vertices)
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{
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count = 2 + count;
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GLint oldBinding = 0;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &oldBinding);
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@ -500,7 +535,7 @@ void OpenGLSWFrameBuffer::DrawPoints(int count, const FBVERTEX *vertices)
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void OpenGLSWFrameBuffer::DrawLineList(int count)
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{
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glDrawArrays(GL_LINES, 0, count);
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glDrawArrays(GL_LINES, 0, count * 2);
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}
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void OpenGLSWFrameBuffer::DrawTriangleList(int minIndex, int numVertices, int startIndex, int primitiveCount)
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@ -511,6 +546,8 @@ void OpenGLSWFrameBuffer::DrawTriangleList(int minIndex, int numVertices, int st
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void OpenGLSWFrameBuffer::Present()
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{
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SwapBuffers();
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glViewport(0, 0, GetClientWidth(), GetClientHeight());
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Debug->Update();
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}
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//==========================================================================
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@ -611,6 +648,13 @@ bool OpenGLSWFrameBuffer::LoadShaders()
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{
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break;
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}
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glUseProgram(Shaders[i]->Program);
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if (Shaders[i]->ImageLocation != -1) glUniform1i(Shaders[i]->ImageLocation, 0);
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if (Shaders[i]->PaletteLocation != -1) glUniform1i(Shaders[i]->PaletteLocation, 1);
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if (Shaders[i]->NewScreenLocation != -1) glUniform1i(Shaders[i]->NewScreenLocation, 0);
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if (Shaders[i]->BurnLocation != -1) glUniform1i(Shaders[i]->BurnLocation, 1);
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glUseProgram(0);
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}
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if (i == NUM_SHADERS)
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{ // Success!
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@ -711,7 +755,7 @@ void OpenGLSWFrameBuffer::KillNativeTexs()
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bool OpenGLSWFrameBuffer::CreateFBTexture()
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{
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CreateTexture(Width, Height, 1, GL_R8, &FBTexture);
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CreateTexture("FBTexture", Width, Height, 1, GL_R8, &FBTexture);
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FBWidth = Width;
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FBHeight = Height;
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return true;
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@ -725,7 +769,7 @@ bool OpenGLSWFrameBuffer::CreateFBTexture()
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bool OpenGLSWFrameBuffer::CreatePaletteTexture()
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{
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if (!CreateTexture(256, 1, 1, GL_RGBA8, &PaletteTexture))
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if (!CreateTexture("PaletteTexture", 256, 1, 1, GL_RGBA8, &PaletteTexture))
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{
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return false;
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}
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@ -1118,7 +1162,7 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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GLint oldBinding = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
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glBindTexture(GL_TEXTURE_2D, FBTexture->Texture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_R8, GL_UNSIGNED_BYTE, 0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_RED, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, oldBinding);
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}
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@ -1623,7 +1667,7 @@ OpenGLSWFrameBuffer::Atlas::Atlas(OpenGLSWFrameBuffer *fb, int w, int h, int for
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}
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*prev = this;
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fb->CreateTexture(w, h, 1, format, &Tex);
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fb->CreateTexture("Atlas", w, h, 1, format, &Tex);
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Width = w;
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Height = h;
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}
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@ -1907,7 +1951,7 @@ bool OpenGLSWFrameBuffer::OpenGLTex::Update()
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glBindTexture(GL_TEXTURE_2D, Box->Owner->Tex->Texture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, format == GL_RGBA8 ? GL_BGRA : GL_RED, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, oldBinding);
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glBindTexture(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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return true;
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}
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@ -1996,7 +2040,7 @@ OpenGLSWFrameBuffer::OpenGLPal::OpenGLPal(FRemapTable *remap, OpenGLSWFrameBuffe
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BorderColor = 0;
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RoundedPaletteSize = count;
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if (fb->CreateTexture(count, 1, 1, GL_RGBA8, &Tex))
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if (fb->CreateTexture("Pal", count, 1, 1, GL_RGBA8, &Tex))
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{
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if (!Update())
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{
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@ -3312,7 +3356,7 @@ void OpenGLSWFrameBuffer::SetColorOverlay(uint32_t color, float alpha, uint32_t
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}
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}
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void OpenGLSWFrameBuffer::EnableAlphaTest(BOOL enabled)
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void OpenGLSWFrameBuffer::EnableAlphaTest(bool enabled)
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{
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if (enabled != AlphaTestEnabled)
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{
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@ -136,12 +136,18 @@ private:
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int Program = 0;
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int VertexShader = 0;
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int FragmentShader = 0;
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int ConstantLocations[4];
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int ImageLocation = -1;
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int PaletteLocation = -1;
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int NewScreenLocation = -1;
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int BurnLocation = -1;
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};
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bool CreatePixelShader(FString vertexsrc, FString fragmentsrc, const FString &defines, HWPixelShader **outShader);
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bool CreateVertexBuffer(int size, HWVertexBuffer **outVertexBuffer);
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bool CreateIndexBuffer(int size, HWIndexBuffer **outIndexBuffer);
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bool CreateTexture(int width, int height, int levels, int format, HWTexture **outTexture);
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bool CreateTexture(const FString &name, int width, int height, int levels, int format, HWTexture **outTexture);
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void SetGammaRamp(const GammaRamp *ramp);
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void SetPixelShaderConstantF(int uniformIndex, const float *data, int vec4fcount);
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void SetHWPixelShader(HWPixelShader *shader);
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void Present();
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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); }
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static uint32_t ColorRGBA(uint32_t a, uint32_t r, uint32_t g, uint32_t b) { return ColorARGB(a, r, g, b); }
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static uint32_t ColorRGBA(uint32_t r, uint32_t g, uint32_t b, uint32_t a) { return ColorARGB(a, r, g, b); }
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static uint32_t ColorXRGB(uint32_t r, uint32_t g, uint32_t b) { return ColorARGB(0xff, r, g, b); }
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static uint32_t ColorValue(float r, float g, float b, float a) { return ColorRGBA((uint32_t)(r * 255.0f), (uint32_t)(g * 255.0f), (uint32_t)(b * 255.0f), (uint32_t)(a * 255.0f)); }
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enum
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{
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PSCONST_Desaturation = 1,
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PSCONST_PaletteMod = 2,
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PSCONST_Weights = 6,
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PSCONST_Gamma = 7,
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PSCONST_Desaturation = 0,
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PSCONST_PaletteMod = 1,
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PSCONST_Weights = 2,
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PSCONST_Gamma = 3,
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};
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enum
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{
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@ -366,7 +372,7 @@ private:
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void EndBatch();
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// State
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void EnableAlphaTest(BOOL enabled);
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void EnableAlphaTest(bool enabled);
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void SetAlphaBlend(int op, int srcblend = 0, int destblend = 0);
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void SetConstant(int cnum, float r, float g, float b, float a);
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void SetPixelShader(HWPixelShader *shader);
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@ -377,13 +383,17 @@ private:
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template<typename T> static void SafeRelease(T &x) { if (x != nullptr) { delete x; x = nullptr; } }
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std::unique_ptr<HWVertexBuffer> StreamVertexBuffer;
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std::shared_ptr<FGLDebug> Debug;
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BOOL AlphaTestEnabled;
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BOOL AlphaBlendEnabled;
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int AlphaBlendOp;
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int AlphaSrcBlend;
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int AlphaDestBlend;
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std::unique_ptr<HWVertexBuffer> StreamVertexBuffer;
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float ShaderConstants[16];
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HWPixelShader *CurrentShader = nullptr;
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bool AlphaTestEnabled = false;
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bool AlphaBlendEnabled = false;
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int AlphaBlendOp = 0;
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int AlphaSrcBlend = 0;
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int AlphaDestBlend = 0;
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float Constant[3][4];
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uint32_t CurBorderColor;
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HWPixelShader *CurPixelShader;
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@ -5,15 +5,15 @@ in vec4 PixelTexCoord0;
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out vec4 FragColor;
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uniform sampler2D Image;// : register(s0);
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uniform sampler2D Palette;// : register(s1);
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uniform sampler2D NewScreen;// : register(s0);
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uniform sampler2D Burn;// : register(s1);
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uniform sampler2D Image;
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uniform sampler2D Palette;
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uniform sampler2D NewScreen;
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uniform sampler2D Burn;
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uniform vec4 Desaturation;// : register(c1); // { Desat, 1 - Desat }
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uniform vec4 PaletteMod;// : register(c2);
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uniform vec4 Weights;// : register(c6); // RGB->Gray weighting { 77/256.0, 143/256.0, 37/256.0, 1 }
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uniform vec4 Gamma;// : register(c7);
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uniform vec4 Desaturation; // { Desat, 1 - Desat }
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uniform vec4 PaletteMod;
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uniform vec4 Weights; // RGB->Gray weighting { 77/256.0, 143/256.0, 37/256.0, 1 }
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uniform vec4 Gamma;
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vec4 TextureLookup(vec2 tex_coord)
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{
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@ -10,8 +10,9 @@ out vec4 PixelTexCoord0;
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void main()
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{
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gl_Position = AttrPosition;
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PixelColor0 = AttrColor0;
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PixelColor1 = AttrColor1;
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gl_Position = vec4(AttrPosition.xy / vec2(1920*2,1080*2) * 2.0 - 1.0, 1.0, 1.0);
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gl_Position.y = -gl_Position.y;
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PixelColor0 = AttrColor0.bgra;
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PixelColor1 = AttrColor1.bgra;
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PixelTexCoord0 = AttrTexCoord0;
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}
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