rpcs3/rpcs3/Emu/RSX/GL/GLGSRender.cpp
2014-08-17 11:22:36 +02:00

1400 lines
36 KiB
C++

#include "stdafx.h"
#include "Utilities/Log.h"
#include "Emu/Memory/Memory.h"
#include "Emu/System.h"
#include "GLGSRender.h"
#include "Emu/Cell/PPCInstrTable.h"
#define CMD_DEBUG 0
#define DUMP_VERTEX_DATA 0
#if CMD_DEBUG
#define CMD_LOG(...) LOG_NOTICE(RSX, __VA_ARGS__)
#else
#define CMD_LOG(...)
#endif
GLuint g_flip_tex, g_depth_tex, g_pbo[6];
int last_width = 0, last_height = 0, last_depth_format = 0;
GLenum g_last_gl_error = GL_NO_ERROR;
void printGlError(GLenum err, const char* situation)
{
if(err != GL_NO_ERROR)
{
LOG_ERROR(RSX, "%s: opengl error 0x%04x", situation, err);
Emu.Pause();
}
}
void printGlError(GLenum err, const std::string& situation)
{
printGlError(err, situation.c_str());
}
#if 0
#define checkForGlError(x) /*x*/
#endif
GLGSRender::GLGSRender()
: GSRender()
, m_frame(nullptr)
, m_fp_buf_num(-1)
, m_vp_buf_num(-1)
, m_context(nullptr)
{
m_frame = new rGLFrame();// new GLGSFrame();
}
GLGSRender::~GLGSRender()
{
m_frame->Close();
// delete m_context; // This won't do anything (deleting void* instead of wglContext*)
}
void GLGSRender::Enable(bool enable, const u32 cap)
{
if(enable)
{
glEnable(cap);
}
else
{
glDisable(cap);
}
}
extern CellGcmContextData current_context;
void GLGSRender::Close()
{
Stop();
if(m_frame->IsShown()) m_frame->Hide();
m_ctrl = nullptr;
}
void GLGSRender::EnableVertexData(bool indexed_draw)
{
static u32 offset_list[m_vertex_count];
u32 cur_offset = 0;
const u32 data_offset = indexed_draw ? 0 : m_draw_array_first;
for(u32 i=0; i<m_vertex_count; ++i)
{
offset_list[i] = cur_offset;
if(!m_vertex_data[i].IsEnabled() || !m_vertex_data[i].addr) continue;
const size_t item_size = m_vertex_data[i].GetTypeSize() * m_vertex_data[i].size;
const size_t data_size = m_vertex_data[i].data.size() - data_offset * item_size;
const u32 pos = m_vdata.size();
cur_offset += data_size;
m_vdata.resize(m_vdata.size() + data_size);
memcpy(&m_vdata[pos], &m_vertex_data[i].data[data_offset * item_size], data_size);
}
m_vao.Create();
m_vao.Bind();
checkForGlError("initializing vao");
m_vbo.Create(indexed_draw ? 2 : 1);
m_vbo.Bind(0);
m_vbo.SetData(&m_vdata[0], m_vdata.size());
if(indexed_draw)
{
m_vbo.Bind(GL_ELEMENT_ARRAY_BUFFER, 1);
m_vbo.SetData(GL_ELEMENT_ARRAY_BUFFER, &m_indexed_array.m_data[0], m_indexed_array.m_data.size());
}
checkForGlError("initializing vbo");
#if DUMP_VERTEX_DATA
rFile dump("VertexDataArray.dump", rFile::write);
#endif
for(u32 i=0; i<m_vertex_count; ++i)
{
if(!m_vertex_data[i].IsEnabled()) continue;
#if DUMP_VERTEX_DATA
dump.Write(wxString::Format("VertexData[%d]:\n", i));
switch(m_vertex_data[i].type)
{
case CELL_GCM_VERTEX_S1:
for(u32 j = 0; j<m_vertex_data[i].data.size(); j+=2)
{
dump.Write(wxString::Format("%d\n", *(u16*)&m_vertex_data[i].data[j]));
if(!(((j+2) / 2) % m_vertex_data[i].size)) dump.Write("\n");
}
break;
case CELL_GCM_VERTEX_F:
for(u32 j = 0; j<m_vertex_data[i].data.size(); j+=4)
{
dump.Write(wxString::Format("%.01f\n", *(float*)&m_vertex_data[i].data[j]));
if(!(((j+4) / 4) % m_vertex_data[i].size)) dump.Write("\n");
}
break;
case CELL_GCM_VERTEX_SF:
for(u32 j = 0; j<m_vertex_data[i].data.size(); j+=2)
{
dump.Write(wxString::Format("%.01f\n", *(float*)&m_vertex_data[i].data[j]));
if(!(((j+2) / 2) % m_vertex_data[i].size)) dump.Write("\n");
}
break;
case CELL_GCM_VERTEX_UB:
for(u32 j = 0; j<m_vertex_data[i].data.size(); ++j)
{
dump.Write(wxString::Format("%d\n", m_vertex_data[i].data[j]));
if(!((j+1) % m_vertex_data[i].size)) dump.Write("\n");
}
break;
case CELL_GCM_VERTEX_S32K:
for(u32 j = 0; j<m_vertex_data[i].data.size(); j+=2)
{
dump.Write(wxString::Format("%d\n", *(u16*)&m_vertex_data[i].data[j]));
if(!(((j+2) / 2) % m_vertex_data[i].size)) dump.Write("\n");
}
break;
// case CELL_GCM_VERTEX_CMP:
case CELL_GCM_VERTEX_UB256:
for(u32 j = 0; j<m_vertex_data[i].data.size(); ++j)
{
dump.Write(wxString::Format("%d\n", m_vertex_data[i].data[j]));
if(!((j+1) % m_vertex_data[i].size)) dump.Write("\n");
}
break;
default:
LOG_ERROR(HLE, "Bad cv type! %d", m_vertex_data[i].type);
return;
}
dump.Write("\n");
#endif
static const u32 gl_types[] =
{
GL_SHORT,
GL_FLOAT,
GL_HALF_FLOAT,
GL_UNSIGNED_BYTE,
GL_SHORT,
GL_UNSIGNED_BYTE,
};
static const bool gl_normalized[] =
{
true,
false,
false,
true,
false,
false,
};
if(m_vertex_data[i].type >= 1 && m_vertex_data[i].type <= 7)
{
if(!m_vertex_data[i].addr)
{
switch(m_vertex_data[i].type)
{
case CELL_GCM_VERTEX_S32K:
case CELL_GCM_VERTEX_S1:
switch(m_vertex_data[i].size)
{
case 1: glVertexAttrib1s(i, (GLshort&)m_vertex_data[i].data[0]); break;
case 2: glVertexAttrib2sv(i, (GLshort*)&m_vertex_data[i].data[0]); break;
case 3: glVertexAttrib3sv(i, (GLshort*)&m_vertex_data[i].data[0]); break;
case 4: glVertexAttrib4sv(i, (GLshort*)&m_vertex_data[i].data[0]); break;
}
break;
case CELL_GCM_VERTEX_F:
switch(m_vertex_data[i].size)
{
case 1: glVertexAttrib1f(i, (GLfloat&)m_vertex_data[i].data[0]); break;
case 2: glVertexAttrib2fv(i, (GLfloat*)&m_vertex_data[i].data[0]); break;
case 3: glVertexAttrib3fv(i, (GLfloat*)&m_vertex_data[i].data[0]); break;
case 4: glVertexAttrib4fv(i, (GLfloat*)&m_vertex_data[i].data[0]); break;
}
break;
case CELL_GCM_VERTEX_CMP:
case CELL_GCM_VERTEX_UB:
glVertexAttrib4ubv(i, (GLubyte*)&m_vertex_data[i].data[0]);
break;
}
checkForGlError("glVertexAttrib");
}
else
{
u32 gltype = gl_types[m_vertex_data[i].type - 1];
bool normalized = gl_normalized[m_vertex_data[i].type - 1];
glEnableVertexAttribArray(i);
checkForGlError("glEnableVertexAttribArray");
glVertexAttribPointer(i, m_vertex_data[i].size, gltype, normalized, 0, reinterpret_cast<void*>(offset_list[i]));
checkForGlError("glVertexAttribPointer");
}
}
}
}
void GLGSRender::DisableVertexData()
{
m_vdata.clear();
for(u32 i=0; i<m_vertex_count; ++i)
{
if(!m_vertex_data[i].IsEnabled() || !m_vertex_data[i].addr) continue;
glDisableVertexAttribArray(i);
checkForGlError("glDisableVertexAttribArray");
}
m_vao.Unbind();
}
void GLGSRender::InitVertexData()
{
GLfloat scaleOffsetMat[16] = {1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f};
int l;
for(u32 i=0; i<m_transform_constants.size(); ++i)
{
const RSXTransformConstant& c = m_transform_constants[i];
const std::string name = fmt::Format("vc[%u]", c.id);
l = m_program.GetLocation(name);
checkForGlError("glGetUniformLocation " + name);
//ConLog.Write(name + " x: %.02f y: %.02f z: %.02f w: %.02f", c.x, c.y, c.z, c.w);
glUniform4f(l, c.x, c.y, c.z, c.w);
checkForGlError("glUniform4f " + name + fmt::Format(" %d [%f %f %f %f]", l, c.x, c.y, c.z, c.w));
}
// Scale
scaleOffsetMat[0] = (GLfloat&)methodRegisters[NV4097_SET_VIEWPORT_SCALE + (0x4 * 0)] / (RSXThread::m_width / RSXThread::m_width_scale);
scaleOffsetMat[5] = (GLfloat&)methodRegisters[NV4097_SET_VIEWPORT_SCALE + (0x4 * 1)] / (RSXThread::m_height / RSXThread::m_height_scale);
scaleOffsetMat[10] = (GLfloat&)methodRegisters[NV4097_SET_VIEWPORT_SCALE + (0x4 * 2)];
// Offset
scaleOffsetMat[3] = (GLfloat&)methodRegisters[NV4097_SET_VIEWPORT_OFFSET + (0x4 * 0)] - (RSXThread::m_width / RSXThread::m_width_scale);
scaleOffsetMat[7] = (GLfloat&)methodRegisters[NV4097_SET_VIEWPORT_OFFSET + (0x4 * 1)] - (RSXThread::m_height / RSXThread::m_height_scale);
scaleOffsetMat[11] = (GLfloat&)methodRegisters[NV4097_SET_VIEWPORT_OFFSET + (0x4 * 2)] - 1 / 2.0f;
scaleOffsetMat[3] /= RSXThread::m_width / RSXThread::m_width_scale;
scaleOffsetMat[7] /= RSXThread::m_height / RSXThread::m_height_scale;
l = m_program.GetLocation("scaleOffsetMat");
glUniformMatrix4fv(l, 1, false, scaleOffsetMat);
checkForGlError("glUniformMatrix4fv");
}
void GLGSRender::InitFragmentData()
{
if(!m_cur_shader_prog)
{
LOG_ERROR(RSX, "InitFragmentData: m_cur_shader_prog == NULL");
return;
}
for(u32 i=0; i<m_fragment_constants.size(); ++i)
{
const RSXTransformConstant& c = m_fragment_constants[i];
u32 id = c.id - m_cur_shader_prog->offset;
//LOG_WARNING(RSX,"fc%u[0x%x - 0x%x] = (%f, %f, %f, %f)", id, c.id, m_cur_shader_prog->offset, c.x, c.y, c.z, c.w);
const std::string name = fmt::Format("fc%u", id);
const int l = m_program.GetLocation(name);
checkForGlError("glGetUniformLocation " + name);
glUniform4f(l, c.x, c.y, c.z, c.w);
checkForGlError("glUniform4f " + name + fmt::Format(" %u [%f %f %f %f]", l, c.x, c.y, c.z, c.w));
}
//if(m_fragment_constants.GetCount())
// LOG_NOTICE(HLE, "");
}
bool GLGSRender::LoadProgram()
{
if(!m_cur_shader_prog)
{
LOG_WARNING(RSX, "LoadProgram: m_cur_shader_prog == NULL");
return false;
}
m_cur_shader_prog->ctrl = m_shader_ctrl;
if(!m_cur_vertex_prog)
{
LOG_WARNING(RSX, "LoadProgram: m_cur_vertex_prog == NULL");
return false;
}
m_fp_buf_num = m_prog_buffer.SearchFp(*m_cur_shader_prog, m_shader_prog);
m_vp_buf_num = m_prog_buffer.SearchVp(*m_cur_vertex_prog, m_vertex_prog);
//ConLog.Write("Create program");
if(m_fp_buf_num == -1)
{
LOG_WARNING(RSX, "FP not found in buffer!");
//m_shader_prog.DecompileAsync(*m_cur_shader_prog);
//m_shader_prog.Wait();
m_shader_prog.Decompile(*m_cur_shader_prog);
m_shader_prog.Compile();
checkForGlError("m_shader_prog.Compile");
// TODO: This shouldn't use current dir
rFile f("./FragmentProgram.txt", rFile::write);
f.Write(m_shader_prog.GetShaderText());
}
if(m_vp_buf_num == -1)
{
LOG_WARNING(RSX, "VP not found in buffer!");
//m_vertex_prog.DecompileAsync(*m_cur_vertex_prog);
//m_vertex_prog.Wait();
m_vertex_prog.Decompile(*m_cur_vertex_prog);
m_vertex_prog.Compile();
checkForGlError("m_vertex_prog.Compile");
// TODO: This shouldn't use current dir
rFile f("./VertexProgram.txt", rFile::write);
f.Write(m_vertex_prog.shader);
}
if(m_fp_buf_num != -1 && m_vp_buf_num != -1)
{
m_program.id = m_prog_buffer.GetProg(m_fp_buf_num, m_vp_buf_num);
}
if(m_program.id)
{
// RSX Debugger: Check if this program was modified and update it
if (Ini.GSLogPrograms.GetValue())
{
for(auto& program : m_debug_programs)
{
if (program.id == m_program.id && program.modified)
{
// TODO: This isn't working perfectly. Is there any better/shorter way to update the program
m_vertex_prog.shader = program.vp_shader;
m_shader_prog.SetShaderText(program.fp_shader);
m_vertex_prog.Wait();
m_vertex_prog.Compile();
checkForGlError("m_vertex_prog.Compile");
m_shader_prog.Wait();
m_shader_prog.Compile();
checkForGlError("m_shader_prog.Compile");
glAttachShader(m_program.id, m_vertex_prog.id);
glAttachShader(m_program.id, m_shader_prog.GetId());
glLinkProgram(m_program.id);
checkForGlError("glLinkProgram");
glDetachShader(m_program.id, m_vertex_prog.id);
glDetachShader(m_program.id, m_shader_prog.GetId());
program.vp_id = m_vertex_prog.id;
program.fp_id = m_shader_prog.GetId();
program.modified = false;
}
}
}
m_program.Use();
}
else
{
m_program.Create(m_vertex_prog.id, m_shader_prog.GetId());
checkForGlError("m_program.Create");
m_prog_buffer.Add(m_program, m_shader_prog, *m_cur_shader_prog, m_vertex_prog, *m_cur_vertex_prog);
checkForGlError("m_prog_buffer.Add");
m_program.Use();
// RSX Debugger
if (Ini.GSLogPrograms.GetValue())
{
RSXDebuggerProgram program;
program.id = m_program.id;
program.vp_id = m_vertex_prog.id;
program.fp_id = m_shader_prog.GetId();
program.vp_shader = m_vertex_prog.shader;
program.fp_shader = m_shader_prog.GetShaderText();
m_debug_programs.push_back(program);
}
}
return true;
}
void GLGSRender::WriteBuffers()
{
if (Ini.GSDumpDepthBuffer.GetValue())
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[4]);
glBufferData(GL_PIXEL_PACK_BUFFER, RSXThread::m_width * RSXThread::m_height * 4, 0, GL_STREAM_READ);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
WriteDepthBuffer();
}
if (Ini.GSDumpColorBuffers.GetValue())
{
WriteColorBuffers();
}
}
void GLGSRender::WriteDepthBuffer()
{
if (!m_set_context_dma_z)
{
return;
}
u32 address = GetAddress(m_surface_offset_z, m_context_dma_z - 0xfeed0000);
if (!Memory.IsGoodAddr(address))
{
LOG_WARNING(RSX, "Bad depth buffer address: address=0x%x, offset=0x%x, dma=0x%x", address, m_surface_offset_z, m_context_dma_z);
return;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[4]);
checkForGlError("WriteDepthBuffer(): glBindBuffer");
glReadPixels(0, 0, RSXThread::m_width, RSXThread::m_height, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
checkForGlError("WriteDepthBuffer(): glReadPixels");
GLubyte *packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (packed)
{
memcpy(&Memory[address], packed, RSXThread::m_width * RSXThread::m_height * 4);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
checkForGlError("WriteDepthBuffer(): glUnmapBuffer");
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
checkForGlError("WriteDepthBuffer(): glReadPixels");
glBindTexture(GL_TEXTURE_2D, g_depth_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, RSXThread::m_width, RSXThread::m_height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &Memory[address]);
checkForGlError("WriteDepthBuffer(): glTexImage2D");
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &Memory[address]);
checkForGlError("WriteDepthBuffer(): glGetTexImage");
}
void GLGSRender::WriteColorBufferA()
{
if (!m_set_context_dma_color_a)
{
return;
}
u32 address = GetAddress(m_surface_offset_a, m_context_dma_color_a - 0xfeed0000);
if (!Memory.IsGoodAddr(address))
{
LOG_ERROR(RSX, "Bad color buffer A address: address=0x%x, offset=0x%x, dma=0x%x", address, m_surface_offset_a, m_context_dma_color_a);
return;
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
checkForGlError("WriteColorBufferA(): glReadBuffer");
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[0]);
checkForGlError("WriteColorBufferA(): glBindBuffer");
glReadPixels(0, 0, RSXThread::m_width, RSXThread::m_height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, 0);
checkForGlError("WriteColorBufferA(): glReadPixels");
GLubyte *packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (packed)
{
memcpy(&Memory[address], packed, RSXThread::m_width * RSXThread::m_height * 4);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
checkForGlError("WriteColorBufferA(): glUnmapBuffer");
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
void GLGSRender::WriteColorBufferB()
{
if (!m_set_context_dma_color_b)
{
return;
}
u32 address = GetAddress(m_surface_offset_b, m_context_dma_color_b - 0xfeed0000);
if (!Memory.IsGoodAddr(address))
{
LOG_ERROR(RSX, "Bad color buffer B address: address=0x%x, offset=0x%x, dma=0x%x", address, m_surface_offset_b, m_context_dma_color_b);
return;
}
glReadBuffer(GL_COLOR_ATTACHMENT1);
checkForGlError("WriteColorBufferB(): glReadBuffer");
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[1]);
checkForGlError("WriteColorBufferB(): glBindBuffer");
glReadPixels(0, 0, RSXThread::m_width, RSXThread::m_height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, 0);
checkForGlError("WriteColorBufferB(): glReadPixels");
GLubyte *packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (packed)
{
memcpy(&Memory[address], packed, RSXThread::m_width * RSXThread::m_height * 4);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
checkForGlError("WriteColorBufferB(): glUnmapBuffer");
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
void GLGSRender::WriteColorBufferC()
{
if (!m_set_context_dma_color_c)
{
return;
}
u32 address = GetAddress(m_surface_offset_c, m_context_dma_color_c - 0xfeed0000);
if (!Memory.IsGoodAddr(address))
{
LOG_ERROR(RSX, "Bad color buffer C address: address=0x%x, offset=0x%x, dma=0x%x", address, m_surface_offset_c, m_context_dma_color_c);
return;
}
glReadBuffer(GL_COLOR_ATTACHMENT2);
checkForGlError("WriteColorBufferC(): glReadBuffer");
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[2]);
checkForGlError("WriteColorBufferC(): glBindBuffer");
glReadPixels(0, 0, RSXThread::m_width, RSXThread::m_height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, 0);
checkForGlError("WriteColorBufferC(): glReadPixels");
GLubyte *packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (packed)
{
memcpy(&Memory[address], packed, RSXThread::m_width * RSXThread::m_height * 4);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
checkForGlError("WriteColorBufferC(): glUnmapBuffer");
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
void GLGSRender::WriteColorBufferD()
{
if (!m_set_context_dma_color_d)
{
return;
}
u32 address = GetAddress(m_surface_offset_d, m_context_dma_color_d - 0xfeed0000);
if (!Memory.IsGoodAddr(address))
{
LOG_ERROR(RSX, "Bad color buffer D address: address=0x%x, offset=0x%x, dma=0x%x", address, m_surface_offset_d, m_context_dma_color_d);
return;
}
glReadBuffer(GL_COLOR_ATTACHMENT3);
checkForGlError("WriteColorBufferD(): glReadBuffer");
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[3]);
checkForGlError("WriteColorBufferD(): glBindBuffer");
glReadPixels(0, 0, RSXThread::m_width, RSXThread::m_height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, 0);
checkForGlError("WriteColorBufferD(): glReadPixels");
GLubyte *packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (packed)
{
memcpy(&Memory[address], packed, RSXThread::m_width * RSXThread::m_height * 4);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
checkForGlError("WriteColorBufferD(): glUnmapBuffer");
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
void GLGSRender::WriteColorBuffers()
{
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
switch(m_surface_color_target)
{
case CELL_GCM_SURFACE_TARGET_NONE:
return;
case CELL_GCM_SURFACE_TARGET_0:
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[0]);
glBufferData(GL_PIXEL_PACK_BUFFER, RSXThread::m_width * RSXThread::m_height * 4, 0, GL_STREAM_READ);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
WriteColorBufferA();
break;
case CELL_GCM_SURFACE_TARGET_1:
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[1]);
glBufferData(GL_PIXEL_PACK_BUFFER, RSXThread::m_width * RSXThread::m_height * 4, 0, GL_STREAM_READ);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
WriteColorBufferB();
break;
case CELL_GCM_SURFACE_TARGET_MRT1:
for (int i = 0; i < 2; i++)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[i]);
glBufferData(GL_PIXEL_PACK_BUFFER, RSXThread::m_width * RSXThread::m_height * 4, 0, GL_STREAM_READ);
}
WriteColorBufferA();
WriteColorBufferB();
break;
case CELL_GCM_SURFACE_TARGET_MRT2:
for (int i = 0; i < 3; i++)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[i]);
glBufferData(GL_PIXEL_PACK_BUFFER, RSXThread::m_width * RSXThread::m_height * 4, 0, GL_STREAM_READ);
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
WriteColorBufferA();
WriteColorBufferB();
WriteColorBufferC();
break;
case CELL_GCM_SURFACE_TARGET_MRT3:
for (int i = 0; i < 4; i++)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[i]);
glBufferData(GL_PIXEL_PACK_BUFFER, RSXThread::m_width * RSXThread::m_height * 4, 0, GL_STREAM_READ);
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
WriteColorBufferA();
WriteColorBufferB();
WriteColorBufferC();
WriteColorBufferD();
break;
}
}
void GLGSRender::OnInit()
{
m_draw_frames = 1;
m_skip_frames = 0;
RSXThread::m_width = 720;
RSXThread::m_height = 576;
RSXThread::m_width_scale = 2.0f;
RSXThread::m_height_scale = 2.0f;
last_width = 0;
last_height = 0;
last_depth_format = 0;
m_frame->Show();
}
void GLGSRender::OnInitThread()
{
m_context = m_frame->GetNewContext();
m_frame->SetCurrent(m_context);
InitProcTable();
glEnable(GL_TEXTURE_2D);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glGenTextures(1, &g_depth_tex);
glGenTextures(1, &g_flip_tex);
glGenBuffers(6, g_pbo); // 4 for color buffers + 1 for depth buffer + 1 for flip()
#ifdef _WIN32
glSwapInterval(Ini.GSVSyncEnable.GetValue() ? 1 : 0);
// Undefined reference: glXSwapIntervalEXT
/*#else
if (GLXDrawable drawable = glXGetCurrentDrawable()){
glXSwapIntervalEXT(glXGetCurrentDisplay(), drawable, Ini.GSVSyncEnable.GetValue() ? 1 : 0);
}*/
#endif
}
void GLGSRender::OnExitThread()
{
glDeleteTextures(1, &g_flip_tex);
glDeleteTextures(1, &g_depth_tex);
glDeleteBuffers(6, g_pbo);
glDisable(GL_TEXTURE_2D);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
m_program.Delete();
m_rbo.Delete();
m_fbo.Delete();
m_vbo.Delete();
m_vao.Delete();
m_prog_buffer.Clear();
}
void GLGSRender::OnReset()
{
m_program.UnUse();
//m_shader_prog.id = 0;
//m_vertex_prog.id = 0;
if(m_vbo.IsCreated())
{
m_vbo.UnBind();
m_vbo.Delete();
}
m_vao.Delete();
}
void GLGSRender::InitDrawBuffers()
{
if(!m_fbo.IsCreated() || RSXThread::m_width != last_width || RSXThread::m_height != last_height || last_depth_format != m_surface_depth_format)
{
LOG_WARNING(RSX, "New FBO (%dx%d)", RSXThread::m_width, RSXThread::m_height);
last_width = RSXThread::m_width;
last_height = RSXThread::m_height;
last_depth_format = m_surface_depth_format;
m_fbo.Create();
checkForGlError("m_fbo.Create");
m_fbo.Bind();
m_rbo.Create(4 + 1);
checkForGlError("m_rbo.Create");
for(int i=0; i<4; ++i)
{
m_rbo.Bind(i);
m_rbo.Storage(GL_RGBA, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_RGBA)");
}
m_rbo.Bind(4);
switch(m_surface_depth_format)
{
// case 0 found in BLJM60410-[Suzukaze no Melt - Days in the Sanctuary]
// [E : RSXThread]: Bad depth format! (0)
// [E : RSXThread]: glEnable: opengl error 0x0506
// [E : RSXThread]: glDrawArrays: opengl error 0x0506
case 0:
m_rbo.Storage(GL_DEPTH_COMPONENT, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_DEPTH_COMPONENT)");
break;
case CELL_GCM_SURFACE_Z16:
m_rbo.Storage(GL_DEPTH_COMPONENT16, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_DEPTH_COMPONENT16)");
break;
case CELL_GCM_SURFACE_Z24S8:
m_rbo.Storage(GL_DEPTH24_STENCIL8, RSXThread::m_width, RSXThread::m_height);
checkForGlError("m_rbo.Storage(GL_DEPTH24_STENCIL8)");
break;
default:
LOG_ERROR(RSX, "Bad depth format! (%d)", m_surface_depth_format);
assert(0);
break;
}
for(int i=0; i<4; ++i)
{
m_fbo.Renderbuffer(GL_COLOR_ATTACHMENT0 + i, m_rbo.GetId(i));
checkForGlError(fmt::Format("m_fbo.Renderbuffer(GL_COLOR_ATTACHMENT%d)", i));
}
m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT, m_rbo.GetId(4));
checkForGlError("m_fbo.Renderbuffer(GL_DEPTH_ATTACHMENT)");
if(m_surface_depth_format == 2)
{
m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT, m_rbo.GetId(4));
checkForGlError("m_fbo.Renderbuffer(GL_STENCIL_ATTACHMENT)");
}
}
if(!m_set_surface_clip_horizontal)
{
m_surface_clip_x = 0;
m_surface_clip_w = RSXThread::m_width;
}
if(!m_set_surface_clip_vertical)
{
m_surface_clip_y = 0;
m_surface_clip_h = RSXThread::m_height;
}
m_fbo.Bind();
static const GLenum draw_buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
switch(m_surface_color_target)
{
case CELL_GCM_SURFACE_TARGET_NONE:
break;
case CELL_GCM_SURFACE_TARGET_0:
glDrawBuffer(draw_buffers[0]);
break;
case CELL_GCM_SURFACE_TARGET_1:
glDrawBuffer(draw_buffers[1]);
break;
case CELL_GCM_SURFACE_TARGET_MRT1:
glDrawBuffers(2, draw_buffers);
break;
case CELL_GCM_SURFACE_TARGET_MRT2:
glDrawBuffers(3, draw_buffers);
break;
case CELL_GCM_SURFACE_TARGET_MRT3:
glDrawBuffers(4, draw_buffers);
break;
checkForGlError("glDrawBuffers");
default:
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
break;
}
}
void GLGSRender::ExecCMD(u32 cmd)
{
assert(cmd == NV4097_CLEAR_SURFACE);
InitDrawBuffers();
if(m_set_color_mask)
{
glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a);
checkForGlError("glColorMask");
}
if (m_set_scissor_horizontal && m_set_scissor_vertical)
{
glScissor(m_scissor_x, m_scissor_y, m_scissor_w, m_scissor_h);
checkForGlError("glScissor");
}
GLbitfield f = 0;
if (m_clear_surface_mask & 0x1)
{
glClearDepth(m_clear_surface_z / (float)0xffffff);
checkForGlError("glClearDepth");
f |= GL_DEPTH_BUFFER_BIT;
}
if (m_clear_surface_mask & 0x2)
{
glClearStencil(m_clear_surface_s);
checkForGlError("glClearStencil");
f |= GL_STENCIL_BUFFER_BIT;
}
if (m_clear_surface_mask & 0xF0)
{
glClearColor(
m_clear_surface_color_r / 255.0f,
m_clear_surface_color_g / 255.0f,
m_clear_surface_color_b / 255.0f,
m_clear_surface_color_a / 255.0f);
checkForGlError("glClearColor");
f |= GL_COLOR_BUFFER_BIT;
}
glClear(f);
checkForGlError("glClear");
WriteBuffers();
}
void GLGSRender::ExecCMD()
{
//return;
if(!LoadProgram())
{
LOG_ERROR(RSX, "LoadProgram failed.");
Emu.Pause();
return;
}
InitDrawBuffers();
if (m_set_color_mask)
{
glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a);
checkForGlError("glColorMask");
}
Enable(m_set_depth_test, GL_DEPTH_TEST);
Enable(m_set_alpha_test, GL_ALPHA_TEST);
Enable(m_set_depth_bounds_test, GL_DEPTH_BOUNDS_TEST_EXT);
Enable(m_set_blend || m_set_blend_mrt1 || m_set_blend_mrt2 || m_set_blend_mrt3, GL_BLEND);
Enable(m_set_scissor_horizontal && m_set_scissor_vertical, GL_SCISSOR_TEST);
Enable(m_set_logic_op, GL_LOGIC_OP);
Enable(m_set_cull_face, GL_CULL_FACE);
Enable(m_set_dither, GL_DITHER);
Enable(m_set_stencil_test, GL_STENCIL_TEST);
Enable(m_set_line_smooth, GL_LINE_SMOOTH);
Enable(m_set_poly_smooth, GL_POLYGON_SMOOTH);
Enable(m_set_point_sprite_control, GL_POINT_SPRITE);
Enable(m_set_specular, GL_LIGHTING);
Enable(m_set_poly_offset_fill, GL_POLYGON_OFFSET_FILL);
Enable(m_set_poly_offset_line, GL_POLYGON_OFFSET_LINE);
Enable(m_set_poly_offset_point, GL_POLYGON_OFFSET_POINT);
Enable(m_set_restart_index, GL_PRIMITIVE_RESTART);
Enable(m_set_line_stipple, GL_LINE_STIPPLE);
Enable(m_set_polygon_stipple, GL_POLYGON_STIPPLE);
if(m_set_clip_plane)
{
Enable(m_clip_plane_0, GL_CLIP_PLANE0);
Enable(m_clip_plane_1, GL_CLIP_PLANE1);
Enable(m_clip_plane_2, GL_CLIP_PLANE2);
Enable(m_clip_plane_3, GL_CLIP_PLANE3);
Enable(m_clip_plane_4, GL_CLIP_PLANE4);
Enable(m_clip_plane_5, GL_CLIP_PLANE5);
checkForGlError("m_set_clip_plane");
}
checkForGlError("glEnable");
if (m_set_front_polygon_mode)
{
glPolygonMode(GL_FRONT, m_front_polygon_mode);
checkForGlError("glPolygonMode(Front)");
}
if (m_set_back_polygon_mode)
{
glPolygonMode(GL_BACK, m_back_polygon_mode);
checkForGlError("glPolygonMode(Back)");
}
if (m_set_point_size)
{
glPointSize(m_point_size);
checkForGlError("glPointSize");
}
if (m_set_poly_offset_mode)
{
glPolygonOffset(m_poly_offset_scale_factor, m_poly_offset_bias);
checkForGlError("glPolygonOffset");
}
if (m_set_logic_op)
{
glLogicOp(m_logic_op);
checkForGlError("glLogicOp");
}
if (m_set_scissor_horizontal && m_set_scissor_vertical)
{
glScissor(m_scissor_x, m_scissor_y, m_scissor_w, m_scissor_h);
checkForGlError("glScissor");
}
if(m_set_two_sided_stencil_test_enable)
{
if(m_set_stencil_fail && m_set_stencil_zfail && m_set_stencil_zpass)
{
glStencilOpSeparate(GL_FRONT, m_stencil_fail, m_stencil_zfail, m_stencil_zpass);
checkForGlError("glStencilOpSeparate");
}
if(m_set_stencil_mask)
{
glStencilMaskSeparate(GL_FRONT, m_stencil_mask);
checkForGlError("glStencilMaskSeparate");
}
if(m_set_stencil_func && m_set_stencil_func_ref && m_set_stencil_func_mask)
{
glStencilFuncSeparate(GL_FRONT, m_stencil_func, m_stencil_func_ref, m_stencil_func_mask);
checkForGlError("glStencilFuncSeparate");
}
if(m_set_back_stencil_fail && m_set_back_stencil_zfail && m_set_back_stencil_zpass)
{
glStencilOpSeparate(GL_BACK, m_back_stencil_fail, m_back_stencil_zfail, m_back_stencil_zpass);
checkForGlError("glStencilOpSeparate(GL_BACK)");
}
if(m_set_back_stencil_mask)
{
glStencilMaskSeparate(GL_BACK, m_back_stencil_mask);
checkForGlError("glStencilMaskSeparate(GL_BACK)");
}
if(m_set_back_stencil_func && m_set_back_stencil_func_ref && m_set_back_stencil_func_mask)
{
glStencilFuncSeparate(GL_BACK, m_back_stencil_func, m_back_stencil_func_ref, m_back_stencil_func_mask);
checkForGlError("glStencilFuncSeparate(GL_BACK)");
}
}
else
{
if(m_set_stencil_fail && m_set_stencil_zfail && m_set_stencil_zpass)
{
glStencilOp(m_stencil_fail, m_stencil_zfail, m_stencil_zpass);
checkForGlError("glStencilOp");
}
if(m_set_stencil_mask)
{
glStencilMask(m_stencil_mask);
checkForGlError("glStencilMask");
}
if(m_set_stencil_func && m_set_stencil_func_ref && m_set_stencil_func_mask)
{
glStencilFunc(m_stencil_func, m_stencil_func_ref, m_stencil_func_mask);
checkForGlError("glStencilFunc");
}
}
if(m_set_shade_mode)
{
glShadeModel(m_shade_mode);
checkForGlError("glShadeModel");
}
if(m_set_depth_mask)
{
glDepthMask(m_depth_mask);
checkForGlError("glDepthMask");
}
if(m_set_depth_func)
{
glDepthFunc(m_depth_func);
checkForGlError("glDepthFunc");
}
if(m_set_depth_bounds)
{
glDepthBoundsEXT(m_depth_bounds_min, m_depth_bounds_max);
checkForGlError("glDepthBounds");
}
if(m_set_clip)
{
glDepthRangef(m_clip_min, m_clip_max);
checkForGlError("glDepthRangef");
}
if(m_set_line_width)
{
glLineWidth(m_line_width);
checkForGlError("glLineWidth");
}
if (m_set_line_stipple)
{
glLineStipple(m_line_stipple_factor, m_line_stipple_pattern);
checkForGlError("glLineStipple");
}
if (m_set_polygon_stipple)
{
glPolygonStipple((const GLubyte*)m_polygon_stipple_pattern);
checkForGlError("glPolygonStipple");
}
if(m_set_blend_equation)
{
glBlendEquationSeparate(m_blend_equation_rgb, m_blend_equation_alpha);
checkForGlError("glBlendEquationSeparate");
}
if(m_set_blend_sfactor && m_set_blend_dfactor)
{
glBlendFuncSeparate(m_blend_sfactor_rgb, m_blend_dfactor_rgb, m_blend_sfactor_alpha, m_blend_dfactor_alpha);
checkForGlError("glBlendFuncSeparate");
}
if(m_set_blend_color)
{
glBlendColor(m_blend_color_r, m_blend_color_g, m_blend_color_b, m_blend_color_a);
checkForGlError("glBlendColor");
}
if(m_set_cull_face)
{
glCullFace(m_cull_face);
checkForGlError("glCullFace");
}
if (m_set_front_face)
{
glFrontFace(m_front_face);
checkForGlError("glFrontFace");
}
if(m_set_alpha_func && m_set_alpha_ref)
{
glAlphaFunc(m_alpha_func, m_alpha_ref);
checkForGlError("glAlphaFunc");
}
if(m_set_fog_mode)
{
glFogi(GL_FOG_MODE, m_fog_mode);
checkForGlError("glFogi(GL_FOG_MODE)");
}
if(m_set_fog_params)
{
glFogf(GL_FOG_START, m_fog_param0);
checkForGlError("glFogf(GL_FOG_START)");
glFogf(GL_FOG_END, m_fog_param1);
checkForGlError("glFogf(GL_FOG_END)");
}
if(m_set_restart_index)
{
glPrimitiveRestartIndex(m_restart_index);
checkForGlError("glPrimitiveRestartIndex");
}
if(m_indexed_array.m_count && m_draw_array_count)
{
LOG_WARNING(RSX, "m_indexed_array.m_count && draw_array_count");
}
for(u32 i=0; i<m_textures_count; ++i)
{
if(!m_textures[i].IsEnabled()) continue;
glActiveTexture(GL_TEXTURE0 + i);
checkForGlError("glActiveTexture");
m_gl_textures[i].Create();
m_gl_textures[i].Bind();
checkForGlError(fmt::Format("m_gl_textures[%d].Bind", i));
m_program.SetTex(i);
m_gl_textures[i].Init(m_textures[i]);
checkForGlError(fmt::Format("m_gl_textures[%d].Init", i));
}
m_vao.Bind();
if(m_indexed_array.m_count)
{
LoadVertexData(m_indexed_array.index_min, m_indexed_array.index_max - m_indexed_array.index_min + 1);
}
EnableVertexData(m_indexed_array.m_count ? true : false);
InitVertexData();
InitFragmentData();
if(m_indexed_array.m_count)
{
switch(m_indexed_array.m_type)
{
case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_32:
glDrawElements(m_draw_mode - 1, m_indexed_array.m_count, GL_UNSIGNED_INT, nullptr);
checkForGlError("glDrawElements #4");
break;
case CELL_GCM_DRAW_INDEX_ARRAY_TYPE_16:
glDrawElements(m_draw_mode - 1, m_indexed_array.m_count, GL_UNSIGNED_SHORT, nullptr);
checkForGlError("glDrawElements #2");
break;
default:
LOG_ERROR(RSX, "Bad indexed array type (%d)", m_indexed_array.m_type);
break;
}
DisableVertexData();
m_indexed_array.Reset();
}
if(m_draw_array_count)
{
//LOG_WARNING(RSX,"glDrawArrays(%d,%d,%d)", m_draw_mode - 1, m_draw_array_first, m_draw_array_count);
glDrawArrays(m_draw_mode - 1, 0, m_draw_array_count);
checkForGlError("glDrawArrays");
DisableVertexData();
}
WriteBuffers();
}
void GLGSRender::Flip()
{
// Set scissor to FBO size
if (m_set_scissor_horizontal && m_set_scissor_vertical)
{
glScissor(0, 0, RSXThread::m_width, RSXThread::m_height);
checkForGlError("glScissor");
}
switch (m_surface_color_target)
{
case CELL_GCM_SURFACE_TARGET_0:
case CELL_GCM_SURFACE_TARGET_1:
case CELL_GCM_SURFACE_TARGET_MRT1:
case CELL_GCM_SURFACE_TARGET_MRT2:
case CELL_GCM_SURFACE_TARGET_MRT3:
{
// Fast path for non-MRT using glBlitFramebuffer.
GLfbo::Bind(GL_DRAW_FRAMEBUFFER, 0);
// Renderbuffer is upside turn , swapped srcY0 and srcY1
GLfbo::Blit(0, RSXThread::m_height, RSXThread::m_width, 0, 0, 0, RSXThread::m_width, RSXThread::m_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
break;
case CELL_GCM_SURFACE_TARGET_NONE:
{
// Slow path for MRT/None target using glReadPixels.
static u8* src_buffer = nullptr;
static u32 width = 0;
static u32 height = 0;
GLenum format = GL_RGBA;
if (m_read_buffer)
{
format = GL_BGRA;
CellGcmDisplayInfo* buffers = (CellGcmDisplayInfo*)Memory.GetMemFromAddr(m_gcm_buffers_addr);
u32 addr = GetAddress(buffers[m_gcm_current_buffer].offset, CELL_GCM_LOCATION_LOCAL);
if (Memory.IsGoodAddr(addr))
{
width = buffers[m_gcm_current_buffer].width;
height = buffers[m_gcm_current_buffer].height;
src_buffer = (u8*)Memory.VirtualToRealAddr(addr);
}
else
{
src_buffer = nullptr;
}
}
else if (m_fbo.IsCreated())
{
format = GL_RGBA;
static std::vector<u8> pixels;
pixels.resize(RSXThread::m_width * RSXThread::m_height * 4);
m_fbo.Bind(GL_READ_FRAMEBUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, g_pbo[5]);
glBufferData(GL_PIXEL_PACK_BUFFER, RSXThread::m_width * RSXThread::m_height * 4, 0, GL_STREAM_READ);
glReadPixels(0, 0, RSXThread::m_width, RSXThread::m_height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, 0);
checkForGlError("Flip(): glReadPixels(GL_BGRA, GL_UNSIGNED_INT_8_8_8_8)");
GLubyte *packed = (GLubyte *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
memcpy(pixels.data(), packed, RSXThread::m_width * RSXThread::m_height * 4);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
src_buffer = pixels.data();
width = RSXThread::m_width;
height = RSXThread::m_height;
}
else
src_buffer = nullptr;
if (src_buffer)
{
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CLIP_PLANE0);
glDisable(GL_CLIP_PLANE1);
glDisable(GL_CLIP_PLANE2);
glDisable(GL_CLIP_PLANE3);
glDisable(GL_CLIP_PLANE4);
glDisable(GL_CLIP_PLANE5);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_flip_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format, GL_UNSIGNED_INT_8_8_8_8, src_buffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1, 0, 1, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
GLfbo::Bind(GL_DRAW_FRAMEBUFFER, 0);
m_program.UnUse();
m_program.Use();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_ACCUM_BUFFER_BIT);
glColor3f(1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2i(0, 1);
glVertex2i(0, 0);
glTexCoord2i(1, 1);
glVertex2i(1, 0);
glTexCoord2i(1, 0);
glVertex2i(1, 1);
glTexCoord2i(0, 0);
glVertex2i(0, 1);
glEnd();
}
}
break;
}
// Draw Objects
for (uint i = 0; i<m_post_draw_objs.size(); ++i)
{
m_post_draw_objs[i].Draw();
}
m_frame->Flip(m_context);
// Restore scissor
if (m_set_scissor_horizontal && m_set_scissor_vertical)
{
glScissor(m_scissor_x, m_scissor_y, m_scissor_w, m_scissor_h);
checkForGlError("glScissor");
}
}
u32 LinearToSwizzleAddress(u32 x, u32 y, u32 z, u32 log2_width, u32 log2_height, u32 log2_depth)
{
u32 offset = 0;
u32 shift_count = 0;
while(log2_width | log2_height | log2_depth){
if(log2_width){
offset |= (x & 0x01) << shift_count;
x >>= 1;
++shift_count;
--log2_width;
}
if(log2_height){
offset |= (y & 0x01) << shift_count;
y >>= 1;
++shift_count;
--log2_height;
}
if(log2_depth){
offset |= (z & 0x01) << shift_count;
z >>= 1;
++shift_count;
--log2_depth;
}
}
return offset;
}