ppsspp/thin3d/thin3d_gl.cpp

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#include <stdio.h>
#include <vector>
#include <string>
#include <map>
#include "base/logging.h"
#include "math/lin/matrix4x4.h"
#include "thin3d/thin3d.h"
#include "gfx_es2/gl_state.h"
static const unsigned short compToGL[] = {
GL_NEVER,
GL_LESS,
GL_EQUAL,
GL_LEQUAL,
GL_GREATER,
GL_NOTEQUAL,
GL_GEQUAL,
GL_ALWAYS
};
static const unsigned short blendEqToGL[] = {
GL_FUNC_ADD,
GL_FUNC_SUBTRACT,
GL_FUNC_REVERSE_SUBTRACT,
};
static const unsigned short blendFactorToGL[] = {
GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_COLOR,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_COLOR,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_COLOR,
GL_ONE_MINUS_DST_ALPHA,
GL_CONSTANT_COLOR,
};
static const unsigned short primToGL[] = {
GL_POINTS,
GL_LINES,
GL_TRIANGLES,
};
static const char *glsl_fragment_prelude =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n";
inline void Uint32ToFloat4(uint32_t u, float f[4]) {
f[0] = ((u >> 0) & 0xFF) * (1.0f / 255.0f);
f[1] = ((u >> 8) & 0xFF) * (1.0f / 255.0f);
f[2] = ((u >> 16) & 0xFF) * (1.0f / 255.0f);
f[3] = ((u >> 24) & 0xFF) * (1.0f / 255.0f);
}
class Thin3DGLBlendState : public Thin3DBlendState {
public:
bool enabled;
GLuint eqCol, eqAlpha;
GLuint srcCol, srcAlpha, dstCol, dstAlpha;
// int maskBits;
uint32_t fixedColor;
void Apply() {
glstate.blend.set(enabled);
glstate.blendEquationSeparate.set(eqCol, eqAlpha);
glstate.blendFuncSeparate.set(srcCol, dstCol, srcAlpha, dstAlpha);
// glstate.blendColor.set(fixedColor);
#if !defined(USING_GLES2)
glstate.colorLogicOp.disable();
#endif
// glstate.colorMask.set(maskBits & 1, (maskBits >> 1) & 1, (maskBits >> 2) & 1, (maskBits >> 3) & 1);
// glstate.blendColor.set(fixedColor);
}
};
class Thin3DGLDepthStencilState : public Thin3DDepthStencilState {
public:
bool depthTestEnabled;
bool depthWriteEnabled;
GLuint depthComp;
// bool stencilTestEnabled; TODO
void Apply() {
glstate.depthTest.set(depthTestEnabled);
glstate.depthFunc.set(depthComp);
glstate.depthWrite.set(depthWriteEnabled);
glstate.stencilTest.disable();
}
};
class Thin3DGLBuffer : public Thin3DBuffer {
public:
Thin3DGLBuffer(size_t size, uint32_t flags) {
glGenBuffers(1, &buffer_);
target_ = (flags & T3DBufferUsage::INDEXDATA) ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
usage_ = 0;
if (flags & T3DBufferUsage::DYNAMIC)
usage_ = GL_STREAM_DRAW;
else
usage_ = GL_STATIC_DRAW;
knownSize_ = 0;
}
~Thin3DGLBuffer() override {
glDeleteBuffers(1, &buffer_);
}
void SetData(const uint8_t *data, size_t size) override {
glBindBuffer(target_, buffer_);
glBufferData(target_, size, data, usage_);
knownSize_ = size;
}
void SubData(const uint8_t *data, size_t offset, size_t size) override {
glBindBuffer(target_, buffer_);
if (size > knownSize_) {
// Allocate the buffer.
glBufferData(target_, size + offset, NULL, usage_);
knownSize_ = size + offset;
}
glBufferSubData(target_, offset, size, data);
}
void Bind() {
glBindBuffer(target_, buffer_);
}
private:
GLuint buffer_;
GLuint target_;
GLuint usage_;
size_t knownSize_;
};
class Thin3DGLShader : public Thin3DShader {
public:
Thin3DGLShader(bool isFragmentShader) : shader_(0), type_(0) {
type_ = isFragmentShader ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER;
}
bool Compile(const char *source);
GLuint GetShader() const { return shader_; }
~Thin3DGLShader() {
glDeleteShader(shader_);
}
private:
GLuint shader_;
GLuint type_;
bool ok_;
};
bool Thin3DGLShader::Compile(const char *source) {
shader_ = glCreateShader(type_);
glShaderSource(shader_, 1, &source, 0);
glCompileShader(shader_);
GLint success;
glGetShaderiv(shader_, GL_COMPILE_STATUS, &success);
if (!success) {
#define MAX_INFO_LOG_SIZE 2048
GLchar infoLog[MAX_INFO_LOG_SIZE];
GLsizei len;
glGetShaderInfoLog(shader_, MAX_INFO_LOG_SIZE, &len, infoLog);
infoLog[len] = '\0';
glDeleteShader(shader_);
shader_ = 0;
// print?
}
ok_ = success != 0;
return ok_;
}
class Thin3DGLVertexFormat : public Thin3DVertexFormat {
public:
void Apply();
void Unapply();
void Compile();
std::vector<Thin3DVertexComponent> components_;
int semanticsMask_; // Fast way to check what semantics to enable/disable.
int stride_;
};
struct UniformInfo {
int loc_;
};
// TODO: Fold BlendState into this? Seems likely to be right for DX12 etc.
// TODO: Add Uniform Buffer support.
class Thin3DGLShaderSet : public Thin3DShaderSet {
public:
Thin3DGLShaderSet() {
program_ = glCreateProgram();
}
~Thin3DGLShaderSet() {
vshader->Release();
fshader->Release();
glDeleteProgram(program_);
}
bool Link();
void Apply();
void Unapply();
int GetUniformLoc(const char *name);
void SetVector(const char *name, float *value, int n);
void SetMatrix4x4(const char *name, const Matrix4x4 &value) override;
Thin3DGLShader *vshader;
Thin3DGLShader *fshader;
private:
GLuint program_;
std::map<std::string, UniformInfo> uniforms_;
};
class Thin3DGLContext : public Thin3DContext {
public:
Thin3DGLContext();
virtual ~Thin3DGLContext();
Thin3DDepthStencilState *CreateDepthStencilState(bool depthTestEnabled, bool depthWriteEnabled, T3DComparison depthCompare) override;
Thin3DBlendState *CreateBlendState(const T3DBlendStateDesc &desc) override;
Thin3DBuffer *CreateBuffer(size_t size, uint32_t usageFlags) override;
Thin3DShaderSet *CreateShaderSet(Thin3DShader *vshader, Thin3DShader *fshader) override;
Thin3DVertexFormat *CreateVertexFormat(const std::vector<Thin3DVertexComponent> &components, int stride) override;
// Bound state objects
void SetBlendState(Thin3DBlendState *state) override {
Thin3DGLBlendState *s = static_cast<Thin3DGLBlendState *>(state);
s->Apply();
}
// The implementation makes the choice of which shader code to use.
Thin3DShader *CreateVertexShader(const char *glsl_source, const char *hlsl_source);
Thin3DShader *CreateFragmentShader(const char *glsl_source, const char *hlsl_source);
void SetScissorEnabled(bool enable) override {
if (enable) {
glstate.scissorTest.enable();
} else {
glstate.scissorTest.disable();
}
}
void SetScissorRect(int left, int top, int width, int height) override {
glstate.scissorRect.set(left, top, width, height);
}
void SetViewports(int count, T3DViewport *viewports) override {
// TODO: Add support for multiple viewports.
glstate.viewport.set(viewports[0].TopLeftX, viewports[0].TopLeftY, viewports[0].Width, viewports[0].Height);
glstate.depthRange.set(viewports[0].MinDepth, viewports[0].MaxDepth);
}
// TODO: Add more sophisticated draws.
void Draw(T3DPrimitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, Thin3DBuffer *vdata, int vertexCount, int offset) override;
void DrawIndexed(T3DPrimitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, Thin3DBuffer *vdata, Thin3DBuffer *idata, int vertexCount, int offset) override;
void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) override;
};
Thin3DGLContext::Thin3DGLContext() {
CreatePresets();
}
Thin3DGLContext::~Thin3DGLContext() {
}
Thin3DVertexFormat *Thin3DGLContext::CreateVertexFormat(const std::vector<Thin3DVertexComponent> &components, int stride) {
Thin3DGLVertexFormat *fmt = new Thin3DGLVertexFormat();
fmt->components_ = components;
fmt->stride_ = stride;
fmt->Compile();
return fmt;
}
void Thin3DGLVertexFormat::Compile() {
int sem = 0;
for (int i = 0; i < (int)components_.size(); i++) {
sem |= 1 << components_[i].semantic;
}
semanticsMask_ = sem;
// TODO : Compute stride as well?
}
Thin3DDepthStencilState *Thin3DGLContext::CreateDepthStencilState(bool depthTestEnabled, bool depthWriteEnabled, T3DComparison depthCompare) {
Thin3DGLDepthStencilState *ds = new Thin3DGLDepthStencilState();
ds->depthTestEnabled = depthTestEnabled;
ds->depthWriteEnabled = depthWriteEnabled;
ds->depthComp = compToGL[depthCompare];
return ds;
}
Thin3DBlendState *Thin3DGLContext::CreateBlendState(const T3DBlendStateDesc &desc) {
Thin3DGLBlendState *bs = new Thin3DGLBlendState();
bs->enabled = desc.enabled;
bs->eqCol = blendEqToGL[desc.eqCol];
bs->srcCol = blendFactorToGL[desc.srcCol];
bs->dstCol = blendFactorToGL[desc.dstCol];
bs->eqAlpha = blendEqToGL[desc.eqAlpha];
bs->srcAlpha = blendFactorToGL[desc.srcAlpha];
bs->dstAlpha = blendFactorToGL[desc.dstAlpha];
return bs;
}
Thin3DBuffer *Thin3DGLContext::CreateBuffer(size_t size, uint32_t usageFlags) {
return new Thin3DGLBuffer(size, usageFlags);
}
Thin3DShaderSet *Thin3DGLContext::CreateShaderSet(Thin3DShader *vshader, Thin3DShader *fshader) {
Thin3DGLShaderSet *shaderSet = new Thin3DGLShaderSet();
if (!vshader || !fshader) {
ELOG("ShaderSet requires both a valid vertex and a fragment shader: %p %p", vshader, fshader);
}
vshader->AddRef();
fshader->AddRef();
shaderSet->vshader = static_cast<Thin3DGLShader *>(vshader);
shaderSet->fshader = static_cast<Thin3DGLShader *>(fshader);
if (shaderSet->Link()) {
return shaderSet;
} else {
delete shaderSet;
return NULL;
}
}
Thin3DShader *Thin3DGLContext::CreateVertexShader(const char *glsl_source, const char *hlsl_source) {
Thin3DGLShader *shader = new Thin3DGLShader(false);
if (shader->Compile(glsl_source)) {
return shader;
} else {
shader->Release();
return nullptr;
}
}
Thin3DShader *Thin3DGLContext::CreateFragmentShader(const char *glsl_source, const char *hlsl_source) {
Thin3DGLShader *shader = new Thin3DGLShader(true);
if (shader->Compile(glsl_source)) {
return shader;
} else {
shader->Release();
return nullptr;
}
}
bool Thin3DGLShaderSet::Link() {
glAttachShader(program_, vshader->GetShader());
glAttachShader(program_, fshader->GetShader());
// Bind all the common vertex data points. Mismatching ones will be ignored.
glBindAttribLocation(program_, SEM_POSITION, "Position");
glBindAttribLocation(program_, SEM_COLOR0, "Color0");
glBindAttribLocation(program_, SEM_TEXCOORD0, "TexCoord0");
glBindAttribLocation(program_, SEM_NORMAL, "Normal");
glBindAttribLocation(program_, SEM_TANGENT, "Tangent");
glBindAttribLocation(program_, SEM_BINORMAL, "Binormal");
glLinkProgram(program_);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program_, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = new char[bufLength];
glGetProgramInfoLog(program_, bufLength, NULL, buf);
//ERROR_LOG(G3D, "Could not link program:\n %s", buf);
//ERROR_LOG(G3D, "VS:\n%s", vs->source().c_str());
//ERROR_LOG(G3D, "FS:\n%s", fs->source().c_str());
#ifdef SHADERLOG
OutputDebugStringUTF8(buf);
OutputDebugStringUTF8(vs->source().c_str());
OutputDebugStringUTF8(fs->source().c_str());
#endif
delete[] buf; // we're dead!
}
return false;
}
// Auto-initialize samplers.
for (int i = 0; i < 4; i++) {
char temp[256];
sprintf(temp, "Sampler%i", i);
int samplerLoc = GetUniformLoc(temp);
if (samplerLoc != -1) {
glProgramUniform1i(program_, samplerLoc, i);
}
}
// Here we could (using glGetAttribLocation) save a bitmask about which pieces of vertex data are used in the shader
// and then AND it with the vertex format bitmask later...
return true;
}
int Thin3DGLShaderSet::GetUniformLoc(const char *name) {
auto iter = uniforms_.find(name);
int loc = -1;
if (iter != uniforms_.end()) {
loc = iter->second.loc_;
} else {
loc = glGetUniformLocation(program_, name);
UniformInfo info;
info.loc_ = loc;
uniforms_[name] = info;
}
return loc;
}
void Thin3DGLShaderSet::SetVector(const char *name, float *value, int n) {
int loc = GetUniformLoc(name);
if (loc != -1) {
switch (n) {
case 1: glProgramUniform1fv(program_, loc, 1, value); break;
case 2: glProgramUniform1fv(program_, loc, 2, value); break;
case 3: glProgramUniform1fv(program_, loc, 3, value); break;
case 4: glProgramUniform1fv(program_, loc, 4, value); break;
}
}
}
void Thin3DGLShaderSet::SetMatrix4x4(const char *name, const Matrix4x4 &value) {
int loc = GetUniformLoc(name);
if (loc != -1) {
glProgramUniformMatrix4fv(program_, loc, 1, false, value.getReadPtr());
}
}
void Thin3DGLShaderSet::Apply() {
glUseProgram(program_);
}
void Thin3DGLShaderSet::Unapply() {
glUseProgram(0);
}
void Thin3DGLContext::Draw(T3DPrimitive prim, Thin3DShaderSet *pipeline, Thin3DVertexFormat *format, Thin3DBuffer *vdata, int vertexCount, int offset) {
Thin3DGLShaderSet *pipe = static_cast<Thin3DGLShaderSet *>(pipeline);
Thin3DGLBuffer *vbuf = static_cast<Thin3DGLBuffer *>(vdata);
Thin3DGLVertexFormat *fmt = static_cast<Thin3DGLVertexFormat *>(format);
vbuf->Bind();
fmt->Apply();
pipe->Apply();
glDrawArrays(primToGL[prim], offset, vertexCount);
pipe->Unapply();
fmt->Unapply();
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void Thin3DGLContext::DrawIndexed(T3DPrimitive prim, Thin3DShaderSet *pipeline, Thin3DVertexFormat *format, Thin3DBuffer *vdata, Thin3DBuffer *idata, int vertexCount, int offset) {
Thin3DGLShaderSet *pipe = static_cast<Thin3DGLShaderSet *>(pipeline);
Thin3DGLBuffer *vbuf = static_cast<Thin3DGLBuffer *>(vdata);
Thin3DGLBuffer *ibuf = static_cast<Thin3DGLBuffer *>(idata);
Thin3DGLVertexFormat *fmt = static_cast<Thin3DGLVertexFormat *>(format);
vbuf->Bind();
fmt->Apply();
pipe->Apply();
glDrawElements(primToGL[prim], offset, GL_INT, 0);
pipe->Unapply();
fmt->Unapply();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void Thin3DGLContext::Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) {
float col[4];
Uint32ToFloat4(colorval, col);
GLuint glMask = 0;
if (mask & T3DClear::COLOR) {
glClearColor(col[0], col[1], col[2], col[3]);
glMask |= GL_COLOR_BUFFER_BIT;
}
if (mask & T3DClear::DEPTH) {
glClearDepth(depthVal);
glMask |= GL_DEPTH_BUFFER_BIT;
}
if (mask & T3DClear::STENCIL) {
glClearStencil(stencilVal);
glMask |= GL_STENCIL_BUFFER_BIT;
}
glClear(glMask);
}
Thin3DContext *T3DCreateGLContext() {
return new Thin3DGLContext();
}
void Thin3DGLVertexFormat::Apply() {
for (int i = 0; i < SEM_MAX; i++) {
if (semanticsMask_ & (1 << i)) {
glEnableVertexAttribArray(i);
}
}
for (int i = 0; i < components_.size(); i++) {
switch (components_[i].type) {
case FLOATx2:
glVertexAttribPointer(components_[i].semantic, 2, GL_FLOAT, GL_FALSE, stride_, (void *)(intptr_t)components_[i].offset);
break;
case FLOATx3:
glVertexAttribPointer(components_[i].semantic, 3, GL_FLOAT, GL_FALSE, stride_, (void *)(intptr_t)components_[i].offset);
break;
case FLOATx4:
glVertexAttribPointer(components_[i].semantic, 4, GL_FLOAT, GL_FALSE, stride_, (void *)(intptr_t)components_[i].offset);
break;
case UNORM8x4:
glVertexAttribPointer(components_[i].semantic, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride_, (void *)(intptr_t)components_[i].offset);
break;
}
}
}
void Thin3DGLVertexFormat::Unapply() {
for (int i = 0; i < SEM_MAX; i++) {
if (semanticsMask_ & (1 << i)) {
glDisableVertexAttribArray(i);
}
}
}