Merge pull request #1440 from Sonicadvance1/attributeless-workaround

Implements PP shader system using attribute workaround.
This commit is contained in:
Ryan Houdek 2014-10-30 12:46:40 -06:00
commit 3e82cb4628
5 changed files with 67 additions and 21 deletions

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@ -11,12 +11,22 @@
#include "VideoBackends/OGL/PostProcessing.h" #include "VideoBackends/OGL/PostProcessing.h"
#include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
namespace OGL namespace OGL
{ {
static char s_vertex_workaround_shader[] =
"in vec4 rawpos;\n"
"out vec2 uv0;\n"
"uniform vec4 src_rect;\n"
"void main(void) {\n"
" gl_Position = vec4(rawpos.xy, 0.0, 1.0);\n"
" uv0 = rawpos.zw * src_rect.zw + src_rect.xy;\n"
"}\n";
static char s_vertex_shader[] = static char s_vertex_shader[] =
"out vec2 uv0;\n" "out vec2 uv0;\n"
"uniform vec4 src_rect;\n" "uniform vec4 src_rect;\n"
@ -29,12 +39,26 @@ static char s_vertex_shader[] =
OpenGLPostProcessing::OpenGLPostProcessing() OpenGLPostProcessing::OpenGLPostProcessing()
{ {
CreateHeader(); CreateHeader();
m_attribute_workaround = DriverDetails::HasBug(DriverDetails::BUG_BROKENATTRIBUTELESS);
if (m_attribute_workaround)
{
glGenBuffers(1, &m_attribute_vbo);
glGenVertexArrays(1, &m_attribute_vao);
}
m_initialized = false; m_initialized = false;
} }
OpenGLPostProcessing::~OpenGLPostProcessing() OpenGLPostProcessing::~OpenGLPostProcessing()
{ {
m_shader.Destroy(); m_shader.Destroy();
if (m_attribute_workaround)
{
glDeleteBuffers(1, &m_attribute_vbo);
glDeleteVertexArrays(1, &m_attribute_vao);
}
} }
void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst, void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
@ -46,6 +70,9 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight()); glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
if (m_attribute_workaround)
glBindVertexArray(m_attribute_vao);
m_shader.Bind(); m_shader.Bind();
glUniform4f(m_uniform_resolution, (float)src_width, (float)src_height, 1.0f / (float)src_width, 1.0f / (float)src_height); glUniform4f(m_uniform_resolution, (float)src_width, (float)src_height, 1.0f / (float)src_width, 1.0f / (float)src_height);
@ -150,13 +177,18 @@ void OpenGLPostProcessing::ApplyShader()
code = LoadShaderOptions(code); code = LoadShaderOptions(code);
const char* vertex_shader = s_vertex_shader;
if (m_attribute_workaround)
vertex_shader = s_vertex_workaround_shader;
// and compile it // and compile it
if (!ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code.c_str())) if (!ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str()))
{ {
ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str()); ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str());
code = LoadShaderOptions(default_shader); code = LoadShaderOptions(default_shader);
ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code.c_str()); ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str());
} }
// read uniform locations // read uniform locations
@ -164,6 +196,23 @@ void OpenGLPostProcessing::ApplyShader()
m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time"); m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time");
m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect"); m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect");
if (m_attribute_workaround)
{
GLfloat vertices[] = {
-1.f, -1.f, 0.f, 0.f,
1.f, -1.f, 1.f, 0.f,
-1.f, 1.f, 0.f, 1.f,
1.f, 1.f, 1.f, 1.f,
};
glBindBuffer(GL_ARRAY_BUFFER, m_attribute_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(m_attribute_vao);
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 4, GL_FLOAT, 0, 0, nullptr);
}
for (const auto& it : m_config.GetOptions()) for (const auto& it : m_config.GetOptions())
{ {
std::string glsl_name = "option_" + it.first; std::string glsl_name = "option_" + it.first;

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@ -34,6 +34,11 @@ private:
GLuint m_uniform_time; GLuint m_uniform_time;
std::string m_glsl_header; std::string m_glsl_header;
// These are only used when working around Qualcomm's broken attributeless rendering
GLuint m_attribute_vao;
GLuint m_attribute_vbo;
bool m_attribute_workaround = false;
std::unordered_map<std::string, GLuint> m_uniform_bindings; std::unordered_map<std::string, GLuint> m_uniform_bindings;
void CreateHeader(); void CreateHeader();

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@ -1395,15 +1395,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height); UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
TargetRectangle flipped_trc = GetTargetRectangle(); TargetRectangle flipped_trc = GetTargetRectangle();
if (DriverDetails::HasBug(DriverDetails::BUG_ROTATEDFRAMEBUFFER)) // Flip top and bottom for some reason; TODO: Fix the code to suck less?
{ std::swap(flipped_trc.top, flipped_trc.bottom);
std::swap(flipped_trc.left, flipped_trc.right);
}
else
{
// Flip top and bottom for some reason; TODO: Fix the code to suck less?
std::swap(flipped_trc.top, flipped_trc.bottom);
}
// Copy the framebuffer to screen. // Copy the framebuffer to screen.
const XFBSource* xfbSource = nullptr; const XFBSource* xfbSource = nullptr;

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@ -47,7 +47,7 @@ namespace DriverDetails
{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, -1, BUG_BROKENSWAP, -1.0, 46.0, true}, {OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, -1, BUG_BROKENSWAP, -1.0, 46.0, true},
{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, -1, BUG_BROKENBUFFERSTREAM, -1.0, -1.0, true}, {OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, -1, BUG_BROKENBUFFERSTREAM, -1.0, -1.0, true},
{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, -1, BUG_BROKENTEXTURESIZE, -1.0, 65.0, true}, {OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, -1, BUG_BROKENTEXTURESIZE, -1.0, 65.0, true},
{OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, -1, BUG_ROTATEDFRAMEBUFFER, 53.0, 65.0, true}, {OS_ALL, VENDOR_QUALCOMM, DRIVER_QUALCOMM_3XX, -1, BUG_BROKENATTRIBUTELESS, -1.0, 94.0, true},
{OS_ALL, VENDOR_ARM, DRIVER_ARM_MIDGARD, -1, BUG_BROKENBUFFERSTREAM, -1.0, -1.0, true}, {OS_ALL, VENDOR_ARM, DRIVER_ARM_MIDGARD, -1, BUG_BROKENBUFFERSTREAM, -1.0, -1.0, true},
{OS_ALL, VENDOR_MESA, DRIVER_NOUVEAU, -1, BUG_BROKENUBO, 900, 916, true}, {OS_ALL, VENDOR_MESA, DRIVER_NOUVEAU, -1, BUG_BROKENUBO, 900, 916, true},
{OS_ALL, VENDOR_MESA, DRIVER_R600, -1, BUG_BROKENUBO, 900, 913, true}, {OS_ALL, VENDOR_MESA, DRIVER_R600, -1, BUG_BROKENUBO, 900, 913, true},

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@ -162,15 +162,6 @@ namespace DriverDetails
// TODO: some windows AMD driver/gpu combination seems also affected // TODO: some windows AMD driver/gpu combination seems also affected
// but as they all support pinned memory, it doesn't matter // but as they all support pinned memory, it doesn't matter
BUG_BROKENUNSYNCMAPPING, BUG_BROKENUNSYNCMAPPING,
// Bug: Adreno now rotates the framebuffer on blit a full 180 degrees
// Affected devices: Adreno
// Started Version: v53 (dev drivers)
// Ended Version: v66 (07-14-2014 dev drivers)
// Qualcomm is a super pro company that has recently updated their development drivers
// These drivers are available to the Nexus 5 and report as v53
// Qualcomm in their infinite wisdom thought it was a good idea to rotate the framebuffer 180 degrees on glBlit
// This bug allows us to work around that rotation by rotating it the right way around again.
BUG_ROTATEDFRAMEBUFFER,
// Bug: Intel's Window driver broke buffer_storage with GL_ELEMENT_ARRAY_BUFFER // Bug: Intel's Window driver broke buffer_storage with GL_ELEMENT_ARRAY_BUFFER
// Affected devices: Intel (Windows) // Affected devices: Intel (Windows)
// Started Version: 15.36.3.64.3907 (10.18.10.3907) // Started Version: 15.36.3.64.3907 (10.18.10.3907)
@ -179,6 +170,14 @@ namespace DriverDetails
// It works for all the buffer types we use except GL_ELEMENT_ARRAY_BUFFER. // It works for all the buffer types we use except GL_ELEMENT_ARRAY_BUFFER.
// Causes complete blackscreen issues. // Causes complete blackscreen issues.
BUG_INTELBROKENBUFFERSTORAGE, BUG_INTELBROKENBUFFERSTORAGE,
// Bug: Qualcomm has broken attributeless rendering
// Affected devices: Adreno
// Started Version: -1
// Ended Version: v66 (07-09-2014 dev version), v95 shipping
// Qualcomm has had attributeless rendering broken forever
// This was fixed in a v66 development version, the first shipping driver version with the release was v95.
// To be safe, make v95 the minimum version to work around this issue
BUG_BROKENATTRIBUTELESS,
}; };
// Initializes our internal vendor, device family, and driver version // Initializes our internal vendor, device family, and driver version