OpenGL: attributeless rendering for efb2ram

This wasn't as easy as we now have to cache also the uniform locations.
This commit is contained in:
degasus 2013-11-25 13:03:35 +01:00
parent 6ed3f82aff
commit 454e1dd9a2
1 changed files with 26 additions and 48 deletions

View File

@ -34,24 +34,23 @@ const int renderBufferWidth = 1024;
const int renderBufferHeight = 1024;
static SHADER s_rgbToYuyvProgram;
static int s_rgbToYuyvUniform_loc;
static SHADER s_yuyvToRgbProgram;
// Not all slots are taken - but who cares.
const u32 NUM_ENCODING_PROGRAMS = 64;
static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
static GLuint s_encode_VBO = 0;
static GLuint s_encode_VAO = 0;
static TargetRectangle s_cached_sourceRc;
static int s_encodingUniform_loc[NUM_ENCODING_PROGRAMS];
static const char *VProgram =
"ATTRIN vec2 rawpos;\n"
"ATTRIN vec2 tex0;\n"
"VARYOUT vec2 uv0;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"void main()\n"
"{\n"
" uv0 = tex0;\n"
" gl_Position = vec4(rawpos, 0.0, 1.0);\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
" uv0 = mix(copy_position.xy, copy_position.zw, rawpos);\n"
"}\n";
void CreatePrograms()
@ -73,14 +72,24 @@ void CreatePrograms()
* inbetween the two Pixels, and only blurs over these two pixels.
*/
// Output is BGRA because that is slightly faster than RGBA.
const char *VProgramRgbToYuyv =
"VARYOUT vec2 uv0;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"uniform sampler2D samp9;\n"
"void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / textureSize(samp9, 0);\n"
"}\n";
const char *FProgramRgbToYuyv =
"uniform sampler2D samp9;\n"
"VARYIN vec2 uv0;\n"
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" vec3 c0 = texture(samp9, (uv0 - dFdx(uv0) * 0.25) / textureSize(samp9, 0)).rgb;\n"
" vec3 c1 = texture(samp9, (uv0 + dFdx(uv0) * 0.25) / textureSize(samp9, 0)).rgb;\n"
" vec3 c0 = texture(samp9, (uv0 - dFdx(uv0) * 0.25)).rgb;\n"
" vec3 c1 = texture(samp9, (uv0 + dFdx(uv0) * 0.25)).rgb;\n"
" vec3 c01 = (c0 + c1) * 0.5;\n"
" vec3 y_const = vec3(0.257,0.504,0.098);\n"
" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
@ -88,6 +97,8 @@ void CreatePrograms()
" vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);\n"
" ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n";
ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgramRgbToYuyv, FProgramRgbToYuyv);
s_rgbToYuyvUniform_loc = glGetUniformLocation(s_rgbToYuyvProgram.glprogid, "copy_position");
/* TODO: Accuracy Improvements
*
@ -121,8 +132,6 @@ void CreatePrograms()
" yComp + (2.018 * uComp),\n"
" 1.0);\n"
"}\n";
ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgram, FProgramRgbToYuyv);
ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
}
@ -150,6 +159,7 @@ SHADER &GetOrCreateEncodingShader(u32 format)
#endif
ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
s_encodingUniform_loc[format] = glGetUniformLocation(s_encodingPrograms[format].glprogid, "copy_position");
}
return s_encodingPrograms[format];
}
@ -158,19 +168,6 @@ void Init()
{
glGenFramebuffers(1, &s_texConvFrameBuffer);
glGenBuffers(1, &s_encode_VBO );
glGenVertexArrays(1, &s_encode_VAO );
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBindVertexArray( s_encode_VAO );
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
s_cached_sourceRc.top = -1;
s_cached_sourceRc.bottom = -1;
s_cached_sourceRc.left = -1;
s_cached_sourceRc.right = -1;
glActiveTexture(GL_TEXTURE0 + 9);
glGenTextures(1, &s_srcTexture);
glBindTexture(GL_TEXTURE_2D, s_srcTexture);
@ -189,8 +186,6 @@ void Shutdown()
glDeleteTextures(1, &s_srcTexture);
glDeleteTextures(1, &s_dstTexture);
glDeleteFramebuffers(1, &s_texConvFrameBuffer);
glDeleteBuffers(1, &s_encode_VBO );
glDeleteVertexArrays(1, &s_encode_VAO );
s_rgbToYuyvProgram.Destroy();
s_yuyvToRgbProgram.Destroy();
@ -205,7 +200,7 @@ void Shutdown()
void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight, int readStride,
bool toTexture, bool linearFilter)
bool toTexture, bool linearFilter, int uniform_loc)
{
@ -235,25 +230,8 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
GL_REPORT_ERRORD();
if(!(s_cached_sourceRc == sourceRc)) {
GLfloat vertices[] = {
-1.f, -1.f,
(float)sourceRc.left, (float)sourceRc.top,
-1.f, 1.f,
(float)sourceRc.left, (float)sourceRc.bottom,
1.f, -1.f,
(float)sourceRc.right, (float)sourceRc.top,
1.f, 1.f,
(float)sourceRc.right, (float)sourceRc.bottom
};
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
glUniform4f(uniform_loc, sourceRc.left, sourceRc.top, sourceRc.right, sourceRc.bottom);
s_cached_sourceRc = sourceRc;
}
glBindVertexArray( s_encode_VAO );
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GL_REPORT_ERRORD();
@ -345,7 +323,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
TexDecoder_GetBlockWidthInTexels(format);
EncodeToRamUsingShader(source_texture, scaledSource,
dest_ptr, expandedWidth / samples, expandedHeight, readStride,
true, bScaleByHalf > 0 && !bFromZBuffer);
true, bScaleByHalf > 0 && !bFromZBuffer, s_encodingUniform_loc[format]);
return size_in_bytes; // TODO: D3D11 is calculating this value differently!
}
@ -359,7 +337,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
// We enable linear filtering, because the gamecube does filtering in the vertical direction when
// yscale is enabled.
// Otherwise we get jaggies when a game uses yscaling (most PAL games)
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, true);
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, true, s_rgbToYuyvUniform_loc);
FramebufferManager::SetFramebuffer(0);
TextureCache::DisableStage(0);
g_renderer->RestoreAPIState();