ogl: support glsl120

This commit is contained in:
degasus 2013-04-08 14:50:58 +02:00
parent 3897e1959e
commit 4c40e70b8a
8 changed files with 92 additions and 56 deletions

View File

@ -598,9 +598,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
if (ApiType == API_OPENGL)
{
WRITE(p, "out float4 ocol0;\n");
WRITE(p, "COLOROUT(ocol0)\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "out float4 ocol1;\n");
WRITE(p, "COLOROUT(ocol1)\n");
if (per_pixel_depth)
WRITE(p, "#define depth gl_FragDepth\n");

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@ -105,8 +105,8 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
if (ApiType == API_OPENGL)
{
WRITE(p, " out float4 ocol0;\n");
WRITE(p, " in float2 uv0;\n");
WRITE(p, " COLOROUT(ocol0)\n");
WRITE(p, " VARYIN float2 uv0;\n");
WRITE(p, "void main()\n");
}
else
@ -187,7 +187,7 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
if (ApiType == API_OPENGL)
{
WRITE(p, " out float4 ocol0;\n");
WRITE(p, " in float2 uv0;\n");
WRITE(p, " VARYIN float2 uv0;\n");
WRITE(p, "void main()\n");
}
else

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@ -123,8 +123,15 @@ void SHADER::SetProgramBindings()
glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
}
else
else if(g_ogl_config.eSupportedGLSLVersion > GLSL_120)
{
glBindFragDataLocation(glprogid, 0, "ocol0");
}
else
{
// ogl2 shaders don't need to bind output colors.
// gl_FragColor already point to color channel
}
// Need to set some attribute locations
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
@ -482,35 +489,17 @@ void ProgramShaderCache::Shutdown(void)
void ProgramShaderCache::CreateHeader ( void )
{
#ifdef _WIN32
// Intel Windows driver has a issue:
// their glsl doesn't know about the ubo extension, so we can't load it.
// but as version 140, ubo is in core and don't have to be loaded in glsl.
// as sandy do ogl3.1, glsl 140 is supported, so force it in this way.
// TODO: remove this again when the issue is fixed:
// see http://communities.intel.com/thread/36084
bool glsl140_hack = strcmp(g_ogl_config.gl_vendor, "Intel") == 0;
#elif __APPLE__
// as apple doesn't support glsl130 at all, we also have to use glsl140
bool glsl140_hack = true;
#else
bool glsl140_hack = false;
#endif
// Intel HD Graphics on the Ironlake chipset has been abandoned by Intel
// It supports every feature we need but not GLSL 1.3
// This is to check if it is Ironlake then drop to GLSL 1.2
bool glsl120_hack = strstr(g_ogl_config.gl_renderer, "Ironlake") != 0;
GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
snprintf(s_glsl_header, sizeof(s_glsl_header),
"#version %s\n"
"%s\n" // tex_rect
"%s\n" // ubo
"\n"// A few required defines and ones that will make our lives a lot easier
"#define ATTRIN in\n"
"#define ATTROUT out\n"
"#define VARYIN centroid in\n"
"#define VARYOUT centroid out\n"
"#define ATTRIN %s\n"
"#define ATTROUT %s\n"
"#define VARYIN %s\n"
"#define VARYOUT %s\n"
// Silly differences
"#define float2 vec2\n"
@ -522,10 +511,27 @@ void ProgramShaderCache::CreateHeader ( void )
"#define saturate(x) clamp(x, 0.0f, 1.0f)\n"
"#define lerp(x, y, z) mix(x, y, z)\n"
// glsl 120 hack
"%s\n"
"%s\n"
"%s\n"
"%s\n"
"%s\n"
"#define COLOROUT(name) %s\n"
, glsl120_hack ? "120" : glsl140_hack ? "140" : "130"
, glsl140_hack ? "#define texture2DRect texture" : "#extension GL_ARB_texture_rectangle : enable"
, g_ActiveConfig.backend_info.bSupportsGLSLUBO && !glsl140_hack ? "#extension GL_ARB_uniform_buffer_object : enable" : "// ubo disabled"
, v==GLSL_120 ? "120" : v==GLSL_130 ? "130" : "140"
, v<=GLSL_130 ? "#extension GL_ARB_texture_rectangle : enable" : "#define texture2DRect texture"
, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v!=GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
, v==GLSL_120 ? "attribute" : "in"
, v==GLSL_120 ? "attribute" : "out"
, v==GLSL_120 ? "varying" : "centroid in"
, v==GLSL_120 ? "varying" : "centroid out"
, v==GLSL_120 ? "#define texture texture2D" : ""
, v==GLSL_120 ? "#define round(x) floor((x)+0.5f)" : ""
, v==GLSL_120 ? "#define out " : ""
, v==GLSL_120 ? "#define ocol0 gl_FragColor" : ""
, v==GLSL_120 ? "#define ocol1 gl_FragColor" : "" //TODO: implemenet dual source blend
, v==GLSL_120 ? "" : "out vec4 name;"
);
}

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@ -128,9 +128,9 @@ const u8 rasters[char_count][char_height] = {
static const char *s_vertexShaderSrc =
"uniform vec2 charSize;\n"
"in vec2 rawpos;\n"
"in vec2 tex0;\n"
"out vec2 uv0;\n"
"ATTRIN vec2 rawpos;\n"
"ATTRIN vec2 tex0;\n"
"VARYOUT vec2 uv0;\n"
"void main(void) {\n"
" gl_Position = vec4(rawpos,0,1);\n"
" uv0 = tex0 * charSize;\n"
@ -139,8 +139,8 @@ static const char *s_vertexShaderSrc =
static const char *s_fragmentShaderSrc =
"uniform sampler2D samp8;\n"
"uniform vec4 color;\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"VARYIN vec2 uv0;\n"
"COLOROUT(ocol0)\n"
"void main(void) {\n"
" ocol0 = texture(samp8,uv0) * color;\n"
"}\n";

View File

@ -349,6 +349,28 @@ Renderer::Renderer()
g_ogl_config.gl_vendor = (const char*)glGetString(GL_VENDOR);
g_ogl_config.gl_renderer = (const char*)glGetString(GL_RENDERER);
g_ogl_config.gl_version = (const char*)glGetString(GL_VERSION);
g_ogl_config.glsl_version = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
if(strstr(g_ogl_config.glsl_version, "1.00") || strstr(g_ogl_config.glsl_version, "1.10"))
{
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need at least GLSL 1.20\n"
"GPU: Does your video card support OpenGL 2.1?\n"
"GPU: Your driver supports glsl %s", g_ogl_config.glsl_version);
bSuccess = false;
}
else if(strstr(g_ogl_config.glsl_version, "1.20"))
{
g_ogl_config.eSupportedGLSLVersion = GLSL_120;
g_Config.backend_info.bSupportsDualSourceBlend = false; //TODO: implemenet dual source blend
}
else if(strstr(g_ogl_config.glsl_version, "1.30"))
{
g_ogl_config.eSupportedGLSLVersion = GLSL_130;
}
else
{
g_ogl_config.eSupportedGLSLVersion = GLSL_140;
}
glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples);
if(g_ogl_config.max_samples < 1)
@ -487,15 +509,15 @@ void Renderer::Init()
s_pfont = new RasterFont();
ProgramShaderCache::CompileShader(s_ShowEFBCopyRegions,
"in vec2 rawpos;\n"
"in vec3 color0;\n"
"out vec4 c;\n"
"ATTRIN vec2 rawpos;\n"
"ATTRIN vec3 color0;\n"
"VARYOUT vec4 c;\n"
"void main(void) {\n"
" gl_Position = vec4(rawpos,0,1);\n"
" c = vec4(color0, 1.0);\n"
"}\n",
"in vec4 c;\n"
"out vec4 ocol0;\n"
"VARYIN vec4 c;\n"
"COLOROUT(ocol0)\n"
"void main(void) {\n"
" ocol0 = c;\n"
"}\n");

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@ -9,6 +9,12 @@ namespace OGL
void ClearEFBCache();
enum GLSL_VERSION {
GLSL_120,
GLSL_130,
GLSL_140 // and above
};
// ogl-only config, so not in VideoConfig.h
extern struct VideoConfig {
bool bSupportsGLSLCache;
@ -17,10 +23,12 @@ extern struct VideoConfig {
bool bSupportsGLBaseVertex;
bool bSupportCoverageMSAA;
bool bSupportSampleShading;
GLSL_VERSION eSupportedGLSLVersion;
const char *gl_vendor;
const char *gl_renderer;
const char* gl_version;
const char* glsl_version;
s32 max_samples;
} g_ogl_config;

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@ -421,8 +421,8 @@ TextureCache::TextureCache()
const char *pColorMatrixProg =
"uniform sampler2DRect samp9;\n"
"uniform vec4 colmat[7];\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"VARYIN vec2 uv0;\n"
"COLOROUT(ocol0)\n"
"\n"
"void main(){\n"
" vec4 texcol = texture2DRect(samp9, uv0);\n"
@ -433,8 +433,8 @@ TextureCache::TextureCache()
const char *pDepthMatrixProg =
"uniform sampler2DRect samp9;\n"
"uniform vec4 colmat[5];\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"VARYIN vec2 uv0;\n"
"COLOROUT(ocol0)\n"
"\n"
"void main(){\n"
" vec4 texcol = texture2DRect(samp9, uv0);\n"
@ -445,9 +445,9 @@ TextureCache::TextureCache()
const char *VProgram =
"in vec2 rawpos;\n"
"in vec2 tex0;\n"
"out vec2 uv0;\n"
"ATTRIN vec2 rawpos;\n"
"ATTRIN vec2 tex0;\n"
"VARYOUT vec2 uv0;\n"
"void main()\n"
"{\n"
" uv0 = tex0;\n"

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@ -66,9 +66,9 @@ static int s_cached_srcWidth = 0;
static int s_cached_srcHeight = 0;
static const char *VProgram =
"in vec2 rawpos;\n"
"in vec2 tex0;\n"
"out vec2 uv0;\n"
"ATTRIN vec2 rawpos;\n"
"ATTRIN vec2 tex0;\n"
"VARYOUT vec2 uv0;\n"
"void main()\n"
"{\n"
" uv0 = tex0;\n"
@ -80,8 +80,8 @@ void CreatePrograms()
// Output is BGRA because that is slightly faster than RGBA.
const char *FProgramRgbToYuyv =
"uniform sampler2DRect samp9;\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"VARYIN vec2 uv0;\n"
"COLOROUT(ocol0)\n"
"void main()\n"
"{\n"
" vec3 c0 = texture2DRect(samp9, uv0).rgb;\n"
@ -96,8 +96,8 @@ void CreatePrograms()
const char *FProgramYuyvToRgb =
"uniform sampler2DRect samp9;\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"VARYIN vec2 uv0;\n"
"COLOROUT(ocol0)\n"
"void main()\n"
"{\n"
" vec4 c0 = texture2DRect(samp9, uv0).rgba;\n"