From 800a58f01ca7780ec2f6a321067e9fd273640071 Mon Sep 17 00:00:00 2001 From: degasus Date: Thu, 7 Mar 2013 17:00:11 +0100 Subject: [PATCH] reimplement postprocessing and fix one shader as example --- Data/User/Shaders/invert.txt | 10 +- .../Plugin_VideoOGL/Src/PostProcessing.cpp | 151 ++++++++++++++---- .../Plugin_VideoOGL/Src/PostProcessing.h | 8 +- Source/Plugins/Plugin_VideoOGL/Src/Render.cpp | 27 +--- Source/Plugins/Plugin_VideoOGL/Src/main.cpp | 4 +- 5 files changed, 140 insertions(+), 60 deletions(-) diff --git a/Data/User/Shaders/invert.txt b/Data/User/Shaders/invert.txt index e5f5925fb0..0a650050bd 100644 --- a/Data/User/Shaders/invert.txt +++ b/Data/User/Shaders/invert.txt @@ -1,7 +1,9 @@ -uniform samplerRECT samp0 : register(s0); +uniform sampler2D samp9; -void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0) +out vec4 ocol0; +in vec2 uv0; + +void main() { - float4 c0 = texRECT(samp0, uv0).rgba; - ocol0 = float4(1.0, 1.0, 1.0, 1.0) - c0; + ocol0 = vec4(1.0, 1.0, 1.0, 1.0) - texture(samp9, uv0); } diff --git a/Source/Plugins/Plugin_VideoOGL/Src/PostProcessing.cpp b/Source/Plugins/Plugin_VideoOGL/Src/PostProcessing.cpp index c69932a355..acf1019350 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/PostProcessing.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/PostProcessing.cpp @@ -21,6 +21,7 @@ #include "GLUtil.h" #include "PostProcessing.h" #include "ProgramShaderCache.h" +#include "FramebufferManager.h" namespace OGL { @@ -30,15 +31,67 @@ namespace PostProcessing static std::string s_currentShader; static SHADER s_shader; +static bool s_enable; + +static u32 s_width; +static u32 s_height; +static GLuint s_fbo; +static GLuint s_texture; +static GLuint s_vao; +static GLuint s_vbo; + +static char* s_vertex_shader = + "in vec2 rawpos;\n" + "in vec2 tex0;\n" + "out vec2 uv0;\n" + "void main(void) {\n" + " gl_Position = vec4(rawpos,0,1);\n" + " uv0 = tex0;\n" + "}\n"; void Init() { s_currentShader = ""; + s_enable = 0; + s_width = 0; + s_height = 0; + + glGenFramebuffers(1, &s_fbo); + glGenTextures(1, &s_texture); + glBindTexture(GL_TEXTURE_2D, s_texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // disable mipmaps + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glBindFramebuffer(GL_FRAMEBUFFER, s_fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_texture, 0); + FramebufferManager::SetFramebuffer(0); + + glGenBuffers(1, &s_vbo); + glBindBuffer(GL_ARRAY_BUFFER, s_vbo); + GLfloat vertices[] = { + -1.f, -1.f, 0.f, 0.f, + -1.f, 1.f, 0.f, 1.f, + 1.f, -1.f, 1.f, 0.f, + 1.f, 1.f, 1.f, 1.f + }; + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + glGenVertexArrays(1, &s_vao); + glBindVertexArray( s_vao ); + glEnableVertexAttribArray(SHADER_POSITION_ATTRIB); + glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL); + glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB); + glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2); } void Shutdown() { s_shader.Destroy(); + + glDeleteFramebuffers(1, &s_vbo); + glDeleteTextures(1, &s_texture); + + glDeleteBuffers(1, &s_vbo); + glDeleteVertexArrays(1, &s_vao); } void ReloadShader() @@ -46,45 +99,77 @@ void ReloadShader() s_currentShader = ""; } -bool ApplyShader() +void BindTargetFramebuffer () { - if (s_currentShader != File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".txt") - { - // Set immediately to prevent endless recompiles on failure. - if (!g_ActiveConfig.sPostProcessingShader.empty()) - s_currentShader = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".txt"; - else - s_currentShader.clear(); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, s_enable ? s_fbo : 0); +} - s_shader.Destroy(); +void BlitToScreen() +{ + if(!s_enable) return; + + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + glViewport(0, 0, s_width, s_height); + + glBindVertexArray(s_vao); + s_shader.Bind(); + glActiveTexture(GL_TEXTURE0+9); + glBindTexture(GL_TEXTURE_2D, s_texture); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindTexture(GL_TEXTURE_2D, 0); + +/* glBindFramebuffer(GL_READ_FRAMEBUFFER, s_fbo); + + glBlitFramebuffer(rc.left, rc.bottom, rc.right, rc.top, + rc.left, rc.bottom, rc.right, rc.top, + GL_COLOR_BUFFER_BIT, GL_NEAREST);*/ +} - if (!s_currentShader.empty()) - { - std::string code; - if (File::ReadFileToString(true, s_currentShader.c_str(), code)) - { - //if (!ProgramShaderCache::CompileShader(s_shader, "#version130\n...", code.c_str())) - //{ - // ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str()); - //} - } - else - { - ERROR_LOG(VIDEO, "Failed to load post-processing shader %s - does not exist?", s_currentShader.c_str()); - } - } - } +void Update ( u32 width, u32 height ) +{ + ApplyShader(); - // TODO: Convert PP shaders to GLSL - if (s_shader.glprogid != 0) - { - s_shader.Bind(); - return true; + if(s_enable && (width != s_width || height != s_height)) { + s_width = width; + s_height = height; + + // alloc texture for framebuffer + glActiveTexture(GL_TEXTURE0+9); + glBindTexture(GL_TEXTURE_2D, s_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, 0); } - else - { - return false; +} + +void ApplyShader() +{ + // shader didn't changed + if (s_currentShader == g_ActiveConfig.sPostProcessingShader) return; + s_currentShader = g_ActiveConfig.sPostProcessingShader; + s_enable = false; + s_shader.Destroy(); + + // shader disabled + if (g_ActiveConfig.sPostProcessingShader == "") return; + + // so need to compile shader + + // loading shader code + std::string code; + std::string path = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".txt"; + if(!File::ReadFileToString(true, path.c_str(), code)) { + ERROR_LOG(VIDEO, "post-processing shader not found: %s", path.c_str()); + return; } + + // and compile it + if (!ProgramShaderCache::CompileShader(s_shader, s_vertex_shader, code.c_str())) { + ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str()); + return; + } + + // successful + s_enable = true; } } // namespace diff --git a/Source/Plugins/Plugin_VideoOGL/Src/PostProcessing.h b/Source/Plugins/Plugin_VideoOGL/Src/PostProcessing.h index 5d667e2b0a..10a30d9e27 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/PostProcessing.h +++ b/Source/Plugins/Plugin_VideoOGL/Src/PostProcessing.h @@ -30,9 +30,13 @@ namespace PostProcessing void Init(); void Shutdown(); +void BindTargetFramebuffer(); +void BlitToScreen(); +void Update(u32 width, u32 height); + void ReloadShader(); -// Returns false if no shader was applied. -bool ApplyShader(); + +void ApplyShader(); } // namespace diff --git a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp index c72bcaa096..6d6744a15a 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp @@ -996,6 +996,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons ResetAPIState(); + PostProcessing::Update(s_backbuffer_width, s_backbuffer_height); UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height); TargetRectangle flipped_trc = GetTargetRectangle(); @@ -1003,31 +1004,17 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons int tmp = flipped_trc.top; flipped_trc.top = flipped_trc.bottom; flipped_trc.bottom = tmp; - - // Textured triangles are necessary because of post-processing shaders - - // Disable all other stages - for (int i = 0; i < 8; ++i) - OGL::TextureCache::DisableStage(i); - - // Update GLViewPort - glViewport(flipped_trc.left, flipped_trc.bottom, flipped_trc.GetWidth(), flipped_trc.GetHeight()); - + GL_REPORT_ERRORD(); - // We must call ApplyShader here even if no post proc is selected - it takes - // care of disabling it in that case. It returns false in case of no post processing. - //bool applyShader = PostProcessing::ApplyShader(); - // degasus: disabled for blitting - // Copy the framebuffer to screen. const XFBSourceBase* xfbSource = NULL; if(g_ActiveConfig.bUseXFB) { - // Render to the real buffer now. - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // switch to the window backbuffer + // Render to the real/postprocessing buffer now. + PostProcessing::BindTargetFramebuffer(); // draw each xfb source glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer()); @@ -1085,8 +1072,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons // for msaa mode, we must resolve the efb content to non-msaa FramebufferManager::ResolveAndGetRenderTarget(rc); - // Render to the real buffer now. (resolve have changed this in msaa mode) - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + // Render to the real/postprocessing buffer now. (resolve have changed this in msaa mode) + PostProcessing::BindTargetFramebuffer(); // always the non-msaa fbo GLuint fb = s_MSAASamples>1?FramebufferManager::GetResolvedFramebuffer():FramebufferManager::GetEFBFramebuffer(); @@ -1096,6 +1083,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons flipped_trc.left, flipped_trc.bottom, flipped_trc.right, flipped_trc.top, GL_COLOR_BUFFER_BIT, GL_LINEAR); } + + PostProcessing::BlitToScreen(); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); diff --git a/Source/Plugins/Plugin_VideoOGL/Src/main.cpp b/Source/Plugins/Plugin_VideoOGL/Src/main.cpp index fde80f90d2..5236c27f9d 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/main.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/main.cpp @@ -199,9 +199,9 @@ void VideoBackend::Video_Prepare() VertexShaderManager::Init(); PixelShaderManager::Init(); ProgramShaderCache::Init(); + PostProcessing::Init(); g_texture_cache = new TextureCache(); g_sampler_cache = new SamplerCache(); - PostProcessing::Init(); Renderer::Init(); GL_REPORT_ERRORD(); VertexLoaderManager::Init(); @@ -231,7 +231,6 @@ void VideoBackend::Video_Cleanup() { DLCache::Shutdown(); #endif Fifo_Shutdown(); - PostProcessing::Shutdown(); // The following calls are NOT Thread Safe // And need to be called from the video thread @@ -242,6 +241,7 @@ void VideoBackend::Video_Cleanup() { g_sampler_cache = NULL; delete g_texture_cache; g_texture_cache = NULL; + PostProcessing::Shutdown(); ProgramShaderCache::Shutdown(); VertexShaderManager::Shutdown(); PixelShaderManager::Shutdown();