Merge pull request #1322 from degasus/ogl-pp
OGL: force enable postprocessing
This commit is contained in:
commit
bc26cb1b19
|
@ -385,19 +385,6 @@ XFBSource::~XFBSource()
|
|||
glDeleteTextures(1, &texture);
|
||||
}
|
||||
|
||||
|
||||
void XFBSource::Draw(const MathUtil::Rectangle<int> &sourcerc,
|
||||
const MathUtil::Rectangle<float> &drawrc) const
|
||||
{
|
||||
// Texture map xfbSource->texture onto the main buffer
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
|
||||
glBlitFramebuffer(sourcerc.left, sourcerc.bottom, sourcerc.right, sourcerc.top,
|
||||
(int)drawrc.left, (int)drawrc.bottom, (int)drawrc.right, (int)drawrc.top,
|
||||
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
|
||||
{
|
||||
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
|
||||
|
|
|
@ -52,8 +52,6 @@ struct XFBSource : public XFBSourceBase
|
|||
|
||||
void CopyEFB(float Gamma) override;
|
||||
void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
|
||||
void Draw(const MathUtil::Rectangle<int> &sourcerc,
|
||||
const MathUtil::Rectangle<float> &drawrc) const override;
|
||||
|
||||
const GLuint texture;
|
||||
};
|
||||
|
|
|
@ -19,65 +19,38 @@ namespace OGL
|
|||
|
||||
static char s_vertex_shader[] =
|
||||
"out vec2 uv0;\n"
|
||||
"uniform vec4 src_rect;\n"
|
||||
"void main(void) {\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 = rawpos;\n"
|
||||
" uv0 = rawpos * src_rect.zw + src_rect.xy;\n"
|
||||
"}\n";
|
||||
|
||||
OpenGLPostProcessing::OpenGLPostProcessing()
|
||||
{
|
||||
m_enable = false;
|
||||
m_width = 0;
|
||||
m_height = 0;
|
||||
|
||||
glGenFramebuffers(1, &m_fbo);
|
||||
glGenTextures(1, &m_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // disable mipmaps
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
|
||||
CreateHeader();
|
||||
m_initialized = false;
|
||||
}
|
||||
|
||||
OpenGLPostProcessing::~OpenGLPostProcessing()
|
||||
{
|
||||
m_shader.Destroy();
|
||||
|
||||
glDeleteFramebuffers(1, &m_fbo);
|
||||
glDeleteTextures(1, &m_texture);
|
||||
}
|
||||
|
||||
void OpenGLPostProcessing::BindTargetFramebuffer()
|
||||
void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
|
||||
int src_texture, int src_width, int src_height)
|
||||
{
|
||||
if (m_enable)
|
||||
{
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
|
||||
// Clear the buffer so there isn't any remaining garbage from the previous post processing shader frame
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bind to default framebuffer if we aren't post processing
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLPostProcessing::BlitToScreen()
|
||||
{
|
||||
if (!m_enable) return;
|
||||
ApplyShader();
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
|
||||
glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
|
||||
|
||||
m_shader.Bind();
|
||||
|
||||
glUniform4f(m_uniform_resolution, (float)m_width, (float)m_height, 1.0f/(float)m_width, 1.0f/(float)m_height);
|
||||
glUniform4f(m_uniform_resolution, (float)src_width, (float)src_height, 1.0f / (float)src_width, 1.0f / (float)src_height);
|
||||
glUniform4f(m_uniform_src_rect, src.left / (float) src_width, src.bottom / (float) src_height,
|
||||
src.GetWidth() / (float) src_width, src.GetHeight() / (float) src_height);
|
||||
glUniform1ui(m_uniform_time, (GLuint)m_timer.GetTimeElapsed());
|
||||
|
||||
if (m_config.IsDirty())
|
||||
|
@ -151,45 +124,27 @@ void OpenGLPostProcessing::BlitToScreen()
|
|||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(GL_TEXTURE_2D, m_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, src_texture);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
|
||||
void OpenGLPostProcessing::Update(u32 width, u32 height)
|
||||
{
|
||||
ApplyShader();
|
||||
|
||||
if (m_enable && (width != m_width || height != m_height))
|
||||
{
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
|
||||
// alloc texture for framebuffer
|
||||
glActiveTexture(GL_TEXTURE0+9);
|
||||
glBindTexture(GL_TEXTURE_2D, m_texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLPostProcessing::ApplyShader()
|
||||
{
|
||||
// shader didn't changed
|
||||
if (m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
|
||||
if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
|
||||
return;
|
||||
|
||||
m_enable = false;
|
||||
m_shader.Destroy();
|
||||
m_uniform_bindings.clear();
|
||||
|
||||
// shader disabled
|
||||
if (g_ActiveConfig.sPostProcessingShader == "")
|
||||
return;
|
||||
|
||||
// so need to compile shader
|
||||
std::string code = m_config.LoadShader();
|
||||
// load shader from disk
|
||||
std::string default_shader = "void main() { SetOutput(Sample()); }";
|
||||
std::string code = "";
|
||||
if (g_ActiveConfig.sPostProcessingShader != "")
|
||||
code = m_config.LoadShader();
|
||||
|
||||
if (code == "")
|
||||
return;
|
||||
code = default_shader;
|
||||
|
||||
code = LoadShaderOptions(code);
|
||||
|
||||
|
@ -197,21 +152,22 @@ void OpenGLPostProcessing::ApplyShader()
|
|||
if (!ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code.c_str()))
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str());
|
||||
return;
|
||||
|
||||
code = LoadShaderOptions(default_shader);
|
||||
ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code.c_str());
|
||||
}
|
||||
|
||||
// read uniform locations
|
||||
m_uniform_resolution = glGetUniformLocation(m_shader.glprogid, "resolution");
|
||||
m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time");
|
||||
m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect");
|
||||
|
||||
for (const auto& it : m_config.GetOptions())
|
||||
{
|
||||
std::string glsl_name = "option_" + it.first;
|
||||
m_uniform_bindings[it.first] = glGetUniformLocation(m_shader.glprogid, glsl_name.c_str());
|
||||
}
|
||||
|
||||
// successful
|
||||
m_enable = true;
|
||||
m_initialized = true;
|
||||
}
|
||||
|
||||
void OpenGLPostProcessing::CreateHeader()
|
||||
|
|
|
@ -22,16 +22,15 @@ public:
|
|||
OpenGLPostProcessing();
|
||||
~OpenGLPostProcessing();
|
||||
|
||||
void BindTargetFramebuffer() override;
|
||||
void BlitToScreen() override;
|
||||
void Update(u32 width, u32 height) override;
|
||||
void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
|
||||
int src_texture, int src_width, int src_height) override;
|
||||
void ApplyShader() override;
|
||||
|
||||
private:
|
||||
GLuint m_fbo;
|
||||
GLuint m_texture;
|
||||
bool m_initialized;
|
||||
SHADER m_shader;
|
||||
GLuint m_uniform_resolution;
|
||||
GLuint m_uniform_src_rect;
|
||||
GLuint m_uniform_time;
|
||||
std::string m_glsl_header;
|
||||
|
||||
|
|
|
@ -1396,7 +1396,6 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
|
||||
ResetAPIState();
|
||||
|
||||
m_post_processor->Update(s_backbuffer_width, s_backbuffer_height);
|
||||
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
||||
TargetRectangle flipped_trc = GetTargetRectangle();
|
||||
|
||||
|
@ -1413,29 +1412,20 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
GL_REPORT_ERRORD();
|
||||
|
||||
// Copy the framebuffer to screen.
|
||||
|
||||
const XFBSourceBase* xfbSource = nullptr;
|
||||
const XFBSource* xfbSource = nullptr;
|
||||
|
||||
if (g_ActiveConfig.bUseXFB)
|
||||
{
|
||||
// Render to the real/postprocessing buffer now.
|
||||
m_post_processor->BindTargetFramebuffer();
|
||||
|
||||
// draw each xfb source
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
|
||||
|
||||
for (u32 i = 0; i < xfbCount; ++i)
|
||||
{
|
||||
xfbSource = xfbSourceList[i];
|
||||
xfbSource = (const XFBSource*) xfbSourceList[i];
|
||||
|
||||
MathUtil::Rectangle<float> drawRc;
|
||||
TargetRectangle drawRc;
|
||||
|
||||
if (g_ActiveConfig.bUseRealXFB)
|
||||
{
|
||||
drawRc.top = static_cast<float>(flipped_trc.top);
|
||||
drawRc.bottom = static_cast<float>(flipped_trc.bottom);
|
||||
drawRc.left = static_cast<float>(flipped_trc.left);
|
||||
drawRc.right = static_cast<float>(flipped_trc.right);
|
||||
drawRc = flipped_trc;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1444,17 +1434,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
int xfbWidth = xfbSource->srcWidth;
|
||||
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);
|
||||
|
||||
MathUtil::Rectangle<u32> rect_u32;
|
||||
|
||||
rect_u32.top = flipped_trc.top - hOffset * flipped_trc.GetHeight() / fbHeight;
|
||||
rect_u32.bottom = flipped_trc.top - (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight;
|
||||
rect_u32.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbStride)/2;
|
||||
rect_u32.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbStride)/2;
|
||||
|
||||
drawRc.top = static_cast<float>(rect_u32.top);
|
||||
drawRc.bottom = static_cast<float>(rect_u32.bottom);
|
||||
drawRc.left = static_cast<float>(rect_u32.left);
|
||||
drawRc.right = static_cast<float>(rect_u32.right);
|
||||
drawRc.top = flipped_trc.top - hOffset * flipped_trc.GetHeight() / fbHeight;
|
||||
drawRc.bottom = flipped_trc.top - (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight;
|
||||
drawRc.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbStride) / 2;
|
||||
drawRc.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbStride) / 2;
|
||||
|
||||
// The following code disables auto stretch. Kept for reference.
|
||||
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
||||
|
@ -1468,7 +1451,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
// Tell the OSD Menu about the current internal resolution
|
||||
OSDInternalW = xfbSource->sourceRc.GetWidth(); OSDInternalH = xfbSource->sourceRc.GetHeight();
|
||||
|
||||
MathUtil::Rectangle<int> sourceRc;
|
||||
TargetRectangle sourceRc;
|
||||
sourceRc.left = xfbSource->sourceRc.left;
|
||||
sourceRc.right = xfbSource->sourceRc.right;
|
||||
sourceRc.top = xfbSource->sourceRc.top;
|
||||
|
@ -1476,7 +1459,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
|
||||
sourceRc.right -= fbStride - fbWidth;
|
||||
|
||||
xfbSource->Draw(sourceRc, drawRc);
|
||||
m_post_processor->BlitFromTexture(sourceRc, drawRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1484,22 +1467,11 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
TargetRectangle targetRc = ConvertEFBRectangle(rc);
|
||||
|
||||
// for msaa mode, we must resolve the efb content to non-msaa
|
||||
FramebufferManager::ResolveAndGetRenderTarget(rc);
|
||||
GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(rc);
|
||||
|
||||
// Render to the real/postprocessing buffer now. (resolve have changed this in msaa mode)
|
||||
m_post_processor->BindTargetFramebuffer();
|
||||
|
||||
// always the non-msaa fbo
|
||||
GLuint fb = s_MSAASamples>1?FramebufferManager::GetResolvedFramebuffer():FramebufferManager::GetEFBFramebuffer();
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
|
||||
glBlitFramebuffer(targetRc.left, targetRc.bottom, targetRc.right, targetRc.top,
|
||||
flipped_trc.left, flipped_trc.bottom, flipped_trc.right, flipped_trc.top,
|
||||
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
m_post_processor->BlitFromTexture(targetRc, flipped_trc, tex, s_target_width, s_target_height);
|
||||
}
|
||||
|
||||
m_post_processor->BlitToScreen();
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
|
||||
// Save screenshot
|
||||
|
|
|
@ -14,7 +14,7 @@ struct XFBSourceBase
|
|||
virtual ~XFBSourceBase() {}
|
||||
|
||||
virtual void Draw(const MathUtil::Rectangle<int> &sourcerc,
|
||||
const MathUtil::Rectangle<float> &drawrc) const = 0;
|
||||
const MathUtil::Rectangle<float> &drawrc) const {};
|
||||
|
||||
virtual void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) = 0;
|
||||
|
||||
|
|
|
@ -11,6 +11,8 @@
|
|||
#include "Common/StringUtil.h"
|
||||
#include "Common/Timer.h"
|
||||
|
||||
#include "VideoCommon/VideoCommon.h"
|
||||
|
||||
class PostProcessingShaderConfiguration
|
||||
{
|
||||
public:
|
||||
|
@ -88,15 +90,11 @@ public:
|
|||
PostProcessingShaderConfiguration* GetConfig() { return &m_config; }
|
||||
|
||||
// Should be implemented by the backends for backend specific code
|
||||
virtual void BindTargetFramebuffer() = 0;
|
||||
virtual void BlitToScreen() = 0;
|
||||
virtual void Update(u32 width, u32 height) = 0;
|
||||
virtual void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
|
||||
int src_texture, int src_width, int src_height) = 0;
|
||||
virtual void ApplyShader() = 0;
|
||||
|
||||
protected:
|
||||
bool m_enable;
|
||||
u32 m_width;
|
||||
u32 m_height;
|
||||
// Timer for determining our time value
|
||||
Common::Timer m_timer;
|
||||
|
||||
|
|
Loading…
Reference in New Issue