From cced3b4a18b5116a715bb2bfc40f3f6c47165640 Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Tue, 29 Jul 2014 11:57:02 -0500 Subject: [PATCH] Change OpenGL's post processing to use the new VideoCommon PP object. Let's OpenGL's PostProcessing namespace be changed to a class inheriting from VideoCommon's PostProcessing class. --- .../Core/VideoBackends/OGL/PostProcessing.cpp | 202 ++++++++++++------ .../Core/VideoBackends/OGL/PostProcessing.h | 2 + Source/Core/VideoBackends/OGL/Render.cpp | 13 +- Source/Core/VideoBackends/OGL/main.cpp | 2 - 4 files changed, 148 insertions(+), 71 deletions(-) diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp index 06a15b07cc..dee133ed03 100644 --- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp +++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp @@ -4,6 +4,7 @@ #include "Common/CommonPaths.h" #include "Common/FileUtil.h" +#include "Common/StringUtil.h" #include "VideoBackends/OGL/FramebufferManager.h" #include "VideoBackends/OGL/GLUtil.h" @@ -16,20 +17,6 @@ namespace OGL { -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_uniform_resolution; - static char s_vertex_shader[] = "out vec2 uv0;\n" "void main(void) {\n" @@ -38,7 +25,7 @@ static char s_vertex_shader[] = " uv0 = rawpos;\n" "}\n"; -void Init() +OpenGLPostProcessing::OpenGLPostProcessing() { m_enable = false; m_width = 0; @@ -51,98 +38,151 @@ void Init() 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, s_fbo); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_texture, 0); + glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0); FramebufferManager::SetFramebuffer(0); + + CreateHeader(); } -void Shutdown() +OpenGLPostProcessing::~OpenGLPostProcessing() { m_shader.Destroy(); - glDeleteFramebuffers(1, &s_fbo); - glDeleteTextures(1, &s_texture); + glDeleteFramebuffers(1, &m_fbo); + glDeleteTextures(1, &m_texture); } -void ReloadShader() +void OpenGLPostProcessing::BindTargetFramebuffer() { - s_currentShader = ""; + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_enable ? m_fbo : 0); } -void BindTargetFramebuffer () +void OpenGLPostProcessing::BlitToScreen() { - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, s_enable ? s_fbo : 0); -} - -void BlitToScreen() -{ - if (!s_enable) return; + if (!m_enable) return; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - glViewport(0, 0, s_width, s_height); + glViewport(0, 0, m_width, m_height); - s_shader.Bind(); + m_shader.Bind(); glUniform4f(m_uniform_resolution, (float)m_width, (float)m_height, 1.0f/(float)m_width, 1.0f/(float)m_height); glUniform1ui(m_uniform_time, (GLuint)m_timer.GetTimeElapsed()); - glUniform4f(s_uniform_resolution, (float)s_width, (float)s_height, 1.0f/(float)s_width, 1.0f/(float)s_height); + if (m_config.IsDirty()) + { + for (auto& it : m_config.GetOptions()) + { + if (it.second.m_dirty) + { + switch (it.second.m_type) + { + case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL: + glUniform1i(m_uniform_bindings[it.first], it.second.m_bool_value); + break; + case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER: + switch (it.second.m_integer_values.size()) + { + case 1: + glUniform1i(m_uniform_bindings[it.first], it.second.m_integer_values[0]); + break; + case 2: + glUniform2i(m_uniform_bindings[it.first], + it.second.m_integer_values[0], + it.second.m_integer_values[1]); + break; + case 3: + glUniform3i(m_uniform_bindings[it.first], + it.second.m_integer_values[0], + it.second.m_integer_values[1], + it.second.m_integer_values[2]); + break; + case 4: + glUniform4i(m_uniform_bindings[it.first], + it.second.m_integer_values[0], + it.second.m_integer_values[1], + it.second.m_integer_values[2], + it.second.m_integer_values[3]); + break; + } + break; + case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT: + switch (it.second.m_float_values.size()) + { + case 1: + glUniform1f(m_uniform_bindings[it.first], it.second.m_float_values[0]); + break; + case 2: + glUniform2f(m_uniform_bindings[it.first], + it.second.m_float_values[0], + it.second.m_float_values[1]); + break; + case 3: + glUniform3f(m_uniform_bindings[it.first], + it.second.m_float_values[0], + it.second.m_float_values[1], + it.second.m_float_values[2]); + break; + case 4: + glUniform4f(m_uniform_bindings[it.first], + it.second.m_float_values[0], + it.second.m_float_values[1], + it.second.m_float_values[2], + it.second.m_float_values[3]); + break; + } + break; + } + it.second.m_dirty = false; + } + } + m_config.SetDirty(false); + } glActiveTexture(GL_TEXTURE0+9); - glBindTexture(GL_TEXTURE_2D, s_texture); + glBindTexture(GL_TEXTURE_2D, m_texture); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - -/* 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);*/ } -void Update ( u32 width, u32 height ) +void OpenGLPostProcessing::Update(u32 width, u32 height) { ApplyShader(); - if (s_enable && (width != s_width || height != s_height)) { - s_width = width; - s_height = height; + 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, s_texture); + glBindTexture(GL_TEXTURE_2D, m_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } } -void ApplyShader() +void OpenGLPostProcessing::ApplyShader() { // shader didn't changed - if (s_currentShader == g_ActiveConfig.sPostProcessingShader) return; - s_currentShader = g_ActiveConfig.sPostProcessingShader; - s_enable = false; - s_shader.Destroy(); + if (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(); - // loading shader code - std::string code; - std::string path = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".glsl"; - if (!File::Exists(path)) - { - // Fallback to shared user dir - path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + g_ActiveConfig.sPostProcessingShader + ".glsl"; - } - if (!File::ReadFileToString(path, code)) { - ERROR_LOG(VIDEO, "Post-processing shader not found: %s", path.c_str()); - return; - } + if (code == "") return; + + code = LoadShaderOptions(code); // 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()); + 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; } @@ -150,7 +190,7 @@ void ApplyShader() m_uniform_resolution = glGetUniformLocation(m_shader.glprogid, "resolution"); m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time"); - for (const auto& it : m_options) + 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()); @@ -225,6 +265,38 @@ void OpenGLPostProcessing::CreateHeader() "#define OptionEnabled(x) (option_#x != 0)\n"; } -} // namespace +std::string OpenGLPostProcessing::LoadShaderOptions(const std::string& code) +{ + std::string glsl_options = ""; + m_uniform_bindings.clear(); + + for (const auto& it : m_config.GetOptions()) + { + if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL) + { + glsl_options += StringFromFormat("uniform int option_%s;\n", it.first.c_str()); + } + else if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER) + { + u32 count = it.second.m_integer_values.size(); + if (count == 1) + glsl_options += StringFromFormat("uniform int option_%s;\n", it.first.c_str()); + else + glsl_options += StringFromFormat("uniform int%d option_%s;\n", count, it.first.c_str()); + } + else if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT) + { + u32 count = it.second.m_float_values.size(); + if (count == 1) + glsl_options += StringFromFormat("uniform float option_%s;\n", it.first.c_str()); + else + glsl_options += StringFromFormat("uniform float%d option_%s;\n", count, it.first.c_str()); + } + + m_uniform_bindings[it.first] = 0; + } + + return m_glsl_header + glsl_options + code; +} } // namespace OGL diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.h b/Source/Core/VideoBackends/OGL/PostProcessing.h index 4f2fb87250..6aa93cc9a5 100644 --- a/Source/Core/VideoBackends/OGL/PostProcessing.h +++ b/Source/Core/VideoBackends/OGL/PostProcessing.h @@ -8,6 +8,8 @@ #include #include "VideoBackends/OGL/GLUtil.h" + +#include "VideoCommon/PostProcessing.h" #include "VideoCommon/VideoCommon.h" namespace OGL diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index a3bba96fd1..d6881171e7 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -641,6 +641,9 @@ void Renderer::Shutdown() delete s_pfont; s_pfont = nullptr; s_ShowEFBCopyRegions.Destroy(); + + delete m_post_processor; + m_post_processor = nullptr; } void Renderer::Init() @@ -649,6 +652,8 @@ void Renderer::Init() g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height, s_MSAASamples); + m_post_processor = new OpenGLPostProcessing(); + s_pfont = new RasterFont(); ProgramShaderCache::CompileShader(s_ShowEFBCopyRegions, @@ -1331,7 +1336,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl ResetAPIState(); - PostProcessing::Update(s_backbuffer_width, s_backbuffer_height); + m_post_processor->Update(s_backbuffer_width, s_backbuffer_height); UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height); TargetRectangle flipped_trc = GetTargetRectangle(); @@ -1354,7 +1359,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl if (g_ActiveConfig.bUseXFB) { // Render to the real/postprocessing buffer now. - PostProcessing::BindTargetFramebuffer(); + m_post_processor->BindTargetFramebuffer(); // draw each xfb source glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer()); @@ -1413,7 +1418,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl FramebufferManager::ResolveAndGetRenderTarget(rc); // Render to the real/postprocessing buffer now. (resolve have changed this in msaa mode) - PostProcessing::BindTargetFramebuffer(); + m_post_processor->BindTargetFramebuffer(); // always the non-msaa fbo GLuint fb = s_MSAASamples>1?FramebufferManager::GetResolvedFramebuffer():FramebufferManager::GetEFBFramebuffer(); @@ -1424,7 +1429,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl GL_COLOR_BUFFER_BIT, GL_LINEAR); } - PostProcessing::BlitToScreen(); + m_post_processor->BlitToScreen(); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); diff --git a/Source/Core/VideoBackends/OGL/main.cpp b/Source/Core/VideoBackends/OGL/main.cpp index 44febec4a9..c23abad7a6 100644 --- a/Source/Core/VideoBackends/OGL/main.cpp +++ b/Source/Core/VideoBackends/OGL/main.cpp @@ -210,7 +210,6 @@ void VideoBackend::Video_Prepare() VertexShaderManager::Init(); PixelShaderManager::Init(); ProgramShaderCache::Init(); - PostProcessing::Init(); g_texture_cache = new TextureCache(); g_sampler_cache = new SamplerCache(); Renderer::Init(); @@ -250,7 +249,6 @@ void VideoBackend::Video_Cleanup() { g_sampler_cache = nullptr; delete g_texture_cache; g_texture_cache = nullptr; - PostProcessing::Shutdown(); ProgramShaderCache::Shutdown(); VertexShaderManager::Shutdown(); PixelShaderManager::Shutdown();