OpenGL: cleanup efb2tex

Also use attributeless rendering. But we need the src rect, so set it by uniform.
If there is a slowdown here (I doubt as the driver likely has a fast path to update uniforms)
then we should check if this rect changes and only then update the uniform.
This commit is contained in:
degasus 2013-11-25 12:19:34 +01:00
parent b93756df87
commit dd0b74ac15
1 changed files with 16 additions and 64 deletions

View File

@ -45,6 +45,8 @@ static SHADER s_ColorMatrixProgram;
static SHADER s_DepthMatrixProgram;
static GLuint s_ColorMatrixUniform;
static GLuint s_DepthMatrixUniform;
static GLuint s_ColorCopyPositionUniform;
static GLuint s_DepthCopyPositionUniform;
static u32 s_ColorCbufid;
static u32 s_DepthCbufid;
@ -52,13 +54,6 @@ static u32 s_Textures[8];
static u32 s_ActiveTexture;
static u32 s_NextStage;
struct VBOCache {
GLuint vbo;
GLuint vao;
TargetRectangle targetSource;
};
static std::map<u64,VBOCache> s_VBO;
bool SaveTexture(const std::string filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
{
#ifndef USE_GLES3
@ -311,53 +306,12 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
glUniform4fv(s_ColorMatrixUniform, 7, colmat);
s_ColorCbufid = cbufid;
}
TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
glUniform4f(srcFormat == PIXELFMT_Z24 ? s_DepthCopyPositionUniform : s_ColorCopyPositionUniform,
R.left, R.top, R.right, R.bottom);
GL_REPORT_ERRORD();
TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
GL_REPORT_ERRORD();
// should be unique enough, if not, vbo will "only" be uploaded to much
u64 targetSourceHash = u64(targetSource.left)<<48 | u64(targetSource.top)<<32 | u64(targetSource.right)<<16 | u64(targetSource.bottom);
std::map<u64, VBOCache>::iterator vbo_it = s_VBO.find(targetSourceHash);
if(vbo_it == s_VBO.end()) {
VBOCache item;
item.targetSource.bottom = -1;
item.targetSource.top = -1;
item.targetSource.left = -1;
item.targetSource.right = -1;
glGenBuffers(1, &item.vbo);
glGenVertexArrays(1, &item.vao);
glBindBuffer(GL_ARRAY_BUFFER, item.vbo);
glBindVertexArray(item.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);
vbo_it = s_VBO.insert(std::pair<u64,VBOCache>(targetSourceHash, item)).first;
}
if(!(vbo_it->second.targetSource == targetSource)) {
GLfloat vertices[] = {
-1.f, 1.f,
(GLfloat)targetSource.left, (GLfloat)targetSource.bottom,
-1.f, -1.f,
(GLfloat)targetSource.left, (GLfloat)targetSource.top,
1.f, 1.f,
(GLfloat)targetSource.right, (GLfloat)targetSource.bottom,
1.f, -1.f,
(GLfloat)targetSource.right, (GLfloat)targetSource.top
};
glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
vbo_it->second.targetSource = targetSource;
}
glBindVertexArray(vbo_it->second.vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GL_REPORT_ERRORD();
@ -409,7 +363,7 @@ TextureCache::TextureCache()
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, uv0 / textureSize(samp9, 0));\n"
" vec4 texcol = texture(samp9, uv0);\n"
" texcol = round(texcol * colmat[5]) * colmat[6];\n"
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
"}\n";
@ -421,20 +375,21 @@ TextureCache::TextureCache()
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, uv0 / textureSize(samp9, 0));\n"
" vec4 texcol = texture(samp9, uv0);\n"
" vec4 EncodedDepth = fract((texcol.r * (16777215.0/16777216.0)) * vec4(1.0,256.0,256.0*256.0,1.0));\n"
" texcol = round(EncodedDepth * (16777216.0/16777215.0) * vec4(255.0,255.0,255.0,15.0)) / vec4(255.0,255.0,255.0,15.0);\n"
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];"
"}\n";
const char *VProgram =
"ATTRIN vec2 rawpos;\n"
"ATTRIN vec2 tex0;\n"
"VARYOUT vec2 uv0;\n"
"uniform sampler2D samp9;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"void main()\n"
"{\n"
" uv0 = tex0;\n"
" gl_Position = vec4(rawpos,0,1);\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / textureSize(samp9, 0);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg);
@ -445,6 +400,9 @@ TextureCache::TextureCache()
s_ColorCbufid = -1;
s_DepthCbufid = -1;
s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
s_ActiveTexture = -1;
s_NextStage = -1;
for(auto& gtex : s_Textures)
@ -456,12 +414,6 @@ TextureCache::~TextureCache()
{
s_ColorMatrixProgram.Destroy();
s_DepthMatrixProgram.Destroy();
for(auto& cache : s_VBO) {
glDeleteBuffers(1, &cache.second.vbo);
glDeleteVertexArrays(1, &cache.second.vao);
}
s_VBO.clear();
}
void TextureCache::DisableStage(unsigned int stage)