Post-processing: Added options to graphics config dialog.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3391 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-06-09 19:40:47 +00:00
parent d124ceaf92
commit df91fc8648
8 changed files with 142 additions and 33 deletions

View File

@ -0,0 +1,6 @@
uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
ocol0 = (texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*8;
}

View File

@ -15,13 +15,21 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <wx/wx.h>
#include <wx/sizer.h>
#include <wx/filepicker.h>
#include <wx/gbsizer.h>
#include <wx/notebook.h>
#include <wx/mimetype.h>
#include "ConfigDlg.h"
#include "FileUtil.h"
#include "../Globals.h"
#include "../Config.h"
#include "../TextureMngr.h"
#include "VertexShaderManager.h"
#include "PostProcessing.h"
BEGIN_EVENT_TABLE(ConfigDialog,wxDialog)
EVT_CLOSE(ConfigDialog::OnClose)
@ -70,6 +78,9 @@ BEGIN_EVENT_TABLE(ConfigDialog,wxDialog)
EVT_RADIOBUTTON(ID_RADIO_COPYEFBTORAM, ConfigDialog::AdvancedSettingsChanged)
EVT_RADIOBUTTON(ID_RADIO_COPYEFBTOGL, ConfigDialog::AdvancedSettingsChanged)
EVT_CHOICE(ID_PHACKVALUE, ConfigDialog::GeneralSettingsChanged)
EVT_CHOICE(ID_POSTSHADER, ConfigDialog::GeneralSettingsChanged)
EVT_BUTTON(ID_RELOADSHADER, ConfigDialog::ReloadShaderClick)
EVT_BUTTON(ID_EDITSHADER, ConfigDialog::EditShaderClick)
END_EVENT_TABLE()
ConfigDialog::ConfigDialog(wxWindow *parent, wxWindowID id, const wxString &title, const wxPoint &position, const wxSize& size, long style)
@ -260,6 +271,34 @@ void ConfigDialog::CreateGUIControls()
m_ForceFiltering = new wxCheckBox(m_PageGeneral, ID_FORCEFILTERING, wxT("Force bi/trilinear filtering"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_ForceFiltering->SetValue(g_Config.bForceFiltering);
wxStaticText *PostShaderText = new wxStaticText(m_PageGeneral, ID_POSTSHADERTEXT, wxT("Post-processing shader:"), wxDefaultPosition, wxDefaultSize, 0);
m_PostShaderCB = new wxChoice(m_PageGeneral, ID_POSTSHADER, wxDefaultPosition, wxDefaultSize, arrayStringFor_PostShaderCB, 0, wxDefaultValidator);
m_PostShaderCB->Append(wxT("(off)"));
m_ReloadShader = new wxButton(m_PageGeneral, ID_RELOADSHADER, wxT("&Reload"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_EditShader = new wxButton(m_PageGeneral, ID_EDITSHADER, wxT("&Edit"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
if (File::IsDirectory("User/Shaders"))
{
File::FSTEntry entry;
File::ScanDirectoryTree("User/Shaders", entry);
for (int i = 0; i < entry.children.size(); i++)
{
std::string name = entry.children[i].virtualName.c_str();
if (!stricmp(name.substr(name.size() - 4).c_str(), ".txt"))
name = name.substr(0, name.size() - 4);
m_PostShaderCB->Append(wxT(name));
}
}
else
{
File::CreateDir("User/Shaders");
}
wxString shader = wxT(g_Config.sPostProcessingShader.c_str());
if (shader == "")
shader = "(off)";
m_PostShaderCB->SetStringSelection(shader);
// How to use the wxGridBagSizer: The wxGBPosition() must have a column and row
sGeneral = new wxBoxSizer(wxVERTICAL);
sBasic = new wxGridBagSizer(0, 0);
@ -300,6 +339,10 @@ void ConfigDialog::CreateGUIControls()
sEnhancements->Add(MSAAText, wxGBPosition(1, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sEnhancements->Add(m_MSAAModeCB, wxGBPosition(1, 1), wxGBSpan(1, 2), wxALL, 5);
sEnhancements->Add(m_ForceFiltering, wxGBPosition(2, 0), wxGBSpan(1, 2), wxALL, 5);
sEnhancements->Add(PostShaderText, wxGBPosition(3, 0), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL|wxALL, 5);
sEnhancements->Add(m_PostShaderCB, wxGBPosition(3, 1), wxGBSpan(1, 1), wxALL, 5);
sEnhancements->Add(m_ReloadShader, wxGBPosition(3, 2), wxGBSpan(1, 1), wxALL, 5);
sEnhancements->Add(m_EditShader, wxGBPosition(3, 3), wxGBSpan(1, 1), wxALL, 5);
sbEnhancements->Add(sEnhancements);
sGeneral->Add(sbEnhancements, 0, wxEXPAND|wxALL, 5);
m_PageGeneral->SetSizer(sGeneral);
@ -475,6 +518,38 @@ void ConfigDialog::AboutClick(wxCommandEvent& WXUNUSED (event))
_T("Dolphin OGL"), wxOK, this);
}
void ConfigDialog::ReloadShaderClick(wxCommandEvent& WXUNUSED (event))
{
PostProcessing::ReloadShader();
}
void ConfigDialog::EditShaderClick(wxCommandEvent& WXUNUSED (event))
{
if (m_PostShaderCB->GetStringSelection() == "(off)")
return;
wxString shader = "User/Shaders/" + m_PostShaderCB->GetStringSelection() + ".txt";
if (wxFileExists(shader))
{
wxFileType* filetype = wxTheMimeTypesManager->GetFileTypeFromExtension(_("txt"));
if (filetype == NULL) // From extension failed, trying with MIME type now
{
filetype = wxTheMimeTypesManager->GetFileTypeFromMimeType(_("text/plain"));
if (filetype == NULL) // MIME type failed, aborting mission
{
PanicAlert("Filetype 'txt' is unknown! Will not open!");
return;
}
}
wxString OpenCommand;
OpenCommand = filetype->GetOpenCommand(shader);
if (OpenCommand.IsEmpty())
PanicAlert("Couldn't find open command for extension 'ini'!");
else
if (wxExecute(OpenCommand, wxEXEC_ASYNC) == -1)
PanicAlert("wxExecute returned -1 on application run!");
}
}
void ConfigDialog::GeneralSettingsChanged(wxCommandEvent& event)
{
switch (event.GetId())
@ -546,6 +621,11 @@ void ConfigDialog::GeneralSettingsChanged(wxCommandEvent& event)
g_Config.UpdateProjectionHack();
}
break;
case ID_POSTSHADER:
g_Config.sPostProcessingShader = m_PostShaderCB->GetString(m_PostShaderCB->GetSelection());
if (g_Config.sPostProcessingShader == "(off)")
g_Config.sPostProcessingShader = "";
break;
}
UpdateGUI();

View File

@ -84,6 +84,9 @@ class ConfigDialog : public wxDialog
wxButton *m_About;
wxButton *m_Close;
wxButton *m_ReloadShader;
wxButton *m_EditShader;
wxNotebook *m_Notebook;
wxPanel *m_PageGeneral;
wxPanel *m_PageAdvanced;
@ -103,7 +106,8 @@ class ConfigDialog : public wxDialog
wxArrayString arrayStringFor_MaxAnisotropyCB;
wxChoice *m_MaxAnisotropyCB;
wxArrayString arrayStringFor_MSAAModeCB, arrayStringFor_PhackvalueCB;
wxChoice *m_MSAAModeCB, *m_PhackvalueCB;
wxArrayString arrayStringFor_PostShaderCB;
wxChoice *m_MSAAModeCB, *m_PhackvalueCB, *m_PostShaderCB;
wxCheckBox *m_ShowFPS;
wxCheckBox *m_ShaderErrors;
@ -194,6 +198,10 @@ class ConfigDialog : public wxDialog
ID_DSTALPHAPASS,
ID_RADIO_COPYEFBTORAM,
ID_RADIO_COPYEFBTOGL,
ID_POSTSHADER,
ID_POSTSHADERTEXT,
ID_RELOADSHADER,
ID_EDITSHADER,
};
void OnClose(wxCloseEvent& event);
@ -201,6 +209,8 @@ class ConfigDialog : public wxDialog
void UpdateHack();
void AboutClick(wxCommandEvent& event);
void ReloadShaderClick(wxCommandEvent& event);
void EditShaderClick(wxCommandEvent& event);
void GeneralSettingsChanged(wxCommandEvent& event);
void AdvancedSettingsChanged(wxCommandEvent& event);
};

View File

@ -220,12 +220,8 @@ bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpr
const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts);
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
if (s_displayCompileAlert) {
PanicAlert("Failed to create pixel shader");
s_displayCompileAlert = false;
}
cgDestroyProgram(tempprog);
ERROR_LOG(VIDEO, "Failed to create ps %s:", cgGetLastListing(g_cgcontext));
ERROR_LOG(VIDEO, "Failed to compile ps %s:", cgGetLastListing(g_cgcontext));
ERROR_LOG(VIDEO, pstrprogram);
return false;
}

View File

@ -38,16 +38,20 @@ void Shutdown()
s_shader.Destroy();
}
void ApplyShader()
void ReloadShader()
{
#ifdef _WIN32
if (GetAsyncKeyState(VK_LSHIFT))
s_currentShader = "";
#endif
}
bool ApplyShader()
{
if (s_currentShader != "User/Shaders/" + g_Config.sPostProcessingShader + ".txt")
{
// Set immediately to prevent endless recompiles on failure.
if (!g_Config.sPostProcessingShader.empty())
s_currentShader = "User/Shaders/" + g_Config.sPostProcessingShader + ".txt";
else
s_currentShader.clear();
s_shader.Destroy();
@ -66,22 +70,20 @@ void ApplyShader()
ERROR_LOG(VIDEO, "Failed to load post-processing shader %s - does not exist?", s_currentShader.c_str());
}
}
else
{
ERROR_LOG(VIDEO, "No post-processing shader selected.");
}
}
if (s_shader.glprogid == 0)
if (s_shader.glprogid != 0)
{
ERROR_LOG(VIDEO, "WTF");
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_shader.glprogid);
return true;
}
else
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
return false;
}
// If anything went wrong above, glprogid will be 0, which is OK.
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_shader.glprogid);
}
} // namespace

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@ -27,7 +27,9 @@ namespace PostProcessing
void Init();
void Shutdown();
void ApplyShader();
void ReloadShader();
// Returns false if no shader was applied.
bool ApplyShader();
} // namespace

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@ -179,10 +179,10 @@ void SetDefaultRectTexParams()
void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
{
ERROR_LOG(VIDEO, "Cg error: %s", cgGetErrorString(err));
DEBUG_LOG(VIDEO, "Cg error: %s", cgGetErrorString(err));
const char* listing = cgGetLastListing(g_cgcontext);
if (listing != NULL) {
ERROR_LOG(VIDEO, " last listing: %s", listing);
DEBUG_LOG(VIDEO, " last listing: %s", listing);
}
}
@ -957,9 +957,10 @@ void Renderer::Swap(const TRectangle& rc)
glDrawArrays(GL_QUADS, 0, 4);
*/
// Here's an opportunity to bind a fragment shader to do post processing.
PostProcessing::ApplyShader();
// 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.
if (PostProcessing::ApplyShader())
{
glBegin(GL_QUADS);
glTexCoord2f(0, v_min); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0); glVertex2f(-1, -1);
glTexCoord2f(0, v_max); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1); glVertex2f(-1, 1);
@ -967,6 +968,18 @@ void Renderer::Swap(const TRectangle& rc)
glTexCoord2f(u_max, v_min); glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0); glVertex2f( 1, -1);
glEnd();
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
}
else
{
glBegin(GL_QUADS);
glTexCoord2f(0, v_min); glVertex2f(-1, -1);
glTexCoord2f(0, v_max); glVertex2f(-1, 1);
glTexCoord2f(u_max, v_max); glVertex2f( 1, 1);
glTexCoord2f(u_max, v_min); glVertex2f( 1, -1);
glEnd();
}
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
}