// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "Common/CommonPaths.h" #include "Common/FileUtil.h" #include "Common/StringUtil.h" #include "VideoBackends/OGL/FramebufferManager.h" #include "VideoBackends/OGL/GLUtil.h" #include "VideoBackends/OGL/PostProcessing.h" #include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace OGL { static const char s_vertex_workaround_shader[] = "in vec4 rawpos;\n" "out vec2 uv0;\n" "uniform vec4 src_rect;\n" "void main(void) {\n" " gl_Position = vec4(rawpos.xy, 0.0, 1.0);\n" " uv0 = rawpos.zw * src_rect.zw + src_rect.xy;\n" "}\n"; static const 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 * src_rect.zw + src_rect.xy;\n" "}\n"; OpenGLPostProcessing::OpenGLPostProcessing() : m_initialized(false) { CreateHeader(); m_attribute_workaround = DriverDetails::HasBug(DriverDetails::BUG_BROKENATTRIBUTELESS); if (m_attribute_workaround) { glGenBuffers(1, &m_attribute_vbo); glGenVertexArrays(1, &m_attribute_vao); } } OpenGLPostProcessing::~OpenGLPostProcessing() { m_shader.Destroy(); if (m_attribute_workaround) { glDeleteBuffers(1, &m_attribute_vbo); glDeleteVertexArrays(1, &m_attribute_vao); } } void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst, int src_texture, int src_width, int src_height, int layer) { ApplyShader(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight()); if (m_attribute_workaround) glBindVertexArray(m_attribute_vao); else OpenGL_BindAttributelessVAO(); m_shader.Bind(); 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()); glUniform1i(m_uniform_layer, layer); 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_ARRAY, src_texture); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } void OpenGLPostProcessing::ApplyShader() { // shader didn't changed if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader) return; m_shader.Destroy(); m_uniform_bindings.clear(); // load shader code std::string code = m_config.LoadShader(); code = LoadShaderOptions(code); const char* vertex_shader = s_vertex_shader; if (m_attribute_workaround) vertex_shader = s_vertex_workaround_shader; // and compile it if (!ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str())) { ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str()); g_ActiveConfig.sPostProcessingShader.clear(); code = m_config.LoadShader(); ProgramShaderCache::CompileShader(m_shader, 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"); m_uniform_layer = glGetUniformLocation(m_shader.glprogid, "layer"); if (m_attribute_workaround) { GLfloat vertices[] = { -1.f, -1.f, 0.f, 0.f, 1.f, -1.f, 1.f, 0.f, -1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 1.f, 1.f, }; glBindBuffer(GL_ARRAY_BUFFER, m_attribute_vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindVertexArray(m_attribute_vao); glEnableVertexAttribArray(SHADER_POSITION_ATTRIB); glVertexAttribPointer(SHADER_POSITION_ATTRIB, 4, GL_FLOAT, 0, 0, nullptr); } 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()); } m_initialized = true; } void OpenGLPostProcessing::CreateHeader() { m_glsl_header = // Required variables // Shouldn't be accessed directly by the PP shader // Texture sampler "SAMPLER_BINDING(8) uniform sampler2D samp8;\n" "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" // Output variable "out float4 ocol0;\n" // Input coordinates "in float2 uv0;\n" // Resolution "uniform float4 resolution;\n" // Time "uniform uint time;\n" // Layer "uniform int layer;\n" // Interfacing functions "float4 Sample()\n" "{\n" "\treturn texture(samp9, float3(uv0, layer));\n" "}\n" "float4 SampleLocation(float2 location)\n" "{\n" "\treturn texture(samp9, float3(location, layer));\n" "}\n" "float4 SampleLayer(int layer)\n" "{\n" "\treturn texture(samp9, float3(uv0, layer));\n" "}\n" "#define SampleOffset(offset) textureOffset(samp9, float3(uv0, layer), offset)\n" "float4 SampleFontLocation(float2 location)\n" "{\n" "\treturn texture(samp8, location);\n" "}\n" "float2 GetResolution()\n" "{\n" "\treturn resolution.xy;\n" "}\n" "float2 GetInvResolution()\n" "{\n" "\treturn resolution.zw;\n" "}\n" "float2 GetCoordinates()\n" "{\n" "\treturn uv0;\n" "}\n" "uint GetTime()\n" "{\n" "\treturn time;\n" "}\n" "void SetOutput(float4 color)\n" "{\n" "\tocol0 = color;\n" "}\n" "#define GetOption(x) (option_##x)\n" "#define OptionEnabled(x) (option_##x != 0)\n"; } 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 = static_cast(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 = static_cast(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