// 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/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace OGL { static char s_vertex_shader[] = "out vec2 uv0;\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" "}\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(); } OpenGLPostProcessing::~OpenGLPostProcessing() { m_shader.Destroy(); glDeleteFramebuffers(1, &m_fbo); glDeleteTextures(1, &m_texture); } void OpenGLPostProcessing::BindTargetFramebuffer() { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_enable ? m_fbo : 0); } void OpenGLPostProcessing::BlitToScreen() { if (!m_enable) return; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glViewport(0, 0, m_width, m_height); 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()); 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, m_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) 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(); if (code == "") return; code = LoadShaderOptions(code); // and compile it 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; } // read uniform locations m_uniform_resolution = glGetUniformLocation(m_shader.glprogid, "resolution"); m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time"); 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; } 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 sampler2D samp9;\n" // Output variable "out float4 ocol0;\n" // Input coordinates "in float2 uv0;\n" // Resolution "uniform float4 resolution;\n" // Time "uniform uint time;\n" // Interfacing functions "float4 Sample()\n" "{\n" "\treturn texture(samp9, uv0);\n" "}\n" "float4 SampleLocation(float2 location)\n" "{\n" "\treturn texture(samp9, location);\n" "}\n" "#define SampleOffset(offset) textureOffset(samp9, uv0, 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 = 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