dolphin/Source/Core/VideoBackends/OGL/PostProcessing.cpp

270 lines
8.6 KiB
C++

// Copyright 2009 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/OGL/PostProcessing.h"
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
#include "Common/Logging/Log.h"
#include "Common/StringUtil.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
{
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();
}
OpenGLPostProcessing::~OpenGLPostProcessing()
{
m_shader.Destroy();
}
void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height,
int layer)
{
ApplyShader();
glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
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_TEXTURE9);
glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture);
g_sampler_cache->BindLinearSampler(9);
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);
// and compile it
if (!ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code))
{
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, s_vertex_shader, code);
}
// 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");
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<u32>(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<u32>(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