/* PowerVR2 buffer shader Authors: leilei This file is part of Flycast. Flycast is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. Flycast is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Flycast. If not, see . */ #include #include "postprocess.h" #include "cfg/option.h" PostProcessor postProcessor; static const char* VertexShaderSource = R"( in vec3 in_pos; void main() { gl_Position = vec4(in_pos, 1.0); } )"; static const char* FragmentShaderSource = R"( #define LUMBOOST 0 #if TARGET_GL == GLES2 || TARGET_GL == GLES3 precision highp float; #endif uniform int FrameCount; uniform sampler2D Texture; // compatibility #defines #define Source Texture #define TextureSize textureSize(Texture, 0) #define vTexCoord (gl_FragCoord.xy / vec2(textureSize(Texture, 0))) float dithertable[16] = float[]( 16.,4.,13.,1., 8.,12.,5.,9., 14.,2.,15.,3., 6.,10.,7.,11. ); //#pragma parameter INTERLACED "PVR - Interlace smoothing" 1.00 0.00 1.00 1.0 //#pragma parameter VGASIGNAL "PVR - VGA signal loss" 0.00 0.00 1.00 1.0 //#pragma parameter LUMBOOST "PVR - Luminance gain" 0.35 0.00 1.00 0.01 #define LUM_R (76.0/255.0) #define LUM_G (150.0/255.0) #define LUM_B (28.0/255.0) void main() { vec2 texcoord = vTexCoord; vec2 texcoord2 = vTexCoord; texcoord2.x *= float(TextureSize.x); texcoord2.y *= float(TextureSize.y); vec4 color = texture(Source, texcoord); float fc = mod(float(FrameCount), 2.0); #if INTERLACED == 1 // Blend vertically for composite mode int taps = int(3); float tap = (2.666f/float(taps)) / float(min(TextureSize.y, 720)); vec2 texcoord4 = vTexCoord; texcoord4.y -= tap * 2.f; int bl; vec4 ble; for (bl=0;bl0) color.r -= 0.023; if (mod(color.g*64, 2.0)>0) color.g -= 0.01; if (mod(color.b*32, 2.0)>0) color.b -= 0.023; #endif // RGB565 clamp color.rb = floor(color.rb * 32. + 0.5)/32.; color.g = floor(color.g * 64. + 0.5)/64.; #if VGASIGNAL == 1 // VGA Signal Loss, which probably is very wrong but i tried my best int taps = 32; float tap = 12.0/taps; vec2 texcoord4 = vTexCoord; texcoord4.x = texcoord4.x + (2.0/640.0); texcoord4.y = texcoord4.y; vec4 blur1 = texture(Source, texcoord4); int bl; vec4 ble; for (bl=0;bl=3) e=0.35; texcoord4.x -= (tap / 640); ble.rgb += (texture(Source, texcoord4).rgb * e) / (taps/(bl+1)); } color.rgb += ble.rgb * 0.015; //color.rb += (4.0/255.0); color.g += (9.0/255.0); #endif FragColor = vec4(color); } )"; class PostProcessShader { public: static void select(bool dither, bool interlaced, bool vga) { u32 key = ((int)dither << 2) | ((int)interlaced << 1) | (int)vga; if (shaders[key].program == 0) shaders[key].compile(dither, interlaced, vga); shaders[key].select(); } static void term() { for (auto& shader : shaders) { if (shader.program != 0) { glDeleteProgram(shader.program); shader.program = 0; } } } private: void compile(bool dither, bool interlaced, bool vga) { OpenGlSource vertexShader; vertexShader.addSource(VertexCompatShader) .addSource(VertexShaderSource); OpenGlSource fragmentShader; fragmentShader.addConstant("DITHERING", dither) .addConstant("INTERLACED", interlaced) .addConstant("VGASIGNAL", vga) .addSource(PixelCompatShader) .addSource(FragmentShaderSource); program = gl_CompileAndLink(vertexShader.generate().c_str(), fragmentShader.generate().c_str()); //setup texture 0 as the input for the shader GLint gu = glGetUniformLocation(program, "Texture"); if (gu != -1) glUniform1i(gu, 0); frameCountUniform = glGetUniformLocation(program, "FrameCount"); } void select() { glcache.UseProgram(program); glUniform1f(frameCountUniform, FrameCount); } GLuint program = 0; GLint frameCountUniform = 0; static std::array shaders; }; std::array PostProcessShader::shaders; void PostProcessor::init() { glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); texture = glcache.GenTexture(); glcache.BindTexture(GL_TEXTURE_2D, texture); glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); glGenRenderbuffers(1, &depthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer); #ifdef GLES2 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthBuffer); #else glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthBuffer); #endif GLuint uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); verify(uStatus == GL_FRAMEBUFFER_COMPLETE); glcache.BindTexture(GL_TEXTURE_2D, 0); float vertices[] = { -1, 1, 1, -1, -1, 1, 1, 1, 1, 1, -1, 1, }; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW); #ifndef GLES2 if (gl.gl_major >= 3) { glGenVertexArrays(1, &vertexArray); glBindVertexArray(vertexArray); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); glBindVertexArray(0); } #endif glCheck(); } void PostProcessor::term() { glcache.DeleteTextures(1, &texture); texture = 0; glDeleteFramebuffers(1, &framebuffer); framebuffer = 0; glDeleteRenderbuffers(1, &depthBuffer); depthBuffer = 0; glDeleteBuffers(1, &vertexBuffer); vertexBuffer = 0; #ifndef GLES2 if (vertexArray != 0) glDeleteVertexArrays(1, &vertexArray); #endif vertexArray = 0; PostProcessShader::term(); glCheck(); } GLuint PostProcessor::getFramebuffer(int width, int height) { if (width != this->width || height != this->height) term(); if (framebuffer == 0) { this->width = width; this->height = height; init(); } return framebuffer; } void PostProcessor::render(GLuint output_fbo) { glcache.Disable(GL_SCISSOR_TEST); glcache.Disable(GL_DEPTH_TEST); glcache.Disable(GL_STENCIL_TEST); glcache.Disable(GL_CULL_FACE); glcache.Disable(GL_BLEND); PostProcessShader::select(FB_W_CTRL.fb_dither, SPG_CONTROL.interlace, FB_R_CTRL.vclk_div == 1 && SPG_CONTROL.interlace == 0); #ifndef GLES2 if (vertexArray != 0) glBindVertexArray(vertexArray); else #endif { glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); } glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBindFramebuffer(GL_FRAMEBUFFER, output_fbo); glActiveTexture(GL_TEXTURE0); glcache.BindTexture(GL_TEXTURE_2D, texture); glcache.ClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); #ifndef GLES2 glBindVertexArray(0); #endif }