337 lines
8.8 KiB
C++
337 lines
8.8 KiB
C++
/*
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PowerVR2 buffer shader
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Authors: leilei
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This file is part of Flycast.
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Flycast is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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Flycast is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Flycast. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <array>
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#include "postprocess.h"
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#include "cfg/option.h"
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PostProcessor postProcessor;
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static const char* VertexShaderSource = R"(
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in vec3 in_pos;
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void main()
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{
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gl_Position = vec4(in_pos, 1.0);
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}
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)";
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static const char* FragmentShaderSource = R"(
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#define LUMBOOST 0
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#if TARGET_GL == GLES2 || TARGET_GL == GLES3
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precision highp float;
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#endif
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uniform int FrameCount;
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uniform sampler2D Texture;
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// compatibility #defines
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#define Source Texture
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#define TextureSize textureSize(Texture, 0)
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#define vTexCoord (gl_FragCoord.xy / vec2(textureSize(Texture, 0)))
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float dithertable[16] = float[](
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16.,4.,13.,1.,
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8.,12.,5.,9.,
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14.,2.,15.,3.,
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6.,10.,7.,11.
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);
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//#pragma parameter INTERLACED "PVR - Interlace smoothing" 1.00 0.00 1.00 1.0
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//#pragma parameter VGASIGNAL "PVR - VGA signal loss" 0.00 0.00 1.00 1.0
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//#pragma parameter LUMBOOST "PVR - Luminance gain" 0.35 0.00 1.00 0.01
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#define LUM_R (76.0/255.0)
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#define LUM_G (150.0/255.0)
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#define LUM_B (28.0/255.0)
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void main()
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{
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vec2 texcoord = vTexCoord;
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vec2 texcoord2 = vTexCoord;
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texcoord2.x *= float(TextureSize.x);
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texcoord2.y *= float(TextureSize.y);
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vec4 color = texture(Source, texcoord);
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float fc = mod(float(FrameCount), 2.0);
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#if INTERLACED == 1
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// Blend vertically for composite mode
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int taps = int(3);
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float tap = (2.666f/float(taps)) / float(min(TextureSize.y, 720));
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vec2 texcoord4 = vTexCoord;
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texcoord4.y -= tap * 2.f;
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int bl;
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vec4 ble;
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for (bl=0;bl<taps;bl++)
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{
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texcoord4.y += tap;
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ble.rgb += (texture(Source, texcoord4).rgb / float(taps+1));
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}
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color.rgb = (color.rgb / float(taps+1)) + ( ble.rgb );
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#endif
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#if LUMBOOST == 1
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// Some games use a luminance boost (JSR etc)
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color.rgb += (((color.r * LUM_R) + (color.g * LUM_G) + (color.b * LUM_B)) * LUMBOOST);
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#endif
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#if DITHERING == 1
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// Dither
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int ditdex = int(mod(texcoord2.x, 4.0)) * 4 + int(mod(texcoord2.y, 4.0));
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int yeh = 0;
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float ohyes;
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vec4 how;
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for (yeh=ditdex; yeh<(ditdex+16); yeh++) ohyes = ((((dithertable[yeh-15]) - 1.f) * 0.1));
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color.rb -= (ohyes / 128.);
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color.g -= (ohyes / 128.);
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{
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vec4 reduct; // 16 bits per pixel (5-6-5)
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reduct.r = 32.;
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reduct.g = 64.;
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reduct.b = 32.;
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how = color;
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how = pow(how, vec4(1.0, 1.0, 1.0, 1.0)); how *= reduct; how = floor(how); how = how / reduct; how = pow(how, vec4(1.0, 1.0, 1.0, 1.0));
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}
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color.rb = how.rb;
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color.g = how.g;
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#endif
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#if VGASIGNAL == 1
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// There's a bit of a precision drop involved in the RGB565ening for VGA
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// I'm not sure why that is. it's exhibited on PVR1 and PVR3 hardware too
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if (mod(color.r*32, 2.0)>0) color.r -= 0.023;
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if (mod(color.g*64, 2.0)>0) color.g -= 0.01;
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if (mod(color.b*32, 2.0)>0) color.b -= 0.023;
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#endif
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// RGB565 clamp
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color.rb = floor(color.rb * 32. + 0.5)/32.;
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color.g = floor(color.g * 64. + 0.5)/64.;
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#if VGASIGNAL == 1
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// VGA Signal Loss, which probably is very wrong but i tried my best
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int taps = 32;
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float tap = 12.0/taps;
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vec2 texcoord4 = vTexCoord;
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texcoord4.x = texcoord4.x + (2.0/640.0);
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texcoord4.y = texcoord4.y;
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vec4 blur1 = texture(Source, texcoord4);
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int bl;
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vec4 ble;
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for (bl=0;bl<taps;bl++)
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{
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float e = 1;
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if (bl>=3)
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e=0.35;
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texcoord4.x -= (tap / 640);
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ble.rgb += (texture(Source, texcoord4).rgb * e) / (taps/(bl+1));
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}
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color.rgb += ble.rgb * 0.015;
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//color.rb += (4.0/255.0);
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color.g += (9.0/255.0);
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#endif
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FragColor = vec4(color);
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}
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)";
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class PostProcessShader
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{
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public:
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static void select(bool dither, bool interlaced, bool vga)
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{
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u32 key = ((int)dither << 2) | ((int)interlaced << 1) | (int)vga;
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if (shaders[key].program == 0)
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shaders[key].compile(dither, interlaced, vga);
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shaders[key].select();
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}
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static void term()
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{
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for (auto& shader : shaders)
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{
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if (shader.program != 0)
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{
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glDeleteProgram(shader.program);
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shader.program = 0;
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}
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}
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}
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private:
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void compile(bool dither, bool interlaced, bool vga)
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{
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OpenGlSource vertexShader;
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vertexShader.addSource(VertexCompatShader)
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.addSource(VertexShaderSource);
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OpenGlSource fragmentShader;
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fragmentShader.addConstant("DITHERING", dither)
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.addConstant("INTERLACED", interlaced)
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.addConstant("VGASIGNAL", vga)
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.addSource(PixelCompatShader)
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.addSource(FragmentShaderSource);
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program = gl_CompileAndLink(vertexShader.generate().c_str(), fragmentShader.generate().c_str());
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//setup texture 0 as the input for the shader
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GLint gu = glGetUniformLocation(program, "Texture");
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if (gu != -1)
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glUniform1i(gu, 0);
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frameCountUniform = glGetUniformLocation(program, "FrameCount");
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}
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void select()
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{
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glcache.UseProgram(program);
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glUniform1f(frameCountUniform, FrameCount);
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}
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GLuint program = 0;
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GLint frameCountUniform = 0;
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static std::array<PostProcessShader, 8> shaders;
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};
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std::array<PostProcessShader, 8> PostProcessShader::shaders;
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void PostProcessor::init()
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{
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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texture = glcache.GenTexture();
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glcache.BindTexture(GL_TEXTURE_2D, texture);
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glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
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glGenRenderbuffers(1, &depthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
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#ifdef GLES2
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
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#else
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
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#endif
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GLuint uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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verify(uStatus == GL_FRAMEBUFFER_COMPLETE);
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glcache.BindTexture(GL_TEXTURE_2D, 0);
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float vertices[] = {
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-1, 1, 1,
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-1, -1, 1,
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1, 1, 1,
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1, -1, 1,
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};
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
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#ifndef GLES2
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if (gl.gl_major >= 3)
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{
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glGenVertexArrays(1, &vertexArray);
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glBindVertexArray(vertexArray);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glDisableVertexAttribArray(3);
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glBindVertexArray(0);
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}
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#endif
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glCheck();
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}
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void PostProcessor::term()
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{
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glcache.DeleteTextures(1, &texture);
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texture = 0;
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glDeleteFramebuffers(1, &framebuffer);
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framebuffer = 0;
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glDeleteRenderbuffers(1, &depthBuffer);
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depthBuffer = 0;
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glDeleteBuffers(1, &vertexBuffer);
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vertexBuffer = 0;
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#ifndef GLES2
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if (vertexArray != 0)
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glDeleteVertexArrays(1, &vertexArray);
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#endif
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vertexArray = 0;
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PostProcessShader::term();
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glCheck();
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}
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GLuint PostProcessor::getFramebuffer(int width, int height)
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{
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if (width != this->width || height != this->height)
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term();
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if (framebuffer == 0) {
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this->width = width;
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this->height = height;
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init();
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}
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return framebuffer;
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}
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void PostProcessor::render(GLuint output_fbo)
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{
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glcache.Disable(GL_SCISSOR_TEST);
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glcache.Disable(GL_DEPTH_TEST);
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glcache.Disable(GL_STENCIL_TEST);
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glcache.Disable(GL_CULL_FACE);
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glcache.Disable(GL_BLEND);
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PostProcessShader::select(FB_W_CTRL.fb_dither, SPG_CONTROL.interlace, FB_R_CTRL.vclk_div == 1 && SPG_CONTROL.interlace == 0);
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#ifndef GLES2
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if (vertexArray != 0)
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glBindVertexArray(vertexArray);
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else
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#endif
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{
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glDisableVertexAttribArray(3);
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}
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, output_fbo);
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glActiveTexture(GL_TEXTURE0);
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glcache.BindTexture(GL_TEXTURE_2D, texture);
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glcache.ClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
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