flycast/core/rend/gles/postprocess.cpp

345 lines
9.4 KiB
C++

/*
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 <https://www.gnu.org/licenses/>.
*/
#include "postprocess.h"
#ifdef LIBRETRO
#include <array>
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;
uniform vec2 videoShift;
// compatibility #defines
#define Source Texture
#define TextureSize textureSize(Texture, 0)
#define vTexCoord ((gl_FragCoord.xy + videoShift) / 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;
texcoord.y = 1. - texcoord.y;
vec2 texcoord2 = vTexCoord;
texcoord2.y = 1. - texcoord2.y;
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 = 1. - texcoord4.y;
texcoord4.y -= tap * 2.f;
int bl;
vec4 ble = vec4(0.0);
for (bl=0;bl<taps;bl++)
{
texcoord4.y += tap;
ble.rgb += (texture(Source, texcoord4).rgb / float(taps+1));
}
color.rgb = (color.rgb / float(taps+1)) + ( ble.rgb );
#endif
#if LUMBOOST == 1
// Some games use a luminance boost (JSR etc)
color.rgb += (((color.r * LUM_R) + (color.g * LUM_G) + (color.b * LUM_B)) * LUMBOOST);
#endif
#if DITHERING == 1
// Dither
int ditdex = int(mod(texcoord2.x, 4.0)) * 4 + int(mod(texcoord2.y, 4.0));
int yeh = 0;
float ohyes;
vec4 how;
for (yeh=ditdex; yeh<(ditdex+16); yeh++) ohyes = ((((dithertable[yeh-15]) - 1.f) * 0.1));
color.rb -= (ohyes / 128.);
color.g -= (ohyes / 128.);
{
vec4 reduct; // 16 bits per pixel (5-6-5)
reduct.r = 32.;
reduct.g = 64.;
reduct.b = 32.;
how = color;
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));
}
color.rb = how.rb;
color.g = how.g;
#endif
#if VGASIGNAL == 1
// There's a bit of a precision drop involved in the RGB565ening for VGA
// I'm not sure why that is. it's exhibited on PVR1 and PVR3 hardware too
if (mod(color.r*32, 2.0)>0) 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.y = 1. - texcoord4.y;
texcoord4.x = texcoord4.x + (2.0/640.0);
texcoord4.y = texcoord4.y;
vec4 blur1 = texture(Source, texcoord4);
int bl;
vec4 ble = vec4(0.0);
for (bl=0;bl<taps;bl++)
{
float e = 1;
if (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");
videoShiftUniform = glGetUniformLocation(program, "videoShift");
}
void select()
{
glcache.UseProgram(program);
glUniform1f(frameCountUniform, FrameCount);
float shift[] = { -gl.ofbo.shiftX, gl.ofbo.shiftY };
glUniform2fv(videoShiftUniform, 1, shift);
}
GLuint program = 0;
GLint frameCountUniform = -1;
GLint videoShiftUniform = -1;
static std::array<PostProcessShader, 8> shaders;
};
std::array<PostProcessShader, 8> PostProcessShader::shaders;
void PostProcessor::VertexArray::defineVtxAttribs()
{
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
}
void PostProcessor::init(int width, int height)
{
framebuffer = std::make_unique<GlFramebuffer>(width, height, true, true);
float vertices[] = {
-1, 1, 1,
-1, -1, 1,
1, 1, 1,
1, -1, 1,
};
vertexBuffer = std::make_unique<GlBuffer>(GL_ARRAY_BUFFER, GL_STATIC_DRAW);
vertexBuffer->update(vertices, sizeof(vertices));
glCheck();
}
void PostProcessor::term()
{
framebuffer.reset();
vertexBuffer.reset();
vertexArray.term();
PostProcessShader::term();
glCheck();
}
GLuint PostProcessor::getFramebuffer(int width, int height)
{
if (framebuffer != nullptr
&& (width != framebuffer->getWidth() || height != framebuffer->getHeight()))
term();
if (framebuffer == nullptr)
init(width, height);
return framebuffer->getFramebuffer();
}
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);
if (!config::PowerVR2Filter)
{
// Just handle shifting and Y flipping
if (gl.gl_major < 3)
{
glBindFramebuffer(GL_FRAMEBUFFER, output_fbo);
glViewport(0, 0, framebuffer->getWidth(), framebuffer->getHeight());
glcache.ClearColor(VO_BORDER_COL.red(), VO_BORDER_COL.green(), VO_BORDER_COL.blue(), 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
static float vertices[20] = {
-1.f, -1.f, 1.f, 0.f, 1.f,
-1.f, 1.f, 1.f, 0.f, 0.f,
1.f, -1.f, 1.f, 1.f, 1.f,
1.f, 1.f, 1.f, 1.f, 0.f,
};
vertices[0] = vertices[5] = -1.f + gl.ofbo.shiftX * 2.f / framebuffer->getWidth();
vertices[10] = vertices[15] = vertices[0] + 2;
vertices[1] = vertices[11] = -1.f - gl.ofbo.shiftY * 2.f / framebuffer->getHeight();
vertices[6] = vertices[16] = vertices[1] + 2;
glcache.Disable(GL_BLEND);
drawQuad(framebuffer->getTexture(), false, false, vertices);
}
else
{
#ifndef GLES2
framebuffer->bind(GL_READ_FRAMEBUFFER);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, output_fbo);
glcache.ClearColor(VO_BORDER_COL.red(), VO_BORDER_COL.green(), VO_BORDER_COL.blue(), 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(-gl.ofbo.shiftX, -gl.ofbo.shiftY, framebuffer->getWidth() - gl.ofbo.shiftX, framebuffer->getHeight() - gl.ofbo.shiftY,
0, framebuffer->getHeight(), framebuffer->getWidth(), 0,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, output_fbo);
#endif
}
return;
}
if (_pvrrc == nullptr)
// Framebuffer render: no dithering
PostProcessShader::select(false,
SPG_CONTROL.interlace,
FB_R_CTRL.vclk_div == 1 && SPG_CONTROL.interlace == 0);
else
PostProcessShader::select(pvrrc.fb_W_CTRL.fb_dither == 1 && pvrrc.fb_W_CTRL.fb_packmode <= 3 && !config::EmulateFramebuffer,
SPG_CONTROL.interlace,
FB_R_CTRL.vclk_div == 1 && SPG_CONTROL.interlace == 0);
vertexArray.bind(vertexBuffer.get());
glBindFramebuffer(GL_FRAMEBUFFER, output_fbo);
glActiveTexture(GL_TEXTURE0);
glcache.BindTexture(GL_TEXTURE_2D, framebuffer->getTexture());
glcache.ClearColor(VO_BORDER_COL.red(), VO_BORDER_COL.green(), VO_BORDER_COL.blue(), 1.f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GlVertexArray::unbind();
}
#endif // LIBRETRO