add screen filtering to GL output

This commit is contained in:
Arisotura 2019-12-06 12:41:47 +01:00
parent 01f9b6c2b5
commit 68822297c6
3 changed files with 27 additions and 142 deletions

View File

@ -157,26 +157,26 @@ void UpdateDisplaySettings()
void RenderFrame()
{printf("0: error %04X\n", glGetError());
{
glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB);
printf("1: error %04X\n", glGetError());
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glViewport(0, 0, ScreenW, ScreenH);
printf("2: error %04X\n", glGetError());
// TODO: select more shaders (filtering, etc)
OpenGL_UseShaderProgram(CompShader[0]);
glUniform1ui(CompScaleLoc[0], Scale);
printf("3: error %04X\n", glGetError());
//if (RunningSomething)
{
int frontbuf = GPU::FrontBuffer;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
printf("4: error %04X\n", glGetError());
if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
@ -184,14 +184,13 @@ printf("4: error %04X\n", glGetError());
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
}
printf("5: error %04X\n", glGetError());
glActiveTexture(GL_TEXTURE1);
GPU3D::GLRenderer::SetupAccelFrame();
printf("6: error %04X\n", glGetError());
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBindVertexArray(CompVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 4*3);
printf("7: error %04X\n", glGetError());
}
}

View File

@ -261,8 +261,8 @@ bool GLScreen_Init()
if (!GLScreen_InitShader(GL_ScreenShader, kScreenFS))
return false;
if (!GLScreen_InitShader(GL_ScreenShaderAccel, kScreenFS_Accel))
return false;
//if (!GLScreen_InitShader(GL_ScreenShaderAccel, kScreenFS_Accel))
// return false;
if (!GLScreen_InitOSDShader(GL_ScreenShaderOSD))
return false;
@ -358,8 +358,8 @@ void GLScreen_DrawScreen()
x1 = TopScreenRect.X + TopScreenRect.Width;
y1 = TopScreenRect.Y + TopScreenRect.Height;
scwidth = 256 * GL_3DScale;
scheight = 192 * GL_3DScale;
scwidth = 1.0;//256 * GL_3DScale;
scheight = 0.5;//192 * GL_3DScale;
switch (ScreenRotation)
{
@ -404,8 +404,8 @@ void GLScreen_DrawScreen()
x1 = BottomScreenRect.X + BottomScreenRect.Width;
y1 = BottomScreenRect.Y + BottomScreenRect.Height;
scwidth = 256 * GL_3DScale;
scheight = 192 * GL_3DScale;
scwidth = 1.0;//256 * GL_3DScale;
scheight = 0.5;//192 * GL_3DScale;
switch (ScreenRotation)
{
@ -489,6 +489,18 @@ void GLScreen_DrawScreen()
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);*/
}
// filtering
if (Config::ScreenFilter == 1)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
}
//glActiveTexture(GL_TEXTURE1);

View File

@ -68,134 +68,8 @@ void main()
// TODO: filters
//oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
oColor = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
}
)";
const char* kScreenFS_Accel = R"(#version 140
layout(std140) uniform uConfig
{
vec2 uScreenSize;
uint u3DScale;
uint uFilterMode;
};
uniform usampler2D ScreenTex;
uniform sampler2D _3DTex;
smooth in vec2 fTexcoord;
out vec4 oColor;
void main()
{
ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
int dispmode = mbright.b & 0x3;
if (dispmode == 1)
{
ivec4 val1 = pixel;
ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
int compmode = val3.a & 0xF;
int eva, evb, evy;
if (compmode == 4)
{
// 3D on top, blending
float xpos = val3.r + fract(fTexcoord.x);
float ypos = mod(fTexcoord.y, 192);
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
* vec4(63,63,63,31));
if (_3dpix.a > 0)
{
eva = (_3dpix.a & 0x1F) + 1;
evb = 32 - eva;
val1 = ((_3dpix * eva) + (val1 * evb)) >> 5;
if (eva <= 16) val1 += ivec4(1,1,1,0);
val1 = min(val1, 0x3F);
}
else
val1 = val2;
}
else if (compmode == 1)
{
// 3D on bottom, blending
float xpos = val3.r + fract(fTexcoord.x);
float ypos = mod(fTexcoord.y, 192);
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
* vec4(63,63,63,31));
if (_3dpix.a > 0)
{
eva = val3.g;
evb = val3.b;
val1 = ((val1 * eva) + (_3dpix * evb)) >> 4;
val1 = min(val1, 0x3F);
}
else
val1 = val2;
}
else if (compmode <= 3)
{
// 3D on top, normal/fade
float xpos = val3.r + fract(fTexcoord.x);
float ypos = mod(fTexcoord.y, 192);
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
* vec4(63,63,63,31));
if (_3dpix.a > 0)
{
evy = val3.g;
val1 = _3dpix;
if (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4;
else if (compmode == 3) val1 -= (val1 * evy) >> 4;
}
else
val1 = val2;
}
pixel = val1;
}
if (dispmode != 0)
{
int brightmode = mbright.g >> 6;
if (brightmode == 1)
{
// up
int evy = mbright.r & 0x1F;
if (evy > 16) evy = 16;
pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
}
else if (brightmode == 2)
{
// down
int evy = mbright.r & 0x1F;
if (evy > 16) evy = 16;
pixel -= (pixel * evy) >> 4;
}
}
pixel.rgb <<= 2;
pixel.rgb |= (pixel.rgb >> 6);
// TODO: filters
oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
//oColor = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
oColor = texture(ScreenTex, fTexcoord);
}
)";