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Merge pull request #1440 from Sonicadvance1/attributeless-workaround
Implements PP shader system using attribute workaround.
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@ -11,12 +11,22 @@
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#include "VideoBackends/OGL/PostProcessing.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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static char s_vertex_workaround_shader[] =
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"in vec4 rawpos;\n"
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"out vec2 uv0;\n"
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"uniform vec4 src_rect;\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos.xy, 0.0, 1.0);\n"
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" uv0 = rawpos.zw * src_rect.zw + src_rect.xy;\n"
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"}\n";
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static char s_vertex_shader[] =
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"out vec2 uv0;\n"
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"uniform vec4 src_rect;\n"
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@ -29,12 +39,26 @@ static char s_vertex_shader[] =
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OpenGLPostProcessing::OpenGLPostProcessing()
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{
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CreateHeader();
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m_attribute_workaround = DriverDetails::HasBug(DriverDetails::BUG_BROKENATTRIBUTELESS);
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if (m_attribute_workaround)
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{
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glGenBuffers(1, &m_attribute_vbo);
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glGenVertexArrays(1, &m_attribute_vao);
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}
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m_initialized = false;
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}
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OpenGLPostProcessing::~OpenGLPostProcessing()
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{
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m_shader.Destroy();
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if (m_attribute_workaround)
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{
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glDeleteBuffers(1, &m_attribute_vbo);
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glDeleteVertexArrays(1, &m_attribute_vao);
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}
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}
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void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
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@ -46,6 +70,9 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
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glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
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if (m_attribute_workaround)
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glBindVertexArray(m_attribute_vao);
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m_shader.Bind();
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glUniform4f(m_uniform_resolution, (float)src_width, (float)src_height, 1.0f / (float)src_width, 1.0f / (float)src_height);
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@ -150,13 +177,18 @@ void OpenGLPostProcessing::ApplyShader()
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code = LoadShaderOptions(code);
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const char* vertex_shader = s_vertex_shader;
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if (m_attribute_workaround)
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vertex_shader = s_vertex_workaround_shader;
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// and compile it
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if (!ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code.c_str()))
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if (!ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str()))
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{
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ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str());
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code = LoadShaderOptions(default_shader);
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ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code.c_str());
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ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str());
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}
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// read uniform locations
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@ -164,6 +196,23 @@ void OpenGLPostProcessing::ApplyShader()
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m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time");
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m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect");
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if (m_attribute_workaround)
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{
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GLfloat vertices[] = {
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-1.f, -1.f, 0.f, 0.f,
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1.f, -1.f, 1.f, 0.f,
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-1.f, 1.f, 0.f, 1.f,
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1.f, 1.f, 1.f, 1.f,
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};
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glBindBuffer(GL_ARRAY_BUFFER, m_attribute_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindVertexArray(m_attribute_vao);
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 4, GL_FLOAT, 0, 0, nullptr);
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}
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for (const auto& it : m_config.GetOptions())
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{
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std::string glsl_name = "option_" + it.first;
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@ -34,6 +34,11 @@ private:
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GLuint m_uniform_time;
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std::string m_glsl_header;
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// These are only used when working around Qualcomm's broken attributeless rendering
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GLuint m_attribute_vao;
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GLuint m_attribute_vbo;
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bool m_attribute_workaround = false;
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std::unordered_map<std::string, GLuint> m_uniform_bindings;
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void CreateHeader();
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@ -1395,15 +1395,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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TargetRectangle flipped_trc = GetTargetRectangle();
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if (DriverDetails::HasBug(DriverDetails::BUG_ROTATEDFRAMEBUFFER))
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{
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std::swap(flipped_trc.left, flipped_trc.right);
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}
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else
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{
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// Flip top and bottom for some reason; TODO: Fix the code to suck less?
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std::swap(flipped_trc.top, flipped_trc.bottom);
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}
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// Flip top and bottom for some reason; TODO: Fix the code to suck less?
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std::swap(flipped_trc.top, flipped_trc.bottom);
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// Copy the framebuffer to screen.
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const XFBSource* xfbSource = nullptr;
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