OGL: force enable postprocessing

This commit is contained in:
degasus
2014-10-18 09:32:24 +02:00
parent ce3a039eed
commit 7292ea6a04
7 changed files with 45 additions and 135 deletions

View File

@ -19,65 +19,38 @@ namespace OGL
static char s_vertex_shader[] =
"out vec2 uv0;\n"
"uniform vec4 src_rect;\n"
"void main(void) {\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
" uv0 = rawpos;\n"
" uv0 = rawpos * src_rect.zw + src_rect.xy;\n"
"}\n";
OpenGLPostProcessing::OpenGLPostProcessing()
{
m_enable = false;
m_width = 0;
m_height = 0;
glGenFramebuffers(1, &m_fbo);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // disable mipmaps
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
FramebufferManager::SetFramebuffer(0);
CreateHeader();
m_initialized = false;
}
OpenGLPostProcessing::~OpenGLPostProcessing()
{
m_shader.Destroy();
glDeleteFramebuffers(1, &m_fbo);
glDeleteTextures(1, &m_texture);
}
void OpenGLPostProcessing::BindTargetFramebuffer()
void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height)
{
if (m_enable)
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
// Clear the buffer so there isn't any remaining garbage from the previous post processing shader frame
glClear(GL_COLOR_BUFFER_BIT);
}
else
{
// Bind to default framebuffer if we aren't post processing
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
}
void OpenGLPostProcessing::BlitToScreen()
{
if (!m_enable) return;
ApplyShader();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(0, 0, m_width, m_height);
glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
m_shader.Bind();
glUniform4f(m_uniform_resolution, (float)m_width, (float)m_height, 1.0f/(float)m_width, 1.0f/(float)m_height);
glUniform4f(m_uniform_resolution, (float)src_width, (float)src_height, 1.0f / (float)src_width, 1.0f / (float)src_height);
glUniform4f(m_uniform_src_rect, src.left / (float) src_width, src.bottom / (float) src_height,
src.GetWidth() / (float) src_width, src.GetHeight() / (float) src_height);
glUniform1ui(m_uniform_time, (GLuint)m_timer.GetTimeElapsed());
if (m_config.IsDirty())
@ -151,45 +124,27 @@ void OpenGLPostProcessing::BlitToScreen()
}
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, m_texture);
glBindTexture(GL_TEXTURE_2D, src_texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void OpenGLPostProcessing::Update(u32 width, u32 height)
{
ApplyShader();
if (m_enable && (width != m_width || height != m_height))
{
m_width = width;
m_height = height;
// alloc texture for framebuffer
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
}
void OpenGLPostProcessing::ApplyShader()
{
// shader didn't changed
if (m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
return;
m_enable = false;
m_shader.Destroy();
m_uniform_bindings.clear();
// shader disabled
if (g_ActiveConfig.sPostProcessingShader == "")
return;
// so need to compile shader
std::string code = m_config.LoadShader();
// load shader from disk
std::string default_shader = "void main() { SetOutput(Sample()); }";
std::string code = "";
if (g_ActiveConfig.sPostProcessingShader != "")
code = m_config.LoadShader();
if (code == "")
return;
code = default_shader;
code = LoadShaderOptions(code);
@ -197,21 +152,22 @@ void OpenGLPostProcessing::ApplyShader()
if (!ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code.c_str()))
{
ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str());
return;
code = LoadShaderOptions(default_shader);
ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code.c_str());
}
// read uniform locations
m_uniform_resolution = glGetUniformLocation(m_shader.glprogid, "resolution");
m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time");
m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect");
for (const auto& it : m_config.GetOptions())
{
std::string glsl_name = "option_" + it.first;
m_uniform_bindings[it.first] = glGetUniformLocation(m_shader.glprogid, glsl_name.c_str());
}
// successful
m_enable = true;
m_initialized = true;
}
void OpenGLPostProcessing::CreateHeader()