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

@ -385,19 +385,6 @@ XFBSource::~XFBSource()
glDeleteTextures(1, &texture);
}
void XFBSource::Draw(const MathUtil::Rectangle<int> &sourcerc,
const MathUtil::Rectangle<float> &drawrc) const
{
// Texture map xfbSource->texture onto the main buffer
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glBlitFramebuffer(sourcerc.left, sourcerc.bottom, sourcerc.right, sourcerc.top,
(int)drawrc.left, (int)drawrc.bottom, (int)drawrc.right, (int)drawrc.top,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
GL_REPORT_ERRORD();
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);

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@ -52,8 +52,6 @@ struct XFBSource : public XFBSourceBase
void CopyEFB(float Gamma) override;
void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
void Draw(const MathUtil::Rectangle<int> &sourcerc,
const MathUtil::Rectangle<float> &drawrc) const override;
const GLuint texture;
};

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()

View File

@ -21,16 +21,15 @@ public:
OpenGLPostProcessing();
~OpenGLPostProcessing();
void BindTargetFramebuffer() override;
void BlitToScreen() override;
void Update(u32 width, u32 height) override;
void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height) override;
void ApplyShader() override;
private:
GLuint m_fbo;
GLuint m_texture;
bool m_initialized;
SHADER m_shader;
GLuint m_uniform_resolution;
GLuint m_uniform_src_rect;
GLuint m_uniform_time;
std::string m_glsl_header;

View File

@ -1395,7 +1395,6 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
ResetAPIState();
m_post_processor->Update(s_backbuffer_width, s_backbuffer_height);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
TargetRectangle flipped_trc = GetTargetRectangle();
@ -1412,29 +1411,20 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
GL_REPORT_ERRORD();
// Copy the framebuffer to screen.
const XFBSourceBase* xfbSource = nullptr;
const XFBSource* xfbSource = nullptr;
if (g_ActiveConfig.bUseXFB)
{
// Render to the real/postprocessing buffer now.
m_post_processor->BindTargetFramebuffer();
// draw each xfb source
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
for (u32 i = 0; i < xfbCount; ++i)
{
xfbSource = xfbSourceList[i];
xfbSource = (const XFBSource*) xfbSourceList[i];
MathUtil::Rectangle<float> drawRc;
TargetRectangle drawRc;
if (g_ActiveConfig.bUseRealXFB)
{
drawRc.top = static_cast<float>(flipped_trc.top);
drawRc.bottom = static_cast<float>(flipped_trc.bottom);
drawRc.left = static_cast<float>(flipped_trc.left);
drawRc.right = static_cast<float>(flipped_trc.right);
drawRc = flipped_trc;
}
else
{
@ -1443,17 +1433,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
int xfbWidth = xfbSource->srcWidth;
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);
MathUtil::Rectangle<u32> rect_u32;
rect_u32.top = flipped_trc.top - hOffset * flipped_trc.GetHeight() / fbHeight;
rect_u32.bottom = flipped_trc.top - (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight;
rect_u32.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbStride)/2;
rect_u32.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbStride)/2;
drawRc.top = static_cast<float>(rect_u32.top);
drawRc.bottom = static_cast<float>(rect_u32.bottom);
drawRc.left = static_cast<float>(rect_u32.left);
drawRc.right = static_cast<float>(rect_u32.right);
drawRc.top = flipped_trc.top - hOffset * flipped_trc.GetHeight() / fbHeight;
drawRc.bottom = flipped_trc.top - (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight;
drawRc.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbStride) / 2;
drawRc.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbStride) / 2;
// The following code disables auto stretch. Kept for reference.
// scale draw area for a 1 to 1 pixel mapping with the draw target
@ -1467,7 +1450,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
// Tell the OSD Menu about the current internal resolution
OSDInternalW = xfbSource->sourceRc.GetWidth(); OSDInternalH = xfbSource->sourceRc.GetHeight();
MathUtil::Rectangle<int> sourceRc;
TargetRectangle sourceRc;
sourceRc.left = xfbSource->sourceRc.left;
sourceRc.right = xfbSource->sourceRc.right;
sourceRc.top = xfbSource->sourceRc.top;
@ -1475,7 +1458,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
sourceRc.right -= fbStride - fbWidth;
xfbSource->Draw(sourceRc, drawRc);
m_post_processor->BlitFromTexture(sourceRc, drawRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight);
}
}
else
@ -1483,22 +1466,11 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
TargetRectangle targetRc = ConvertEFBRectangle(rc);
// for msaa mode, we must resolve the efb content to non-msaa
FramebufferManager::ResolveAndGetRenderTarget(rc);
GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(rc);
// Render to the real/postprocessing buffer now. (resolve have changed this in msaa mode)
m_post_processor->BindTargetFramebuffer();
// always the non-msaa fbo
GLuint fb = s_MSAASamples>1?FramebufferManager::GetResolvedFramebuffer():FramebufferManager::GetEFBFramebuffer();
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
glBlitFramebuffer(targetRc.left, targetRc.bottom, targetRc.right, targetRc.top,
flipped_trc.left, flipped_trc.bottom, flipped_trc.right, flipped_trc.top,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
m_post_processor->BlitFromTexture(targetRc, flipped_trc, tex, s_target_width, s_target_height);
}
m_post_processor->BlitToScreen();
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// Save screenshot

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@ -14,7 +14,7 @@ struct XFBSourceBase
virtual ~XFBSourceBase() {}
virtual void Draw(const MathUtil::Rectangle<int> &sourcerc,
const MathUtil::Rectangle<float> &drawrc) const = 0;
const MathUtil::Rectangle<float> &drawrc) const {};
virtual void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) = 0;

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@ -11,6 +11,8 @@
#include "Common/StringUtil.h"
#include "Common/Timer.h"
#include "VideoCommon/VideoCommon.h"
class PostProcessingShaderConfiguration
{
public:
@ -88,15 +90,11 @@ public:
PostProcessingShaderConfiguration* GetConfig() { return &m_config; }
// Should be implemented by the backends for backend specific code
virtual void BindTargetFramebuffer() = 0;
virtual void BlitToScreen() = 0;
virtual void Update(u32 width, u32 height) = 0;
virtual void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height) = 0;
virtual void ApplyShader() = 0;
protected:
bool m_enable;
u32 m_width;
u32 m_height;
// Timer for determining our time value
Common::Timer m_timer;