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https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
OGL: force enable postprocessing
This commit is contained in:
parent
ce3a039eed
commit
7292ea6a04
@ -385,19 +385,6 @@ XFBSource::~XFBSource()
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glDeleteTextures(1, &texture);
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}
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void XFBSource::Draw(const MathUtil::Rectangle<int> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc) const
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{
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// Texture map xfbSource->texture onto the main buffer
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
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glBlitFramebuffer(sourcerc.left, sourcerc.bottom, sourcerc.right, sourcerc.top,
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(int)drawrc.left, (int)drawrc.bottom, (int)drawrc.right, (int)drawrc.top,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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GL_REPORT_ERRORD();
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}
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void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
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@ -52,8 +52,6 @@ struct XFBSource : public XFBSourceBase
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void CopyEFB(float Gamma) override;
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void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
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void Draw(const MathUtil::Rectangle<int> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc) const override;
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const GLuint texture;
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};
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@ -19,65 +19,38 @@ namespace OGL
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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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"void main(void) {\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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" uv0 = rawpos;\n"
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" uv0 = rawpos * src_rect.zw + src_rect.xy;\n"
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"}\n";
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OpenGLPostProcessing::OpenGLPostProcessing()
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{
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m_enable = false;
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m_width = 0;
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m_height = 0;
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glGenFramebuffers(1, &m_fbo);
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glGenTextures(1, &m_texture);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // disable mipmaps
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
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FramebufferManager::SetFramebuffer(0);
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CreateHeader();
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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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glDeleteFramebuffers(1, &m_fbo);
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glDeleteTextures(1, &m_texture);
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}
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void OpenGLPostProcessing::BindTargetFramebuffer()
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void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
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int src_texture, int src_width, int src_height)
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{
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if (m_enable)
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
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// Clear the buffer so there isn't any remaining garbage from the previous post processing shader frame
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glClear(GL_COLOR_BUFFER_BIT);
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}
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else
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{
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// Bind to default framebuffer if we aren't post processing
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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}
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void OpenGLPostProcessing::BlitToScreen()
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{
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if (!m_enable) return;
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ApplyShader();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glViewport(0, 0, m_width, m_height);
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glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
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m_shader.Bind();
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glUniform4f(m_uniform_resolution, (float)m_width, (float)m_height, 1.0f/(float)m_width, 1.0f/(float)m_height);
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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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glUniform4f(m_uniform_src_rect, src.left / (float) src_width, src.bottom / (float) src_height,
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src.GetWidth() / (float) src_width, src.GetHeight() / (float) src_height);
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glUniform1ui(m_uniform_time, (GLuint)m_timer.GetTimeElapsed());
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if (m_config.IsDirty())
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@ -151,45 +124,27 @@ void OpenGLPostProcessing::BlitToScreen()
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}
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glBindTexture(GL_TEXTURE_2D, src_texture);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void OpenGLPostProcessing::Update(u32 width, u32 height)
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{
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ApplyShader();
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if (m_enable && (width != m_width || height != m_height))
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{
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m_width = width;
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m_height = height;
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// alloc texture for framebuffer
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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}
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}
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void OpenGLPostProcessing::ApplyShader()
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{
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// shader didn't changed
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if (m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
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if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
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return;
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m_enable = false;
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m_shader.Destroy();
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m_uniform_bindings.clear();
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// shader disabled
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if (g_ActiveConfig.sPostProcessingShader == "")
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return;
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// so need to compile shader
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std::string code = m_config.LoadShader();
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// load shader from disk
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std::string default_shader = "void main() { SetOutput(Sample()); }";
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std::string code = "";
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if (g_ActiveConfig.sPostProcessingShader != "")
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code = m_config.LoadShader();
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if (code == "")
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return;
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code = default_shader;
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code = LoadShaderOptions(code);
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@ -197,21 +152,22 @@ void OpenGLPostProcessing::ApplyShader()
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if (!ProgramShaderCache::CompileShader(m_shader, s_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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return;
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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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}
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// read uniform locations
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m_uniform_resolution = glGetUniformLocation(m_shader.glprogid, "resolution");
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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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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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m_uniform_bindings[it.first] = glGetUniformLocation(m_shader.glprogid, glsl_name.c_str());
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}
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// successful
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m_enable = true;
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m_initialized = true;
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}
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void OpenGLPostProcessing::CreateHeader()
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@ -21,16 +21,15 @@ public:
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OpenGLPostProcessing();
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~OpenGLPostProcessing();
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void BindTargetFramebuffer() override;
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void BlitToScreen() override;
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void Update(u32 width, u32 height) override;
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void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
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int src_texture, int src_width, int src_height) override;
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void ApplyShader() override;
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private:
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GLuint m_fbo;
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GLuint m_texture;
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bool m_initialized;
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SHADER m_shader;
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GLuint m_uniform_resolution;
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GLuint m_uniform_src_rect;
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GLuint m_uniform_time;
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std::string m_glsl_header;
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@ -1395,7 +1395,6 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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ResetAPIState();
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m_post_processor->Update(s_backbuffer_width, s_backbuffer_height);
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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TargetRectangle flipped_trc = GetTargetRectangle();
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@ -1412,29 +1411,20 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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GL_REPORT_ERRORD();
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// Copy the framebuffer to screen.
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const XFBSourceBase* xfbSource = nullptr;
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const XFBSource* xfbSource = nullptr;
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if (g_ActiveConfig.bUseXFB)
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{
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// Render to the real/postprocessing buffer now.
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m_post_processor->BindTargetFramebuffer();
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// draw each xfb source
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
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for (u32 i = 0; i < xfbCount; ++i)
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{
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xfbSource = xfbSourceList[i];
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xfbSource = (const XFBSource*) xfbSourceList[i];
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MathUtil::Rectangle<float> drawRc;
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TargetRectangle drawRc;
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if (g_ActiveConfig.bUseRealXFB)
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{
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drawRc.top = static_cast<float>(flipped_trc.top);
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drawRc.bottom = static_cast<float>(flipped_trc.bottom);
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drawRc.left = static_cast<float>(flipped_trc.left);
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drawRc.right = static_cast<float>(flipped_trc.right);
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drawRc = flipped_trc;
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}
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else
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{
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@ -1443,17 +1433,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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int xfbWidth = xfbSource->srcWidth;
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int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);
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MathUtil::Rectangle<u32> rect_u32;
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rect_u32.top = flipped_trc.top - hOffset * flipped_trc.GetHeight() / fbHeight;
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rect_u32.bottom = flipped_trc.top - (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight;
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rect_u32.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbStride)/2;
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rect_u32.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbStride)/2;
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drawRc.top = static_cast<float>(rect_u32.top);
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drawRc.bottom = static_cast<float>(rect_u32.bottom);
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drawRc.left = static_cast<float>(rect_u32.left);
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drawRc.right = static_cast<float>(rect_u32.right);
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drawRc.top = flipped_trc.top - hOffset * flipped_trc.GetHeight() / fbHeight;
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drawRc.bottom = flipped_trc.top - (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight;
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drawRc.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbStride) / 2;
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drawRc.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbStride) / 2;
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// The following code disables auto stretch. Kept for reference.
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// scale draw area for a 1 to 1 pixel mapping with the draw target
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@ -1467,7 +1450,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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// Tell the OSD Menu about the current internal resolution
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OSDInternalW = xfbSource->sourceRc.GetWidth(); OSDInternalH = xfbSource->sourceRc.GetHeight();
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MathUtil::Rectangle<int> sourceRc;
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TargetRectangle sourceRc;
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sourceRc.left = xfbSource->sourceRc.left;
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sourceRc.right = xfbSource->sourceRc.right;
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sourceRc.top = xfbSource->sourceRc.top;
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@ -1475,7 +1458,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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sourceRc.right -= fbStride - fbWidth;
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xfbSource->Draw(sourceRc, drawRc);
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m_post_processor->BlitFromTexture(sourceRc, drawRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight);
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}
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}
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else
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@ -1483,22 +1466,11 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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TargetRectangle targetRc = ConvertEFBRectangle(rc);
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// for msaa mode, we must resolve the efb content to non-msaa
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FramebufferManager::ResolveAndGetRenderTarget(rc);
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GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(rc);
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// Render to the real/postprocessing buffer now. (resolve have changed this in msaa mode)
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m_post_processor->BindTargetFramebuffer();
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// always the non-msaa fbo
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GLuint fb = s_MSAASamples>1?FramebufferManager::GetResolvedFramebuffer():FramebufferManager::GetEFBFramebuffer();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
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glBlitFramebuffer(targetRc.left, targetRc.bottom, targetRc.right, targetRc.top,
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flipped_trc.left, flipped_trc.bottom, flipped_trc.right, flipped_trc.top,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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m_post_processor->BlitFromTexture(targetRc, flipped_trc, tex, s_target_width, s_target_height);
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}
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m_post_processor->BlitToScreen();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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// Save screenshot
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@ -14,7 +14,7 @@ struct XFBSourceBase
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virtual ~XFBSourceBase() {}
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virtual void Draw(const MathUtil::Rectangle<int> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc) const = 0;
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const MathUtil::Rectangle<float> &drawrc) const {};
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virtual void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) = 0;
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@ -11,6 +11,8 @@
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#include "Common/StringUtil.h"
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#include "Common/Timer.h"
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#include "VideoCommon/VideoCommon.h"
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class PostProcessingShaderConfiguration
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{
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public:
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@ -88,15 +90,11 @@ public:
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PostProcessingShaderConfiguration* GetConfig() { return &m_config; }
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// Should be implemented by the backends for backend specific code
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virtual void BindTargetFramebuffer() = 0;
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virtual void BlitToScreen() = 0;
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virtual void Update(u32 width, u32 height) = 0;
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virtual void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
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int src_texture, int src_width, int src_height) = 0;
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virtual void ApplyShader() = 0;
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protected:
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bool m_enable;
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u32 m_width;
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u32 m_height;
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// Timer for determining our time value
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Common::Timer m_timer;
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