Merge pull request #1439 from Armada651/ogl-stereo-3d

OGL: Stereoscopic 3D Support
This commit is contained in:
Ryan Houdek
2014-11-28 11:45:38 -06:00
48 changed files with 774 additions and 267 deletions

View File

@ -21,7 +21,6 @@ int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
GLenum FramebufferManager::m_textureType;
GLuint FramebufferManager::m_efbFramebuffer;
GLuint FramebufferManager::m_xfbFramebuffer;
GLuint FramebufferManager::m_efbColor;
@ -72,42 +71,45 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_efbDepth = glObj[1];
m_efbColorSwap = glObj[2];
m_EFBLayers = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
// OpenGL MSAA textures are a different kind of texture type and must be allocated
// with a different function, so we create them separately.
if (m_msaaSamples <= 1)
{
m_textureType = GL_TEXTURE_2D;
m_textureType = GL_TEXTURE_2D_ARRAY;
glBindTexture(m_textureType, m_efbColor);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(m_textureType, m_efbDepth);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glBindTexture(m_textureType, m_efbColorSwap);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
else
{
m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
glBindTexture(m_textureType, m_efbColor);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, m_efbDepth);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, m_efbColorSwap);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, 0);
// Although we are able to access the multisampled texture directly, we don't do it everywhere.
@ -118,23 +120,23 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(resolvedType, m_resolvedColorTexture);
glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage3D(resolvedType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, m_resolvedDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glBindTexture(resolvedType, m_resolvedDepthTexture);
glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
// Bind resolved textures to resolved framebuffer.
glGenFramebuffers(1, &m_resolvedFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0);
}
// Create XFB framebuffer; targets will be created elsewhere.
@ -143,8 +145,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Bind target textures to EFB framebuffer.
glGenFramebuffers(1, &m_efbFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0);
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
@ -168,9 +170,9 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
{
// non-msaa, so just fetch the pixel
sampler =
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, 0);\n"
" return texelFetch(samp9, ivec3(pos, 0), 0);\n"
"}\n";
}
else if (g_ogl_config.bSupportSampleShading)
@ -179,9 +181,9 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// This will lead to sample shading, but it's the only way to not loose
// the values of each sample.
sampler =
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, gl_SampleID);\n"
" return texelFetch(samp9, ivec3(pos, 0), gl_SampleID);\n"
"}\n";
}
else
@ -190,11 +192,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
std::stringstream samples;
samples << m_msaaSamples;
sampler =
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
" for(int i=0; i<" + samples.str() + "; i++)\n"
" color += texelFetch(samp9, pos, i);\n"
" color += texelFetch(samp9, ivec3(pos, 0), i);\n"
" return color / " + samples.str() + ";\n"
"}\n";
}
@ -365,7 +367,7 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
src_texture = m_efbColor;
m_efbColor = m_efbColorSwap;
m_efbColorSwap = src_texture;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0);
glViewport(0,0, m_targetWidth, m_targetHeight);
glActiveTexture(GL_TEXTURE0 + 9);
@ -397,7 +399,7 @@ void XFBSource::CopyEFB(float Gamma)
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
// Bind texture.
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0);
glBlitFramebuffer(
0, 0, texWidth, texHeight,
@ -419,11 +421,11 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, target_width, target_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
return new XFBSource(texture);
return new XFBSource(texture, m_EFBLayers);
}
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)

View File

@ -47,13 +47,14 @@ namespace OGL
struct XFBSource : public XFBSourceBase
{
XFBSource(GLuint tex) : texture(tex) {}
XFBSource(GLuint tex, int layers) : texture(tex), m_layers(layers) {}
~XFBSource();
void CopyEFB(float Gamma) override;
void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
const GLuint texture;
const int m_layers;
};
class FramebufferManager : public FramebufferManagerBase
@ -100,7 +101,6 @@ private:
static int m_msaaSamples;
static GLenum m_textureType;
static GLuint m_efbFramebuffer;
static GLuint m_xfbFramebuffer;
static GLuint m_efbColor;

View File

@ -37,6 +37,8 @@ static char s_vertex_shader[] =
"}\n";
OpenGLPostProcessing::OpenGLPostProcessing()
: m_initialized(false)
, m_anaglyph(false)
{
CreateHeader();
@ -46,8 +48,6 @@ OpenGLPostProcessing::OpenGLPostProcessing()
glGenBuffers(1, &m_attribute_vbo);
glGenVertexArrays(1, &m_attribute_vao);
}
m_initialized = false;
}
OpenGLPostProcessing::~OpenGLPostProcessing()
@ -62,7 +62,7 @@ OpenGLPostProcessing::~OpenGLPostProcessing()
}
void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height)
int src_texture, int src_width, int src_height, int layer)
{
ApplyShader();
@ -79,6 +79,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
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());
glUniform1i(m_uniform_layer, layer);
if (m_config.IsDirty())
{
@ -151,25 +152,29 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
}
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, src_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void OpenGLPostProcessing::ApplyShader()
{
// shader didn't changed
if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader &&
((g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH) == m_anaglyph))
return;
m_shader.Destroy();
m_uniform_bindings.clear();
// load shader from disk
std::string default_shader = "void main() { SetOutput(Sample()); }";
// load shader code
std::string code = "";
if (g_ActiveConfig.sPostProcessingShader != "")
std::string default_shader = "void main() { SetOutput(Sample()); }\n";
if (g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH)
code = "void main() { SetOutput(float4(pow(0.7 * SampleLayer(0).g + 0.3 * SampleLayer(0).b, 1.5), SampleLayer(1).gba)); }\n";
else if (g_ActiveConfig.sPostProcessingShader != "")
code = m_config.LoadShader();
if (code == "")
@ -195,6 +200,7 @@ void OpenGLPostProcessing::ApplyShader()
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");
m_uniform_layer = glGetUniformLocation(m_shader.glprogid, "layer");
if (m_attribute_workaround)
{
@ -218,6 +224,7 @@ void OpenGLPostProcessing::ApplyShader()
std::string glsl_name = "option_" + it.first;
m_uniform_bindings[it.first] = glGetUniformLocation(m_shader.glprogid, glsl_name.c_str());
}
m_anaglyph = g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH;
m_initialized = true;
}
@ -228,7 +235,7 @@ void OpenGLPostProcessing::CreateHeader()
// Shouldn't be accessed directly by the PP shader
// Texture sampler
"SAMPLER_BINDING(8) uniform sampler2D samp8;\n"
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
// Output variable
"out float4 ocol0;\n"
@ -238,19 +245,26 @@ void OpenGLPostProcessing::CreateHeader()
"uniform float4 resolution;\n"
// Time
"uniform uint time;\n"
// Layer
"uniform int layer;\n"
// Interfacing functions
"float4 Sample()\n"
"{\n"
"\treturn texture(samp9, uv0);\n"
"\treturn texture(samp9, float3(uv0, layer));\n"
"}\n"
"float4 SampleLocation(float2 location)\n"
"{\n"
"\treturn texture(samp9, location);\n"
"\treturn texture(samp9, float3(location, layer));\n"
"}\n"
"#define SampleOffset(offset) textureOffset(samp9, uv0, offset)\n"
"float4 SampleLayer(int layer)\n"
"{\n"
"\treturn texture(samp9, float3(uv0, layer));\n"
"}\n"
"#define SampleOffset(offset) textureOffset(samp9, float3(uv0, layer), offset)\n"
"float4 SampleFontLocation(float2 location)\n"
"{\n"

View File

@ -23,15 +23,17 @@ public:
~OpenGLPostProcessing();
void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height) override;
int src_texture, int src_width, int src_height, int layer) override;
void ApplyShader() override;
private:
bool m_initialized;
bool m_anaglyph;
SHADER m_shader;
GLuint m_uniform_resolution;
GLuint m_uniform_src_rect;
GLuint m_uniform_time;
GLuint m_uniform_layer;
std::string m_glsl_header;
// These are only used when working around Qualcomm's broken attributeless rendering

View File

@ -36,6 +36,7 @@ ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
SHADERUID ProgramShaderCache::last_uid;
UidChecker<PixelShaderUid,PixelShaderCode> ProgramShaderCache::pixel_uid_checker;
UidChecker<VertexShaderUid,VertexShaderCode> ProgramShaderCache::vertex_uid_checker;
UidChecker<GeometryShaderUid,ShaderCode> ProgramShaderCache::geometry_uid_checker;
static char s_glsl_header[1024] = "";
@ -196,13 +197,17 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
VertexShaderCode vcode;
PixelShaderCode pcode;
ShaderCode gcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.iStereoMode > 0)
GenerateGeometryShaderCode(gcode, components, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
newentry.shader.strvprog = vcode.GetBuffer();
newentry.shader.strpprog = pcode.GetBuffer();
newentry.shader.strgprog = gcode.GetBuffer();
}
#if defined(_DEBUG) || defined(DEBUGFAST)
@ -214,10 +219,16 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, pcode.GetBuffer());
if (gcode.GetBuffer() != nullptr)
{
filename = StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, gcode.GetBuffer());
}
}
#endif
if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer()))
if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return nullptr;
@ -231,15 +242,21 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
return &last_entry->shader;
}
bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const char* pcode)
bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const char* pcode, const char* gcode)
{
GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
if (!vsid || !psid)
// Optional geometry shader
GLuint gsid = 0;
if (gcode)
gsid = CompileSingleShader(GL_GEOMETRY_SHADER, gcode);
if (!vsid || !psid || (gcode && !gsid))
{
glDeleteShader(vsid);
glDeleteShader(psid);
glDeleteShader(gsid);
return false;
}
@ -247,6 +264,8 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
glAttachShader(pid, vsid);
glAttachShader(pid, psid);
if (gsid)
glAttachShader(pid, gsid);
if (g_ogl_config.bSupportsGLSLCache)
glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
@ -258,6 +277,7 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
// original shaders aren't needed any more
glDeleteShader(vsid);
glDeleteShader(psid);
glDeleteShader(gsid);
GLint linkStatus;
glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
@ -273,7 +293,10 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
std::string filename = StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << vcode << s_glsl_header << pcode << infoLog;
file << s_glsl_header << vcode << s_glsl_header << pcode;
if (gcode)
file << s_glsl_header << gcode;
file << infoLog;
file.close();
if (linkStatus != GL_TRUE)
@ -324,11 +347,11 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "%s Shader info log:\n%s", type==GL_VERTEX_SHADER ? "VS" : "PS", infoLog);
ERROR_LOG(VIDEO, "%s Shader info log:\n%s", type==GL_VERTEX_SHADER ? "VS" : type==GL_FRAGMENT_SHADER ? "PS" : "GS", infoLog);
std::string filename = StringFromFormat("%sbad_%s_%04i.txt",
File::GetUserPath(D_DUMP_IDX).c_str(),
type==GL_VERTEX_SHADER ? "vs" : "ps",
type==GL_VERTEX_SHADER ? "vs" : type==GL_FRAGMENT_SHADER ? "ps" : "gs",
num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
@ -338,7 +361,7 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
if (compileStatus != GL_TRUE)
{
PanicAlert("Failed to compile %s shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s, %s, %s):\n%s",
type == GL_VERTEX_SHADER ? "vertex" : "pixel",
type == GL_VERTEX_SHADER ? "vertex" : type==GL_FRAGMENT_SHADER ? "pixel" : "geometry",
filename.c_str(),
g_ogl_config.gl_vendor,
g_ogl_config.gl_renderer,
@ -365,6 +388,7 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
{
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
GetVertexShaderUid(uid->vuid, components, API_OPENGL);
GetGeometryShaderUid(uid->guid, components, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
@ -375,6 +399,10 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
VertexShaderCode vcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
ShaderCode gcode;
GenerateGeometryShaderCode(gcode, components, API_OPENGL);
geometry_uid_checker.AddToIndexAndCheck(gcode, uid->guid, "Geometry", "g");
}
}
@ -486,6 +514,7 @@ void ProgramShaderCache::CreateHeader()
"%s\n" // sample shading
"%s\n" // Sampler binding
"%s\n" // storage buffer
"%s\n" // shader5
// Precision defines for GLSL ES
"%s\n"
@ -518,6 +547,7 @@ void ProgramShaderCache::CreateHeader()
, (g_ogl_config.bSupportSampleShading) ? "#extension GL_ARB_sample_shading : enable" : ""
, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "#define SAMPLER_BINDING(x) layout(binding = x)" : "#define SAMPLER_BINDING(x)"
, g_ActiveConfig.backend_info.bSupportsBBox ? "#extension GL_ARB_shader_storage_buffer_object : enable" : ""
, g_ActiveConfig.backend_info.bSupportsGSInstancing ? "#extension GL_ARB_gpu_shader5 : enable" : ""
, v>=GLSLES_300 ? "precision highp float;" : ""
, v>=GLSLES_300 ? "precision highp int;" : ""

View File

@ -7,6 +7,7 @@
#include "Common/LinearDiskCache.h"
#include "Core/ConfigManager.h"
#include "VideoBackends/OGL/GLUtil.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/VertexShaderGen.h"
@ -18,10 +19,11 @@ class SHADERUID
public:
VertexShaderUid vuid;
PixelShaderUid puid;
GeometryShaderUid guid;
SHADERUID() {}
SHADERUID(const SHADERUID& r) : vuid(r.vuid), puid(r.puid) {}
SHADERUID(const SHADERUID& r) : vuid(r.vuid), puid(r.puid), guid(r.guid) {}
bool operator <(const SHADERUID& r) const
{
@ -34,12 +36,18 @@ public:
if (vuid < r.vuid)
return true;
if (r.vuid < vuid)
return false;
if (guid < r.guid)
return true;
return false;
}
bool operator ==(const SHADERUID& r) const
{
return puid == r.puid && vuid == r.vuid;
return puid == r.puid && vuid == r.vuid && guid == r.guid;
}
};
@ -54,7 +62,7 @@ struct SHADER
}
GLuint glprogid; // OpenGL program id
std::string strvprog, strpprog;
std::string strvprog, strpprog, strgprog;
void SetProgramVariables();
void SetProgramBindings();
@ -83,7 +91,7 @@ public:
static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
static bool CompileShader(SHADER &shader, const char* vcode, const char* pcode);
static bool CompileShader(SHADER &shader, const char* vcode, const char* pcode, const char* gcode = nullptr);
static GLuint CompileSingleShader(GLuint type, const char *code);
static void UploadConstants();
@ -104,6 +112,7 @@ private:
static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
static UidChecker<GeometryShaderUid,ShaderCode> geometry_uid_checker;
static u32 s_ubo_buffer_size;
static s32 s_ubo_align;

View File

@ -89,6 +89,8 @@ static RasterFont* s_pfont = nullptr;
static int s_MSAASamples = 1;
static int s_LastMultisampleMode = 0;
static bool s_LastStereo = false;
static u32 s_blendMode;
static bool s_vsync;
@ -204,6 +206,10 @@ static void GLAPIENTRY ClearDepthf(GLfloat depthval)
{
glClearDepth(depthval);
}
static void GLAPIENTRY FramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
{
glFramebufferTextureLayer(target, attachment, texture, level, 0);
}
static void InitDriverInfo()
{
@ -460,11 +466,17 @@ Renderer::Renderer()
glClearDepthf = ClearDepthf;
}
if (GLExtensions::Version() < 320 || GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
{
glFramebufferTexture = FramebufferTexture;
}
g_Config.backend_info.bSupportsDualSourceBlend = GLExtensions::Supports("GL_ARB_blend_func_extended");
g_Config.backend_info.bSupportsPrimitiveRestart = !DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVERESTART) &&
((GLExtensions::Version() >= 310) || GLExtensions::Supports("GL_NV_primitive_restart"));
g_Config.backend_info.bSupportsEarlyZ = GLExtensions::Supports("GL_ARB_shader_image_load_store");
g_Config.backend_info.bSupportsBBox = GLExtensions::Supports("GL_ARB_shader_storage_buffer_object");
g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5");
// Desktop OpenGL supports the binding layout if it supports 420pack
// OpenGL ES 3.1 supports it implicitly without an extension
@ -493,6 +505,8 @@ Renderer::Renderer()
g_Config.backend_info.bSupportsBindingLayout = true;
g_Config.backend_info.bSupportsEarlyZ = true;
}
// TODO: OpenGL ES 3.1 provides the necessary features as extensions.
g_Config.backend_info.bSupportsStereoscopy = false;
}
else
{
@ -507,11 +521,13 @@ Renderer::Renderer()
{
g_ogl_config.eSupportedGLSLVersion = GLSL_130;
g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
g_Config.backend_info.bSupportsStereoscopy = false; // geometry shaders are only supported on glsl150+
}
else if (strstr(g_ogl_config.glsl_version, "1.40"))
{
g_ogl_config.eSupportedGLSLVersion = GLSL_140;
g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
g_Config.backend_info.bSupportsStereoscopy = false; // geometry shaders are only supported on glsl150+
}
else
{
@ -545,6 +561,9 @@ Renderer::Renderer()
bSuccess = false;
}
if (g_Config.iStereoMode > 0 && !g_Config.backend_info.bSupportsStereoscopy)
OSD::AddMessage("Stereoscopic 3D isn't supported by your GPU, support for OpenGL 3.2 is required.", 10000);
if (!bSuccess)
{
// Not all needed extensions are supported, so we have to stop here.
@ -556,6 +575,7 @@ Renderer::Renderer()
if (g_ogl_config.max_samples < 1 || !g_ogl_config.bSupportsMSAA)
g_ogl_config.max_samples = 1;
g_Config.VerifyValidity();
UpdateActiveConfig();
OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s",
@ -563,7 +583,7 @@ Renderer::Renderer()
g_ogl_config.gl_renderer,
g_ogl_config.gl_version), 5000);
WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s",
WARN_LOG(VIDEO,"Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s",
g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
@ -573,12 +593,14 @@ Renderer::Renderer()
g_ogl_config.bSupportsGLBufferStorage ? "" : "BufferStorage ",
g_ogl_config.bSupportsGLSync ? "" : "Sync ",
g_ogl_config.bSupportsMSAA ? "" : "MSAA ",
g_ogl_config.bSupportSampleShading ? "" : "SSAA "
g_ogl_config.bSupportSampleShading ? "" : "SSAA ",
g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing "
);
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
ApplySSAASettings();
s_LastStereo = g_ActiveConfig.iStereoMode > 0;
// Decide framebuffer size
s_backbuffer_width = (int)GLInterface->GetBackBufferWidth();
@ -1493,7 +1515,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
sourceRc.right -= fbStride - fbWidth;
m_post_processor->BlitFromTexture(sourceRc, drawRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight);
// TODO: Virtual XFB stereoscopic 3D support.
m_post_processor->BlitFromTexture(sourceRc, drawRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight, 1);
}
}
else
@ -1503,7 +1526,18 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
// for msaa mode, we must resolve the efb content to non-msaa
GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(rc);
m_post_processor->BlitFromTexture(targetRc, flipped_trc, tex, s_target_width, s_target_height);
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
{
TargetRectangle leftRc, rightRc;
ConvertStereoRectangle(flipped_trc, leftRc, rightRc);
m_post_processor->BlitFromTexture(targetRc, leftRc, tex, s_target_width, s_target_height, 0);
m_post_processor->BlitFromTexture(targetRc, rightRc, tex, s_target_width, s_target_height, 1);
}
else
{
m_post_processor->BlitFromTexture(targetRc, flipped_trc, tex, s_target_width, s_target_height);
}
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
@ -1652,15 +1686,16 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
s_LastEFBScale = g_ActiveConfig.iEFBScale;
}
if (xfbchanged || WindowResized || (s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode))
if (xfbchanged || WindowResized || (s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode) || (s_LastStereo != (g_ActiveConfig.iStereoMode > 0)))
{
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height) || s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode)
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height) || s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode || s_LastStereo != (g_ActiveConfig.iStereoMode > 0))
{
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
ApplySSAASettings();
s_LastStereo = g_ActiveConfig.iStereoMode > 0;
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,

View File

@ -98,14 +98,14 @@ void TextureCache::TCacheEntry::Bind(unsigned int stage)
s_ActiveTexture = stage;
}
glBindTexture(GL_TEXTURE_2D, texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
s_Textures[stage] = texture;
}
}
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
{
return SaveTexture(filename, GL_TEXTURE_2D, texture, virtual_width, virtual_height, level);
return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, virtual_width, virtual_height, level);
}
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
@ -172,8 +172,8 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
entry.pcfmt = pcfmt;
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, entry.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, tex_levels - 1);
glBindTexture(GL_TEXTURE_2D_ARRAY, entry.texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, tex_levels - 1);
entry.Load(width, height, expanded_width, 0);
@ -189,12 +189,12 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
if (pcfmt != PC_TEX_FMT_DXT1)
{
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
if (expanded_width != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_iformat, width, height, 1, 0, gl_format, gl_type, temp);
if (expanded_width != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
@ -213,21 +213,20 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
{
TCacheEntry *const entry = new TCacheEntry;
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, entry->texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
const GLenum
gl_format = GL_RGBA,
gl_iformat = GL_RGBA,
gl_type = GL_UNSIGNED_BYTE;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, gl_iformat, scaled_tex_w, scaled_tex_h, FramebufferManager::GetEFBLayers(), 0, gl_format, gl_type, nullptr);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glGenFramebuffers(1, &entry->framebuffer);
FramebufferManager::SetFramebuffer(entry->framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, entry->texture, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, entry->texture, 0);
SetStage();
@ -251,7 +250,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
FramebufferManager::SetFramebuffer(framebuffer);
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, read_texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
glViewport(0, 0, virtual_width, virtual_height);
@ -309,34 +308,60 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
{
static int count = 0;
SaveTexture(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
count++), GL_TEXTURE_2D, texture, virtual_width, virtual_height, 0);
count++), GL_TEXTURE_2D_ARRAY, texture, virtual_width, virtual_height, 0);
}
g_renderer->RestoreAPIState();
}
TextureCache::TextureCache()
{
CompileShaders();
s_ActiveTexture = -1;
for (auto& gtex : s_Textures)
gtex = -1;
}
TextureCache::~TextureCache()
{
DeleteShaders();
}
void TextureCache::DisableStage(unsigned int stage)
{
}
void TextureCache::SetStage()
{
// -1 is the initial value as we don't know which texture should be bound
if (s_ActiveTexture != (u32)-1)
glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
}
void TextureCache::CompileShaders()
{
const char *pColorMatrixProg =
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 colmat[7];\n"
"in vec2 uv0;\n"
"in vec3 f_uv0;\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, uv0);\n"
" vec4 texcol = texture(samp9, f_uv0);\n"
" texcol = round(texcol * colmat[5]) * colmat[6];\n"
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
"}\n";
const char *pDepthMatrixProg =
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 colmat[5];\n"
"in vec2 uv0;\n"
"in vec3 f_uv0;\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, uv0);\n"
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
// 255.99998474121 = 16777215/16777216*256
" float workspace = texcol.x * 255.99998474121;\n"
@ -363,18 +388,41 @@ TextureCache::TextureCache()
"}\n";
const char *VProgram =
"out vec2 uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"out vec3 %s_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0));\n"
" %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);\n"
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg);
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg);
const char *GProgram = (g_ActiveConfig.iStereoMode > 0) ?
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 6) out;\n"
"in vec3 v_uv0[3];\n"
"out vec3 f_uv0;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"void main()\n"
"{\n"
" int layers = textureSize(samp9, 0).z;\n"
" for (int layer = 0; layer < layers; ++layer) {\n"
" for (int i = 0; i < 3; ++i) {\n"
" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
" gl_Position = gl_in[i].gl_Position;\n"
" gl_Layer = layer;\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"
" }\n"
"}\n" : nullptr;
const char* prefix = (GProgram == nullptr) ? "f" : "v";
const char* depth_layer = (g_ActiveConfig.bStereoMonoEFBDepth) ? "0" : "f_uv0.z";
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorMatrixProg, GProgram);
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), StringFromFormat(pDepthMatrixProg, depth_layer).c_str(), GProgram);
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
@ -383,28 +431,12 @@ TextureCache::TextureCache()
s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
s_ActiveTexture = -1;
for (auto& gtex : s_Textures)
gtex = -1;
}
TextureCache::~TextureCache()
void TextureCache::DeleteShaders()
{
s_ColorMatrixProgram.Destroy();
s_DepthMatrixProgram.Destroy();
}
void TextureCache::DisableStage(unsigned int stage)
{
}
void TextureCache::SetStage ()
{
// -1 is the initial value as we don't know which texture should be bound
if (s_ActiveTexture != (u32)-1)
glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
}
}

View File

@ -57,6 +57,9 @@ private:
unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt) override;
TCacheEntryBase* CreateRenderTargetTexture(unsigned int scaled_tex_w, unsigned int scaled_tex_h) override;
void CompileShaders() override;
void DeleteShaders() override;
};
bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level);

View File

@ -72,21 +72,21 @@ static void CreatePrograms()
const char *VProgramRgbToYuyv =
"out vec2 uv0;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"void main()\n"
"{\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 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0));\n"
" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy);\n"
"}\n";
const char *FProgramRgbToYuyv =
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" vec3 c0 = texture(samp9, (uv0 - dFdx(uv0) * 0.25)).rgb;\n"
" vec3 c1 = texture(samp9, (uv0 + dFdx(uv0) * 0.25)).rgb;\n"
" vec3 c0 = texture(samp9, vec3(uv0 - dFdx(uv0) * 0.25, 0.0)).rgb;\n"
" vec3 c1 = texture(samp9, vec3(uv0 + dFdx(uv0) * 0.25, 0.0)).rgb;\n"
" vec3 c01 = (c0 + c1) * 0.5;\n"
" vec3 y_const = vec3(0.257,0.504,0.098);\n"
" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
@ -224,17 +224,17 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
// set source texture
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, srcTexture);
glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
if (linearFilter)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
@ -365,7 +365,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
// switch to texture converter frame buffer
// attach destTexture as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, destTexture, 0);
// activate source texture
// set srcAddr as data for source texture

View File

@ -138,6 +138,7 @@ static void InitBackendInfo()
//g_Config.backend_info.bSupportsDualSourceBlend = true; // is gpu dependent and must be set in renderer
//g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer
g_Config.backend_info.bSupportsOversizedViewports = true;
g_Config.backend_info.bSupportsStereoscopy = true;
g_Config.backend_info.Adapters.clear();