efb2tex without ubo

This commit is contained in:
degasus 2013-01-12 16:29:16 +01:00
parent 2838077313
commit f3d663c2f4

View File

@ -59,6 +59,8 @@ namespace OGL
static FRAGMENTSHADER s_ColorMatrixProgram;
static FRAGMENTSHADER s_DepthMatrixProgram;
static GLuint s_ColorMatrixUniform;
static GLuint s_DepthMatrixUniform;
static VERTEXSHADER s_vProgram;
struct VBOCache {
@ -314,8 +316,13 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
glViewport(0, 0, virtual_width, virtual_height);
ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? s_DepthMatrixProgram.glprogid : s_ColorMatrixProgram.glprogid, s_vProgram.glprogid);
PixelShaderManager::SetColorMatrix(colmat); // set transformation
if(srcFormat == PIXELFMT_Z24) {
ProgramShaderCache::SetBothShaders(s_DepthMatrixProgram.glprogid, s_vProgram.glprogid);
glUniform4fv(s_DepthMatrixUniform, 5, colmat);
} else {
ProgramShaderCache::SetBothShaders(s_ColorMatrixProgram.glprogid, s_vProgram.glprogid);
glUniform4fv(s_ColorMatrixUniform, 7, colmat);
}
GL_REPORT_ERRORD();
TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
@ -452,14 +459,11 @@ void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, co
TextureCache::TextureCache()
{
char pmatrixprog[2048];
sprintf(pmatrixprog, "#version 130\n"
const char *pColorMatrixProg =
"#version 130\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"%s\n"
"uniform sampler2DRect samp0;\n"
"%s\n"
"%svec4 " I_COLORS"[7];\n"
"%s\n"
"uniform vec4 colmat[7];\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"\n"
@ -467,36 +471,27 @@ TextureCache::TextureCache()
" vec4 Temp0, Temp1;\n"
" vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
" Temp0 = texture2DRect(samp0, uv0);\n"
" Temp0 = Temp0 * " I_COLORS"[%d];\n"
" Temp0 = Temp0 * colmat[5];\n"
" Temp0 = Temp0 + K0;\n"
" Temp0 = floor(Temp0);\n"
" Temp0 = Temp0 * " I_COLORS"[%d];\n"
" Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
" Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
" Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
" Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
" ocol0 = Temp1 + " I_COLORS"[%d];\n"
"}\n",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
" Temp0 = Temp0 * colmat[6];\n"
" Temp1.x = dot(Temp0, colmat[0]);\n"
" Temp1.y = dot(Temp0, colmat[1]);\n"
" Temp1.z = dot(Temp0, colmat[2]);\n"
" Temp1.w = dot(Temp0, colmat[3]);\n"
" ocol0 = Temp1 + colmat[4];\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pColorMatrixProg))
{
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
s_ColorMatrixProgram.Destroy();
}
sprintf(pmatrixprog, "#version 130\n"
const char *pDepthMatrixProg =
"#version 130\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"%s\n"
"uniform sampler2DRect samp0;\n"
"%s\n"
"%svec4 " I_COLORS"[5];\n"
"%s\n"
"uniform vec4 colmat[5];\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"\n"
@ -518,19 +513,14 @@ TextureCache::TextureCache()
" R0.w = (R0 * K1.x).w;\n"
" R0.w = floor(R0).w;\n"
" R0.w = (R0 * K1.y).w;\n"
" R1.x = dot(R0, " I_COLORS"[%d]);\n"
" R1.y = dot(R0, " I_COLORS"[%d]);\n"
" R1.z = dot(R0, " I_COLORS"[%d]);\n"
" R1.w = dot(R0, " I_COLORS"[%d]);\n"
" ocol0 = R1 * " I_COLORS"[%d];\n"
"}\n",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
" R1.x = dot(R0, colmat[0]);\n"
" R1.y = dot(R0, colmat[1]);\n"
" R1.z = dot(R0, colmat[2]);\n"
" R1.w = dot(R0, colmat[3]);\n"
" ocol0 = R1 * colmat[4];\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pDepthMatrixProg))
{
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
s_DepthMatrixProgram.Destroy();
@ -548,6 +538,11 @@ TextureCache::TextureCache()
"}\n";
if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
ERROR_LOG(VIDEO, "Failed to create texture converter vertex program.");
ProgramShaderCache::SetBothShaders(s_ColorMatrixProgram.glprogid, s_vProgram.glprogid);
s_ColorMatrixUniform = glGetUniformLocation(ProgramShaderCache::GetCurrentProgram(), "colmat");
ProgramShaderCache::SetBothShaders(s_DepthMatrixProgram.glprogid, s_vProgram.glprogid);
s_DepthMatrixUniform = glGetUniformLocation(ProgramShaderCache::GetCurrentProgram(), "colmat");
}