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efb2tex without ubo
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@ -59,6 +59,8 @@ namespace OGL
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static FRAGMENTSHADER s_ColorMatrixProgram;
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static FRAGMENTSHADER s_DepthMatrixProgram;
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static GLuint s_ColorMatrixUniform;
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static GLuint s_DepthMatrixUniform;
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static VERTEXSHADER s_vProgram;
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struct VBOCache {
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@ -314,8 +316,13 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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glViewport(0, 0, virtual_width, virtual_height);
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ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? s_DepthMatrixProgram.glprogid : s_ColorMatrixProgram.glprogid, s_vProgram.glprogid);
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PixelShaderManager::SetColorMatrix(colmat); // set transformation
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if(srcFormat == PIXELFMT_Z24) {
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ProgramShaderCache::SetBothShaders(s_DepthMatrixProgram.glprogid, s_vProgram.glprogid);
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glUniform4fv(s_DepthMatrixUniform, 5, colmat);
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} else {
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ProgramShaderCache::SetBothShaders(s_ColorMatrixProgram.glprogid, s_vProgram.glprogid);
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glUniform4fv(s_ColorMatrixUniform, 7, colmat);
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}
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GL_REPORT_ERRORD();
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TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
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@ -452,14 +459,11 @@ void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, co
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TextureCache::TextureCache()
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{
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "#version 130\n"
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const char *pColorMatrixProg =
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"#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[7];\n"
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"%s\n"
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"uniform vec4 colmat[7];\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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@ -467,36 +471,27 @@ TextureCache::TextureCache()
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" vec4 Temp0, Temp1;\n"
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" vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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" Temp0 = texture2DRect(samp0, uv0);\n"
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" Temp0 = Temp0 * " I_COLORS"[%d];\n"
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" Temp0 = Temp0 * colmat[5];\n"
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" Temp0 = Temp0 + K0;\n"
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" Temp0 = floor(Temp0);\n"
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" Temp0 = Temp0 * " I_COLORS"[%d];\n"
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" Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
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" ocol0 = Temp1 + " I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
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" Temp0 = Temp0 * colmat[6];\n"
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" Temp1.x = dot(Temp0, colmat[0]);\n"
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" Temp1.y = dot(Temp0, colmat[1]);\n"
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" Temp1.z = dot(Temp0, colmat[2]);\n"
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" Temp1.w = dot(Temp0, colmat[3]);\n"
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" ocol0 = Temp1 + colmat[4];\n"
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"}\n";
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if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pColorMatrixProg))
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{
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ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
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s_ColorMatrixProgram.Destroy();
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}
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sprintf(pmatrixprog, "#version 130\n"
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const char *pDepthMatrixProg =
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"#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[5];\n"
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"%s\n"
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"uniform vec4 colmat[5];\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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@ -518,19 +513,14 @@ TextureCache::TextureCache()
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" R0.w = (R0 * K1.x).w;\n"
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" R0.w = floor(R0).w;\n"
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" R0.w = (R0 * K1.y).w;\n"
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" R1.x = dot(R0, " I_COLORS"[%d]);\n"
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" R1.y = dot(R0, " I_COLORS"[%d]);\n"
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" R1.z = dot(R0, " I_COLORS"[%d]);\n"
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" R1.w = dot(R0, " I_COLORS"[%d]);\n"
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" ocol0 = R1 * " I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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" R1.x = dot(R0, colmat[0]);\n"
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" R1.y = dot(R0, colmat[1]);\n"
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" R1.z = dot(R0, colmat[2]);\n"
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" R1.w = dot(R0, colmat[3]);\n"
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" ocol0 = R1 * colmat[4];\n"
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"}\n";
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if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
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if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pDepthMatrixProg))
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{
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ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
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s_DepthMatrixProgram.Destroy();
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@ -548,6 +538,11 @@ TextureCache::TextureCache()
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"}\n";
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if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
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ERROR_LOG(VIDEO, "Failed to create texture converter vertex program.");
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ProgramShaderCache::SetBothShaders(s_ColorMatrixProgram.glprogid, s_vProgram.glprogid);
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s_ColorMatrixUniform = glGetUniformLocation(ProgramShaderCache::GetCurrentProgram(), "colmat");
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ProgramShaderCache::SetBothShaders(s_DepthMatrixProgram.glprogid, s_vProgram.glprogid);
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s_DepthMatrixUniform = glGetUniformLocation(ProgramShaderCache::GetCurrentProgram(), "colmat");
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}
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