dolphin/Source/Core/VideoBackends/OGL/PostProcessing.cpp
Ryan Houdek ca68526ec7 Clear the texture used by PP shaders prior to use.
We were generating a texture without ever setting the data to a known value.
This happened on the old code as well, just that PP shaders are receiving some love and people are using it and noticing some of its issues.
2014-08-28 10:16:39 -05:00

317 lines
8.3 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Common/CommonPaths.h"
#include "Common/FileUtil.h"
#include "Common/StringUtil.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/GLUtil.h"
#include "VideoBackends/OGL/PostProcessing.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
{
static char s_vertex_shader[] =
"out vec2 uv0;\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"
"}\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();
}
OpenGLPostProcessing::~OpenGLPostProcessing()
{
m_shader.Destroy();
glDeleteFramebuffers(1, &m_fbo);
glDeleteTextures(1, &m_texture);
}
void OpenGLPostProcessing::BindTargetFramebuffer()
{
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;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(0, 0, m_width, m_height);
m_shader.Bind();
glUniform4f(m_uniform_resolution, (float)m_width, (float)m_height, 1.0f/(float)m_width, 1.0f/(float)m_height);
glUniform1ui(m_uniform_time, (GLuint)m_timer.GetTimeElapsed());
if (m_config.IsDirty())
{
for (auto& it : m_config.GetOptions())
{
if (it.second.m_dirty)
{
switch (it.second.m_type)
{
case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL:
glUniform1i(m_uniform_bindings[it.first], it.second.m_bool_value);
break;
case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER:
switch (it.second.m_integer_values.size())
{
case 1:
glUniform1i(m_uniform_bindings[it.first], it.second.m_integer_values[0]);
break;
case 2:
glUniform2i(m_uniform_bindings[it.first],
it.second.m_integer_values[0],
it.second.m_integer_values[1]);
break;
case 3:
glUniform3i(m_uniform_bindings[it.first],
it.second.m_integer_values[0],
it.second.m_integer_values[1],
it.second.m_integer_values[2]);
break;
case 4:
glUniform4i(m_uniform_bindings[it.first],
it.second.m_integer_values[0],
it.second.m_integer_values[1],
it.second.m_integer_values[2],
it.second.m_integer_values[3]);
break;
}
break;
case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT:
switch (it.second.m_float_values.size())
{
case 1:
glUniform1f(m_uniform_bindings[it.first], it.second.m_float_values[0]);
break;
case 2:
glUniform2f(m_uniform_bindings[it.first],
it.second.m_float_values[0],
it.second.m_float_values[1]);
break;
case 3:
glUniform3f(m_uniform_bindings[it.first],
it.second.m_float_values[0],
it.second.m_float_values[1],
it.second.m_float_values[2]);
break;
case 4:
glUniform4f(m_uniform_bindings[it.first],
it.second.m_float_values[0],
it.second.m_float_values[1],
it.second.m_float_values[2],
it.second.m_float_values[3]);
break;
}
break;
}
it.second.m_dirty = false;
}
}
m_config.SetDirty(false);
}
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, m_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)
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();
if (code == "")
return;
code = LoadShaderOptions(code);
// and compile it
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;
}
// read uniform locations
m_uniform_resolution = glGetUniformLocation(m_shader.glprogid, "resolution");
m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time");
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;
}
void OpenGLPostProcessing::CreateHeader()
{
m_glsl_header =
// Required variables
// 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"
// Output variable
"out float4 ocol0;\n"
// Input coordinates
"in float2 uv0;\n"
// Resolution
"uniform float4 resolution;\n"
// Time
"uniform uint time;\n"
// Interfacing functions
"float4 Sample()\n"
"{\n"
"\treturn texture(samp9, uv0);\n"
"}\n"
"float4 SampleLocation(float2 location)\n"
"{\n"
"\treturn texture(samp9, location);\n"
"}\n"
"#define SampleOffset(offset) textureOffset(samp9, uv0, offset)\n"
"float4 SampleFontLocation(float2 location)\n"
"{\n"
"\treturn texture(samp8, location);\n"
"}\n"
"float2 GetResolution()\n"
"{\n"
"\treturn resolution.xy;\n"
"}\n"
"float2 GetInvResolution()\n"
"{\n"
"\treturn resolution.zw;\n"
"}\n"
"float2 GetCoordinates()\n"
"{\n"
"\treturn uv0;\n"
"}\n"
"uint GetTime()\n"
"{\n"
"\treturn time;\n"
"}\n"
"void SetOutput(float4 color)\n"
"{\n"
"\tocol0 = color;\n"
"}\n"
"#define GetOption(x) (option_##x)\n"
"#define OptionEnabled(x) (option_##x != 0)\n";
}
std::string OpenGLPostProcessing::LoadShaderOptions(const std::string& code)
{
std::string glsl_options = "";
m_uniform_bindings.clear();
for (const auto& it : m_config.GetOptions())
{
if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL)
{
glsl_options += StringFromFormat("uniform int option_%s;\n", it.first.c_str());
}
else if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER)
{
u32 count = static_cast<u32>(it.second.m_integer_values.size());
if (count == 1)
glsl_options += StringFromFormat("uniform int option_%s;\n", it.first.c_str());
else
glsl_options += StringFromFormat("uniform int%d option_%s;\n", count, it.first.c_str());
}
else if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT)
{
u32 count = static_cast<u32>(it.second.m_float_values.size());
if (count == 1)
glsl_options += StringFromFormat("uniform float option_%s;\n", it.first.c_str());
else
glsl_options += StringFromFormat("uniform float%d option_%s;\n", count, it.first.c_str());
}
m_uniform_bindings[it.first] = 0;
}
return m_glsl_header + glsl_options + code;
}
} // namespace OGL