get somewhere with this

hahahahahahhhhh

except it's still upside-down
This commit is contained in:
Arisotura
2019-12-06 11:29:10 +01:00
parent 7adff320f7
commit 94f4885fcf
6 changed files with 348 additions and 17 deletions

View File

@ -422,6 +422,20 @@ void SetDispStat(u32 cpu, u16 val);
void SetVCount(u16 val);
namespace GLCompositor
{
bool Init();
void DeInit();
void Reset();
void UpdateDisplaySettings();
void RenderFrame();
void BindOutputTexture();
}
}
#endif

View File

@ -371,11 +371,19 @@ bool Init()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
if (!GPU::GLCompositor::Init())
{
// TODO: clean up things? fail more gracefully??
return false;
}
return true;
}
void DeInit()
{
GPU::GLCompositor::DeInit();
glDeleteTextures(1, &TexMemID);
glDeleteTextures(1, &TexPalMemID);
@ -398,6 +406,7 @@ void DeInit()
void Reset()
{
GPU::GLCompositor::Reset();
}
void UpdateDisplaySettings()
@ -480,6 +489,8 @@ void UpdateDisplaySettings()
//glLineWidth(scale);
//glLineWidth(1.5);
GPU::GLCompositor::UpdateDisplaySettings();
}

View File

@ -26,7 +26,171 @@
namespace GPU
{
namespace GLCompositor
{
// shit goes here
int Scale;
int ScreenH, ScreenW;
GLuint CompShader[1][3];
GLuint CompScaleLoc[1];
GLuint CompVertexBufferID;
GLuint CompVertexArrayID;
float CompVertices[2 * 3*2 * 2]; // position
GLuint CompScreenInputTex;
GLuint CompScreenOutputTex;
GLuint CompScreenOutputFB;
bool Init()
{
if (!OpenGL_BuildShaderProgram(kCompositorVS, kCompositorFS_Nearest, CompShader[0], "CompositorShader"))
return false;
for (int i = 0; i < 1; i++)
{
glBindAttribLocation(CompShader[i][2], 0, "vPosition");
glBindFragDataLocation(CompShader[i][2], 0, "oColor");
if (!OpenGL_LinkShaderProgram(CompShader[i]))
return false;
CompScaleLoc[i] = glGetUniformLocation(CompShader[i][2], "u3DScale");
}
#define SETVERTEX(i, x, y) \
CompVertices[2*(i) + 0] = x; \
CompVertices[2*(i) + 1] = y;
// top screen
SETVERTEX(0, -1, 1);
SETVERTEX(1, 1, 0);
SETVERTEX(2, 1, 1);
SETVERTEX(3, -1, 1);
SETVERTEX(4, -1, 0);
SETVERTEX(5, 1, 0);
// bottom screen
SETVERTEX(6, -1, 0);
SETVERTEX(7, 1, -1);
SETVERTEX(8, 1, 0);
SETVERTEX(9, -1, 0);
SETVERTEX(10, -1, -1);
SETVERTEX(11, 1, -1);
#undef SETVERTEX
glGenBuffers(1, &CompVertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(CompVertices), CompVertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &CompVertexArrayID);
glBindVertexArray(CompVertexArrayID);
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*4, (void*)(0));
glGenFramebuffers(1, &CompScreenOutputFB);
glGenTextures(1, &CompScreenInputTex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
glGenTextures(1, &CompScreenOutputTex);
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
return true;
}
void DeInit()
{
glDeleteFramebuffers(1, &CompScreenOutputFB);
glDeleteTextures(1, &CompScreenInputTex);
glDeleteTextures(1, &CompScreenOutputTex);
glDeleteVertexArrays(1, &CompVertexArrayID);
glDeleteBuffers(1, &CompVertexBufferID);
for (int i = 0; i < 1; i++)
OpenGL_DeleteShaderProgram(CompShader[i]);
}
void Reset()
{
}
void UpdateDisplaySettings()
{
int scale = Config::GL_ScaleFactor;
Scale = scale;
ScreenW = 256 * scale;
ScreenH = 384 * scale;
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GLenum fbassign[] = {GL_COLOR_ATTACHMENT0};
glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CompScreenOutputTex, 0);
glDrawBuffers(1, fbassign);
}
void RenderFrame()
{printf("0: error %04X\n", glGetError());
glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB);
printf("1: error %04X\n", glGetError());
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glViewport(0, 0, ScreenW, ScreenH);
printf("2: error %04X\n", glGetError());
// TODO: select more shaders (filtering, etc)
OpenGL_UseShaderProgram(CompShader[0]);
glUniform1ui(CompScaleLoc[0], Scale);
printf("3: error %04X\n", glGetError());
//if (RunningSomething)
{
int frontbuf = GPU::FrontBuffer;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
printf("4: error %04X\n", glGetError());
if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
}
printf("5: error %04X\n", glGetError());
glActiveTexture(GL_TEXTURE1);
GPU3D::GLRenderer::SetupAccelFrame();
printf("6: error %04X\n", glGetError());
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBindVertexArray(CompVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 4*3);
printf("7: error %04X\n", glGetError());
}
}
void BindOutputTexture()
{
glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex);
}
}
}

View File

@ -19,9 +19,144 @@
#ifndef GPU_OPENGL_SHADERS_H
#define GPU_OPENGL_SHADERS_H
#define kShaderHeader "#version 140"
const char* kCompositorVS = R"(#version 140
in vec2 vPosition;
// shader shit goes here
smooth out vec2 fTexcoord;
void main()
{
vec4 fpos;
fpos.xy = vPosition;
fpos.z = 0.0;
fpos.w = 1.0;
gl_Position = fpos;
fTexcoord = (vPosition + vec2(1.0, -1.0)) * (vec2(256.0, -384.0) / 2.0);
}
)";
const char* kCompositorFS_Nearest = R"(#version 140
uniform uint u3DScale;
uniform usampler2D ScreenTex;
uniform sampler2D _3DTex;
smooth in vec2 fTexcoord;
out vec4 oColor;
void main()
{
ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
int dispmode = mbright.b & 0x3;
if (dispmode == 1)
{
ivec4 val1 = pixel;
ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
int compmode = val3.a & 0xF;
int eva, evb, evy;
if (compmode == 4)
{
// 3D on top, blending
float xpos = val3.r + fract(fTexcoord.x);
float ypos = mod(fTexcoord.y, 192);
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
* vec4(63,63,63,31));
if (_3dpix.a > 0)
{
eva = (_3dpix.a & 0x1F) + 1;
evb = 32 - eva;
val1 = ((_3dpix * eva) + (val1 * evb)) >> 5;
if (eva <= 16) val1 += ivec4(1,1,1,0);
val1 = min(val1, 0x3F);
}
else
val1 = val2;
}
else if (compmode == 1)
{
// 3D on bottom, blending
float xpos = val3.r + fract(fTexcoord.x);
float ypos = mod(fTexcoord.y, 192);
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
* vec4(63,63,63,31));
if (_3dpix.a > 0)
{
eva = val3.g;
evb = val3.b;
val1 = ((val1 * eva) + (_3dpix * evb)) >> 4;
val1 = min(val1, 0x3F);
}
else
val1 = val2;
}
else if (compmode <= 3)
{
// 3D on top, normal/fade
float xpos = val3.r + fract(fTexcoord.x);
float ypos = mod(fTexcoord.y, 192);
ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
* vec4(63,63,63,31));
if (_3dpix.a > 0)
{
evy = val3.g;
val1 = _3dpix;
if (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4;
else if (compmode == 3) val1 -= (val1 * evy) >> 4;
}
else
val1 = val2;
}
pixel = val1;
}
if (dispmode != 0)
{
int brightmode = mbright.g >> 6;
if (brightmode == 1)
{
// up
int evy = mbright.r & 0x1F;
if (evy > 16) evy = 16;
pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
}
else if (brightmode == 2)
{
// down
int evy = mbright.r & 0x1F;
if (evy > 16) evy = 16;
pixel -= (pixel * evy) >> 4;
}
}
pixel.rgb <<= 2;
pixel.rgb |= (pixel.rgb >> 6);
// TODO: filters
oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
}
)";
#endif // GPU_OPENGL_SHADERS_H

View File

@ -319,6 +319,11 @@ void GLScreen_DrawScreen()
uiGLSetVSync(vsync);
}
if (GPU3D::Renderer != 0)
{
GPU::GLCompositor::RenderFrame();
}
float scale = uiGLGetFramebufferScale(GLContext);
glBindFramebuffer(GL_FRAMEBUFFER, uiGLGetFramebuffer(GLContext));
@ -353,8 +358,8 @@ void GLScreen_DrawScreen()
x1 = TopScreenRect.X + TopScreenRect.Width;
y1 = TopScreenRect.Y + TopScreenRect.Height;
scwidth = 256;
scheight = 192;
scwidth = 256 * GL_3DScale;
scheight = 192 * GL_3DScale;
switch (ScreenRotation)
{
@ -399,8 +404,8 @@ void GLScreen_DrawScreen()
x1 = BottomScreenRect.X + BottomScreenRect.Width;
y1 = BottomScreenRect.Y + BottomScreenRect.Height;
scwidth = 256;
scheight = 192;
scwidth = 256 * GL_3DScale;
scheight = 192 * GL_3DScale;
switch (ScreenRotation)
{
@ -453,10 +458,10 @@ void GLScreen_DrawScreen()
glViewport(0, 0, WindowWidth*scale, WindowHeight*scale);
if (GPU3D::Renderer == 0)
//if (GPU3D::Renderer == 0)
OpenGL_UseShaderProgram(GL_ScreenShader);
else
OpenGL_UseShaderProgram(GL_ScreenShaderAccel);
//else
// OpenGL_UseShaderProgram(GL_ScreenShaderAccel);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
@ -465,12 +470,12 @@ void GLScreen_DrawScreen()
{
int frontbuf = GPU::FrontBuffer;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
{
if (GPU3D::Renderer == 0)
{
glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256, 192, GL_RGBA_INTEGER,
@ -478,16 +483,17 @@ void GLScreen_DrawScreen()
}
else
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
GPU::GLCompositor::BindOutputTexture();
/*glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);*/
}
}
glActiveTexture(GL_TEXTURE1);
if (GPU3D::Renderer != 0)
GPU3D::GLRenderer::SetupAccelFrame();
//glActiveTexture(GL_TEXTURE1);
//if (GPU3D::Renderer != 0)
// GPU3D::GLRenderer::SetupAccelFrame();
glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
glBindVertexArray(GL_ScreenVertexArrayID);

View File

@ -55,7 +55,7 @@ layout(std140) uniform uConfig
uint uFilterMode;
};
uniform usampler2D ScreenTex;
uniform sampler2D ScreenTex;
smooth in vec2 fTexcoord;
@ -68,6 +68,7 @@ void main()
// TODO: filters
oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
oColor = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
}
)";