Big refactor of GL routines.

This commit is contained in:
Themaister 2012-02-01 00:14:04 +01:00
parent 6f368200b9
commit 02cfa3f651

535
gfx/gl.c
View File

@ -174,9 +174,6 @@ typedef struct gl
unsigned last_height[TEXTURES];
unsigned tex_w, tex_h;
GLfloat tex_coords[8];
#ifdef HAVE_FBO
GLfloat fbo_tex_coords[8];
#endif
GLenum texture_type; // XBGR1555 or ARGB
GLenum texture_fmt;
@ -202,16 +199,16 @@ static bool gl_shader_init(void)
{
case SSNES_SHADER_AUTO:
{
if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0)
if (*g_settings.video.cg_shader_path && *g_settings.video.bsnes_shader_path)
SSNES_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
#ifdef HAVE_CG
if (strlen(g_settings.video.cg_shader_path) > 0)
if (*g_settings.video.cg_shader_path)
return gl_cg_init(g_settings.video.cg_shader_path);
#endif
#ifdef HAVE_XML
if (strlen(g_settings.video.bsnes_shader_path) > 0)
if (*g_settings.video.bsnes_shader_path)
return gl_glsl_init(g_settings.video.bsnes_shader_path);
#endif
break;
@ -298,25 +295,25 @@ static void gl_shader_set_params(unsigned width, unsigned height,
static unsigned gl_shader_num(void)
{
unsigned num = 0;
#ifdef HAVE_CG
unsigned cg_num = gl_cg_num();
if (cg_num > num)
num = cg_num;
if (cg_num)
return cg_num;
#endif
#ifdef HAVE_XML
unsigned glsl_num = gl_glsl_num();
if (glsl_num > num)
num = glsl_num;
if (glsl_num)
return glsl_num;
#endif
return num;
return 0;
}
static bool gl_shader_filter_type(unsigned index, bool *smooth)
{
bool valid = false;
#ifdef HAVE_CG
if (!valid)
valid = gl_cg_filter_type(index, smooth);
@ -334,6 +331,7 @@ static bool gl_shader_filter_type(unsigned index, bool *smooth)
static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
{
scale->valid = false;
#ifdef HAVE_CG
if (!scale->valid)
gl_cg_shader_scale(index, scale);
@ -400,9 +398,74 @@ static inline void gl_init_font(gl_t *gl, const char *font_path, unsigned font_s
}
#ifdef HAVE_FBO
// Horribly long and complex FBO init :D
static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
unsigned vp_width, unsigned vp_height);
static void gl_create_fbo_textures(gl_t *gl)
{
glGenTextures(gl->fbo_pass, gl->fbo_texture);
GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST;
for (int i = 0; i < gl->fbo_pass; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
GLuint filter_type = base_filt;
bool smooth;
if (gl_shader_filter_type(i + 2, &smooth))
filter_type = smooth ? GL_LINEAR : GL_NEAREST;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8, NULL);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
static bool gl_create_fbo_targets(gl_t *gl)
{
pglGenFramebuffers(gl->fbo_pass, gl->fbo);
for (int i = 0; i < gl->fbo_pass; i++)
{
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto error;
}
return true;
error:
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
SSNES_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
return false;
}
static void gl_deinit_fbo(gl_t *gl)
{
if (gl->fbo_inited)
{
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
memset(gl->fbo, 0, sizeof(gl->fbo));
gl->fbo_inited = false;
gl->render_to_tex = false;
gl->fbo_pass = 0;
}
}
static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
{
// No need to use FBOs.
if (!g_settings.video.render_to_texture && gl_shader_num() == 0)
return;
@ -432,146 +495,40 @@ static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
scale.scale_x = g_settings.video.fbo_scale_x;
scale.scale_y = g_settings.video.fbo_scale_y;
scale.type_x = scale.type_y = SSNES_SCALE_INPUT;
scale.valid = true;
}
switch (scale.type_x)
{
case SSNES_SCALE_INPUT:
gl->fbo_rect[0].width = width * next_pow2(ceil(scale.scale_x));
break;
case SSNES_SCALE_ABSOLUTE:
gl->fbo_rect[0].width = next_pow2(scale.abs_x);
break;
case SSNES_SCALE_VIEWPORT:
gl->fbo_rect[0].width = next_pow2(gl->win_width);
break;
default:
break;
}
switch (scale.type_y)
{
case SSNES_SCALE_INPUT:
gl->fbo_rect[0].height = height * next_pow2(ceil(scale.scale_y));
break;
case SSNES_SCALE_ABSOLUTE:
gl->fbo_rect[0].height = next_pow2(scale.abs_y);
break;
case SSNES_SCALE_VIEWPORT:
gl->fbo_rect[0].height = next_pow2(gl->win_height);
break;
default:
break;
}
unsigned last_width = gl->fbo_rect[0].width, last_height = gl->fbo_rect[0].height;
gl->fbo_scale[0] = scale;
SSNES_LOG("Creating FBO 0 @ %ux%u\n", gl->fbo_rect[0].width, gl->fbo_rect[0].height);
for (int i = 1; i < gl->fbo_pass; i++)
{
gl_shader_scale(i + 1, &gl->fbo_scale[i]);
if (gl->fbo_scale[i].valid)
if (!gl->fbo_scale[i].valid)
{
switch (gl->fbo_scale[i].type_x)
{
case SSNES_SCALE_INPUT:
gl->fbo_rect[i].width = last_width * next_pow2(ceil(gl->fbo_scale[i].scale_x));
break;
case SSNES_SCALE_ABSOLUTE:
gl->fbo_rect[i].width = next_pow2(gl->fbo_scale[i].abs_x);
break;
case SSNES_SCALE_VIEWPORT:
gl->fbo_rect[i].width = next_pow2(gl->win_width);
break;
default:
break;
}
switch (gl->fbo_scale[i].type_y)
{
case SSNES_SCALE_INPUT:
gl->fbo_rect[i].height = last_height * next_pow2(ceil(gl->fbo_scale[i].scale_y));
break;
case SSNES_SCALE_ABSOLUTE:
gl->fbo_rect[i].height = next_pow2(gl->fbo_scale[i].abs_y);
break;
case SSNES_SCALE_VIEWPORT:
gl->fbo_rect[i].height = next_pow2(gl->win_height);
break;
default:
break;
}
last_width = gl->fbo_rect[i].width;
last_height = gl->fbo_rect[i].height;
}
else
{
// Use previous values, essentially a 1x scale compared to last shader in chain.
gl->fbo_rect[i] = gl->fbo_rect[i - 1];
gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0;
gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0f;
gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = SSNES_SCALE_INPUT;
gl->fbo_scale[i].valid = true;
}
}
gl_compute_fbo_geometry(gl, width, height, gl->win_width, gl->win_height);
for (int i = 0; i < gl->fbo_pass; i++)
{
gl->fbo_rect[i].width = next_pow2(gl->fbo_rect[i].img_width);
gl->fbo_rect[i].height = next_pow2(gl->fbo_rect[i].img_height);
SSNES_LOG("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
}
glGenTextures(gl->fbo_pass, gl->fbo_texture);
GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST;
for (int i = 0; i < gl->fbo_pass; i++)
gl_create_fbo_textures(gl);
if (!gl_create_fbo_targets(gl))
{
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
GLuint filter_type = base_filt;
bool smooth;
if (gl_shader_filter_type(i + 2, &smooth))
filter_type = smooth ? GL_LINEAR : GL_NEAREST;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8, NULL);
}
glBindTexture(GL_TEXTURE_2D, 0);
pglGenFramebuffers(gl->fbo_pass, gl->fbo);
for (int i = 0; i < gl->fbo_pass; i++)
{
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto error;
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
return;
}
gl->fbo_inited = true;
return;
error:
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
SSNES_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
}
#endif
@ -891,21 +848,10 @@ static void check_window(gl_t *gl)
gl->should_resize = true;
}
static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
gl_t *gl = (gl_t*)data;
gl_shader_use(1);
gl->frame_count++;
#if defined(HAVE_XML) || defined(HAVE_CG)
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
#endif
#ifdef HAVE_FBO
// Render to texture in first pass.
if (gl->fbo_inited)
{
static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
unsigned vp_width, unsigned vp_height)
{
unsigned last_width = width;
unsigned last_height = height;
unsigned last_max_width = gl->tex_w;
@ -925,7 +871,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
break;
case SSNES_SCALE_VIEWPORT:
gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * gl->vp_out_width;
gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * vp_width;
break;
default:
@ -944,7 +890,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
break;
case SSNES_SCALE_VIEWPORT:
gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * gl->vp_out_height;
gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * vp_height;
break;
default:
@ -956,25 +902,24 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
last_max_width = gl->fbo_rect[i].max_img_width;
last_max_height = gl->fbo_rect[i].max_img_height;
}
}
static void gl_start_frame_fbo(gl_t *gl)
{
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
gl->render_to_tex = true;
set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true);
}
#endif
if (gl->should_resize)
{
gl->should_resize = false;
// Need to preserve the "flipped" state when in FBO as well to have
// consistent texture coordinates.
// We will "flip" it in place on last pass.
if (gl->render_to_tex)
glVertexPointer(2, GL_FLOAT, 0, vertexes);
}
sdlwrap_set_resize(gl->win_width, gl->win_height);
#ifdef HAVE_FBO
if (!gl->render_to_tex)
set_viewport(gl, gl->win_width, gl->win_height, false);
else
{
static void gl_check_fbo_dimensions(gl_t *gl)
{
// Check if we have to recreate our FBO textures.
for (int i = 0; i < gl->fbo_pass; i++)
{
@ -1003,18 +948,109 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
SSNES_LOG("Recreating FBO texture #%d: %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
}
}
}
static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info)
{
GLfloat fbo_tex_coords[8] = {0.0f};
// Render the rest of our passes.
glTexCoordPointer(2, GL_FLOAT, 0, fbo_tex_coords);
// It's kinda handy ... :)
const struct gl_fbo_rect *prev_rect;
const struct gl_fbo_rect *rect;
struct gl_tex_info *fbo_info;
struct gl_tex_info fbo_tex_info[MAX_SHADERS];
unsigned fbo_tex_info_cnt = 0;
// Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO.
for (int i = 1; i < gl->fbo_pass; i++)
{
prev_rect = &gl->fbo_rect[i - 1];
rect = &gl->fbo_rect[i];
fbo_info = &fbo_tex_info[i - 1];
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(fbo_tex_coords, xamt, yamt);
fbo_info->tex = gl->fbo_texture[i - 1];
fbo_info->input_size[0] = prev_rect->img_width;
fbo_info->input_size[1] = prev_rect->img_height;
fbo_info->tex_size[0] = prev_rect->width;
fbo_info->tex_size[1] = prev_rect->height;
memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
gl_shader_use(i + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
glClear(GL_COLOR_BUFFER_BIT);
// Render to FBO with certain size.
set_viewport(gl, rect->img_width, rect->img_height, true);
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, gl->frame_count,
tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glDrawArrays(GL_QUADS, 0, 4);
fbo_tex_info_cnt++;
}
// Render our last FBO texture directly to screen.
prev_rect = &gl->fbo_rect[gl->fbo_pass - 1];
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(fbo_tex_coords, xamt, yamt);
// Render our FBO texture to back buffer.
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_shader_use(gl->fbo_pass + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
glClear(GL_COLOR_BUFFER_BIT);
gl->render_to_tex = false;
set_viewport(gl, gl->win_width, gl->win_height, false);
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, gl->frame_count,
tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glVertexPointer(2, GL_FLOAT, 0, vertexes_flipped);
glDrawArrays(GL_QUADS, 0, 4);
glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
}
#endif
static void gl_update_resize(gl_t *gl)
{
#ifdef HAVE_FBO
if (!gl->render_to_tex)
set_viewport(gl, gl->win_width, gl->win_height, false);
else
{
gl_check_fbo_dimensions(gl);
// Go back to what we're supposed to do, render to FBO #0 :D
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true);
gl_start_frame_fbo(gl);
}
#else
set_viewport(gl, gl->win_width, gl->win_height, false);
#endif
}
}
if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf) // Res change. need to clear out texture.
static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsigned pitch)
{
// Res change. Need to clear out texture.
if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf)
{
gl->last_width[gl->tex_index] = width;
gl->last_height[gl->tex_index] = height;
@ -1030,27 +1066,63 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
set_texture_coords(gl->tex_coords, xamt, yamt);
}
#if defined(HAVE_XML) || defined(HAVE_CG)
// We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly.
else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] || height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK])
else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] ||
height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK])
{
GLfloat xamt = (GLfloat)width / gl->tex_w;
GLfloat yamt = (GLfloat)height / gl->tex_h;
set_texture_coords(gl->tex_coords, xamt, yamt);
}
#endif
#ifdef HAVE_FBO
// Need to preserve the "flipped" state when in FBO as well to have
// consistent texture coordinates.
if (gl->render_to_tex)
glVertexPointer(2, GL_FLOAT, 0, vertexes);
#endif
}
static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
{
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, frame);
}
static void gl_next_texture_index(gl_t *gl, const struct gl_tex_info *tex_info)
{
memmove(gl->prev_info + 1, gl->prev_info, sizeof(*tex_info) * (TEXTURES - 1));
memcpy(&gl->prev_info[0], tex_info, sizeof(*tex_info));
gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
}
static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
gl_t *gl = (gl_t*)data;
gl_shader_use(1);
gl->frame_count++;
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
#ifdef HAVE_FBO
// Render to texture in first pass.
if (gl->fbo_inited)
{
// Recompute FBO geometry.
// When width/height changes or window sizes change, we have to recalcuate geometry of our FBO.
gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height);
gl_start_frame_fbo(gl);
}
#endif
if (gl->should_resize)
{
gl->should_resize = false;
sdlwrap_set_resize(gl->win_width, gl->win_height);
// On resize, we might have to recreate our FBOs due to "Viewport" scale, and set a new viewport.
gl_update_resize(gl);
}
gl_update_input_size(gl, width, height, pitch);
gl_copy_frame(gl, frame, width, height, pitch);
struct gl_tex_info tex_info = {0};
tex_info.tex = gl->texture[gl->tex_index];
@ -1059,97 +1131,23 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
tex_info.tex_size[0] = gl->tex_w;
tex_info.tex_size[1] = gl->tex_h;
struct gl_tex_info fbo_tex_info[MAX_SHADERS];
unsigned fbo_tex_info_cnt = 0;
memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords));
glClear(GL_COLOR_BUFFER_BIT);
gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height, gl->frame_count,
&tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
gl_shader_set_params(width, height,
gl->tex_w, gl->tex_h,
gl->vp_width, gl->vp_height,
gl->frame_count,
&tex_info, gl->prev_info, NULL, 0);
glDrawArrays(GL_QUADS, 0, 4);
#ifdef HAVE_FBO
if (gl->fbo_inited)
{
// Render the rest of our passes.
glTexCoordPointer(2, GL_FLOAT, 0, gl->fbo_tex_coords);
// It's kinda handy ... :)
const struct gl_fbo_rect *prev_rect;
const struct gl_fbo_rect *rect;
struct gl_tex_info *fbo_info;
// Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO.
for (int i = 1; i < gl->fbo_pass; i++)
{
prev_rect = &gl->fbo_rect[i - 1];
rect = &gl->fbo_rect[i];
fbo_info = &fbo_tex_info[i - 1];
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(gl->fbo_tex_coords, xamt, yamt);
fbo_info->tex = gl->fbo_texture[i - 1];
fbo_info->input_size[0] = prev_rect->img_width;
fbo_info->input_size[1] = prev_rect->img_height;
fbo_info->tex_size[0] = prev_rect->width;
fbo_info->tex_size[1] = prev_rect->height;
memcpy(fbo_info->coord, gl->fbo_tex_coords, sizeof(gl->fbo_tex_coords));
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
gl_shader_use(i + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
glClear(GL_COLOR_BUFFER_BIT);
// Render to FBO with certain size.
set_viewport(gl, rect->img_width, rect->img_height, true);
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, gl->frame_count,
&tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glDrawArrays(GL_QUADS, 0, 4);
fbo_tex_info_cnt++;
}
// Render our last FBO texture directly to screen.
prev_rect = &gl->fbo_rect[gl->fbo_pass - 1];
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(gl->fbo_tex_coords, xamt, yamt);
// Render our FBO texture to back buffer.
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_shader_use(gl->fbo_pass + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
glClear(GL_COLOR_BUFFER_BIT);
gl->render_to_tex = false;
set_viewport(gl, gl->win_width, gl->win_height, false);
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, gl->frame_count,
&tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glVertexPointer(2, GL_FLOAT, 0, vertexes_flipped);
glDrawArrays(GL_QUADS, 0, 4);
glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
}
gl_frame_fbo(gl, &tex_info);
#endif
#if defined(HAVE_XML) || defined(HAVE_CG)
memmove(gl->prev_info + 1, gl->prev_info, sizeof(tex_info) * (TEXTURES - 1));
memcpy(&gl->prev_info[0], &tex_info, sizeof(tex_info));
gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
#endif
gl_next_texture_index(gl, &tex_info);
if (msg)
gl_render_msg(gl, msg);
@ -1175,12 +1173,9 @@ static void gl_free(void *data)
glDeleteTextures(TEXTURES, gl->texture);
#ifdef HAVE_FBO
if (gl->fbo_inited)
{
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
}
gl_deinit_fbo(gl);
#endif
sdlwrap_destroy();
if (gl->empty_buf)
@ -1404,18 +1399,8 @@ static bool gl_xml_shader(void *data, const char *path)
gl_t *gl = (gl_t*)data;
#ifdef HAVE_FBO
if (gl->fbo_inited)
{
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
memset(gl->fbo, 0, sizeof(gl->fbo));
gl->fbo_inited = false;
gl->render_to_tex = false;
gl->fbo_pass = 0;
gl_deinit_fbo(gl);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
#endif
gl_shader_deinit();