mirror of
https://github.com/libretro/RetroArch
synced 2025-03-21 22:20:59 +00:00
Big refactor of GL routines.
This commit is contained in:
parent
6f368200b9
commit
02cfa3f651
535
gfx/gl.c
535
gfx/gl.c
@ -174,9 +174,6 @@ typedef struct gl
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unsigned last_height[TEXTURES];
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unsigned tex_w, tex_h;
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GLfloat tex_coords[8];
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#ifdef HAVE_FBO
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GLfloat fbo_tex_coords[8];
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#endif
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GLenum texture_type; // XBGR1555 or ARGB
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GLenum texture_fmt;
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@ -202,16 +199,16 @@ static bool gl_shader_init(void)
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{
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case SSNES_SHADER_AUTO:
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{
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if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0)
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if (*g_settings.video.cg_shader_path && *g_settings.video.bsnes_shader_path)
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SSNES_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
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#ifdef HAVE_CG
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if (strlen(g_settings.video.cg_shader_path) > 0)
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if (*g_settings.video.cg_shader_path)
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return gl_cg_init(g_settings.video.cg_shader_path);
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#endif
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#ifdef HAVE_XML
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if (strlen(g_settings.video.bsnes_shader_path) > 0)
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if (*g_settings.video.bsnes_shader_path)
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return gl_glsl_init(g_settings.video.bsnes_shader_path);
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#endif
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break;
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@ -298,25 +295,25 @@ static void gl_shader_set_params(unsigned width, unsigned height,
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static unsigned gl_shader_num(void)
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{
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unsigned num = 0;
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#ifdef HAVE_CG
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unsigned cg_num = gl_cg_num();
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if (cg_num > num)
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num = cg_num;
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if (cg_num)
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return cg_num;
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#endif
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#ifdef HAVE_XML
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unsigned glsl_num = gl_glsl_num();
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if (glsl_num > num)
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num = glsl_num;
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if (glsl_num)
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return glsl_num;
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#endif
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return num;
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return 0;
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}
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static bool gl_shader_filter_type(unsigned index, bool *smooth)
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{
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bool valid = false;
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#ifdef HAVE_CG
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if (!valid)
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valid = gl_cg_filter_type(index, smooth);
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@ -334,6 +331,7 @@ static bool gl_shader_filter_type(unsigned index, bool *smooth)
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static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
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{
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scale->valid = false;
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#ifdef HAVE_CG
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if (!scale->valid)
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gl_cg_shader_scale(index, scale);
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@ -400,9 +398,74 @@ static inline void gl_init_font(gl_t *gl, const char *font_path, unsigned font_s
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}
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#ifdef HAVE_FBO
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// Horribly long and complex FBO init :D
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static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
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unsigned vp_width, unsigned vp_height);
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static void gl_create_fbo_textures(gl_t *gl)
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{
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glGenTextures(gl->fbo_pass, gl->fbo_texture);
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GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST;
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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GLuint filter_type = base_filt;
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bool smooth;
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if (gl_shader_filter_type(i + 2, &smooth))
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filter_type = smooth ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
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glTexImage2D(GL_TEXTURE_2D,
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0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_BGRA,
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GL_UNSIGNED_INT_8_8_8_8, NULL);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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static bool gl_create_fbo_targets(gl_t *gl)
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{
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pglGenFramebuffers(gl->fbo_pass, gl->fbo);
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
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pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
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GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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goto error;
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}
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return true;
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error:
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pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
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SSNES_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
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return false;
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}
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static void gl_deinit_fbo(gl_t *gl)
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{
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if (gl->fbo_inited)
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{
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glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
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pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
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memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
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memset(gl->fbo, 0, sizeof(gl->fbo));
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gl->fbo_inited = false;
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gl->render_to_tex = false;
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gl->fbo_pass = 0;
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}
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}
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static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
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{
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// No need to use FBOs.
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if (!g_settings.video.render_to_texture && gl_shader_num() == 0)
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return;
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@ -432,146 +495,40 @@ static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
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scale.scale_x = g_settings.video.fbo_scale_x;
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scale.scale_y = g_settings.video.fbo_scale_y;
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scale.type_x = scale.type_y = SSNES_SCALE_INPUT;
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scale.valid = true;
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}
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switch (scale.type_x)
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{
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case SSNES_SCALE_INPUT:
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gl->fbo_rect[0].width = width * next_pow2(ceil(scale.scale_x));
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break;
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case SSNES_SCALE_ABSOLUTE:
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gl->fbo_rect[0].width = next_pow2(scale.abs_x);
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break;
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case SSNES_SCALE_VIEWPORT:
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gl->fbo_rect[0].width = next_pow2(gl->win_width);
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break;
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default:
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break;
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}
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switch (scale.type_y)
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{
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case SSNES_SCALE_INPUT:
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gl->fbo_rect[0].height = height * next_pow2(ceil(scale.scale_y));
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break;
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case SSNES_SCALE_ABSOLUTE:
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gl->fbo_rect[0].height = next_pow2(scale.abs_y);
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break;
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case SSNES_SCALE_VIEWPORT:
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gl->fbo_rect[0].height = next_pow2(gl->win_height);
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break;
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default:
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break;
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}
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unsigned last_width = gl->fbo_rect[0].width, last_height = gl->fbo_rect[0].height;
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gl->fbo_scale[0] = scale;
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SSNES_LOG("Creating FBO 0 @ %ux%u\n", gl->fbo_rect[0].width, gl->fbo_rect[0].height);
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for (int i = 1; i < gl->fbo_pass; i++)
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{
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gl_shader_scale(i + 1, &gl->fbo_scale[i]);
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if (gl->fbo_scale[i].valid)
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if (!gl->fbo_scale[i].valid)
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{
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switch (gl->fbo_scale[i].type_x)
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{
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case SSNES_SCALE_INPUT:
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gl->fbo_rect[i].width = last_width * next_pow2(ceil(gl->fbo_scale[i].scale_x));
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break;
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case SSNES_SCALE_ABSOLUTE:
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gl->fbo_rect[i].width = next_pow2(gl->fbo_scale[i].abs_x);
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break;
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case SSNES_SCALE_VIEWPORT:
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gl->fbo_rect[i].width = next_pow2(gl->win_width);
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break;
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default:
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break;
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}
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switch (gl->fbo_scale[i].type_y)
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{
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case SSNES_SCALE_INPUT:
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gl->fbo_rect[i].height = last_height * next_pow2(ceil(gl->fbo_scale[i].scale_y));
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break;
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case SSNES_SCALE_ABSOLUTE:
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gl->fbo_rect[i].height = next_pow2(gl->fbo_scale[i].abs_y);
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break;
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case SSNES_SCALE_VIEWPORT:
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gl->fbo_rect[i].height = next_pow2(gl->win_height);
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break;
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default:
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break;
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}
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last_width = gl->fbo_rect[i].width;
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last_height = gl->fbo_rect[i].height;
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}
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else
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{
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// Use previous values, essentially a 1x scale compared to last shader in chain.
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gl->fbo_rect[i] = gl->fbo_rect[i - 1];
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gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0;
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gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0f;
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gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = SSNES_SCALE_INPUT;
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gl->fbo_scale[i].valid = true;
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}
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}
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gl_compute_fbo_geometry(gl, width, height, gl->win_width, gl->win_height);
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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gl->fbo_rect[i].width = next_pow2(gl->fbo_rect[i].img_width);
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gl->fbo_rect[i].height = next_pow2(gl->fbo_rect[i].img_height);
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SSNES_LOG("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
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}
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glGenTextures(gl->fbo_pass, gl->fbo_texture);
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GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST;
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for (int i = 0; i < gl->fbo_pass; i++)
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gl_create_fbo_textures(gl);
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if (!gl_create_fbo_targets(gl))
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{
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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GLuint filter_type = base_filt;
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bool smooth;
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if (gl_shader_filter_type(i + 2, &smooth))
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filter_type = smooth ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
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glTexImage2D(GL_TEXTURE_2D,
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0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_BGRA,
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GL_UNSIGNED_INT_8_8_8_8, NULL);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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pglGenFramebuffers(gl->fbo_pass, gl->fbo);
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
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pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
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GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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goto error;
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glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
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return;
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}
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gl->fbo_inited = true;
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return;
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error:
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glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
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pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
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SSNES_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
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}
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#endif
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@ -891,21 +848,10 @@ static void check_window(gl_t *gl)
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gl->should_resize = true;
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}
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static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
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{
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gl_t *gl = (gl_t*)data;
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gl_shader_use(1);
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gl->frame_count++;
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#if defined(HAVE_XML) || defined(HAVE_CG)
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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#endif
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#ifdef HAVE_FBO
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// Render to texture in first pass.
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if (gl->fbo_inited)
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{
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static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
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unsigned vp_width, unsigned vp_height)
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{
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unsigned last_width = width;
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unsigned last_height = height;
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unsigned last_max_width = gl->tex_w;
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@ -925,7 +871,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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break;
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case SSNES_SCALE_VIEWPORT:
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gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * gl->vp_out_width;
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gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * vp_width;
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break;
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default:
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@ -944,7 +890,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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break;
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case SSNES_SCALE_VIEWPORT:
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gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * gl->vp_out_height;
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gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * vp_height;
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break;
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default:
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@ -956,25 +902,24 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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last_max_width = gl->fbo_rect[i].max_img_width;
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last_max_height = gl->fbo_rect[i].max_img_height;
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}
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}
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static void gl_start_frame_fbo(gl_t *gl)
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{
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
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gl->render_to_tex = true;
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set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true);
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}
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#endif
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if (gl->should_resize)
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{
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gl->should_resize = false;
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// Need to preserve the "flipped" state when in FBO as well to have
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// consistent texture coordinates.
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// We will "flip" it in place on last pass.
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if (gl->render_to_tex)
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glVertexPointer(2, GL_FLOAT, 0, vertexes);
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}
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sdlwrap_set_resize(gl->win_width, gl->win_height);
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#ifdef HAVE_FBO
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if (!gl->render_to_tex)
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set_viewport(gl, gl->win_width, gl->win_height, false);
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else
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{
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static void gl_check_fbo_dimensions(gl_t *gl)
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{
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// Check if we have to recreate our FBO textures.
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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@ -1003,18 +948,109 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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SSNES_LOG("Recreating FBO texture #%d: %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
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}
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}
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}
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static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info)
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{
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GLfloat fbo_tex_coords[8] = {0.0f};
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// Render the rest of our passes.
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glTexCoordPointer(2, GL_FLOAT, 0, fbo_tex_coords);
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// It's kinda handy ... :)
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const struct gl_fbo_rect *prev_rect;
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const struct gl_fbo_rect *rect;
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struct gl_tex_info *fbo_info;
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struct gl_tex_info fbo_tex_info[MAX_SHADERS];
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unsigned fbo_tex_info_cnt = 0;
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// Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO.
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for (int i = 1; i < gl->fbo_pass; i++)
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{
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prev_rect = &gl->fbo_rect[i - 1];
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rect = &gl->fbo_rect[i];
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fbo_info = &fbo_tex_info[i - 1];
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GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
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GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
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set_texture_coords(fbo_tex_coords, xamt, yamt);
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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();
|
||||
|
Loading…
x
Reference in New Issue
Block a user