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https://github.com/libretro/RetroArch
synced 2025-03-30 07:20:36 +00:00
Getting there ... But passN textures aren't set properly ;x
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45
gfx/gl.c
45
gfx/gl.c
@ -249,20 +249,21 @@ static void gl_shader_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count,
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const struct gl_tex_info *info)
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const struct gl_tex_info *info,
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const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
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{
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#ifdef HAVE_CG
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gl_cg_set_params(width, height,
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tex_width, tex_height,
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out_width, out_height,
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frame_count, info);
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frame_count, info, fbo_info, fbo_info_cnt);
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#endif
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#ifdef HAVE_XML
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gl_glsl_set_params(width, height,
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tex_width, tex_height,
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out_width, out_height,
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frame_count, info);
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frame_count, info, fbo_info, fbo_info_cnt);
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#endif
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}
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@ -774,12 +775,14 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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struct gl_tex_info tex_info = {
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.tex = gl->texture,
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.input_size = {width, height},
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.tex_size = {gl->tex_w, gl->tex_h},
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.coord = gl->tex_coords
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.tex_size = {gl->tex_w, gl->tex_h}
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};
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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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glClear(GL_COLOR_BUFFER_BIT);
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gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height, gl->frame_count, &tex_info);
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gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height, gl->frame_count,
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&tex_info, fbo_tex_info, fbo_tex_info_cnt);
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if (width != gl->last_width || height != gl->last_height) // Res change. need to clear out texture.
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{
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@ -802,10 +805,10 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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gl->tex_coords[4] = x;
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gl->tex_coords[6] = x;
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gl->tex_coords[7] = y;
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//SSNES_LOG("Setting last rect: %ux%u\n", width, height);
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}
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memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords));
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0, width, height, gl->texture_type,
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@ -822,12 +825,14 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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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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// 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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@ -837,6 +842,13 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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gl->fbo_tex_coords[5] = yamt;
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gl->fbo_tex_coords[6] = xamt;
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fbo_info->tex = gl->fbo_texture[i - 1];
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fbo_info->input_size[0] = prev_rect->img_width;
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fbo_info->input_size[1] = prev_rect->img_height;
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fbo_info->tex_size[0] = prev_rect->width;
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fbo_info->tex_size[1] = prev_rect->height;
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memcpy(fbo_info->coord, gl->fbo_tex_coords, sizeof(gl->fbo_tex_coords));
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pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
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gl_shader_use(i + 1);
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
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@ -845,8 +857,14 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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// Render to FBO with certain size.
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set_viewport(gl, rect->img_width, rect->img_height, true);
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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);
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gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
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prev_rect->width, prev_rect->height,
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gl->vp_width, gl->vp_height, gl->frame_count,
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&tex_info, fbo_tex_info, fbo_tex_info_cnt);
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glDrawArrays(GL_QUADS, 0, 4);
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fbo_tex_info_cnt++;
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}
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// Render our last FBO texture directly to screen.
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@ -863,11 +881,16 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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pglBindFramebuffer(GL_FRAMEBUFFER, 0);
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gl_shader_use(gl->fbo_pass + 1);
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
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glClear(GL_COLOR_BUFFER_BIT);
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gl->render_to_tex = false;
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set_viewport(gl, gl->win_width, gl->win_height, false);
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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);
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
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gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
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prev_rect->width, prev_rect->height,
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gl->vp_width, gl->vp_height, gl->frame_count,
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&tex_info, fbo_tex_info, fbo_tex_info_cnt);
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glDrawArrays(GL_QUADS, 0, 4);
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
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@ -103,7 +103,7 @@ struct gl_tex_info
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GLuint tex;
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float input_size[2];
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float tex_size[2];
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const float *coord;
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float coord[8];
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};
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// Windows ... <_<
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@ -94,9 +94,14 @@ void gl_cg_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count,
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const struct gl_tex_info *info)
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const struct gl_tex_info *info,
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const struct gl_tex_info *fbo_info,
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unsigned fbo_info_cnt)
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{
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(void)info;
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(void)fbo_info;
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(void)fbo_info_cnt;
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if (cg_active)
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{
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cgGLSetParameter2f(prg[active_index].vid_size_f, width, height);
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@ -277,11 +282,12 @@ static bool load_preset(const char *path)
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}
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cg_shader_num = shaders;
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if (shaders > MAX_SHADERS)
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if (shaders > MAX_SHADERS - 1)
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{
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SSNES_WARN("Too many shaders ... Capping shader amount to %d.\n", MAX_SHADERS);
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cg_shader_num = shaders = MAX_SHADERS;
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SSNES_WARN("Too many shaders ... Capping shader amount to %d.\n", MAX_SHADERS - 1);
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cg_shader_num = shaders = MAX_SHADERS - 1;
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}
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prg[shaders] = prg[0];
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// Check filter params.
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for (unsigned i = 0; i < shaders; i++)
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@ -32,7 +32,8 @@ void gl_cg_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count,
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const struct gl_tex_info *info);
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const struct gl_tex_info *info,
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const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt);
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void gl_cg_use(unsigned index);
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@ -713,7 +713,8 @@ void gl_glsl_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count,
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const struct gl_tex_info *info)
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const struct gl_tex_info *info,
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const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
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{
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if (glsl_enable && gl_program[active_index] > 0)
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{
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@ -743,6 +744,7 @@ void gl_glsl_set_params(unsigned width, unsigned height,
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// Set original texture unless we're in first pass (pointless).
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if (active_index > 1)
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{
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// Bind original texture.
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pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
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glBindTexture(GL_TEXTURE_2D, info->tex);
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@ -762,14 +764,59 @@ void gl_glsl_set_params(unsigned width, unsigned height,
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pglVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, info->coord);
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}
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pglActiveTexture(GL_TEXTURE0);
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GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 2;
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// Bind new texture in the chain.
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if (fbo_info_cnt > 0)
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{
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pglActiveTexture(base_tex + fbo_info_cnt - 1);
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glBindTexture(GL_TEXTURE_2D, fbo_info[fbo_info_cnt - 1].tex);
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}
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// Bind FBO textures.
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for (unsigned i = 0; i < fbo_info_cnt; i++)
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{
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char attrib_buf[64];
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snprintf(attrib_buf, sizeof(attrib_buf), "rubyPass%uTexture", i + 1);
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location = pglGetUniformLocation(gl_program[active_index], attrib_buf);
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pglUniform1i(location, base_tex + i);
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snprintf(attrib_buf, sizeof(attrib_buf), "rubyPass%uTextureSize", i + 1);
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location = pglGetUniformLocation(gl_program[active_index], attrib_buf);
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pglUniform2fv(location, 1, fbo_info[i].tex_size);
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snprintf(attrib_buf, sizeof(attrib_buf), "rubyPass%uInputSize", i + 1);
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location = pglGetUniformLocation(gl_program[active_index], attrib_buf);
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pglUniform2fv(location, 1, fbo_info[i].input_size);
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snprintf(attrib_buf, sizeof(attrib_buf), "rubyPass%uTexCoord", i + 1);
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location = pglGetAttribLocation(gl_program[active_index], attrib_buf);
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if (location >= 0)
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{
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pglEnableVertexAttribArray(location);
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pglVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, fbo_info[i].coord);
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}
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}
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}
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else
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{
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// First pass, so unbind everything to avoid collitions.
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pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
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glBindTexture(GL_TEXTURE_2D, 0);
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pglActiveTexture(GL_TEXTURE0);
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GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 2;
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// Unbind any lurking FBO passes.
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// Rendering to a texture that is bound to a texture unit
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// sounds very shaky ... ;)
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for (int i = 0; i < gl_num_programs; i++)
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{
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pglActiveTexture(GL_TEXTURE0 + base_tex + i);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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pglActiveTexture(GL_TEXTURE0);
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}
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}
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@ -32,7 +32,8 @@ void gl_glsl_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_counter,
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const struct gl_tex_info *info);
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const struct gl_tex_info *info,
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const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt);
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void gl_glsl_use(unsigned index);
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