Getting there ... But passN textures aren't set properly ;x

This commit is contained in:
Themaister 2011-05-23 19:57:52 +02:00
parent f9c5c7c8a5
commit eebe0ae5d0
6 changed files with 99 additions and 21 deletions

View File

@ -249,20 +249,21 @@ static void gl_shader_set_params(unsigned width, unsigned height,
unsigned tex_width, unsigned tex_height,
unsigned out_width, unsigned out_height,
unsigned frame_count,
const struct gl_tex_info *info)
const struct gl_tex_info *info,
const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
{
#ifdef HAVE_CG
gl_cg_set_params(width, height,
tex_width, tex_height,
out_width, out_height,
frame_count, info);
frame_count, info, fbo_info, fbo_info_cnt);
#endif
#ifdef HAVE_XML
gl_glsl_set_params(width, height,
tex_width, tex_height,
out_width, out_height,
frame_count, info);
frame_count, info, fbo_info, fbo_info_cnt);
#endif
}
@ -774,12 +775,14 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
struct gl_tex_info tex_info = {
.tex = gl->texture,
.input_size = {width, height},
.tex_size = {gl->tex_w, gl->tex_h},
.coord = gl->tex_coords
.tex_size = {gl->tex_w, gl->tex_h}
};
struct gl_tex_info fbo_tex_info[MAX_SHADERS];
unsigned fbo_tex_info_cnt = 0;
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_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height, gl->frame_count,
&tex_info, fbo_tex_info, fbo_tex_info_cnt);
if (width != gl->last_width || height != gl->last_height) // Res change. need to clear out texture.
{
@ -802,10 +805,10 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
gl->tex_coords[4] = x;
gl->tex_coords[6] = x;
gl->tex_coords[7] = y;
//SSNES_LOG("Setting last rect: %ux%u\n", width, height);
}
memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords));
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
@ -822,12 +825,14 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
// 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;
@ -837,6 +842,13 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
gl->fbo_tex_coords[5] = yamt;
gl->fbo_tex_coords[6] = xamt;
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]);
@ -845,8 +857,14 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
// 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_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, fbo_tex_info, fbo_tex_info_cnt);
glDrawArrays(GL_QUADS, 0, 4);
fbo_tex_info_cnt++;
}
// Render our last FBO texture directly to screen.
@ -863,11 +881,16 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
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, fbo_tex_info, fbo_tex_info_cnt);
glDrawArrays(GL_QUADS, 0, 4);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);

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@ -103,7 +103,7 @@ struct gl_tex_info
GLuint tex;
float input_size[2];
float tex_size[2];
const float *coord;
float coord[8];
};
// Windows ... <_<

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@ -94,9 +94,14 @@ void gl_cg_set_params(unsigned width, unsigned height,
unsigned tex_width, unsigned tex_height,
unsigned out_width, unsigned out_height,
unsigned frame_count,
const struct gl_tex_info *info)
const struct gl_tex_info *info,
const struct gl_tex_info *fbo_info,
unsigned fbo_info_cnt)
{
(void)info;
(void)fbo_info;
(void)fbo_info_cnt;
if (cg_active)
{
cgGLSetParameter2f(prg[active_index].vid_size_f, width, height);
@ -277,11 +282,12 @@ static bool load_preset(const char *path)
}
cg_shader_num = shaders;
if (shaders > MAX_SHADERS)
if (shaders > MAX_SHADERS - 1)
{
SSNES_WARN("Too many shaders ... Capping shader amount to %d.\n", MAX_SHADERS);
cg_shader_num = shaders = MAX_SHADERS;
SSNES_WARN("Too many shaders ... Capping shader amount to %d.\n", MAX_SHADERS - 1);
cg_shader_num = shaders = MAX_SHADERS - 1;
}
prg[shaders] = prg[0];
// Check filter params.
for (unsigned i = 0; i < shaders; i++)

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@ -32,7 +32,8 @@ void gl_cg_set_params(unsigned width, unsigned height,
unsigned tex_width, unsigned tex_height,
unsigned out_width, unsigned out_height,
unsigned frame_count,
const struct gl_tex_info *info);
const struct gl_tex_info *info,
const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt);
void gl_cg_use(unsigned index);

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@ -713,7 +713,8 @@ void gl_glsl_set_params(unsigned width, unsigned height,
unsigned tex_width, unsigned tex_height,
unsigned out_width, unsigned out_height,
unsigned frame_count,
const struct gl_tex_info *info)
const struct gl_tex_info *info,
const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
{
if (glsl_enable && gl_program[active_index] > 0)
{
@ -743,6 +744,7 @@ void gl_glsl_set_params(unsigned width, unsigned height,
// Set original texture unless we're in first pass (pointless).
if (active_index > 1)
{
// Bind original texture.
pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
glBindTexture(GL_TEXTURE_2D, info->tex);
@ -762,14 +764,59 @@ void gl_glsl_set_params(unsigned width, unsigned height,
pglVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, info->coord);
}
pglActiveTexture(GL_TEXTURE0);
GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 2;
// Bind new texture in the chain.
if (fbo_info_cnt > 0)
{
pglActiveTexture(base_tex + fbo_info_cnt - 1);
glBindTexture(GL_TEXTURE_2D, fbo_info[fbo_info_cnt - 1].tex);
}
// Bind FBO textures.
for (unsigned i = 0; i < fbo_info_cnt; i++)
{
char attrib_buf[64];
snprintf(attrib_buf, sizeof(attrib_buf), "rubyPass%uTexture", i + 1);
location = pglGetUniformLocation(gl_program[active_index], attrib_buf);
pglUniform1i(location, base_tex + i);
snprintf(attrib_buf, sizeof(attrib_buf), "rubyPass%uTextureSize", i + 1);
location = pglGetUniformLocation(gl_program[active_index], attrib_buf);
pglUniform2fv(location, 1, fbo_info[i].tex_size);
snprintf(attrib_buf, sizeof(attrib_buf), "rubyPass%uInputSize", i + 1);
location = pglGetUniformLocation(gl_program[active_index], attrib_buf);
pglUniform2fv(location, 1, fbo_info[i].input_size);
snprintf(attrib_buf, sizeof(attrib_buf), "rubyPass%uTexCoord", i + 1);
location = pglGetAttribLocation(gl_program[active_index], attrib_buf);
if (location >= 0)
{
pglEnableVertexAttribArray(location);
pglVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, fbo_info[i].coord);
}
}
}
else
{
// First pass, so unbind everything to avoid collitions.
pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
glBindTexture(GL_TEXTURE_2D, 0);
pglActiveTexture(GL_TEXTURE0);
GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 2;
// Unbind any lurking FBO passes.
// Rendering to a texture that is bound to a texture unit
// sounds very shaky ... ;)
for (int i = 0; i < gl_num_programs; i++)
{
pglActiveTexture(GL_TEXTURE0 + base_tex + i);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
pglActiveTexture(GL_TEXTURE0);
}
}

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@ -32,7 +32,8 @@ void gl_glsl_set_params(unsigned width, unsigned height,
unsigned tex_width, unsigned tex_height,
unsigned out_width, unsigned out_height,
unsigned frame_counter,
const struct gl_tex_info *info);
const struct gl_tex_info *info,
const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt);
void gl_glsl_use(unsigned index);