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authorJasper St. Pierre <jstpierre@mecheye.net>2013-12-07 15:14:29 -0500
committerJasper St. Pierre <jstpierre@mecheye.net>2013-12-31 14:03:19 -0500
commit34692ab826abc8f8faa61bdb2280b742424528f1 (patch)
treeb0eedc645badbea316ff59c125eaf808b28777ec /Source/Core/VideoBackends/OGL/PostProcessing.cpp
parent43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff)
Remove unnecessary Src/ folders
Diffstat (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/PostProcessing.cpp154
1 files changed, 154 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp
new file mode 100644
index 0000000000..c0460e489a
--- /dev/null
+++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp
@@ -0,0 +1,154 @@
+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "CommonPaths.h"
+#include "FileUtil.h"
+#include "VideoCommon.h"
+#include "VideoConfig.h"
+#include "GLUtil.h"
+#include "PostProcessing.h"
+#include "ProgramShaderCache.h"
+#include "FramebufferManager.h"
+
+namespace OGL
+{
+
+namespace PostProcessing
+{
+
+static std::string s_currentShader;
+static SHADER s_shader;
+static bool s_enable;
+
+static u32 s_width;
+static u32 s_height;
+static GLuint s_fbo;
+static GLuint s_texture;
+
+static GLuint s_uniform_resolution;
+
+static char s_vertex_shader[] =
+ "out vec2 uv0;\n"
+ "void main(void) {\n"
+ " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
+ " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
+ " uv0 = rawpos;\n"
+ "}\n";
+
+void Init()
+{
+ s_currentShader = "";
+ s_enable = 0;
+ s_width = 0;
+ s_height = 0;
+
+ glGenFramebuffers(1, &s_fbo);
+ glGenTextures(1, &s_texture);
+ glBindTexture(GL_TEXTURE_2D, s_texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // disable mipmaps
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glBindFramebuffer(GL_FRAMEBUFFER, s_fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_texture, 0);
+ FramebufferManager::SetFramebuffer(0);
+}
+
+void Shutdown()
+{
+ s_shader.Destroy();
+
+ glDeleteFramebuffers(1, &s_fbo);
+ glDeleteTextures(1, &s_texture);
+}
+
+void ReloadShader()
+{
+ s_currentShader = "";
+}
+
+void BindTargetFramebuffer ()
+{
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, s_enable ? s_fbo : 0);
+}
+
+void BlitToScreen()
+{
+ if(!s_enable) return;
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glViewport(0, 0, s_width, s_height);
+
+ s_shader.Bind();
+
+ glUniform4f(s_uniform_resolution, (float)s_width, (float)s_height, 1.0f/(float)s_width, 1.0f/(float)s_height);
+
+ glActiveTexture(GL_TEXTURE0+9);
+ glBindTexture(GL_TEXTURE_2D, s_texture);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+/* glBindFramebuffer(GL_READ_FRAMEBUFFER, s_fbo);
+
+ glBlitFramebuffer(rc.left, rc.bottom, rc.right, rc.top,
+ rc.left, rc.bottom, rc.right, rc.top,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);*/
+}
+
+void Update ( u32 width, u32 height )
+{
+ ApplyShader();
+
+ if(s_enable && (width != s_width || height != s_height)) {
+ s_width = width;
+ s_height = height;
+
+ // alloc texture for framebuffer
+ glActiveTexture(GL_TEXTURE0+9);
+ glBindTexture(GL_TEXTURE_2D, s_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ }
+}
+
+void ApplyShader()
+{
+ // shader didn't changed
+ if (s_currentShader == g_ActiveConfig.sPostProcessingShader) return;
+ s_currentShader = g_ActiveConfig.sPostProcessingShader;
+ s_enable = false;
+ s_shader.Destroy();
+
+ // shader disabled
+ if (g_ActiveConfig.sPostProcessingShader == "") return;
+
+ // so need to compile shader
+
+ // loading shader code
+ std::string code;
+ std::string path = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".glsl";
+ if (!File::Exists(path))
+ {
+ // Fallback to shared user dir
+ path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + g_ActiveConfig.sPostProcessingShader + ".glsl";
+ }
+ if(!File::ReadFileToString(path.c_str(), code)) {
+ ERROR_LOG(VIDEO, "Post-processing shader not found: %s", path.c_str());
+ return;
+ }
+
+ // and compile it
+ if (!ProgramShaderCache::CompileShader(s_shader, s_vertex_shader, code.c_str())) {
+ ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str());
+ return;
+ }
+
+ // read uniform locations
+ s_uniform_resolution = glGetUniformLocation(s_shader.glprogid, "resolution");
+
+ // successful
+ s_enable = true;
+}
+
+} // namespace
+
+} // namespace OGL