diff options
| author | Jules Blok <jules.blok@gmail.com> | 2014-10-22 13:02:28 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2014-11-23 14:23:41 +0100 |
| commit | c64486075d728b3682b77ed06d5c154fd4a5c88d (patch) | |
| tree | d5bfede8b40ccea96e0d06e2b30e5a06aa67e584 /Source/Core/VideoBackends/OGL/PostProcessing.cpp | |
| parent | 81e9004679b9c722f7995715f5dfbc40b18427c8 (diff) | |
PostProcessing: Add layered stereoscopy support.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/PostProcessing.cpp | 24 |
1 files changed, 13 insertions, 11 deletions
diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp index 434a1d94a3..2681fcd345 100644 --- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp +++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp @@ -36,7 +36,7 @@ static char s_vertex_shader[] = " uv0 = rawpos * src_rect.zw + src_rect.xy;\n" "}\n"; -OpenGLPostProcessing::OpenGLPostProcessing() +OpenGLPostProcessing::OpenGLPostProcessing() : m_initialized(false) { CreateHeader(); @@ -46,8 +46,6 @@ OpenGLPostProcessing::OpenGLPostProcessing() glGenBuffers(1, &m_attribute_vbo); glGenVertexArrays(1, &m_attribute_vao); } - - m_initialized = false; } OpenGLPostProcessing::~OpenGLPostProcessing() @@ -62,7 +60,7 @@ OpenGLPostProcessing::~OpenGLPostProcessing() } void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst, - int src_texture, int src_width, int src_height) + int src_texture, int src_width, int src_height, int layer) { ApplyShader(); @@ -79,6 +77,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle glUniform4f(m_uniform_src_rect, src.left / (float) src_width, src.bottom / (float) src_height, src.GetWidth() / (float) src_width, src.GetHeight() / (float) src_height); glUniform1ui(m_uniform_time, (GLuint)m_timer.GetTimeElapsed()); + glUniform1i(m_uniform_layer, layer); if (m_config.IsDirty()) { @@ -151,9 +150,9 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle } glActiveTexture(GL_TEXTURE0+9); - glBindTexture(GL_TEXTURE_2D, src_texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture); + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } @@ -167,7 +166,7 @@ void OpenGLPostProcessing::ApplyShader() m_uniform_bindings.clear(); // load shader from disk - std::string default_shader = "void main() { SetOutput(Sample()); }"; + std::string default_shader = "void main() { SetOutput(Sample()); }\n"; std::string code = ""; if (g_ActiveConfig.sPostProcessingShader != "") code = m_config.LoadShader(); @@ -195,6 +194,7 @@ void OpenGLPostProcessing::ApplyShader() m_uniform_resolution = glGetUniformLocation(m_shader.glprogid, "resolution"); m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time"); m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect"); + m_uniform_layer = glGetUniformLocation(m_shader.glprogid, "layer"); if (m_attribute_workaround) { @@ -228,7 +228,7 @@ void OpenGLPostProcessing::CreateHeader() // Shouldn't be accessed directly by the PP shader // Texture sampler "SAMPLER_BINDING(8) uniform sampler2D samp8;\n" - "SAMPLER_BINDING(9) uniform sampler2D samp9;\n" + "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n" // Output variable "out float4 ocol0;\n" @@ -238,16 +238,18 @@ void OpenGLPostProcessing::CreateHeader() "uniform float4 resolution;\n" // Time "uniform uint time;\n" + // Layer + "uniform int layer;\n" // Interfacing functions "float4 Sample()\n" "{\n" - "\treturn texture(samp9, uv0);\n" + "\treturn texture(samp9, float3(uv0, layer));\n" "}\n" "float4 SampleLocation(float2 location)\n" "{\n" - "\treturn texture(samp9, location);\n" + "\treturn texture(samp9, float3(location, layer));\n" "}\n" "#define SampleOffset(offset) textureOffset(samp9, uv0, offset)\n" |
