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authordegasus <wickmarkus@web.de>2013-01-03 20:44:47 +0100
committerdegasus <wickmarkus@web.de>2013-01-03 20:44:47 +0100
commitfc02427d540cdfb73503049a7f873ea254c44f68 (patch)
tree11b0bdeb2e55e010bf047834a7d471cd1dc99707 /Source
parentb67b1c376d63f9dcff60f7967e64179dbfea9e12 (diff)
xfb draw by blit - disable postprocessing
blitting can't do postprocessing - so for postprocessing, we have to add a new stage
Diffstat (limited to 'Source')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp74
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/Render.cpp137
2 files changed, 29 insertions, 182 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
index f18fe945ac..c74e10a2b5 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp
@@ -26,11 +26,6 @@
namespace OGL
{
-static GLuint s_VBO = 0;
-static GLuint s_VAO = 0;
-static MathUtil::Rectangle<float> s_cached_sourcerc;
-static MathUtil::Rectangle<float> s_cached_drawrc;
-
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
@@ -45,7 +40,7 @@ GLuint FramebufferManager::m_resolvedFramebuffer;
GLuint FramebufferManager::m_resolvedColorTexture;
GLuint FramebufferManager::m_resolvedDepthTexture;
-GLuint FramebufferManager::m_xfbFramebuffer; // Only used in MSAA mode
+GLuint FramebufferManager::m_xfbFramebuffer;
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
{
@@ -56,15 +51,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
m_xfbFramebuffer = 0;
-
- s_cached_sourcerc.bottom = -1;
- s_cached_sourcerc.left = -1;
- s_cached_sourcerc.right = -1;
- s_cached_sourcerc.top = -1;
- s_cached_drawrc.bottom = -1;
- s_cached_drawrc.left = -1;
- s_cached_drawrc.right = -1;
- s_cached_drawrc.top = -1;
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
@@ -183,27 +169,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glGenFramebuffers(1, &m_xfbFramebuffer);
- // Generate VBO & VAO - and initialize the VAO for "Draw"
- glGenBuffers(1, &s_VBO);
- glGenVertexArrays(1, &s_VAO);
- glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
- glBindVertexArray(s_VAO);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 6*sizeof(GLfloat), NULL);
-
- glClientActiveTexture(GL_TEXTURE0);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+2);
-
- glClientActiveTexture(GL_TEXTURE1);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+4);
-
- // TODO: this after merging with graphic_update
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
glScissor(0, 0, m_targetWidth, m_targetHeight);
@@ -215,8 +180,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
FramebufferManager::~FramebufferManager()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glDeleteBuffers(1, &s_VBO);
- glDeleteVertexArrays(1, &s_VAO);
GLuint glObj[3];
@@ -338,38 +301,11 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
const MathUtil::Rectangle<float> &drawrc, int width, int height) const
{
// Texture map xfbSource->texture onto the main buffer
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, texture, 0);
+ glBlitFramebuffer(sourcerc.left, sourcerc.bottom, sourcerc.right, sourcerc.top,
+ drawrc.left, drawrc.bottom, drawrc.right, drawrc.top,
+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
- glBindTexture(GL_TEXTURE_RECTANGLE, texture);
-
- if(!(s_cached_sourcerc == sourcerc) || !(s_cached_drawrc == drawrc)) {
- GLfloat vertices[] = {
- drawrc.left, drawrc.bottom,
- sourcerc.left, sourcerc.bottom,
- 0.0f, 0.0f,
- drawrc.left, drawrc.top,
- sourcerc.left, sourcerc.top,
- 0.0f, 1.0f,
- drawrc.right, drawrc.top,
- sourcerc.right, sourcerc.top,
- 1.0f, 1.0f,
- drawrc.right, drawrc.bottom,
- sourcerc.right, sourcerc.bottom,
- 1.0f, 0.0f
- };
- glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
- glBufferData(GL_ARRAY_BUFFER, 2*4*3*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
-
- s_cached_sourcerc = sourcerc;
- s_cached_drawrc = drawrc;
- }
-
- glBindVertexArray(s_VAO);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- // TODO: this after merging with graphic_update
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
GL_REPORT_ERRORD();
}
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
index 9026ead8ff..3fe71822ae 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
@@ -110,9 +110,6 @@ namespace OGL
static int s_fps = 0;
static GLuint s_ShowEFBCopyRegions_VBO = 0;
static GLuint s_ShowEFBCopyRegions_VAO = 0;
-static GLuint s_Swap_VBO = 0;
-static GLuint s_Swap_VAO[2];
-static TargetRectangle s_cached_targetRc;
static RasterFont* s_pfont = NULL;
@@ -251,16 +248,7 @@ Renderer::Renderer()
s_fps=0;
s_ShowEFBCopyRegions_VBO = 0;
- s_Swap_VBO = 0;
s_blendMode = 0;
-
- // should be invalid, so there will be an upload on the first call
- s_cached_targetRc.bottom = -1;
- s_cached_targetRc.top = -1;
- s_cached_targetRc.left = -1;
- s_cached_targetRc.right = -1;
-
-
InitFPSCounter();
#if defined HAVE_CG && HAVE_CG
@@ -475,26 +463,6 @@ Renderer::Renderer()
glColorPointer (3, GL_FLOAT, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*5, NULL);
-
- glGenBuffers(1, &s_Swap_VBO);
- glGenVertexArrays(2, s_Swap_VAO);
- glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
- glBindVertexArray(s_Swap_VAO[0]);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
- glClientActiveTexture(GL_TEXTURE0);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
-
- glBindVertexArray(s_Swap_VAO[1]);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
- glClientActiveTexture(GL_TEXTURE0);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
- glClientActiveTexture(GL_TEXTURE1);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+5);
// TODO: this after merging with graphic_update
glBindVertexArray(0);
@@ -539,8 +507,6 @@ Renderer::~Renderer()
glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
glDeleteVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
- glDeleteBuffers(1, &s_Swap_VBO);
- glDeleteVertexArrays(2, s_Swap_VAO);
s_ShowEFBCopyRegions_VBO = 0;
delete s_pfont;
@@ -1170,7 +1136,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// Textured triangles are necessary because of post-processing shaders
// Disable all other stages
- for (int i = 1; i < 8; ++i)
+ for (int i = 0; i < 8; ++i)
OGL::TextureCache::DisableStage(i);
// Update GLViewPort
@@ -1178,26 +1144,22 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
GL_REPORT_ERRORD();
- // Copy the framebuffer to screen.
-
- // Texture map s_xfbTexture onto the main buffer
- glActiveTexture(GL_TEXTURE0);
- glEnable(GL_TEXTURE_RECTANGLE);
- // Use linear filtering.
- glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-
// We must call ApplyShader here even if no post proc is selected - it takes
// care of disabling it in that case. It returns false in case of no post processing.
- bool applyShader = PostProcessing::ApplyShader();
+ //bool applyShader = PostProcessing::ApplyShader();
+ // degasus: disabled for blitting
+
+ // Render to the real buffer now.
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // switch to the window backbuffer
+
+ // Copy the framebuffer to screen.
const XFBSourceBase* xfbSource = NULL;
if(g_ActiveConfig.bUseXFB)
{
// draw each xfb source
- // Render to the real buffer now.
- glBindFramebuffer(GL_FRAMEBUFFER, 0); // switch to the window backbuffer
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
for (u32 i = 0; i < xfbCount; ++i)
{
@@ -1207,10 +1169,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (g_ActiveConfig.bUseRealXFB)
{
- drawRc.top = 1;
- drawRc.bottom = -1;
- drawRc.left = -1;
- drawRc.right = 1;
+ drawRc.top = flipped_trc.top;
+ drawRc.bottom = flipped_trc.bottom;
+ drawRc.left = flipped_trc.left;
+ drawRc.right = flipped_trc.right;
}
else
{
@@ -1218,12 +1180,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
int xfbHeight = xfbSource->srcHeight;
int xfbWidth = xfbSource->srcWidth;
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
-
- drawRc.top = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
- drawRc.bottom = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight);
- drawRc.left = -(xfbWidth / (float)fbWidth);
- drawRc.right = (xfbWidth / (float)fbWidth);
-
+
+ drawRc.top = flipped_trc.bottom + (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight;
+ drawRc.bottom = flipped_trc.bottom + hOffset * flipped_trc.GetHeight() / fbHeight;
+ drawRc.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbWidth)/2;
+ drawRc.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbWidth)/2;
+
// The following code disables auto stretch. Kept for reference.
// scale draw area for a 1 to 1 pixel mapping with the draw target
//float vScale = (float)fbHeight / (float)flipped_trc.GetHeight();
@@ -1243,67 +1205,16 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
sourceRc.bottom = xfbSource->sourceRc.bottom;
xfbSource->Draw(sourceRc, drawRc, 0, 0);
-
- // We must call ApplyShader here even if no post proc is selected.
- // It takes care of disabling it in that case. It returns false in
- // case of no post processing.
- if (applyShader)
- PixelShaderCache::DisableShader();
}
}
else
{
TargetRectangle targetRc = ConvertEFBRectangle(rc);
- if(applyShader) {
- GLuint read_texture = FramebufferManager::ResolveAndGetRenderTarget(rc);
- // Render to the real buffer now.
- glBindFramebuffer(GL_FRAMEBUFFER, 0); // switch to the window backbuffer
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
-
- if(!( s_cached_targetRc == targetRc)) {
- GLfloat vertices[] = {
- -1.0f, -1.0f, 1.0f,
- (GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
- 0.0f, 0.0f,
-
- -1.0f, 1.0f, 1.0f,
- (GLfloat)targetRc.left, (GLfloat)targetRc.top,
- 0.0f, 1.0f,
-
- 1.0f, 1.0f, 1.0f,
- (GLfloat)targetRc.right, (GLfloat)targetRc.top,
- 1.0f, 1.0f,
-
- 1.0f, -1.0f, 1.0f,
- (GLfloat)targetRc.right, (GLfloat)targetRc.bottom,
- 1.0f, 0.0f
- };
-
- glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
- glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
-
- s_cached_targetRc = targetRc;
- }
-
- glBindVertexArray(s_Swap_VAO[applyShader]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
-
- // TODO: this after merging with graphic_update
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- PixelShaderCache::DisableShader();
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
- OGL::TextureCache::DisableStage(0);
-
- } else {
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
- glBlitFramebuffer(targetRc.left, targetRc.bottom, targetRc.right, targetRc.top,
- flipped_trc.left, flipped_trc.bottom, flipped_trc.right, flipped_trc.top,
- GL_COLOR_BUFFER_BIT, GL_LINEAR);
- }
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
+ glBlitFramebuffer(targetRc.left, targetRc.bottom, targetRc.right, targetRc.top,
+ flipped_trc.left, flipped_trc.bottom, flipped_trc.right, flipped_trc.top,
+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
}