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path: root/Source/Core/VideoBackends/OGL/PostProcessing.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/PostProcessing.cpp92
1 files changed, 24 insertions, 68 deletions
diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp
index 648ed5c76a..519406cb0f 100644
--- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp
+++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp
@@ -19,65 +19,38 @@ namespace OGL
static char s_vertex_shader[] =
"out vec2 uv0;\n"
+ "uniform vec4 src_rect;\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"
+ " uv0 = rawpos * src_rect.zw + src_rect.xy;\n"
"}\n";
OpenGLPostProcessing::OpenGLPostProcessing()
{
- m_enable = false;
- m_width = 0;
- m_height = 0;
-
- glGenFramebuffers(1, &m_fbo);
- glGenTextures(1, &m_texture);
- glBindTexture(GL_TEXTURE_2D, m_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, nullptr);
- glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
- FramebufferManager::SetFramebuffer(0);
-
CreateHeader();
+ m_initialized = false;
}
OpenGLPostProcessing::~OpenGLPostProcessing()
{
m_shader.Destroy();
-
- glDeleteFramebuffers(1, &m_fbo);
- glDeleteTextures(1, &m_texture);
}
-void OpenGLPostProcessing::BindTargetFramebuffer()
+void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
+ int src_texture, int src_width, int src_height)
{
- if (m_enable)
- {
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
- // Clear the buffer so there isn't any remaining garbage from the previous post processing shader frame
- glClear(GL_COLOR_BUFFER_BIT);
- }
- else
- {
- // Bind to default framebuffer if we aren't post processing
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- }
-}
-
-void OpenGLPostProcessing::BlitToScreen()
-{
- if (!m_enable) return;
+ ApplyShader();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glViewport(0, 0, m_width, m_height);
+
+ glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
m_shader.Bind();
- glUniform4f(m_uniform_resolution, (float)m_width, (float)m_height, 1.0f/(float)m_width, 1.0f/(float)m_height);
+ glUniform4f(m_uniform_resolution, (float)src_width, (float)src_height, 1.0f / (float)src_width, 1.0f / (float)src_height);
+ 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());
if (m_config.IsDirty())
@@ -151,45 +124,27 @@ void OpenGLPostProcessing::BlitToScreen()
}
glActiveTexture(GL_TEXTURE0+9);
- glBindTexture(GL_TEXTURE_2D, m_texture);
+ glBindTexture(GL_TEXTURE_2D, src_texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
-void OpenGLPostProcessing::Update(u32 width, u32 height)
-{
- ApplyShader();
-
- if (m_enable && (width != m_width || height != m_height))
- {
- m_width = width;
- m_height = height;
-
- // alloc texture for framebuffer
- glActiveTexture(GL_TEXTURE0+9);
- glBindTexture(GL_TEXTURE_2D, m_texture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- }
-}
-
void OpenGLPostProcessing::ApplyShader()
{
// shader didn't changed
- if (m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
+ if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
return;
- m_enable = false;
m_shader.Destroy();
m_uniform_bindings.clear();
- // shader disabled
- if (g_ActiveConfig.sPostProcessingShader == "")
- return;
-
- // so need to compile shader
- std::string code = m_config.LoadShader();
+ // load shader from disk
+ std::string default_shader = "void main() { SetOutput(Sample()); }";
+ std::string code = "";
+ if (g_ActiveConfig.sPostProcessingShader != "")
+ code = m_config.LoadShader();
if (code == "")
- return;
+ code = default_shader;
code = LoadShaderOptions(code);
@@ -197,21 +152,22 @@ void OpenGLPostProcessing::ApplyShader()
if (!ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code.c_str()))
{
ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str());
- return;
+
+ code = LoadShaderOptions(default_shader);
+ ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code.c_str());
}
// read uniform locations
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");
for (const auto& it : m_config.GetOptions())
{
std::string glsl_name = "option_" + it.first;
m_uniform_bindings[it.first] = glGetUniformLocation(m_shader.glprogid, glsl_name.c_str());
}
-
- // successful
- m_enable = true;
+ m_initialized = true;
}
void OpenGLPostProcessing::CreateHeader()