Multi-passing in XML should work.

This commit is contained in:
Themaister 2011-03-12 16:33:01 +01:00
parent 8b241c3deb
commit 4949a131f8
2 changed files with 71 additions and 39 deletions

105
gfx/gl.c
View File

@ -108,6 +108,8 @@ static bool load_fbo_proc(void)
static bool load_fbo_proc(void) { return true; }
#endif
#define MAX_SHADERS 16
typedef struct gl
{
bool vsync;
@ -115,11 +117,12 @@ typedef struct gl
GLuint tex_filter;
// Render-to-texture, multipass shaders
GLuint fbo;
GLuint fbo_texture;
GLuint fbo[MAX_SHADERS];
GLuint fbo_texture[MAX_SHADERS];
bool render_to_tex;
unsigned fbo_width;
unsigned fbo_height;
int fbo_pass;
bool fbo_inited;
bool fbo_tex_filter;
double fbo_scale_x;
@ -307,36 +310,49 @@ static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
gl->fbo_scale_x = scale_x;
gl->fbo_scale_y = scale_y;
glGenTextures(1, &gl->fbo_texture);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
gl->fbo_pass = gl_shader_num() - 1;
if (gl->fbo_pass <= 0)
gl->fbo_pass = 1;
glGenTextures(gl->fbo_pass, gl->fbo_texture);
void *tmp = calloc(gl->fbo_width * gl->fbo_height, sizeof(uint32_t));
for (int i = 0; i < gl->fbo_pass; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, gl->fbo_width, gl->fbo_height, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, tmp);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST);
void *tmp = calloc(gl->fbo_width * gl->fbo_height, sizeof(uint32_t));
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, gl->fbo_width, gl->fbo_height, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, tmp);
free(tmp);
glBindTexture(GL_TEXTURE_2D, 0);
pglGenFramebuffers(1, &gl->fbo);
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo);
pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture, 0);
pglGenFramebuffers(gl->fbo_pass, gl->fbo);
for (int i = 0; i < gl->fbo_pass; i++)
{
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status == GL_FRAMEBUFFER_COMPLETE)
{
gl->fbo_inited = true;
SSNES_LOG("Set up FBO @ %ux%u\n", gl->fbo_width, gl->fbo_height);
}
else
{
glDeleteTextures(1, &gl->fbo_texture);
pglDeleteFramebuffers(1, &gl->fbo);
SSNES_WARN("Failed to set up FBO. Two-pass shading will not work.\n");
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto error;
}
gl->fbo_inited = true;
SSNES_LOG("Set up FBO @ %ux%u\n", gl->fbo_width, gl->fbo_height);
return;
error:
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
SSNES_WARN("Failed to set up FBO. Two-pass shading will not work.\n");
}
static inline void gl_deinit_font(gl_t *gl)
@ -505,7 +521,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
if (gl->fbo_inited)
{
glBindTexture(GL_TEXTURE_2D, gl->texture);
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo);
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
gl->render_to_tex = true;
set_viewport(gl, width * gl->fbo_scale_x, height * gl->fbo_scale_y, true);
}
@ -555,16 +571,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
if (gl->fbo_inited)
{
// Render our FBO texture to back buffer.
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_shader_use(2);
glClear(GL_COLOR_BUFFER_BIT);
gl->render_to_tex = false;
set_viewport(gl, gl->win_width, gl->win_height, false);
gl_shader_set_params(width * gl->fbo_scale_x, height * gl->fbo_scale_y, gl->fbo_width, gl->fbo_height, gl->vp_width, gl->vp_height);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture);
// Render the rest of our passes. TODO: Proper params and don't assume 1x scale for the interim passes.
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->fbo_tex_coords);
GLfloat xamt = (GLfloat)width * gl->fbo_scale_x / gl->fbo_width;
GLfloat yamt = (GLfloat)height * gl->fbo_scale_y / gl->fbo_height;
@ -573,6 +580,28 @@ 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;
for (int i = 1; i < gl->fbo_pass; i++)
{
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
gl_shader_use(i + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
glClear(GL_COLOR_BUFFER_BIT);
set_viewport(gl, width * gl->fbo_scale_x, height * gl->fbo_scale_y, true);
gl_shader_set_params(width * gl->fbo_scale_x, height * gl->fbo_scale_y, gl->fbo_width, gl->fbo_height, gl->vp_width, gl->vp_height);
glDrawArrays(GL_QUADS, 0, 4);
}
// Render our FBO texture to back buffer.
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_shader_use(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(width * gl->fbo_scale_x, height * gl->fbo_scale_y, gl->fbo_width, gl->fbo_height, gl->vp_width, gl->vp_height);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
glDrawArrays(GL_QUADS, 0, 4);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
}
@ -597,8 +626,8 @@ static void gl_free(void *data)
glDeleteTextures(1, &gl->texture);
if (gl->fbo_inited)
{
glDeleteTextures(1, &gl->fbo_texture);
pglDeleteFramebuffers(1, &gl->fbo);
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
}
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}

View File

@ -216,6 +216,7 @@ static void compile_programs(GLuint *gl_prog, struct shader_program *progs, size
if (progs[i].vertex)
{
SSNES_LOG("Found GLSL vertex shader.\n");
GLuint shader = pglCreateShader(GL_VERTEX_SHADER);
pglShaderSource(shader, 1, (const char**)&progs[i].vertex, 0);
pglCompileShader(shader);
@ -225,8 +226,9 @@ static void compile_programs(GLuint *gl_prog, struct shader_program *progs, size
free(progs[i].vertex);
}
if (progs[i].vertex)
if (progs[i].fragment)
{
SSNES_LOG("Found GLSL fragment shader.\n");
GLuint shader = pglCreateShader(GL_FRAGMENT_SHADER);
pglShaderSource(shader, 1, (const char**)&progs[i].fragment, 0);
pglCompileShader(shader);
@ -238,6 +240,7 @@ static void compile_programs(GLuint *gl_prog, struct shader_program *progs, size
if (progs[i].vertex || progs[i].fragment)
{
SSNES_LOG("Linking GLSL program.\n");
pglLinkProgram(gl_prog[i]);
pglUseProgram(gl_prog[i]);
print_linker_log(gl_prog[i]);