Merge pull request #8453 from unknownbrackets/softgpu

Use more common code in softgpu, add normal UV gen
This commit is contained in:
Henrik Rydgård 2016-01-18 09:28:24 +01:00
commit afc212b228
4 changed files with 52 additions and 105 deletions

View File

@ -235,13 +235,21 @@ static inline void GetTextureCoordinates(const VertexData& v0, const VertexData&
Vec3<float> source; Vec3<float> source;
switch (gstate.getUVProjMode()) { switch (gstate.getUVProjMode()) {
case GE_PROJMAP_POSITION: case GE_PROJMAP_POSITION:
source = ((v0.modelpos * w0 + v1.modelpos * w1 + v2.modelpos * w2) / (w0+w1+w2)); source = (v0.modelpos * w0 + v1.modelpos * w1 + v2.modelpos * w2) / (w0 + w1 + w2);
break; break;
case GE_PROJMAP_UV: case GE_PROJMAP_UV:
source = Vec3f((v0.texturecoords * w0 + v1.texturecoords * w1 + v2.texturecoords * w2) / (w0 + w1 + w2), 0.0f); source = Vec3f((v0.texturecoords * w0 + v1.texturecoords * w1 + v2.texturecoords * w2) / (w0 + w1 + w2), 0.0f);
break; break;
case GE_PROJMAP_NORMALIZED_NORMAL:
source = (v0.normal.Normalized() * w0 + v1.normal.Normalized() * w1 + v2.normal.Normalized() * w2) / (w0 + w1 + w2);
break;
case GE_PROJMAP_NORMAL:
source = (v0.normal * w0 + v1.normal * w1 + v2.normal * w2) / (w0 + w1 + w2);
break;
default: default:
ERROR_LOG_REPORT(G3D, "Software: Unsupported UV projection mode %x", gstate.getUVProjMode()); ERROR_LOG_REPORT(G3D, "Software: Unsupported UV projection mode %x", gstate.getUVProjMode());
break; break;

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@ -29,6 +29,7 @@
#include "Core/MIPS/MIPS.h" #include "Core/MIPS/MIPS.h"
#include "Core/Reporting.h" #include "Core/Reporting.h"
#include "gfx/gl_common.h" #include "gfx/gl_common.h"
#include "gfx_es2/glsl_program.h"
#include "gfx_es2/gpu_features.h" #include "gfx_es2/gpu_features.h"
#include "profiler/profiler.h" #include "profiler/profiler.h"
@ -39,10 +40,7 @@
static GLuint temp_texture = 0; static GLuint temp_texture = 0;
static GLint attr_pos = -1, attr_tex = -1; static GLSLProgram *program;
static GLint uni_tex = -1;
static GLuint program;
static GLuint vao; static GLuint vao;
static GLuint vbuf; static GLuint vbuf;
@ -52,73 +50,6 @@ FormatBuffer fb;
FormatBuffer depthbuf; FormatBuffer depthbuf;
u32 clut[4096]; u32 clut[4096];
GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShader)
{
// generate objects
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLuint programID = glCreateProgram();
// compile vertex shader
glShaderSource(vertexShaderID, 1, &vertexShader, NULL);
glCompileShader(vertexShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLint Result = GL_FALSE;
char stringBuffer[1024];
GLsizei stringBufferUsage = 0;
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage) {
// not nice
} else if (!Result) {
// not nice
} else {
// not nice
}
bool shader_errors = !Result;
#endif
// compile fragment shader
glShaderSource(fragmentShaderID, 1, &fragmentShader, NULL);
glCompileShader(fragmentShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage) {
// not nice
} else if (!Result) {
// not nice
} else {
// not nice
}
shader_errors |= !Result;
#endif
// link them
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
glGetProgramiv(programID, GL_LINK_STATUS, &Result);
glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage) {
// not nice
} else if (!Result && !shader_errors) {
// not nice
}
#endif
// cleanup
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
return programID;
}
SoftGPU::SoftGPU() SoftGPU::SoftGPU()
{ {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
@ -130,32 +61,30 @@ SoftGPU::SoftGPU()
#ifdef USING_GLES2 #ifdef USING_GLES2
"#version 100\n" "#version 100\n"
#endif #endif
"varying vec2 TexCoordOut;\n" "varying vec2 texcoord;\n"
"uniform sampler2D Texture;\n" "uniform sampler2D sampler0;\n"
"void main() {\n" "void main() {\n"
" vec4 tmpcolor;\n" " gl_FragColor = texture2D(sampler0, texcoord);\n"
" tmpcolor = texture2D(Texture, TexCoordOut);\n"
" gl_FragColor = tmpcolor;\n"
"}\n"; "}\n";
static const char *vertShaderText = static const char *vertShaderText =
#ifdef USING_GLES2 #ifdef USING_GLES2
"#version 100\n" "#version 100\n"
#endif #endif
"attribute vec4 pos;\n" "attribute vec4 a_position;\n"
"attribute vec2 TexCoordIn;\n " "attribute vec2 a_texcoord0;\n "
"varying vec2 TexCoordOut;\n " "varying vec2 texcoord;\n "
"void main() {\n" "void main() {\n"
" gl_Position = pos;\n" " gl_Position = a_position;\n"
" TexCoordOut = TexCoordIn;\n" " texcoord = a_texcoord0;\n"
"}\n"; "}\n";
program = OpenGL_CompileProgram(vertShaderText, fragShaderText); std::string errorString;
program = glsl_create_source(vertShaderText, fragShaderText, &errorString);
glUseProgram(program); if (!program) {
ERROR_LOG_REPORT(G3D, "Failed to compile softgpu program! This shouldn't happen.\n%s", errorString.c_str());
uni_tex = glGetUniformLocation(program, "Texture"); } else {
attr_pos = glGetAttribLocation(program, "pos"); glsl_bind(program);
attr_tex = glGetAttribLocation(program, "TexCoordIn"); }
if (gl_extensions.ARB_vertex_array_object) { if (gl_extensions.ARB_vertex_array_object) {
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
@ -172,9 +101,20 @@ SoftGPU::SoftGPU()
displayFormat_ = GE_FORMAT_8888; displayFormat_ = GE_FORMAT_8888;
} }
void SoftGPU::DeviceLost() {
if (vao != 0) {
// These deletes will likely fail, but let's try just in case.
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbuf);
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbuf);
}
}
SoftGPU::~SoftGPU() SoftGPU::~SoftGPU()
{ {
glDeleteProgram(program); glsl_destroy(program);
glDeleteTextures(1, &temp_texture); glDeleteTextures(1, &temp_texture);
if (vao != 0) { if (vao != 0) {
glDeleteVertexArrays(1, &vao); glDeleteVertexArrays(1, &vao);
@ -251,10 +191,10 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight)
delete[] buf; delete[] buf;
} }
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_Config.iBufFilter == SCALE_NEAREST ? GL_NEAREST : GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, g_Config.iBufFilter == SCALE_NEAREST ? GL_NEAREST : GL_LINEAR);
glUseProgram(program); glsl_bind(program);
float x, y, w, h; float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, dstwidth, dstheight, ROTATION_LOCKED_HORIZONTAL); CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, dstwidth, dstheight, ROTATION_LOCKED_HORIZONTAL);
@ -292,23 +232,23 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight)
glBufferSubData(GL_ARRAY_BUFFER, sizeof(verts), sizeof(texverts), texverts); glBufferSubData(GL_ARRAY_BUFFER, sizeof(verts), sizeof(texverts), texverts);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, 0); glVertexAttribPointer(program->a_position, 2, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, (void *)sizeof(verts)); glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 0, (void *)sizeof(verts));
} else { } else {
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts); glVertexAttribPointer(program->a_position, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts); glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 0, texverts);
} }
glEnableVertexAttribArray(attr_pos); glEnableVertexAttribArray(program->a_position);
glEnableVertexAttribArray(attr_tex); glEnableVertexAttribArray(program->a_texcoord0);
glUniform1i(uni_tex, 0);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glUniform1i(program->sampler0, 0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(attr_pos); glDisableVertexAttribArray(program->a_position);
glDisableVertexAttribArray(attr_tex); glDisableVertexAttribArray(program->a_texcoord0);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);

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@ -66,7 +66,7 @@ public:
bool PerformStencilUpload(u32 dest, int size) override; bool PerformStencilUpload(u32 dest, int size) override;
void ClearCacheNextFrame() override {} void ClearCacheNextFrame() override {}
void DeviceLost() override {} void DeviceLost() override;
void DumpNextFrame() override {} void DumpNextFrame() override {}
void Resized() override {} void Resized() override {}

View File

@ -273,8 +273,7 @@ void GameSettingsScreen::CreateViews() {
texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering); texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *bufFilters[] = { "Linear", "Nearest", }; static const char *bufFilters[] = { "Linear", "Nearest", };
PopupMultiChoice *bufFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager())); graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
bufFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
#ifdef ANDROID #ifdef ANDROID
graphicsSettings->Add(new ItemHeader(gr->T("Cardboard Settings", "Cardboard Settings"))); graphicsSettings->Add(new ItemHeader(gr->T("Cardboard Settings", "Cardboard Settings")));