PostProcessing: Add layered stereoscopy support.

This commit is contained in:
Jules Blok 2014-10-22 13:02:28 +02:00
parent 81e9004679
commit c64486075d
4 changed files with 44 additions and 15 deletions

View File

@ -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"

View File

@ -23,7 +23,7 @@ public:
~OpenGLPostProcessing();
void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height) override;
int src_texture, int src_width, int src_height, int layer) override;
void ApplyShader() override;
private:
@ -32,6 +32,7 @@ private:
GLuint m_uniform_resolution;
GLuint m_uniform_src_rect;
GLuint m_uniform_time;
GLuint m_uniform_layer;
std::string m_glsl_header;
// These are only used when working around Qualcomm's broken attributeless rendering

View File

@ -1505,7 +1505,20 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
sourceRc.right -= fbStride - fbWidth;
m_post_processor->BlitFromTexture(sourceRc, drawRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight);
if (g_ActiveConfig.bStereo)
{
TargetRectangle leftRc = drawRc, rightRc = drawRc;
int width = drawRc.right - drawRc.left;
leftRc.right -= width / 2;
rightRc.left += width / 2;
m_post_processor->BlitFromTexture(sourceRc, leftRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight, 0);
m_post_processor->BlitFromTexture(sourceRc, rightRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight, 1);
}
else
{
m_post_processor->BlitFromTexture(sourceRc, drawRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight, 1);
}
}
}
else
@ -1515,7 +1528,20 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
// for msaa mode, we must resolve the efb content to non-msaa
GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(rc);
m_post_processor->BlitFromTexture(targetRc, flipped_trc, tex, s_target_width, s_target_height);
if (g_ActiveConfig.bStereo)
{
TargetRectangle leftRc = flipped_trc, rightRc = flipped_trc;
int width = flipped_trc.right - flipped_trc.left;
leftRc.right -= width / 2;
rightRc.left += width / 2;
m_post_processor->BlitFromTexture(targetRc, leftRc, tex, s_target_width, s_target_height, 0);
m_post_processor->BlitFromTexture(targetRc, rightRc, tex, s_target_width, s_target_height, 1);
}
else
{
m_post_processor->BlitFromTexture(targetRc, flipped_trc, tex, s_target_width, s_target_height);
}
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);

View File

@ -91,7 +91,7 @@ public:
// Should be implemented by the backends for backend specific code
virtual void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height) = 0;
int src_texture, int src_width, int src_height, int layer = 0) = 0;
virtual void ApplyShader() = 0;
protected: