mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-25 17:10:12 +00:00
Revert "(PS3) ps3_video_psgl.c cleanups #2"
This reverts commit 8aafbf63b8
.
This commit is contained in:
parent
3649376c03
commit
417cb55a6e
10
gfx/gl.c
10
gfx/gl.c
@ -248,7 +248,7 @@ static bool gl_shader_init(void)
|
||||
return true;
|
||||
}
|
||||
|
||||
static inline void gl_shader_use(unsigned index)
|
||||
static void gl_shader_use(unsigned index)
|
||||
{
|
||||
#ifdef HAVE_CG
|
||||
gl_cg_use(index);
|
||||
@ -281,7 +281,7 @@ static void gl_shader_set_proj_matrix(void)
|
||||
#endif
|
||||
}
|
||||
|
||||
static inline void gl_shader_set_params(unsigned width, unsigned height,
|
||||
static void gl_shader_set_params(unsigned width, unsigned height,
|
||||
unsigned tex_width, unsigned tex_height,
|
||||
unsigned out_width, unsigned out_height,
|
||||
unsigned frame_count,
|
||||
@ -1101,7 +1101,7 @@ static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsi
|
||||
}
|
||||
}
|
||||
|
||||
static inline void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
|
||||
static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
|
||||
{
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
|
||||
glTexSubImage2D(GL_TEXTURE_2D,
|
||||
@ -1109,7 +1109,7 @@ static inline void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, un
|
||||
gl->texture_fmt, frame);
|
||||
}
|
||||
|
||||
static inline void gl_next_texture_index(gl_t *gl, const struct gl_tex_info *tex_info)
|
||||
static void gl_next_texture_index(gl_t *gl, const struct gl_tex_info *tex_info)
|
||||
{
|
||||
memmove(gl->prev_info + 1, gl->prev_info, sizeof(*tex_info) * (TEXTURES - 1));
|
||||
memcpy(&gl->prev_info[0], tex_info, sizeof(*tex_info));
|
||||
@ -1130,7 +1130,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
|
||||
if (gl->fbo_inited)
|
||||
{
|
||||
// Recompute FBO geometry.
|
||||
// When width/height changes or window sizes change, we have to recalculate geometry of our FBO.
|
||||
// When width/height changes or window sizes change, we have to recalcuate geometry of our FBO.
|
||||
gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height);
|
||||
gl_start_frame_fbo(gl);
|
||||
}
|
||||
|
@ -139,44 +139,18 @@ void *g_gl;
|
||||
GL IMPLEMENTATION
|
||||
============================================================ */
|
||||
|
||||
////////////////// Shaders
|
||||
static bool gl_shader_init(void)
|
||||
{
|
||||
switch (g_settings.video.shader_type)
|
||||
{
|
||||
case RARCH_SHADER_AUTO:
|
||||
{
|
||||
if (*g_settings.video.cg_shader_path && *g_settings.video.bsnes_shader_path)
|
||||
if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0)
|
||||
RARCH_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
|
||||
|
||||
#ifdef HAVE_CG
|
||||
if (*g_settings.video.cg_shader_path)
|
||||
return gl_cg_init(g_settings.video.cg_shader_path);
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_XML
|
||||
if (*g_settings.video.bsnes_shader_path)
|
||||
return gl_glsl_init(g_settings.video.bsnes_shader_path);
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
|
||||
#ifdef HAVE_CG
|
||||
// fall-through
|
||||
case RARCH_SHADER_CG:
|
||||
{
|
||||
return gl_cg_init(g_settings.video.cg_shader_path);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_XML
|
||||
case RARCH_SHADER_BSNES:
|
||||
{
|
||||
return gl_glsl_init(g_settings.video.bsnes_shader_path);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (strlen(g_settings.video.cg_shader_path) > 0)
|
||||
return gl_cg_init(g_settings.video.cg_shader_path);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@ -184,81 +158,22 @@ static bool gl_shader_init(void)
|
||||
return true;
|
||||
}
|
||||
|
||||
static inline void gl_shader_use(unsigned index)
|
||||
{
|
||||
#ifdef HAVE_CG
|
||||
gl_cg_use(index);
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_XML
|
||||
gl_glsl_use(index);
|
||||
#endif
|
||||
}
|
||||
|
||||
static void gl_shader_deinit(void)
|
||||
{
|
||||
#ifdef HAVE_CG
|
||||
gl_cg_deinit();
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_XML
|
||||
gl_glsl_deinit();
|
||||
#endif
|
||||
}
|
||||
|
||||
static inline void gl_shader_set_params(unsigned width, unsigned height,
|
||||
unsigned tex_width, unsigned tex_height,
|
||||
unsigned out_width, unsigned out_height,
|
||||
unsigned frame_count,
|
||||
const struct gl_tex_info *info,
|
||||
const struct gl_tex_info *prev_info,
|
||||
const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
|
||||
{
|
||||
#ifdef HAVE_CG
|
||||
gl_cg_set_params(width, height,
|
||||
tex_width, tex_height,
|
||||
out_width, out_height,
|
||||
frame_count, info, prev_info, fbo_info, fbo_info_cnt);
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_XML
|
||||
gl_glsl_set_params(width, height,
|
||||
tex_width, tex_height,
|
||||
out_width, out_height,
|
||||
frame_count, info, prev_info, fbo_info, fbo_info_cnt);
|
||||
#endif
|
||||
}
|
||||
|
||||
static unsigned gl_shader_num(void)
|
||||
{
|
||||
#ifdef HAVE_CG
|
||||
unsigned num = 0;
|
||||
unsigned cg_num = gl_cg_num();
|
||||
if (cg_num)
|
||||
return cg_num;
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_XML
|
||||
unsigned glsl_num = gl_glsl_num();
|
||||
if (glsl_num)
|
||||
return glsl_num;
|
||||
#endif
|
||||
if (cg_num > num)
|
||||
num = cg_num;
|
||||
|
||||
return 0;
|
||||
return num;
|
||||
}
|
||||
|
||||
static bool gl_shader_filter_type(unsigned index, bool *smooth)
|
||||
{
|
||||
bool valid = false;
|
||||
|
||||
#ifdef HAVE_CG
|
||||
if (!valid)
|
||||
valid = gl_cg_filter_type(index, smooth);
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_XML
|
||||
if (!valid)
|
||||
valid = gl_glsl_filter_type(index, smooth);
|
||||
#endif
|
||||
|
||||
return valid;
|
||||
}
|
||||
@ -267,26 +182,15 @@ void gl_set_fbo_enable (bool enable)
|
||||
{
|
||||
gl_t *gl = g_gl;
|
||||
|
||||
gl->fbo_inited = enable;
|
||||
gl->render_to_tex = enable;
|
||||
gl->fbo_enabled = enable;
|
||||
}
|
||||
|
||||
#ifdef HAVE_FBO
|
||||
static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
|
||||
{
|
||||
scale->valid = false;
|
||||
|
||||
#ifdef HAVE_CG
|
||||
if (!scale->valid)
|
||||
gl_cg_shader_scale(index, scale);
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_XML
|
||||
if (!scale->valid)
|
||||
gl_glsl_shader_scale(index, scale);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
static void gl_create_fbo_textures(gl_t *gl)
|
||||
{
|
||||
@ -317,16 +221,11 @@ static void gl_create_fbo_textures(gl_t *gl)
|
||||
|
||||
void gl_deinit_fbo(gl_t *gl)
|
||||
{
|
||||
if (gl->fbo_inited)
|
||||
{
|
||||
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
|
||||
glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo);
|
||||
memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
|
||||
memset(gl->fbo, 0, sizeof(gl->fbo));
|
||||
gl->fbo_inited = false;
|
||||
gl->render_to_tex = false;
|
||||
gl->fbo_pass = 0;
|
||||
}
|
||||
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
|
||||
glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo);
|
||||
memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
|
||||
memset(gl->fbo, 0, sizeof(gl->fbo));
|
||||
gl->fbo_pass = 0;
|
||||
}
|
||||
|
||||
// Horribly long and complex FBO init :D
|
||||
@ -448,7 +347,6 @@ void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
|
||||
}
|
||||
|
||||
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
|
||||
gl->fbo_inited = true;
|
||||
return;
|
||||
|
||||
error:
|
||||
@ -618,9 +516,9 @@ void gl_frame_menu (void)
|
||||
if(!gl)
|
||||
return;
|
||||
|
||||
gl_shader_use(RARCH_CG_MENU_SHADER_INDEX);
|
||||
gl_cg_use(RARCH_CG_MENU_SHADER_INDEX);
|
||||
|
||||
gl_shader_set_params(gl->win_width, gl->win_height, gl->win_width,
|
||||
gl_cg_set_params(gl->win_width, gl->win_height, gl->win_width,
|
||||
gl->win_height, gl->win_width, gl->win_height, g_frame_count,
|
||||
NULL, NULL, NULL, 0);
|
||||
|
||||
@ -656,120 +554,28 @@ static void ps3graphics_set_orientation(void * data, uint32_t orientation)
|
||||
glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
|
||||
}
|
||||
|
||||
#ifdef HAVE_LIBDBGFONT
|
||||
static void gl_render_msg(gl_t *gl, const char *msg)
|
||||
static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
|
||||
{
|
||||
cellDbgFontPrintf(g_settings.video.msg_pos_x, g_settings.video.msg_pos_y, 1.11f, BLUE, msg);
|
||||
cellDbgFontPrintf(g_settings.video.msg_pos_x, g_settings.video.msg_pos_y, 1.10f, WHITE, msg);
|
||||
cellDbgFontDraw();
|
||||
}
|
||||
#else
|
||||
static void gl_render_msg(gl_t *gl, const char *msg)
|
||||
{
|
||||
(void)gl;
|
||||
(void)msg;
|
||||
}
|
||||
#endif
|
||||
gl_t *gl = data;
|
||||
|
||||
gl_cg_use(1);
|
||||
g_frame_count++;
|
||||
|
||||
static void gl_start_frame_fbo(gl_t *gl)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
|
||||
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
|
||||
gl->render_to_tex = true;
|
||||
//set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true, false);
|
||||
set_viewport_force_full(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height);
|
||||
|
||||
// Need to preserve the "flipped" state when in FBO as well to have
|
||||
// consistent texture coordinates.
|
||||
// We will "flip" it in place on last pass.
|
||||
if (gl->render_to_tex)
|
||||
glVertexPointer(2, GL_FLOAT, 0, vertexes);
|
||||
}
|
||||
|
||||
static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info)
|
||||
{
|
||||
GLfloat fbo_tex_coords[8] = {0.0f};
|
||||
|
||||
// Render the rest of our passes.
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, fbo_tex_coords);
|
||||
|
||||
// It's kinda handy ... :)
|
||||
const struct gl_fbo_rect *prev_rect;
|
||||
const struct gl_fbo_rect *rect;
|
||||
struct gl_tex_info *fbo_info;
|
||||
|
||||
struct gl_tex_info fbo_tex_info[MAX_SHADERS];
|
||||
unsigned fbo_tex_info_cnt = 0;
|
||||
|
||||
// Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO.
|
||||
for (int i = 1; i < gl->fbo_pass; i++)
|
||||
// Render to texture in first pass.
|
||||
if (gl->fbo_enabled)
|
||||
{
|
||||
prev_rect = &gl->fbo_rect[i - 1];
|
||||
rect = &gl->fbo_rect[i];
|
||||
fbo_info = &fbo_tex_info[i - 1];
|
||||
|
||||
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
|
||||
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
|
||||
|
||||
set_texture_coords(fbo_tex_coords, xamt, yamt);
|
||||
|
||||
fbo_info->tex = gl->fbo_texture[i - 1];
|
||||
fbo_info->input_size[0] = prev_rect->img_width;
|
||||
fbo_info->input_size[1] = prev_rect->img_height;
|
||||
fbo_info->tex_size[0] = prev_rect->width;
|
||||
fbo_info->tex_size[1] = prev_rect->height;
|
||||
memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
|
||||
|
||||
glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[i]);
|
||||
gl_shader_use(i + 1);
|
||||
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Render to FBO with certain size.
|
||||
set_viewport_force_full(gl, rect->img_width, rect->img_height);
|
||||
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
|
||||
prev_rect->width, prev_rect->height,
|
||||
gl->vp_width, gl->vp_height, g_frame_count,
|
||||
tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
|
||||
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
|
||||
fbo_tex_info_cnt++;
|
||||
gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height);
|
||||
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
|
||||
glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[0]);
|
||||
set_viewport_force_full(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height);
|
||||
}
|
||||
|
||||
// Render our last FBO texture directly to screen.
|
||||
prev_rect = &gl->fbo_rect[gl->fbo_pass - 1];
|
||||
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
|
||||
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
|
||||
|
||||
set_texture_coords(fbo_tex_coords, xamt, yamt);
|
||||
|
||||
// Render our FBO texture to back buffer.
|
||||
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
|
||||
gl_shader_use(gl->fbo_pass + 1);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
gl->render_to_tex = false;
|
||||
set_viewport(gl, gl->win_width, gl->win_height);
|
||||
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
|
||||
prev_rect->width, prev_rect->height,
|
||||
gl->vp_width, gl->vp_height, g_frame_count,
|
||||
tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
|
||||
|
||||
glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
|
||||
}
|
||||
|
||||
static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsigned pitch)
|
||||
{
|
||||
// Res change. Need to clear out texture.
|
||||
if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]))
|
||||
{
|
||||
//Resolution change, need to clear out texture.
|
||||
gl->last_width[gl->tex_index] = width;
|
||||
gl->last_height[gl->tex_index] = height;
|
||||
|
||||
@ -783,18 +589,19 @@ static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsi
|
||||
|
||||
set_texture_coords(gl->tex_coords, xamt, yamt);
|
||||
}
|
||||
// We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly.
|
||||
else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] ||
|
||||
height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK])
|
||||
else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] || height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK])
|
||||
{
|
||||
// We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly.
|
||||
GLfloat xamt = (GLfloat)width / gl->tex_w;
|
||||
GLfloat yamt = (GLfloat)height / gl->tex_h;
|
||||
set_texture_coords(gl->tex_coords, xamt, yamt);
|
||||
}
|
||||
}
|
||||
|
||||
static inline void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
|
||||
{
|
||||
// Need to preserve the "flipped" state when in FBO as well to have
|
||||
// consistent texture coordinates.
|
||||
if (gl->fbo_enabled)
|
||||
glVertexPointer(2, GL_FLOAT, 0, vertexes);
|
||||
|
||||
size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
|
||||
size_t buffer_stride = gl->tex_w * gl->base_size;
|
||||
const uint8_t *frame_copy = frame;
|
||||
@ -809,65 +616,110 @@ static inline void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, un
|
||||
frame_copy += pitch;
|
||||
buffer_addr += buffer_stride;
|
||||
}
|
||||
}
|
||||
|
||||
static inline void gl_next_texture_index(gl_t *gl, const struct gl_tex_info *tex_info)
|
||||
{
|
||||
memmove(gl->prev_info + 1, gl->prev_info, sizeof(*tex_info) * (TEXTURES - 1));
|
||||
memcpy(&gl->prev_info[0], tex_info, sizeof(*tex_info));
|
||||
gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
|
||||
}
|
||||
|
||||
static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
|
||||
{
|
||||
gl_t *gl = data;
|
||||
|
||||
gl_shader_use(1);
|
||||
g_frame_count++;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
|
||||
|
||||
#ifdef HAVE_FBO
|
||||
// Render to texture in first pass.
|
||||
if (gl->fbo_inited)
|
||||
{
|
||||
// Recompute FBO geometry.
|
||||
// When width/height changes or window sizes change, we have to recalculate geometry of our FBO.
|
||||
gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height);
|
||||
gl_start_frame_fbo(gl);
|
||||
}
|
||||
#endif
|
||||
|
||||
gl_update_input_size(gl, width, height, pitch);
|
||||
|
||||
gl_copy_frame(gl, frame, width, height, pitch);
|
||||
|
||||
struct gl_tex_info tex_info = {0};
|
||||
tex_info.tex = gl->texture[gl->tex_index];
|
||||
tex_info.input_size[0] = width;
|
||||
tex_info.input_size[1] = height;
|
||||
tex_info.tex_size[0] = gl->tex_w;
|
||||
tex_info.tex_size[1] = gl->tex_h;
|
||||
struct gl_tex_info tex_info = {
|
||||
.tex = gl->texture[gl->tex_index],
|
||||
.input_size = {width, height},
|
||||
.tex_size = {gl->tex_w, gl->tex_h}
|
||||
};
|
||||
|
||||
struct gl_tex_info fbo_tex_info[MAX_SHADERS];
|
||||
unsigned fbo_tex_info_cnt = 0;
|
||||
memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords));
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
gl_shader_set_params(width, height,
|
||||
gl_cg_set_params(width, height,
|
||||
gl->tex_w, gl->tex_h,
|
||||
gl->vp_width, gl->vp_height,
|
||||
g_frame_count, &tex_info, gl->prev_info, NULL, 0);
|
||||
g_frame_count, &tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
|
||||
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
|
||||
#ifdef HAVE_FBO
|
||||
if (gl->fbo_inited)
|
||||
gl_frame_fbo(gl, &tex_info);
|
||||
#endif
|
||||
if (gl->fbo_enabled)
|
||||
{
|
||||
GLfloat fbo_tex_coords[8] = {0.0f};
|
||||
|
||||
gl_next_texture_index(gl, &tex_info);
|
||||
// Render the rest of our passes.
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, fbo_tex_coords);
|
||||
|
||||
// It's kinda handy ... :)
|
||||
const struct gl_fbo_rect *prev_rect;
|
||||
const struct gl_fbo_rect *rect;
|
||||
struct gl_tex_info *fbo_info;
|
||||
|
||||
// Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO.
|
||||
for (int i = 1; i < gl->fbo_pass; i++)
|
||||
{
|
||||
prev_rect = &gl->fbo_rect[i - 1];
|
||||
rect = &gl->fbo_rect[i];
|
||||
fbo_info = &fbo_tex_info[i - 1];
|
||||
|
||||
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
|
||||
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
|
||||
|
||||
set_texture_coords(fbo_tex_coords, xamt, yamt);
|
||||
|
||||
fbo_info->tex = gl->fbo_texture[i - 1];
|
||||
fbo_info->input_size[0] = prev_rect->img_width;
|
||||
fbo_info->input_size[1] = prev_rect->img_height;
|
||||
fbo_info->tex_size[0] = prev_rect->width;
|
||||
fbo_info->tex_size[1] = prev_rect->height;
|
||||
memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
|
||||
|
||||
glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[i]);
|
||||
gl_cg_use(i + 1);
|
||||
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Render to FBO with certain size.
|
||||
set_viewport_force_full(gl, rect->img_width, rect->img_height);
|
||||
gl_cg_set_params(prev_rect->img_width, prev_rect->img_height,
|
||||
prev_rect->width, prev_rect->height,
|
||||
gl->vp_width, gl->vp_height, g_frame_count,
|
||||
&tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
|
||||
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
|
||||
fbo_tex_info_cnt++;
|
||||
}
|
||||
|
||||
// Render our last FBO texture directly to screen.
|
||||
prev_rect = &gl->fbo_rect[gl->fbo_pass - 1];
|
||||
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
|
||||
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
|
||||
|
||||
set_texture_coords(fbo_tex_coords, xamt, yamt);
|
||||
|
||||
// Render our FBO texture to back buffer.
|
||||
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
|
||||
gl_cg_use(gl->fbo_pass + 1);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
set_viewport(gl, gl->win_width, gl->win_height);
|
||||
gl_cg_set_params(prev_rect->img_width, prev_rect->img_height,
|
||||
prev_rect->width, prev_rect->height,
|
||||
gl->vp_width, gl->vp_height, g_frame_count,
|
||||
&tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
|
||||
|
||||
glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
|
||||
}
|
||||
|
||||
memmove(gl->prev_info + 1, gl->prev_info, sizeof(tex_info) * (TEXTURES - 1));
|
||||
memcpy(&gl->prev_info[0], &tex_info, sizeof(tex_info));
|
||||
gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
|
||||
|
||||
if (msg)
|
||||
gl_render_msg(gl, msg);
|
||||
{
|
||||
cellDbgFontPrintf(g_settings.video.msg_pos_x, g_settings.video.msg_pos_y, 1.11f, BLUE, msg);
|
||||
cellDbgFontPrintf(g_settings.video.msg_pos_x, g_settings.video.msg_pos_y, 1.10f, WHITE, msg);
|
||||
cellDbgFontDraw();
|
||||
}
|
||||
|
||||
if(!gl->block_swap)
|
||||
psglSwap();
|
||||
@ -892,7 +744,8 @@ static void gl_free(void *data)
|
||||
|
||||
gl_t *gl = data;
|
||||
|
||||
gl_shader_deinit();
|
||||
gl_cg_deinit();
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
@ -1034,9 +887,9 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
|
||||
gl->keep_aspect = video->force_aspect;
|
||||
|
||||
// Apparently need to set viewport for passes when we aren't using FBOs.
|
||||
gl_shader_use(0);
|
||||
gl_cg_use(0);
|
||||
set_viewport(gl, gl->win_width, gl->win_height);
|
||||
gl_shader_use(1);
|
||||
gl_cg_use(1);
|
||||
set_viewport(gl, gl->win_width, gl->win_height);
|
||||
|
||||
bool force_smooth = false;
|
||||
@ -1351,7 +1204,7 @@ void ps3_set_filtering(unsigned index, bool set_smooth)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST);
|
||||
}
|
||||
}
|
||||
else if (index >= 2 && gl->fbo_inited)
|
||||
else if (index >= 2 && gl->fbo_enabled)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[index - 2]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST);
|
||||
@ -1386,6 +1239,7 @@ void ps3graphics_video_init(bool get_all_resolutions)
|
||||
video_info.smooth = g_settings.video.smooth;
|
||||
video_info.input_scale = 2;
|
||||
g_gl = gl_init(&video_info, NULL, NULL);
|
||||
gl_set_fbo_enable(g_console.fbo_enabled);
|
||||
|
||||
gl_t * gl = g_gl;
|
||||
|
||||
|
@ -72,9 +72,7 @@ typedef struct gl
|
||||
GLuint fbo_texture[MAX_SHADERS];
|
||||
struct gl_fbo_rect fbo_rect[MAX_SHADERS];
|
||||
struct gl_fbo_scale fbo_scale[MAX_SHADERS];
|
||||
bool render_to_tex;
|
||||
int fbo_pass;
|
||||
bool fbo_inited;
|
||||
#endif
|
||||
GLuint menu_texture_id;
|
||||
GLuint pbo;
|
||||
|
Loading…
Reference in New Issue
Block a user