Revert "(PS3) ps3_video_psgl.c cleanups #2"

This reverts commit 8aafbf63b8.
This commit is contained in:
Twinaphex 2012-05-25 21:40:19 +02:00
parent 3649376c03
commit 417cb55a6e
3 changed files with 138 additions and 286 deletions

View File

@ -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);
}

View File

@ -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;

View File

@ -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;