Start implementing access to previous texture.

This commit is contained in:
Themaister 2011-07-03 15:39:35 +02:00
parent d81b9ee0a7
commit 508cfdbda7
6 changed files with 133 additions and 48 deletions

104
gfx/gl.c
View File

@ -125,7 +125,9 @@ static inline bool load_gl_proc(void) { return true; }
typedef struct gl
{
bool vsync;
GLuint texture;
GLuint texture[2];
unsigned tex_index; // For use with PREV.
struct gl_tex_info prev_info;
GLuint tex_filter;
void *empty_buf;
@ -153,8 +155,8 @@ typedef struct gl
unsigned win_height;
unsigned vp_width, vp_out_width;
unsigned vp_height, vp_out_height;
unsigned last_width;
unsigned last_height;
unsigned last_width[2];
unsigned last_height[2];
unsigned tex_w, tex_h;
GLfloat tex_coords[8];
#ifdef HAVE_FBO
@ -255,20 +257,21 @@ static void gl_shader_set_params(unsigned width, unsigned 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, fbo_info, fbo_info_cnt);
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, fbo_info, fbo_info_cnt);
frame_count, info, prev_info, fbo_info, fbo_info_cnt);
#endif
}
@ -338,7 +341,7 @@ static inline void gl_init_font(gl_t *gl, const char *font_path, unsigned font_s
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, gl->texture);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
else
SSNES_WARN("Couldn't init font renderer with font \"%s\"...\n", font_path);
@ -653,7 +656,7 @@ static void gl_render_msg(gl_t *gl, const char *msg)
// Go back to old rendering path.
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes_flipped);
glBindTexture(GL_TEXTURE_2D, gl->texture);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
glDisable(GL_BLEND);
#endif
}
@ -712,6 +715,10 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
gl_shader_use(1);
gl->frame_count++;
#if defined(HAVE_XML) || defined(HAVE_CG)
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
#endif
#ifdef HAVE_FBO
// Render to texture in first pass.
if (gl->fbo_inited)
@ -767,7 +774,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
last_max_height = gl->fbo_rect[i].max_img_height;
}
glBindTexture(GL_TEXTURE_2D, gl->texture);
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);
@ -814,7 +821,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
}
// Go back to what we're supposed to do, render to FBO #0 :D
glBindTexture(GL_TEXTURE_2D, gl->texture);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true);
}
@ -823,10 +830,10 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
#endif
}
if ((width != gl->last_width || height != gl->last_height) && gl->empty_buf) // Res change. need to clear out texture.
if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf) // Res change. need to clear out texture.
{
gl->last_width = width;
gl->last_height = height;
gl->last_width[gl->tex_index] = width;
gl->last_height[gl->tex_index] = height;
glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch));
glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w);
@ -839,13 +846,13 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
set_texture_coords(gl->tex_coords, xamt, yamt);
}
// Work around a certain issue a Cg where not using TEXUNIT0
// in shader causes cgGLEnableTextureParameter() causes it
// to bind to TEXUNIT0, to avoid really funny bugs, rebind
// our texture.
#ifdef HAVE_CG
glBindTexture(GL_TEXTURE_2D, gl->texture);
#if defined(HAVE_XML) || defined(HAVE_CG)
else if (width != gl->last_width[1 - gl->tex_index] || height != gl->last_height[1 - gl->tex_index])
{
GLfloat xamt = (GLfloat)width / gl->tex_w;
GLfloat yamt = (GLfloat)height / gl->tex_h;
set_texture_coords(gl->tex_coords, xamt, yamt);
}
#endif
#ifdef HAVE_FBO
@ -861,7 +868,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
gl->texture_fmt, frame);
struct gl_tex_info tex_info = {
.tex = gl->texture,
.tex = gl->texture[gl->tex_index],
.input_size = {width, height},
.tex_size = {gl->tex_w, gl->tex_h}
};
@ -871,7 +878,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
glClear(GL_COLOR_BUFFER_BIT);
gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height, gl->frame_count,
&tex_info, fbo_tex_info, fbo_tex_info_cnt);
&tex_info, &gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glDrawArrays(GL_QUADS, 0, 4);
@ -916,7 +923,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, gl->frame_count,
&tex_info, fbo_tex_info, fbo_tex_info_cnt);
&tex_info, &gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glDrawArrays(GL_QUADS, 0, 4);
@ -942,7 +949,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, gl->frame_count,
&tex_info, fbo_tex_info, fbo_tex_info_cnt);
&tex_info, &gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes_flipped);
glDrawArrays(GL_QUADS, 0, 4);
@ -951,6 +958,11 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
}
#endif
#if defined(HAVE_XML) || defined(HAVE_CG)
memcpy(&gl->prev_info, &tex_info, sizeof(tex_info));
gl->tex_index = 1 - gl->tex_index;
#endif
if (msg)
gl_render_msg(gl, msg);
@ -970,7 +982,7 @@ static void gl_free(void *data)
gl_shader_deinit();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteTextures(1, &gl->texture);
glDeleteTextures(2, gl->texture);
#ifdef HAVE_FBO
if (gl->fbo_inited)
@ -1133,15 +1145,18 @@ static void* gl_init(const video_info_t *video, const input_driver_t **input, vo
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glGenTextures(1, &gl->texture);
glGenTextures(2, gl->texture);
glBindTexture(GL_TEXTURE_2D, gl->texture);
for (unsigned i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->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_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->tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@ -1155,15 +1170,30 @@ static void* gl_init(const video_info_t *video, const input_driver_t **input, vo
gl->tex_w = 256 * video->input_scale;
gl->tex_h = 256 * video->input_scale;
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, gl->tex_w, gl->tex_h, 0, gl->texture_type,
gl->texture_fmt, NULL);
// Empty buffer that we use to clear out the texture with on res change.
gl->empty_buf = calloc(gl->base_size, gl->tex_w * gl->tex_h);
gl->last_width = gl->tex_w;
gl->last_height = gl->tex_h;
for (unsigned i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, gl->tex_w, gl->tex_h, 0, gl->texture_type,
gl->texture_fmt, gl->empty_buf ? gl->empty_buf : NULL);
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
for (unsigned i = 0; i < 2; i++)
{
gl->last_width[i] = gl->tex_w;
gl->last_height[i] = gl->tex_h;
}
gl->prev_info.tex = gl->texture[1 - gl->tex_index];
gl->prev_info.input_size[0] = gl->tex_w;
gl->prev_info.tex_size[0] = gl->tex_w;
gl->prev_info.input_size[1] = gl->tex_h;
gl->prev_info.tex_size[1] = gl->tex_h;
memcpy(gl->prev_info.coord, tex_coords, sizeof(tex_coords));
// Hook up SDL input driver to get SDL_QUIT events and RESIZE.
sdl_input_t *sdl_input = input_sdl.init();
@ -1222,7 +1252,7 @@ static bool gl_xml_shader(void *data, const char *path)
gl->render_to_tex = false;
gl->fbo_pass = 0;
glBindTexture(GL_TEXTURE_2D, gl->texture);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
#endif

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@ -101,9 +101,9 @@ struct gl_fbo_scale
struct gl_tex_info
{
GLuint tex;
float input_size[2];
float tex_size[2];
float coord[8];
GLfloat input_size[2];
GLfloat tex_size[2];
GLfloat coord[8];
};
// Not legal to cast void* to fn-pointer. Need dirty hack to be compilant.

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@ -112,6 +112,7 @@ struct cg_program
struct cg_fbo_params fbo[MAX_SHADERS];
struct cg_fbo_params orig;
struct cg_fbo_params prev;
};
#define FILTER_UNSPEC 0
@ -148,6 +149,7 @@ void gl_cg_set_params(unsigned width, unsigned 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)
{
@ -169,7 +171,6 @@ void gl_cg_set_params(unsigned width, unsigned height,
if (param)
{
cgGLSetTextureParameter(param, info->tex);
//fprintf(stderr, "ORIGtex = (%d) %d\n", cgGLGetTextureParameter(param), cgGLGetTextureEnum(param) - GL_TEXTURE0);
cgGLEnableTextureParameter(param);
}
@ -183,6 +184,24 @@ void gl_cg_set_params(unsigned width, unsigned height,
cgGLEnableClientState(prg[active_index].orig.coord);
}
// Set prev texture
param = prg[active_index].prev.tex;
if (param)
{
cgGLSetTextureParameter(param, prev_info->tex);
cgGLEnableTextureParameter(param);
}
set_param_2f(prg[active_index].prev.vid_size_v, prev_info->input_size[0], prev_info->input_size[1]);
set_param_2f(prg[active_index].prev.vid_size_f, prev_info->input_size[0], prev_info->input_size[1]);
set_param_2f(prg[active_index].prev.tex_size_v, prev_info->tex_size[0], prev_info->tex_size[1]);
set_param_2f(prg[active_index].prev.tex_size_f, prev_info->tex_size[0], prev_info->tex_size[1]);
if (prg[active_index].prev.coord)
{
cgGLSetParameterPointer(prg[active_index].prev.coord, 2, GL_FLOAT, 0, prev_info->coord);
cgGLEnableClientState(prg[active_index].prev.coord);
}
// Set lookup textures.
for (unsigned i = 0; i < lut_textures_num; i++)
{
@ -191,7 +210,6 @@ void gl_cg_set_params(unsigned width, unsigned height,
{
cgGLSetTextureParameter(param, lut_textures[i]);
cgGLEnableTextureParameter(param);
//fprintf(stderr, "LUTtex = (%d) %d\n", cgGLGetTextureParameter(param), cgGLGetTextureEnum(param) - GL_TEXTURE0);
}
}
@ -908,6 +926,13 @@ bool gl_cg_init(const char *path)
prg[i].orig.tex_size_f = cgGetNamedParameter(prg[i].fprg, "ORIG.texture_size");
prg[i].orig.coord = cgGetNamedParameter(prg[i].vprg, "ORIG.tex_coord");
prg[i].prev.tex = cgGetNamedParameter(prg[i].fprg, "PREV.texture");
prg[i].prev.vid_size_v = cgGetNamedParameter(prg[i].vprg, "PREV.video_size");
prg[i].prev.vid_size_f = cgGetNamedParameter(prg[i].fprg, "PREV.video_size");
prg[i].prev.tex_size_v = cgGetNamedParameter(prg[i].vprg, "PREV.texture_size");
prg[i].prev.tex_size_f = cgGetNamedParameter(prg[i].fprg, "PREV.texture_size");
prg[i].prev.coord = cgGetNamedParameter(prg[i].vprg, "PREV.tex_coord");
for (unsigned j = 0; j < i - 1; j++)
{
char attr_buf[64];

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@ -33,6 +33,7 @@ void gl_cg_set_params(unsigned width, unsigned 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);
void gl_cg_use(unsigned index);

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@ -1005,8 +1005,16 @@ void gl_glsl_set_params(unsigned width, unsigned 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)
{
// We enforce a certain layout for our various texture types in the texunits.
// Unit 0: Regular SNES frame (rubyTexture).
// Unit 1-A: LUT textures.
// Unit A+1: Previous texture.
// Unit A+2: Original texture.
// Unit A+3-B: FBO textures.
if (glsl_enable && gl_program[active_index] > 0)
{
GLint location;
@ -1032,15 +1040,34 @@ void gl_glsl_set_params(unsigned width, unsigned height,
pglUniform1i(location, i + 1);
}
// Set previous texture.
pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
glBindTexture(GL_TEXTURE_2D, prev_info->tex);
location = pglGetUniformLocation(gl_program[active_index], "rubyPrevTexture");
pglUniform1i(location, gl_teximage_cnt + 1);
location = pglGetUniformLocation(gl_program[active_index], "rubyPrevTextureSize");
pglUniform2fv(location, 1, prev_info->tex_size);
location = pglGetUniformLocation(gl_program[active_index], "rubyPrevInputSize");
pglUniform2fv(location, 1, prev_info->input_size);
// Pass texture coordinates.
location = pglGetAttribLocation(gl_program[active_index], "rubyPrevTexCoord");
if (location >= 0)
{
pglEnableVertexAttribArray(location);
pglVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, prev_info->coord);
}
// Set original texture unless we're in first pass (pointless).
if (active_index > 1)
{
// Bind original texture.
pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 2);
glBindTexture(GL_TEXTURE_2D, info->tex);
location = pglGetUniformLocation(gl_program[active_index], "rubyOrigTexture");
pglUniform1i(location, gl_teximage_cnt + 1);
pglUniform1i(location, gl_teximage_cnt + 2);
location = pglGetUniformLocation(gl_program[active_index], "rubyOrigTextureSize");
pglUniform2fv(location, 1, info->tex_size);
@ -1055,7 +1082,7 @@ void gl_glsl_set_params(unsigned width, unsigned height,
pglVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, info->coord);
}
GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 2;
GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 3;
// Bind new texture in the chain.
if (fbo_info_cnt > 0)
@ -1093,14 +1120,15 @@ void gl_glsl_set_params(unsigned width, unsigned height,
else
{
// First pass, so unbind everything to avoid collitions.
pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
// Unbind ORIG.
pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 2);
glBindTexture(GL_TEXTURE_2D, 0);
GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 2;
GLuint base_tex = GL_TEXTURE0 + gl_teximage_cnt + 3;
// Unbind any lurking FBO passes.
// Rendering to a texture that is bound to a texture unit
// sounds very shaky ... ;)
for (int i = 0; i < gl_num_programs; i++)
for (unsigned i = 0; i < gl_num_programs; i++)
{
pglActiveTexture(GL_TEXTURE0 + base_tex + i);
glBindTexture(GL_TEXTURE_2D, 0);

View File

@ -33,6 +33,7 @@ void gl_glsl_set_params(unsigned width, unsigned height,
unsigned out_width, unsigned out_height,
unsigned frame_counter,
const struct gl_tex_info *info,
const struct gl_tex_info *prev_info,
const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt);
void gl_glsl_use(unsigned index);