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Path to check initial texture with GLSL.
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29
gfx/gl.c
29
gfx/gl.c
@ -110,12 +110,9 @@ static inline bool load_gl_proc(void)
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{
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LOAD_SYM(glClientActiveTexture);
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LOAD_SYM(glActiveTexture);
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return pglClientActiveTexture && pglActiveTexture;
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}
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#else
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#define pglClientActiveTexture glClientActiveTexture
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#define pglActiveTexture glActiveTexture
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static inline bool load_gl_proc(void) { return true; }
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#endif
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@ -251,14 +248,21 @@ static void gl_shader_set_proj_matrix(void)
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static void gl_shader_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count)
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unsigned frame_count,
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const struct gl_tex_info *info)
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{
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#ifdef HAVE_CG
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gl_cg_set_params(width, height, tex_width, tex_height, out_width, out_height, frame_count);
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gl_cg_set_params(width, height,
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tex_width, tex_height,
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out_width, out_height,
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frame_count, info);
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#endif
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#ifdef HAVE_XML
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gl_glsl_set_params(width, height, tex_width, tex_height, out_width, out_height, frame_count);
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gl_glsl_set_params(width, height,
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tex_width, tex_height,
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out_width, out_height,
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frame_count, info);
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#endif
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}
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@ -767,8 +771,15 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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#endif
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}
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struct gl_tex_info tex_info = {
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.tex = gl->texture,
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.input_size = {width, height},
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.tex_size = {gl->tex_w, gl->tex_h},
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.coord = gl->tex_coords
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};
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glClear(GL_COLOR_BUFFER_BIT);
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gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height, gl->frame_count);
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gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height, gl->frame_count, &tex_info);
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if (width != gl->last_width || height != gl->last_height) // Res change. need to clear out texture.
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{
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@ -834,7 +845,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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// Render to FBO with certain size.
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set_viewport(gl, rect->img_width, rect->img_height, true);
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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);
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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);
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glDrawArrays(GL_QUADS, 0, 4);
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}
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@ -855,7 +866,7 @@ static bool gl_frame(void *data, const void* frame, unsigned width, unsigned hei
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glClear(GL_COLOR_BUFFER_BIT);
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gl->render_to_tex = false;
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set_viewport(gl, gl->win_width, gl->win_height, false);
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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);
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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);
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
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glDrawArrays(GL_QUADS, 0, 4);
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@ -98,6 +98,14 @@ struct gl_fbo_scale
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bool valid;
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};
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struct gl_tex_info
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{
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GLuint tex;
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float input_size[2];
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float tex_size[2];
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const float *coord;
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};
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// Windows ... <_<
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#if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32)
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extern PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture;
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@ -93,8 +93,10 @@ void gl_cg_set_proj_matrix(void)
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void gl_cg_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count)
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unsigned frame_count,
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const struct gl_tex_info *info)
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{
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(void)info;
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if (cg_active)
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{
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cgGLSetParameter2f(prg[active_index].vid_size_f, width, height);
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@ -31,7 +31,8 @@ void gl_cg_set_proj_matrix(void);
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void gl_cg_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count);
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unsigned frame_count,
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const struct gl_tex_info *info);
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void gl_cg_use(unsigned index);
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@ -61,6 +61,9 @@
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#define pglGetProgramInfoLog glGetProgramInfoLog
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#define pglDeleteProgram glDeleteProgram
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#define pglGetAttachedShaders glGetAttachedShaders
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#define pglGetAttribLocation glGetAttribLocation
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#define pglEnableVertexAttribArray glEnableVertexAttribArray
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#define pglVertexAttribPointer glVertexAttribPointer
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#else
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static PFNGLCREATEPROGRAMPROC pglCreateProgram = NULL;
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static PFNGLUSEPROGRAMPROC pglUseProgram = NULL;
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@ -81,6 +84,9 @@ static PFNGLGETPROGRAMIVPROC pglGetProgramiv = NULL;
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static PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog = NULL;
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static PFNGLDELETEPROGRAMPROC pglDeleteProgram = NULL;
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static PFNGLGETATTACHEDSHADERSPROC pglGetAttachedShaders = NULL;
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static PFNGLGETATTRIBLOCATIONPROC pglGetAttribLocation = NULL;
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static PFNGLENABLEVERTEXATTRIBARRAYPROC pglEnableVertexAttribArray = NULL;
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static PFNGLVERTEXATTRIBPOINTERPROC pglVertexAttribPointer = NULL;
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#endif
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#define MAX_PROGRAMS 16
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@ -597,6 +603,9 @@ bool gl_glsl_init(const char *path)
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LOAD_GL_SYM(GetProgramInfoLog);
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LOAD_GL_SYM(DeleteProgram);
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LOAD_GL_SYM(GetAttachedShaders);
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LOAD_GL_SYM(GetAttribLocation);
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LOAD_GL_SYM(EnableVertexAttribArray);
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LOAD_GL_SYM(VertexAttribPointer);
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#endif
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SSNES_LOG("Checking GLSL shader support ...\n");
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@ -608,7 +617,9 @@ bool gl_glsl_init(const char *path)
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&& pglDetachShader && pglLinkProgram && pglGetUniformLocation
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&& pglUniform1i && pglUniform2fv && pglUniform4fv
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&& pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog
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&& pglDeleteProgram && pglGetAttachedShaders;
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&& pglDeleteProgram && pglGetAttachedShaders
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&& pglGetAttribLocation && pglEnableVertexAttribArray
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&& pglVertexAttribPointer;
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#endif
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if (!shader_support)
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@ -701,7 +712,8 @@ void gl_glsl_deinit(void)
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void gl_glsl_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count)
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unsigned frame_count,
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const struct gl_tex_info *info)
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{
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if (glsl_enable && gl_program[active_index] > 0)
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{
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@ -727,6 +739,37 @@ void gl_glsl_set_params(unsigned width, unsigned height,
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location = pglGetUniformLocation(gl_program[active_index], gl_teximage_uniforms[i]);
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pglUniform1i(location, i + 1);
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}
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// Set original texture unless we're in first pass (pointless).
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if (active_index > 1)
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{
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pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
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glBindTexture(GL_TEXTURE_2D, info->tex);
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location = pglGetUniformLocation(gl_program[active_index], "rubyOrigTexture");
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pglUniform1i(location, gl_teximage_cnt + 1);
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location = pglGetUniformLocation(gl_program[active_index], "rubyOrigTextureSize");
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pglUniform2fv(location, 1, info->tex_size);
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location = pglGetUniformLocation(gl_program[active_index], "rubyOrigInputSize");
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pglUniform2fv(location, 1, info->input_size);
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// Pass texture coordinates.
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location = pglGetAttribLocation(gl_program[active_index], "rubyOrigTexCoord");
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if (location >= 0)
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{
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pglEnableVertexAttribArray(location);
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pglVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 0, info->coord);
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}
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pglActiveTexture(GL_TEXTURE0);
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}
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else
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{
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pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1);
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glBindTexture(GL_TEXTURE_2D, 0);
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pglActiveTexture(GL_TEXTURE0);
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}
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}
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}
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@ -31,7 +31,8 @@ void gl_glsl_set_proj_matrix(void);
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void gl_glsl_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_counter);
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unsigned frame_counter,
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const struct gl_tex_info *info);
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void gl_glsl_use(unsigned index);
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