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Merge pull request #8453 from unknownbrackets/softgpu
Use more common code in softgpu, add normal UV gen
This commit is contained in:
commit
afc212b228
@ -235,13 +235,21 @@ static inline void GetTextureCoordinates(const VertexData& v0, const VertexData&
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Vec3<float> source;
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switch (gstate.getUVProjMode()) {
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case GE_PROJMAP_POSITION:
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source = ((v0.modelpos * w0 + v1.modelpos * w1 + v2.modelpos * w2) / (w0+w1+w2));
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source = (v0.modelpos * w0 + v1.modelpos * w1 + v2.modelpos * w2) / (w0 + w1 + w2);
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break;
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case GE_PROJMAP_UV:
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source = Vec3f((v0.texturecoords * w0 + v1.texturecoords * w1 + v2.texturecoords * w2) / (w0 + w1 + w2), 0.0f);
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break;
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case GE_PROJMAP_NORMALIZED_NORMAL:
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source = (v0.normal.Normalized() * w0 + v1.normal.Normalized() * w1 + v2.normal.Normalized() * w2) / (w0 + w1 + w2);
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break;
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case GE_PROJMAP_NORMAL:
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source = (v0.normal * w0 + v1.normal * w1 + v2.normal * w2) / (w0 + w1 + w2);
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break;
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default:
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ERROR_LOG_REPORT(G3D, "Software: Unsupported UV projection mode %x", gstate.getUVProjMode());
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break;
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@ -29,6 +29,7 @@
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#include "Core/MIPS/MIPS.h"
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#include "Core/Reporting.h"
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#include "gfx/gl_common.h"
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#include "gfx_es2/glsl_program.h"
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#include "gfx_es2/gpu_features.h"
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#include "profiler/profiler.h"
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@ -39,10 +40,7 @@
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static GLuint temp_texture = 0;
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static GLint attr_pos = -1, attr_tex = -1;
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static GLint uni_tex = -1;
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static GLuint program;
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static GLSLProgram *program;
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static GLuint vao;
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static GLuint vbuf;
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@ -52,73 +50,6 @@ FormatBuffer fb;
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FormatBuffer depthbuf;
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u32 clut[4096];
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GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShader)
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{
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// generate objects
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GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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GLuint programID = glCreateProgram();
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// compile vertex shader
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glShaderSource(vertexShaderID, 1, &vertexShader, NULL);
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glCompileShader(vertexShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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GLint Result = GL_FALSE;
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char stringBuffer[1024];
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GLsizei stringBufferUsage = 0;
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glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage) {
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// not nice
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} else if (!Result) {
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// not nice
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} else {
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// not nice
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}
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bool shader_errors = !Result;
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#endif
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// compile fragment shader
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glShaderSource(fragmentShaderID, 1, &fragmentShader, NULL);
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glCompileShader(fragmentShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage) {
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// not nice
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} else if (!Result) {
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// not nice
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} else {
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// not nice
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}
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shader_errors |= !Result;
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#endif
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// link them
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glAttachShader(programID, vertexShaderID);
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glAttachShader(programID, fragmentShaderID);
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glLinkProgram(programID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetProgramiv(programID, GL_LINK_STATUS, &Result);
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glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage) {
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// not nice
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} else if (!Result && !shader_errors) {
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// not nice
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}
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#endif
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// cleanup
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glDeleteShader(vertexShaderID);
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glDeleteShader(fragmentShaderID);
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return programID;
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}
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SoftGPU::SoftGPU()
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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@ -130,32 +61,30 @@ SoftGPU::SoftGPU()
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#ifdef USING_GLES2
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"#version 100\n"
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#endif
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"varying vec2 TexCoordOut;\n"
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"uniform sampler2D Texture;\n"
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"varying vec2 texcoord;\n"
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"uniform sampler2D sampler0;\n"
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"void main() {\n"
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" vec4 tmpcolor;\n"
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" tmpcolor = texture2D(Texture, TexCoordOut);\n"
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" gl_FragColor = tmpcolor;\n"
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" gl_FragColor = texture2D(sampler0, texcoord);\n"
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"}\n";
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static const char *vertShaderText =
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#ifdef USING_GLES2
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"#version 100\n"
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#endif
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"attribute vec4 pos;\n"
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"attribute vec2 TexCoordIn;\n "
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"varying vec2 TexCoordOut;\n "
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord0;\n "
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"varying vec2 texcoord;\n "
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"void main() {\n"
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" gl_Position = pos;\n"
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" TexCoordOut = TexCoordIn;\n"
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" gl_Position = a_position;\n"
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" texcoord = a_texcoord0;\n"
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"}\n";
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program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
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glUseProgram(program);
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uni_tex = glGetUniformLocation(program, "Texture");
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attr_pos = glGetAttribLocation(program, "pos");
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attr_tex = glGetAttribLocation(program, "TexCoordIn");
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std::string errorString;
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program = glsl_create_source(vertShaderText, fragShaderText, &errorString);
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if (!program) {
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ERROR_LOG_REPORT(G3D, "Failed to compile softgpu program! This shouldn't happen.\n%s", errorString.c_str());
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} else {
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glsl_bind(program);
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}
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if (gl_extensions.ARB_vertex_array_object) {
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glGenVertexArrays(1, &vao);
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@ -172,9 +101,20 @@ SoftGPU::SoftGPU()
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displayFormat_ = GE_FORMAT_8888;
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}
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void SoftGPU::DeviceLost() {
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if (vao != 0) {
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// These deletes will likely fail, but let's try just in case.
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glDeleteVertexArrays(1, &vao);
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glDeleteBuffers(1, &vbuf);
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbuf);
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}
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}
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SoftGPU::~SoftGPU()
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{
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glDeleteProgram(program);
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glsl_destroy(program);
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glDeleteTextures(1, &temp_texture);
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if (vao != 0) {
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glDeleteVertexArrays(1, &vao);
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@ -251,10 +191,10 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight)
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delete[] buf;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_Config.iBufFilter == SCALE_NEAREST ? GL_NEAREST : GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, g_Config.iBufFilter == SCALE_NEAREST ? GL_NEAREST : GL_LINEAR);
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glUseProgram(program);
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glsl_bind(program);
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float x, y, w, h;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, dstwidth, dstheight, ROTATION_LOCKED_HORIZONTAL);
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@ -292,23 +232,23 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight)
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glBufferSubData(GL_ARRAY_BUFFER, sizeof(verts), sizeof(texverts), texverts);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, (void *)sizeof(verts));
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glVertexAttribPointer(program->a_position, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 0, (void *)sizeof(verts));
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
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glVertexAttribPointer(program->a_position, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 0, texverts);
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}
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glEnableVertexAttribArray(attr_pos);
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glEnableVertexAttribArray(attr_tex);
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glUniform1i(uni_tex, 0);
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glEnableVertexAttribArray(program->a_position);
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glEnableVertexAttribArray(program->a_texcoord0);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(program->sampler0, 0);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(attr_pos);
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glDisableVertexAttribArray(attr_tex);
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glDisableVertexAttribArray(program->a_position);
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glDisableVertexAttribArray(program->a_texcoord0);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -66,7 +66,7 @@ public:
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bool PerformStencilUpload(u32 dest, int size) override;
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void ClearCacheNextFrame() override {}
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void DeviceLost() override {}
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void DeviceLost() override;
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void DumpNextFrame() override {}
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void Resized() override {}
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@ -273,8 +273,7 @@ void GameSettingsScreen::CreateViews() {
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texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
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static const char *bufFilters[] = { "Linear", "Nearest", };
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PopupMultiChoice *bufFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
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bufFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
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#ifdef ANDROID
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graphicsSettings->Add(new ItemHeader(gr->T("Cardboard Settings", "Cardboard Settings")));
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