forked from dolphin-emu/dolphin
		
	We are used to use the texture parameter for all util draw calls, but AMD seems to have a bug where they use the sampler parameter of stage 0 if no sampler is bound to the used stage. So as workaround (and a bit as nicer code), we now use sampler objects everywhere.
		
			
				
	
	
		
			327 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			327 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2009 Dolphin Emulator Project
 | 
						|
// Licensed under GPLv2+
 | 
						|
// Refer to the license.txt file included.
 | 
						|
 | 
						|
#include "Common/CommonPaths.h"
 | 
						|
#include "Common/FileUtil.h"
 | 
						|
#include "Common/StringUtil.h"
 | 
						|
 | 
						|
#include "VideoBackends/OGL/FramebufferManager.h"
 | 
						|
#include "VideoBackends/OGL/GLUtil.h"
 | 
						|
#include "VideoBackends/OGL/PostProcessing.h"
 | 
						|
#include "VideoBackends/OGL/ProgramShaderCache.h"
 | 
						|
#include "VideoBackends/OGL/SamplerCache.h"
 | 
						|
 | 
						|
#include "VideoCommon/DriverDetails.h"
 | 
						|
#include "VideoCommon/VideoCommon.h"
 | 
						|
#include "VideoCommon/VideoConfig.h"
 | 
						|
 | 
						|
namespace OGL
 | 
						|
{
 | 
						|
 | 
						|
static const char s_vertex_workaround_shader[] =
 | 
						|
	"in vec4 rawpos;\n"
 | 
						|
	"out vec2 uv0;\n"
 | 
						|
	"uniform vec4 src_rect;\n"
 | 
						|
	"void main(void) {\n"
 | 
						|
	"	gl_Position = vec4(rawpos.xy, 0.0, 1.0);\n"
 | 
						|
	"	uv0 = rawpos.zw * src_rect.zw + src_rect.xy;\n"
 | 
						|
	"}\n";
 | 
						|
 | 
						|
static const char s_vertex_shader[] =
 | 
						|
	"out vec2 uv0;\n"
 | 
						|
	"uniform vec4 src_rect;\n"
 | 
						|
	"void main(void) {\n"
 | 
						|
	"	vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
 | 
						|
	"	gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
 | 
						|
	"	uv0 = rawpos * src_rect.zw + src_rect.xy;\n"
 | 
						|
	"}\n";
 | 
						|
 | 
						|
OpenGLPostProcessing::OpenGLPostProcessing()
 | 
						|
	: m_initialized(false)
 | 
						|
{
 | 
						|
	CreateHeader();
 | 
						|
 | 
						|
	m_attribute_workaround = DriverDetails::HasBug(DriverDetails::BUG_BROKENATTRIBUTELESS);
 | 
						|
	if (m_attribute_workaround)
 | 
						|
	{
 | 
						|
		glGenBuffers(1, &m_attribute_vbo);
 | 
						|
		glGenVertexArrays(1, &m_attribute_vao);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
OpenGLPostProcessing::~OpenGLPostProcessing()
 | 
						|
{
 | 
						|
	m_shader.Destroy();
 | 
						|
 | 
						|
	if (m_attribute_workaround)
 | 
						|
	{
 | 
						|
		glDeleteBuffers(1, &m_attribute_vbo);
 | 
						|
		glDeleteVertexArrays(1, &m_attribute_vao);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
 | 
						|
                                           int src_texture, int src_width, int src_height, int layer)
 | 
						|
{
 | 
						|
	ApplyShader();
 | 
						|
 | 
						|
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
 | 
						|
 | 
						|
	glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
 | 
						|
 | 
						|
	if (m_attribute_workaround)
 | 
						|
		glBindVertexArray(m_attribute_vao);
 | 
						|
	else
 | 
						|
		OpenGL_BindAttributelessVAO();
 | 
						|
 | 
						|
	m_shader.Bind();
 | 
						|
 | 
						|
	glUniform4f(m_uniform_resolution, (float)src_width, (float)src_height, 1.0f / (float)src_width, 1.0f / (float)src_height);
 | 
						|
	glUniform4f(m_uniform_src_rect, src.left / (float) src_width, src.bottom / (float) src_height,
 | 
						|
		    src.GetWidth() / (float) src_width, src.GetHeight() / (float) src_height);
 | 
						|
	glUniform1ui(m_uniform_time, (GLuint)m_timer.GetTimeElapsed());
 | 
						|
	glUniform1i(m_uniform_layer, layer);
 | 
						|
 | 
						|
	if (m_config.IsDirty())
 | 
						|
	{
 | 
						|
		for (auto& it : m_config.GetOptions())
 | 
						|
		{
 | 
						|
			if (it.second.m_dirty)
 | 
						|
			{
 | 
						|
				switch (it.second.m_type)
 | 
						|
				{
 | 
						|
				case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL:
 | 
						|
					glUniform1i(m_uniform_bindings[it.first], it.second.m_bool_value);
 | 
						|
				break;
 | 
						|
				case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER:
 | 
						|
					switch (it.second.m_integer_values.size())
 | 
						|
					{
 | 
						|
					case 1:
 | 
						|
						glUniform1i(m_uniform_bindings[it.first], it.second.m_integer_values[0]);
 | 
						|
					break;
 | 
						|
					case 2:
 | 
						|
						glUniform2i(m_uniform_bindings[it.first],
 | 
						|
								it.second.m_integer_values[0],
 | 
						|
						            it.second.m_integer_values[1]);
 | 
						|
					break;
 | 
						|
					case 3:
 | 
						|
						glUniform3i(m_uniform_bindings[it.first],
 | 
						|
								it.second.m_integer_values[0],
 | 
						|
								it.second.m_integer_values[1],
 | 
						|
						            it.second.m_integer_values[2]);
 | 
						|
					break;
 | 
						|
					case 4:
 | 
						|
						glUniform4i(m_uniform_bindings[it.first],
 | 
						|
								it.second.m_integer_values[0],
 | 
						|
								it.second.m_integer_values[1],
 | 
						|
								it.second.m_integer_values[2],
 | 
						|
						            it.second.m_integer_values[3]);
 | 
						|
					break;
 | 
						|
					}
 | 
						|
				break;
 | 
						|
				case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT:
 | 
						|
					switch (it.second.m_float_values.size())
 | 
						|
					{
 | 
						|
					case 1:
 | 
						|
						glUniform1f(m_uniform_bindings[it.first], it.second.m_float_values[0]);
 | 
						|
					break;
 | 
						|
					case 2:
 | 
						|
						glUniform2f(m_uniform_bindings[it.first],
 | 
						|
								it.second.m_float_values[0],
 | 
						|
						            it.second.m_float_values[1]);
 | 
						|
					break;
 | 
						|
					case 3:
 | 
						|
						glUniform3f(m_uniform_bindings[it.first],
 | 
						|
								it.second.m_float_values[0],
 | 
						|
								it.second.m_float_values[1],
 | 
						|
						            it.second.m_float_values[2]);
 | 
						|
					break;
 | 
						|
					case 4:
 | 
						|
						glUniform4f(m_uniform_bindings[it.first],
 | 
						|
								it.second.m_float_values[0],
 | 
						|
								it.second.m_float_values[1],
 | 
						|
								it.second.m_float_values[2],
 | 
						|
						            it.second.m_float_values[3]);
 | 
						|
					break;
 | 
						|
					}
 | 
						|
				break;
 | 
						|
				}
 | 
						|
				it.second.m_dirty = false;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		m_config.SetDirty(false);
 | 
						|
	}
 | 
						|
 | 
						|
	glActiveTexture(GL_TEXTURE9);
 | 
						|
	glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture);
 | 
						|
	g_sampler_cache->BindLinearSampler(9);
 | 
						|
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 | 
						|
}
 | 
						|
 | 
						|
void OpenGLPostProcessing::ApplyShader()
 | 
						|
{
 | 
						|
	// shader didn't changed
 | 
						|
	if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
 | 
						|
		return;
 | 
						|
 | 
						|
	m_shader.Destroy();
 | 
						|
	m_uniform_bindings.clear();
 | 
						|
 | 
						|
	// load shader code
 | 
						|
	std::string code = m_config.LoadShader();
 | 
						|
	code = LoadShaderOptions(code);
 | 
						|
 | 
						|
	const char* vertex_shader = s_vertex_shader;
 | 
						|
 | 
						|
	if (m_attribute_workaround)
 | 
						|
		vertex_shader = s_vertex_workaround_shader;
 | 
						|
 | 
						|
	// and compile it
 | 
						|
	if (!ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str()))
 | 
						|
	{
 | 
						|
		ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str());
 | 
						|
		g_ActiveConfig.sPostProcessingShader.clear();
 | 
						|
		code = m_config.LoadShader();
 | 
						|
		ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str());
 | 
						|
	}
 | 
						|
 | 
						|
	// read uniform locations
 | 
						|
	m_uniform_resolution = glGetUniformLocation(m_shader.glprogid, "resolution");
 | 
						|
	m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time");
 | 
						|
	m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect");
 | 
						|
	m_uniform_layer = glGetUniformLocation(m_shader.glprogid, "layer");
 | 
						|
 | 
						|
	if (m_attribute_workaround)
 | 
						|
	{
 | 
						|
		GLfloat vertices[] = {
 | 
						|
			-1.f, -1.f, 0.f, 0.f,
 | 
						|
			 1.f, -1.f, 1.f, 0.f,
 | 
						|
			-1.f,  1.f, 0.f, 1.f,
 | 
						|
			 1.f,  1.f, 1.f, 1.f,
 | 
						|
		};
 | 
						|
 | 
						|
		glBindBuffer(GL_ARRAY_BUFFER, m_attribute_vbo);
 | 
						|
		glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
 | 
						|
 | 
						|
		glBindVertexArray(m_attribute_vao);
 | 
						|
		glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
 | 
						|
		glVertexAttribPointer(SHADER_POSITION_ATTRIB, 4, GL_FLOAT, 0, 0, nullptr);
 | 
						|
	}
 | 
						|
 | 
						|
	for (const auto& it : m_config.GetOptions())
 | 
						|
	{
 | 
						|
		std::string glsl_name = "option_" + it.first;
 | 
						|
		m_uniform_bindings[it.first] = glGetUniformLocation(m_shader.glprogid, glsl_name.c_str());
 | 
						|
	}
 | 
						|
	m_initialized = true;
 | 
						|
}
 | 
						|
 | 
						|
void OpenGLPostProcessing::CreateHeader()
 | 
						|
{
 | 
						|
	m_glsl_header =
 | 
						|
		// Required variables
 | 
						|
		// Shouldn't be accessed directly by the PP shader
 | 
						|
		// Texture sampler
 | 
						|
		"SAMPLER_BINDING(8) uniform sampler2D samp8;\n"
 | 
						|
		"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
 | 
						|
 | 
						|
		// Output variable
 | 
						|
		"out float4 ocol0;\n"
 | 
						|
		// Input coordinates
 | 
						|
		"in float2 uv0;\n"
 | 
						|
		// Resolution
 | 
						|
		"uniform float4 resolution;\n"
 | 
						|
		// Time
 | 
						|
		"uniform uint time;\n"
 | 
						|
		// Layer
 | 
						|
		"uniform int layer;\n"
 | 
						|
 | 
						|
		// Interfacing functions
 | 
						|
		"float4 Sample()\n"
 | 
						|
		"{\n"
 | 
						|
			"\treturn texture(samp9, float3(uv0, layer));\n"
 | 
						|
		"}\n"
 | 
						|
 | 
						|
		"float4 SampleLocation(float2 location)\n"
 | 
						|
		"{\n"
 | 
						|
			"\treturn texture(samp9, float3(location, layer));\n"
 | 
						|
		"}\n"
 | 
						|
 | 
						|
		"float4 SampleLayer(int layer)\n"
 | 
						|
		"{\n"
 | 
						|
			"\treturn texture(samp9, float3(uv0, layer));\n"
 | 
						|
		"}\n"
 | 
						|
 | 
						|
		"#define SampleOffset(offset) textureOffset(samp9, float3(uv0, layer), offset)\n"
 | 
						|
 | 
						|
		"float4 SampleFontLocation(float2 location)\n"
 | 
						|
		"{\n"
 | 
						|
			"\treturn texture(samp8, location);\n"
 | 
						|
		"}\n"
 | 
						|
 | 
						|
		"float2 GetResolution()\n"
 | 
						|
		"{\n"
 | 
						|
			"\treturn resolution.xy;\n"
 | 
						|
		"}\n"
 | 
						|
 | 
						|
		"float2 GetInvResolution()\n"
 | 
						|
		"{\n"
 | 
						|
			"\treturn resolution.zw;\n"
 | 
						|
		"}\n"
 | 
						|
 | 
						|
		"float2 GetCoordinates()\n"
 | 
						|
		"{\n"
 | 
						|
			"\treturn uv0;\n"
 | 
						|
		"}\n"
 | 
						|
 | 
						|
		"uint GetTime()\n"
 | 
						|
		"{\n"
 | 
						|
			"\treturn time;\n"
 | 
						|
		"}\n"
 | 
						|
 | 
						|
		"void SetOutput(float4 color)\n"
 | 
						|
		"{\n"
 | 
						|
			"\tocol0 = color;\n"
 | 
						|
		"}\n"
 | 
						|
 | 
						|
		"#define GetOption(x) (option_##x)\n"
 | 
						|
		"#define OptionEnabled(x) (option_##x != 0)\n";
 | 
						|
}
 | 
						|
 | 
						|
std::string OpenGLPostProcessing::LoadShaderOptions(const std::string& code)
 | 
						|
{
 | 
						|
	std::string glsl_options = "";
 | 
						|
	m_uniform_bindings.clear();
 | 
						|
 | 
						|
	for (const auto& it : m_config.GetOptions())
 | 
						|
	{
 | 
						|
		if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL)
 | 
						|
		{
 | 
						|
			glsl_options += StringFromFormat("uniform int     option_%s;\n", it.first.c_str());
 | 
						|
		}
 | 
						|
		else if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER)
 | 
						|
		{
 | 
						|
			u32 count = static_cast<u32>(it.second.m_integer_values.size());
 | 
						|
			if (count == 1)
 | 
						|
				glsl_options += StringFromFormat("uniform int     option_%s;\n", it.first.c_str());
 | 
						|
			else
 | 
						|
				glsl_options += StringFromFormat("uniform int%d   option_%s;\n", count, it.first.c_str());
 | 
						|
		}
 | 
						|
		else if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT)
 | 
						|
		{
 | 
						|
			u32 count = static_cast<u32>(it.second.m_float_values.size());
 | 
						|
			if (count == 1)
 | 
						|
				glsl_options += StringFromFormat("uniform float   option_%s;\n", it.first.c_str());
 | 
						|
			else
 | 
						|
				glsl_options += StringFromFormat("uniform float%d option_%s;\n", count, it.first.c_str());
 | 
						|
		}
 | 
						|
 | 
						|
		m_uniform_bindings[it.first] = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	return m_glsl_header + glsl_options + code;
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace OGL
 |