vertex shader for texture converter

This commit is contained in:
degasus 2013-01-11 11:59:42 +01:00
parent 092a99cbd2
commit 60b8e4fb1c
6 changed files with 99 additions and 87 deletions

View file

@ -120,8 +120,8 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
if (ApiType == API_OPENGL)
{
WRITE(p, " float4 ocol0;\n");
WRITE(p, " float2 uv0 = gl_TexCoord[0].xy;\n");
WRITE(p, " out float4 ocol0;\n");
WRITE(p, " in float2 uv0;\n");
WRITE(p, "void main()\n");
}
else
@ -204,8 +204,8 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
if (ApiType == API_OPENGL)
{
WRITE(p, " float4 ocol0;\n");
WRITE(p, " float2 uv0 = gl_TexCoord[0].xy;\n");
WRITE(p, " out float4 ocol0;\n");
WRITE(p, " in float2 uv0;\n");
WRITE(p, "void main()\n");
}
else
@ -315,8 +315,6 @@ void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
void WriteEncoderEnd(char* p, API_TYPE ApiType)
{
if (ApiType == API_OPENGL)
WRITE(p, "gl_FragData[0] = ocol0;\n");
WRITE(p, "}\n");
IntensityConstantAdded = false;
s_incrementSampleXCount = 0;

View file

@ -21,9 +21,13 @@
#include "XFMemory.h"
#include "VideoCommon.h"
#define SHADER_POSMTX_ATTRIB 1
#define SHADER_NORM1_ATTRIB 6
#define SHADER_NORM2_ATTRIB 7
// TODO should be reordered
#define SHADER_POSMTX_ATTRIB 1
#define SHADER_POSITION_ATTRIB 2
#define SHADER_TEXTURE0_ATTRIB 3
#define SHADER_COLOR0_ATTRIB 4
#define SHADER_NORM1_ATTRIB 6
#define SHADER_NORM2_ATTRIB 7
// shader variables

View file

@ -107,9 +107,12 @@ void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& e
}
// Need to set some attribute locations
glBindAttribLocation(entry.prog_id, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(entry.prog_id, SHADER_NORM2_ATTRIB, "rawnorm2");
glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "vposition");
glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
glBindAttribLocation(entry.prog_id, SHADER_TEXTURE0_ATTRIB, "texture0");
glBindAttribLocation(entry.prog_id, SHADER_COLOR0_ATTRIB, "color0");
glBindAttribLocation(entry.prog_id, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(entry.prog_id, SHADER_NORM2_ATTRIB, "rawnorm2");
}

View file

@ -131,22 +131,22 @@ const u8 rasters[char_count][char_height] = {
static const char *s_vertexShaderSrc =
"#version 130\n"
"uniform vec2 charSize;\n"
"in vec2 vertexPosition;\n"
"in vec2 texturePosition;\n"
"out vec2 tpos;\n"
"in vec2 vposition;\n"
"in vec2 texture0;\n"
"out vec2 uv0;\n"
"void main(void) {\n"
" gl_Position = vec4(vertexPosition,0,1);\n"
" tpos = texturePosition * charSize;\n"
" gl_Position = vec4(vposition,0,1);\n"
" uv0 = texture0 * charSize;\n"
"}\n";
static const char *s_fragmentShaderSrc =
"#version 130\n"
"uniform sampler2D samp0;\n"
"uniform vec4 color;\n"
"in vec2 tpos;\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"void main(void) {\n"
" ocol0 = texture2D(samp0,tpos) * color;\n"
" ocol0 = texture2D(samp0,uv0) * color;\n"
"}\n";
@ -179,7 +179,6 @@ RasterFont::RasterFont()
GLuint shader_program = ProgramShaderCache::GetCurrentProgram();
// bound uniforms
glUniform1i(glGetUniformLocation(shader_program,"samp0"), 0); // GL_TEXTURE0
glUniform2f(glGetUniformLocation(shader_program,"charSize"), 1.0f / GLfloat(char_count), 1.0f);
uniform_color_id = glGetUniformLocation(shader_program,"color");
glUniform4f(uniform_color_id, 1.0f, 1.0f, 1.0f, 1.0f);
@ -190,10 +189,10 @@ RasterFont::RasterFont()
glGenVertexArrays(1, &VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindVertexArray(VAO);
glEnableVertexAttribArray(glGetAttribLocation(shader_program, "vertexPosition"));
glVertexAttribPointer(glGetAttribLocation(shader_program, "vertexPosition"), 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
glEnableVertexAttribArray(glGetAttribLocation(shader_program, "texturePosition"));
glVertexAttribPointer(glGetAttribLocation(shader_program, "texturePosition"), 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
// TODO: this after merging with graphic_update
glBindVertexArray(0);

View file

@ -397,26 +397,24 @@ Renderer::Renderer()
);
VertexShaderCache::CompileVertexShader(s_ShowEFBCopyRegions_VS,
"#version 130\n"
"in vec2 vertexPosition;\n"
"in vec3 color;\n"
"in vec2 vposition;\n"
"in vec3 color0;\n"
"out vec4 c;\n"
"void main(void) {\n"
" gl_Position = vec4(vertexPosition,0,1);\n"
" c = vec4(color, 1.0);\n"
" gl_Position = vec4(vposition,0,1);\n"
" c = vec4(color0, 1.0);\n"
"}\n"
);
ProgramShaderCache::SetBothShaders(s_ShowEFBCopyRegions_PS.glprogid, s_ShowEFBCopyRegions_VS.glprogid);
GLuint shader_program = ProgramShaderCache::GetCurrentProgram();
// creating buffers
glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
glGenVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
glBindVertexArray( s_ShowEFBCopyRegions_VAO );
glEnableVertexAttribArray(glGetAttribLocation(shader_program, "vertexPosition"));
glVertexAttribPointer(glGetAttribLocation(shader_program, "vertexPosition"), 2, GL_FLOAT, 0, sizeof(GLfloat)*5, NULL);
glEnableVertexAttribArray(glGetAttribLocation(shader_program, "color"));
glVertexAttribPointer(glGetAttribLocation(shader_program, "color"), 3, GL_FLOAT, 0, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*5, NULL);
glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB);
glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 3, GL_FLOAT, 0, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
// TODO: this after merging with graphic_update
glBindVertexArray(0);

View file

@ -53,6 +53,7 @@ const int renderBufferHeight = 1024;
static FRAGMENTSHADER s_rgbToYuyvProgram;
static FRAGMENTSHADER s_yuyvToRgbProgram;
static VERTEXSHADER s_vProgram;
// Not all slots are taken - but who cares.
const u32 NUM_ENCODING_PROGRAMS = 64;
@ -66,52 +67,63 @@ static TargetRectangle s_cached_sourceRc;
static int s_cached_srcWidth = 0;
static int s_cached_srcHeight = 0;
void CreateRgbToYuyvProgram()
void CreatePrograms()
{
// Output is BGRA because that is slightly faster than RGBA.
const char *FProgram =
"#version 130\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect samp0;\n"
"void main()\n"
"{\n"
" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
" vec3 c01 = (c0 + c1) * 0.5f;\n"
" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
}
void CreateYuyvToRgbProgram()
{
const char *FProgram =
const char *FProgramRgbToYuyv =
"#version 130\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect samp0;\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
" float y = mix(c0.b, c0.r, f);\n"
" float yComp = 1.164f * (y - 0.0625f);\n"
" float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n"
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
" vec3 c0 = texture2DRect(samp0, uv0).rgb;\n"
" vec3 c1 = texture2DRect(samp0, uv0 + vec2(1.0, 0.0)).rgb;\n"
" vec3 c01 = (c0 + c1) * 0.5;\n"
" vec3 y_const = vec3(0.257,0.504,0.098);\n"
" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
" vec3 v_const = vec3(0.439,-0.368,-0.071);\n"
" vec4 const3 = vec4(0.0625,0.5,0.0625f,0.5);\n"
" ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgramRgbToYuyv))
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
const char *FProgramYuyvToRgb =
"#version 130\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect samp0;\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"void main()\n"
"{\n"
" vec4 c0 = texture2DRect(samp0, uv0).rgba;\n"
" float f = step(0.5, fract(uv0.x));\n"
" float y = mix(c0.b, c0.r, f);\n"
" float yComp = 1.164f * (y - 0.0625f);\n"
" float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n"
" ocol0 = vec4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgramYuyvToRgb))
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
const char *VProgram =
"#version 130\n"
"in vec2 vposition;\n"
"in vec2 texture0;\n"
"out vec2 uv0;\n"
"void main()\n"
"{\n"
" uv0 = texture0;\n"
" gl_Position = vec4(vposition,0,1);\n"
"}\n";
if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
ERROR_LOG(VIDEO, "Failed to create texture converter vertex program.");
}
FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
@ -152,11 +164,10 @@ void Init()
glGenVertexArrays(1, &s_encode_VAO );
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBindVertexArray( s_encode_VAO );
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 4*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 4*sizeof(GLfloat), (GLfloat*)NULL + 2);
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
s_cached_sourceRc.top = -1;
s_cached_sourceRc.bottom = -1;
s_cached_sourceRc.left = -1;
@ -168,11 +179,10 @@ void Init()
glBindVertexArray( s_decode_VAO );
s_cached_srcWidth = -1;
s_cached_srcHeight = -1;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*4, NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
// TODO: this after merging with graphic_update
glBindVertexArray(0);
@ -191,9 +201,8 @@ void Init()
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
CreateRgbToYuyvProgram();
CreateYuyvToRgbProgram();
CreatePrograms();
}
void Shutdown()
@ -208,6 +217,7 @@ void Shutdown()
s_rgbToYuyvProgram.Destroy();
s_yuyvToRgbProgram.Destroy();
s_vProgram.Destroy();
for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
s_encodingPrograms[i].Destroy();
@ -348,7 +358,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH);
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, s_vProgram.glprogid);
float sampleStride = bScaleByHalf ? 2.f : 1.f;
TextureConversionShader::SetShaderParameters((float)expandedWidth,
@ -380,7 +390,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
{
g_renderer->ResetAPIState();
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, 0);
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, s_vProgram.glprogid);
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
FramebufferManager::SetFramebuffer(0);
@ -439,7 +449,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
}
glViewport(0, 0, srcWidth, srcHeight);
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, s_vProgram.glprogid);
GL_REPORT_ERRORD();