// Copyright 2009 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/OGL/PostProcessing.h" #include "Common/CommonTypes.h" #include "Common/GL/GLUtil.h" #include "Common/Logging/Log.h" #include "Common/StringUtil.h" #include "VideoBackends/OGL/FramebufferManager.h" #include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/SamplerCache.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace OGL { 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(); } OpenGLPostProcessing::~OpenGLPostProcessing() { m_shader.Destroy(); } void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst, int src_texture, int src_width, int src_height, int layer) { ApplyShader(); glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight()); 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 main_code = m_config.LoadShader(); std::string options_code = LoadShaderOptions(); std::string code = m_glsl_header + options_code + main_code; // and compile it if (!ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code)) { 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, s_vertex_shader, code); } // 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"); for (const auto& it : m_config.GetOptions()) { std::string glsl_name = "options." + 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) (options.x)\n" "#define OptionEnabled(x) (options.x != 0)\n"; } std::string OpenGLPostProcessing::LoadShaderOptions() { m_uniform_bindings.clear(); if (m_config.GetOptions().empty()) return ""; std::string glsl_options = "struct Options\n{\n"; for (const auto& it : m_config.GetOptions()) { if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL) { glsl_options += StringFromFormat("int %s;\n", it.first.c_str()); } else if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER) { u32 count = static_cast(it.second.m_integer_values.size()); if (count == 1) glsl_options += StringFromFormat("int %s;\n", it.first.c_str()); else glsl_options += StringFromFormat("int%d %s;\n", count, it.first.c_str()); } else if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT) { u32 count = static_cast(it.second.m_float_values.size()); if (count == 1) glsl_options += StringFromFormat("float %s;\n", it.first.c_str()); else glsl_options += StringFromFormat("float%d %s;\n", count, it.first.c_str()); } m_uniform_bindings[it.first] = 0; } glsl_options += "};\n"; glsl_options += "uniform Options options;\n"; return glsl_options; } } // namespace OGL