dolphin/Source/Core/VideoBackends/OGL/PostProcessing.cpp
Léo Lam 7dca7c237e Config: Fix template deduction for implicit conversions
This excludes the second argument from template deduction.

Otherwise, it is required to manually cast the second argument to
the ConfigInfo type (because implicit conversions won't work).

e.g. to set the value for a ConfigInfo<std::string> from a string
literal, you'd need a ugly `std::string("yourstring")`.
2018-05-12 14:30:18 +02:00

278 lines
8.8 KiB
C++

// 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/Logging/Log.h"
#include "Common/StringUtil.h"
#include "Core/Config/GraphicsSettings.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.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 = vec2(mix(src_rect.xy, src_rect.zw, rawpos));\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());
ProgramShaderCache::BindVertexFormat(nullptr);
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.top / (float)src_height,
src.right / (float)src_width, src.bottom / (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());
Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, "");
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<u32>(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<u32>(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