OPENGL: Fix compilation after recent changes

This commit is contained in:
Cameron Cawley 2022-06-29 22:56:28 +01:00 committed by Eugene Sandulenko
parent 17857d7597
commit 851b17affa
5 changed files with 47 additions and 60 deletions

View file

@ -20,13 +20,14 @@
*
*/
#include "backends/graphics/opengl/opengl-sys.h"
#include "graphics/opengl/system_headers.h"
#if !USE_FORCED_GLES
#include "backends/graphics/opengl/pipelines/libretro.h"
#include "backends/graphics/opengl/pipelines/libretro/parser.h"
#include "backends/graphics/opengl/shader.h"
#include "backends/graphics/opengl/framebuffer.h"
#include "graphics/opengl/debug.h"
#include "common/textconsole.h"
#include "common/fs.h"
@ -78,6 +79,10 @@ static const ImageLoader s_imageLoaders[] = {
{ nullptr, nullptr }
};
const char *const g_libretroShaderAttributes[] = {
"VertexCoord", nullptr
};
LibRetroPipeline::LibRetroPipeline(const Common::String &presetFileName)
: ShaderPipeline(ShaderMan.query(ShaderManager::kDefault)),
_shaderPreset(LibRetro::parsePreset(presetFileName)), _applyProjectionChanges(false),
@ -102,7 +107,7 @@ LibRetroPipeline::~LibRetroPipeline() {
delete _shaderPreset;
}
void LibRetroPipeline::drawTexture(const GLTexture &texture, const GLfloat *coordinates) {
void LibRetroPipeline::drawTexture(const GLTexture &texture, const GLfloat *coordinates, const GLfloat *texcoords) {
Framebuffer *const targetBuffer = _activeFramebuffer;
// Set input texture for 1st pass to texture to draw.
@ -134,7 +139,7 @@ void LibRetroPipeline::drawTexture(const GLTexture &texture, const GLfloat *coor
_applyProjectionChanges = false;
ShaderPipeline::activateInternal();
ShaderPipeline::drawTexture(*_passes[_passes.size() - 1].target->getTexture(), coordinates);
ShaderPipeline::drawTexture(*_passes[_passes.size() - 1].target->getTexture(), coordinates, texcoords);
ShaderPipeline::deactivateInternal();
}
@ -211,14 +216,16 @@ void LibRetroPipeline::loadPasses() {
// TODO: Error handling
}
Shader *shader = new Shader("#define VERTEX\n" + Common::String(shaderFileContents.begin()),
"#define FRAGMENT\n" + Common::String(shaderFileContents.begin()));
Shader *shader = Shader::fromStrings(fileName,
("#define VERTEX\n" + Common::String(shaderFileContents.begin())).c_str(),
("#define FRAGMENT\n" + Common::String(shaderFileContents.begin())).c_str(),
g_libretroShaderAttributes);
// Set uniforms with fixed value throughout lifetime.
// We do not support rewinding, thus fix 'forward'.
shader->setUniform1I("FrameDirection", 1);
shader->setUniform("FrameDirection", 1);
// Input texture is always bound at sampler 0.
shader->setUniform1I("Texture", 0);
shader->setUniform("Texture", 0);
TextureTarget *target = nullptr;
// TODO: float and sRGB FBO handling.
@ -228,7 +235,6 @@ void LibRetroPipeline::loadPasses() {
Pass &pass = _passes[_passes.size() - 1];
const uint passId = _passes.size() - 1;
pass.vertexCoordLocation = shader->getAttributeLocation("VertexCoord");
pass.buildTexCoords(passId);
pass.buildTexSamplers(passId, _textures);
if (passId > 0) {
@ -280,7 +286,9 @@ void LibRetroPipeline::setupFBOs() {
pass.vertexCoord[7] = (uint)sourceH;
// Set projection matrix in passes's shader.
pass.shader->setUniform("MVPMatrix", new ShaderUniformMatrix44(pass.target->getProjectionMatrix()));
Math::Matrix4 m4;
m4.setData(pass.target->getProjectionMatrix());
pass.shader->setUniform("MVPMatrix", m4);
}
}
@ -289,7 +297,7 @@ void LibRetroPipeline::setupPassUniforms(const uint id) {
Shader *const shader = pass.shader;
// Set output dimensions.
shader->setUniform2F("OutputSize", _outputWidth, _outputHeight);
shader->setUniform("OutputSize", Math::Vector2d(_outputWidth, _outputHeight));
// Set texture dimensions for input, original, and the passes.
setShaderTexUniforms(Common::String(), shader, *pass.inputTexture);
@ -307,8 +315,8 @@ void LibRetroPipeline::setupPassUniforms(const uint id) {
}
void LibRetroPipeline::setShaderTexUniforms(const Common::String &prefix, Shader *shader, const GLTexture &texture) {
shader->setUniform2F(prefix + "InputSize", texture.getLogicalWidth(), texture.getLogicalHeight());
shader->setUniform2F(prefix + "TextureSize", texture.getWidth(), texture.getHeight());
shader->setUniform(prefix + "InputSize", Math::Vector2d(texture.getLogicalWidth(), texture.getLogicalHeight()));
shader->setUniform(prefix + "TextureSize", Math::Vector2d(texture.getWidth(), texture.getHeight()));
}
LibRetroPipeline::Texture LibRetroPipeline::loadTexture(const Common::String &fileName) {
@ -347,24 +355,23 @@ LibRetroPipeline::Texture LibRetroPipeline::loadTexture(const Common::String &fi
void LibRetroPipeline::Pass::buildTexCoords(const uint id) {
texCoords.clear();
addTexCoord(Common::String(), TexCoordAttribute::kTypePass, id);
addTexCoord("Orig", TexCoordAttribute::kTypePass, 0);
addTexCoord("LUT", TexCoordAttribute::kTypeTexture, 0);
addTexCoord("TexCoord", TexCoordAttribute::kTypePass, id);
addTexCoord("OrigTexCoord", TexCoordAttribute::kTypePass, 0);
addTexCoord("LUTTexCoord", TexCoordAttribute::kTypeTexture, 0);
for (uint pass = 1; id >= 2 && pass <= id - 1; ++pass) {
addTexCoord(Common::String::format("Pass%u", pass), TexCoordAttribute::kTypePass, pass);
addTexCoord(Common::String::format("Pass%uTexCoord", pass), TexCoordAttribute::kTypePass, pass);
}
addTexCoord("Prev", TexCoordAttribute::kTypePrev, 0);
addTexCoord("PrevTexCoord", TexCoordAttribute::kTypePrev, 0);
for (uint prevId = 1; prevId <= 6; ++prevId) {
addTexCoord(Common::String::format("Prev%u", prevId), TexCoordAttribute::kTypePrev, prevId);
addTexCoord(Common::String::format("Prev%uTexCoord", prevId), TexCoordAttribute::kTypePrev, prevId);
}
}
void LibRetroPipeline::Pass::addTexCoord(const Common::String &prefix, const TexCoordAttribute::Type type, const uint index) {
GLint location = shader->getAttributeLocation(prefix + "TexCoord");
if (location != -1) {
texCoords.push_back(TexCoordAttribute(location, type, index));
void LibRetroPipeline::Pass::addTexCoord(const Common::String &name, const TexCoordAttribute::Type type, const uint index) {
if (shader->addAttribute(name.c_str())) {
texCoords.push_back(TexCoordAttribute(name, type, index));
}
}
@ -395,14 +402,14 @@ void LibRetroPipeline::Pass::buildTexSamplers(const uint id, const TextureArray
void LibRetroPipeline::Pass::addTexSampler(const Common::String &prefix, uint *unit, const TextureSampler::Type type, const uint index, const bool prefixIsId) {
const Common::String id = prefixIsId ? prefix : (prefix + "Texture");
if (shader->setUniform1I(id, *unit)) {
if (shader->setUniform(id, *unit)) {
texSamplers.push_back(TextureSampler((*unit)++, type, index));
}
}
void LibRetroPipeline::renderPass(const Pass &pass) {
// Activate shader and framebuffer to be used for rendering.
pass.shader->activate();
pass.shader->use();
setFramebuffer(pass.target);
// Activate attribute arrays and setup matching attributes.
@ -414,16 +421,12 @@ void LibRetroPipeline::renderPass(const Pass &pass) {
// Actually draw something.
GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
// Deactivate attribute arrays.
renderPassCleanupCoordinates(pass);
// Deactivate shader.
pass.shader->deactivate();
// Unbind shader.
pass.shader->unbind();
}
void LibRetroPipeline::renderPassSetupCoordinates(const Pass &pass) {
GL_CALL(glEnableVertexAttribArray(pass.vertexCoordLocation));
GL_CALL(glVertexAttribPointer(pass.vertexCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, pass.vertexCoord));
pass.shader->enableVertexAttribute("VertexCoord", 2, GL_FLOAT, GL_FALSE, 0, pass.vertexCoord);
for (Pass::TexCoordAttributeArray::const_iterator i = pass.texCoords.begin(), end = pass.texCoords.end();
i != end; ++i) {
@ -448,17 +451,7 @@ void LibRetroPipeline::renderPassSetupCoordinates(const Pass &pass) {
continue;
}
GL_CALL(glEnableVertexAttribArray(i->location));
GL_CALL(glVertexAttribPointer(i->location, 2, GL_FLOAT, GL_FALSE, 0, texCoords));
}
}
void LibRetroPipeline::renderPassCleanupCoordinates(const Pass &pass) {
GL_CALL(glDisableVertexAttribArray(pass.vertexCoordLocation));
for (Pass::TexCoordAttributeArray::const_iterator i = pass.texCoords.begin(), end = pass.texCoords.end();
i != end; ++i) {
GL_CALL(glDisableVertexAttribArray(i->location));
pass.shader->enableVertexAttribute(i->name.c_str(), 2, GL_FLOAT, GL_FALSE, 0, texCoords);
}
}