scummvm/backends/graphics/opengl/pipelines/libretro.cpp
2023-01-08 01:15:51 +01:00

952 lines
31 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#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/tokenizer.h"
#include "common/stream.h"
#include "graphics/surface.h"
#include "image/bmp.h"
#include "image/jpeg.h"
#include "image/png.h"
#include "image/tga.h"
namespace OpenGL {
using LibRetro::UniformsMap;
template<typename DecoderType>
static Graphics::Surface *loadViaImageDecoder(const Common::String &fileName, Common::SearchSet &archSet) {
Common::SeekableReadStream *stream;
// First try SearchMan, then fallback to filesystem
if (archSet.hasFile(fileName)) {
stream = archSet.createReadStreamForMember(fileName);
} else {
Common::FSNode fsnode(fileName);
if (!fsnode.exists() || !fsnode.isReadable() || fsnode.isDirectory()
|| !(stream = fsnode.createReadStream())) {
warning("LibRetroPipeline::loadViaImageDecoder: Invalid file path '%s'", fileName.c_str());
return nullptr;
}
}
DecoderType decoder;
const bool success = decoder.loadStream(*stream);
delete stream;
if (!success) {
return nullptr;
}
return decoder.getSurface()->convertTo(
#ifdef SCUMM_LITTLE_ENDIAN
Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24),
#else
Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0),
#endif
// Use a cast to resolve ambiguities in JPEGDecoder
static_cast<Image::ImageDecoder &>(decoder).getPalette());
}
struct ImageLoader {
const char *extension;
Graphics::Surface *(*load)(const Common::String &fileName, Common::SearchSet &archSet);
};
static const ImageLoader s_imageLoaders[] = {
{ "bmp", loadViaImageDecoder<Image::BitmapDecoder> },
{ "jpg", loadViaImageDecoder<Image::JPEGDecoder> },
{ "png", loadViaImageDecoder<Image::PNGDecoder> },
{ "tga", loadViaImageDecoder<Image::TGADecoder> },
{ nullptr, nullptr }
};
static const char *const g_libretroShaderAttributes[] = {
"VertexCoord", nullptr
};
// some libretro shaders use texture without checking version
static const char *g_compatVertex =
"#if defined(GL_ES)\n"
"#if !defined(HAS_ROUND)\n"
"#define round(x) (sign(x) * floor(abs(x) + .5))\n"
"#endif\n"
"#elif __VERSION__ < 130\n"
"#if !defined(HAS_ROUND)\n"
"#define round(x) (sign(x) * floor(abs(x) + .5))\n"
"#endif\n"
"#endif\n";
static const char *g_compatFragment =
"#if defined(GL_ES)\n"
"#if !defined(HAS_ROUND)\n"
"#define round(x) (sign(x) * floor(abs(x) + .5))\n"
"#endif\n"
"#if !defined(HAS_TEXTURE)\n"
"#define texture texture2D\n"
"#endif\n"
"#elif __VERSION__ < 130\n"
"#if !defined(HAS_ROUND)\n"
"#define round(x) (sign(x) * floor(abs(x) + .5))\n"
"#endif\n"
"#if !defined(HAS_TEXTURE)\n"
"#define texture texture2D\n"
"#endif\n"
"#endif\n";
/* This TextureTarget handles the scaling of coordinates from the window coordinates space
* to the input coordinates space */
class LibRetroTextureTarget : public TextureTarget {
public:
bool setScaledSize(uint width, uint height, const Common::Rect &scalingRect) {
GLTexture *texture = getTexture();
if (!texture->setSize(width, height)) {
return false;
}
const uint texWidth = texture->getWidth();
const uint texHeight = texture->getHeight();
// Set viewport dimensions.
_viewport[0] = 0;
_viewport[1] = 0;
_viewport[2] = texWidth;
_viewport[3] = texHeight;
const float ratioW = (float)width / scalingRect.width();
const float ratioH = (float)height / scalingRect.height();
// Setup scaling projection matrix.
// This projection takes window screen coordinates and converts it to input coordinates normalized
_projectionMatrix(0, 0) = 2.f * ratioW / texWidth;
_projectionMatrix(0, 1) = 0.f;
_projectionMatrix(0, 2) = 0.f;
_projectionMatrix(0, 3) = 0.f;
_projectionMatrix(1, 0) = 0.f;
_projectionMatrix(1, 1) = 2.f * ratioH / texHeight;
_projectionMatrix(1, 2) = 0.f;
_projectionMatrix(1, 3) = 0.f;
_projectionMatrix(2, 0) = 0.f;
_projectionMatrix(2, 1) = 0.f;
_projectionMatrix(2, 2) = 0.f;
_projectionMatrix(2, 3) = 0.f;
_projectionMatrix(3, 0) = -1.f - (2.f * scalingRect.left) * ratioW / texWidth;
_projectionMatrix(3, 1) = -1.f - (2.f * scalingRect.top) * ratioH / texHeight;
_projectionMatrix(3, 2) = 0.0f;
_projectionMatrix(3, 3) = 1.0f;
// Directly apply changes when we are active.
if (isActive()) {
applyViewport();
applyProjectionMatrix();
}
return true;
}
};
/* This Pipeline is used by the Framebuffer objects in the LibRetro passes.
* It does nothing as everything is already handled by us. */
class FakePipeline : public Pipeline {
public:
FakePipeline() {}
void setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) override { }
void setProjectionMatrix(const Math::Matrix4 &projectionMatrix) override {}
protected:
void activateInternal() override {}
void deactivateInternal() override {}
void drawTextureInternal(const GLTexture &texture, const GLfloat *coordinates, const GLfloat *texcoords) override { }
};
LibRetroPipeline::LibRetroPipeline()
: _inputPipeline(ShaderMan.query(ShaderManager::kDefault)),
_outputPipeline(ShaderMan.query(ShaderManager::kDefault)),
_needsScaling(false), _shaderPreset(nullptr), _linearFiltering(false),
_currentTarget(uint(-1)), _inputWidth(0), _inputHeight(0),
_isAnimated(false), _frameCount(0) {
}
LibRetroPipeline::~LibRetroPipeline() {
close();
}
/** Small helper to overcome that texture passed to drawTexture is const
* This is not that clean but this allows to keep the OpenGLGraphicsManager code simple
*/
static void setLinearFiltering(GLuint glTexture, bool enable) {
GLuint glFilter;
if (enable) {
glFilter = GL_LINEAR;
} else {
glFilter = GL_NEAREST;
}
GL_CALL(glBindTexture(GL_TEXTURE_2D, glTexture));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glFilter));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glFilter));
}
void LibRetroPipeline::drawTextureInternal(const GLTexture &texture, const GLfloat *coordinates, const GLfloat *texcoords) {
if (!_needsScaling) {
_outputPipeline.drawTexture(texture, coordinates, texcoords);
return;
}
// Disable linear filtering: we apply it after merging all to be scaled surfaces
setLinearFiltering(texture.getGLTexture(), false);
/* OpenGLGraphicsManager only knows about _activeFramebuffer and modify framebuffer here
* So let's synchronize our _inputTargets with it.
* Don't synchronize the scissor test as coordinates are wrong and we should not need it*/
_inputTargets[_currentTarget].copyRenderStateFrom(*_activeFramebuffer,
Framebuffer::kCopyMaskClearColor | Framebuffer::kCopyMaskBlendState);
/* The backend sends us the coordinates in screen coordinates system
* So, when we are before libretro scaling, we need to scale back coordinates
* to our own coordinates system */
_inputPipeline.drawTexture(texture, coordinates, texcoords);
if (_linearFiltering) {
// Enable back linear filtering as if nothing happened
setLinearFiltering(texture.getGLTexture(), true);
}
}
void LibRetroPipeline::beginScaling() {
if (_shaderPreset != nullptr) {
_needsScaling = true;
_inputTargets[_currentTarget].getTexture()->enableLinearFiltering(_linearFiltering);
}
}
void LibRetroPipeline::finishScaling() {
if (!_needsScaling) {
return;
}
/* As we have now finished to render everything in the input pipeline
* we can do the render through all libretro passes */
// Now we can actually draw the texture with the setup passes.
for (PassArray::const_iterator i = _passes.begin(), end = _passes.end(); i != end; ++i) {
renderPass(*i);
}
// Prepare for the next frame
_frameCount++;
_currentTarget++;
if (_currentTarget >= _inputTargets.size()) {
_currentTarget = 0;
}
_passes[0].inputTexture = _inputTargets[_currentTarget].getTexture();
// Clear the output buffer.
_activeFramebuffer->activate(this);
// Disable scissor test for clearing, it will get enabled back when activating the output pipeline
GL_CALL(glDisable(GL_SCISSOR_TEST));
GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
// Finally, we need to render the result to the output pipeline
_outputPipeline.setFramebuffer(_activeFramebuffer);
_outputPipeline.activate();
/* In retroarch, the shader directly draws on the backbuffer while we drew on a texture
* so everything is flipped when we draw this texture.
* Use custom coordinates to do the flipping. */
GLfloat coordinates[4*2];
coordinates[0] = _outputRect.left;
coordinates[1] = _outputRect.bottom;
coordinates[2] = _outputRect.right;
coordinates[3] = _outputRect.bottom;
coordinates[4] = _outputRect.left;
coordinates[5] = _outputRect.top;
coordinates[6] = _outputRect.right;
coordinates[7] = _outputRect.top;
_outputPipeline.drawTexture(*_passes[_passes.size() - 1].target->getTexture(), coordinates);
_needsScaling = false;
}
void LibRetroPipeline::setDisplaySizes(uint inputWidth, uint inputHeight, const Common::Rect &outputRect) {
_inputWidth = inputWidth;
_inputHeight = inputHeight;
_outputRect = outputRect;
setPipelineState();
}
void LibRetroPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
_inputPipeline.setColor(r, g, b, a);
_outputPipeline.setColor(r, g, b, a);
}
void LibRetroPipeline::setProjectionMatrix(const Math::Matrix4 &projectionMatrix) {
}
void LibRetroPipeline::activateInternal() {
// Don't call Pipeline::activateInternal as our framebuffer is passed to _outputPipeline
if (_needsScaling) {
_inputPipeline.setFramebuffer(&_inputTargets[_currentTarget]);
_inputPipeline.activate();
} else {
_outputPipeline.setFramebuffer(_activeFramebuffer);
_outputPipeline.activate();
}
}
void LibRetroPipeline::deactivateInternal() {
// Don't call Pipeline::deactivateInternal as our framebuffer is passed to _outputPipeline
}
bool LibRetroPipeline::open(const Common::String &shaderPreset, Common::SearchSet &archSet) {
close();
_shaderPreset = LibRetro::parsePreset(shaderPreset, archSet);
if (!_shaderPreset)
return false;
if (!loadTextures(archSet)) {
close();
return false;
}
if (!loadPasses(archSet)) {
close();
return false;
}
setPipelineState();
return true;
}
void LibRetroPipeline::close() {
for (TextureArray::size_type i = 0; i < _textures.size(); ++i) {
if (_textures[i].textureData) {
_textures[i].textureData->free();
}
delete _textures[i].textureData;
delete _textures[i].glTexture;
}
_textures.clear();
for (PassArray::size_type i = 0; i < _passes.size(); ++i) {
delete _passes[i].shader;
delete _passes[i].target;
}
_passes.clear();
delete _shaderPreset;
_shaderPreset = nullptr;
_isAnimated = false;
_needsScaling = false;
_inputTargets.resize(0);
_currentTarget = uint(-1);
}
bool LibRetroPipeline::loadTextures(Common::SearchSet &archSet) {
for (LibRetro::ShaderPreset::TextureArray::const_iterator
i = _shaderPreset->textures.begin(), end = _shaderPreset->textures.end();
i != end; ++i) {
Texture texture = loadTexture(Common::normalizePath(_shaderPreset->basePath + Common::String("/") + i->fileName, '/'), archSet);
texture.id = i->id;
if (!texture.textureData || !texture.glTexture) {
return false;
}
texture.glTexture->enableLinearFiltering(i->filteringMode == LibRetro::kFilteringModeLinear);
texture.glTexture->setWrapMode(i->wrapMode);
_textures.push_back(texture);
}
return true;
}
static void stripShaderParameters(char *source, UniformsMap &uniforms) {
char uniformId[64], desc[64];
float initial, minimum, maximum, step;
char *s = strstr(source, "#pragma parameter");
while (s) {
int ret;
if ((ret = sscanf(s, "#pragma parameter %63s \"%63[^\"]\" %f %f %f %f",
uniformId, desc, &initial, &minimum, &maximum, &step)) >= 5) {
uniforms[uniformId] = initial;
}
// strip parameter to avoid syntax errors in GLSL parser
while (*s != '\0' && *s != '\n') {
*s++ = ' ';
}
s = strstr(s, "#pragma parameter");
}
}
bool LibRetroPipeline::loadPasses(Common::SearchSet &archSet) {
// Error out if there are no passes
if (!_shaderPreset->passes.size()) {
return false;
}
// First of all, build the aliases list
Common::String aliasesDefines;
Common::StringArray aliases;
aliases.reserve(_shaderPreset->passes.size());
for (LibRetro::ShaderPreset::PassArray::const_iterator
i = _shaderPreset->passes.begin(), end = _shaderPreset->passes.end();
i != end; ++i) {
aliases.push_back(i->alias);
if (!i->alias.empty()) {
aliasesDefines += Common::String::format("#define %s_ALIAS\n", i->alias.c_str());
}
}
_isAnimated = false;
uint maxPrevCount = 0;
// parameters are shared among all passes so we load them first and apply them to all shaders
UniformsMap uniformParams;
for (LibRetro::ShaderPreset::PassArray::const_iterator
i = _shaderPreset->passes.begin(), end = _shaderPreset->passes.end();
i != end; ++i) {
Common::String fileName(Common::normalizePath(_shaderPreset->basePath + Common::String("/") + i->fileName, '/'));
Common::SeekableReadStream *stream;
// First try SearchMan, then fallback to filesystem
if (archSet.hasFile(fileName)) {
stream = archSet.createReadStreamForMember(fileName);
} else {
Common::FSNode fsnode(fileName);
if (!fsnode.exists() || !fsnode.isReadable() || fsnode.isDirectory()
|| !(stream = fsnode.createReadStream())) {
warning("LibRetroPipeline::loadPasses: Invalid file path '%s'", fileName.c_str());
return false;
}
}
Common::Array<char> shaderFileContents;
shaderFileContents.resize(stream->size() + 1);
shaderFileContents[stream->size()] = 0;
const bool readSuccess = stream->read(shaderFileContents.begin(), stream->size()) == (uint32)stream->size();
delete stream;
if (!readSuccess) {
warning("LibRetroPipeline::loadPasses: Could not read file '%s'", fileName.c_str());
return false;
}
char *shaderFileStart = shaderFileContents.begin();
char version[32] = { '\0' };
// If the shader contains a version directive, it needs to be parsed and stripped out so that the VERTEX
// and FRAGMENT defines can be prepended to it.
const char *existing_version = strstr(shaderFileStart, "#version");
if (existing_version) {
const char *shaderFileVersionExtra = "";
unsigned long shaderFileVersion = strtoul(existing_version + 8, &shaderFileStart, 10);
if (OpenGLContext.type == kContextGLES2) {
if (shaderFileVersion < 130) {
shaderFileVersion = 100;
} else {
shaderFileVersionExtra = " es";
shaderFileVersion = 300;
}
}
snprintf(version, sizeof(version), "#version %lu%s\n",
shaderFileVersion, shaderFileVersionExtra);
}
stripShaderParameters(shaderFileStart, uniformParams);
Common::String shimsDetected;
if (strstr(shaderFileStart, "#define texture(")) {
shimsDetected += "#define HAS_TEXTURE\n";
} else if (strstr(shaderFileStart, "#define texture ")) {
shimsDetected += "#define HAS_TEXTURE\n";
}
if (strstr(shaderFileStart, "#define round(")) {
shimsDetected += "#define HAS_ROUND\n";
}
Shader *shader = new Shader;
const char *const vertexSources[] = {
version,
"#define VERTEX\n#define PARAMETER_UNIFORM\n",
shimsDetected.c_str(),
g_compatVertex,
aliasesDefines.c_str(),
shaderFileStart,
};
const char *const fragmentSources[] = {
version,
"#define FRAGMENT\n#define PARAMETER_UNIFORM\n",
shimsDetected.c_str(),
g_compatFragment,
aliasesDefines.c_str(),
shaderFileStart,
};
if (!shader->loadFromStringsArray(fileName,
ARRAYSIZE(vertexSources), vertexSources,
ARRAYSIZE(fragmentSources), fragmentSources,
g_libretroShaderAttributes)) {
return false;
}
// Set uniforms with fixed value throughout lifetime.
// We do not support rewinding, thus fix 'forward'.
shader->setUniform("FrameDirection", 1);
// Input texture is always bound at sampler 0.
shader->setUniform("Texture", 0);
TextureTarget *target = nullptr;
// TODO: float and sRGB FBO handling.
target = new TextureTarget();
_passes.push_back(Pass(i, shader, target));
Pass &pass = _passes[_passes.size() - 1];
const uint passId = _passes.size() - 1;
pass.hasFrameCount = shader->getUniformLocation("FrameCount") != -1;
// If pass has FrameCount uniform, preset is animated and must be redrawn on a regular basis
_isAnimated |= pass.hasFrameCount;
pass.buildTexCoords(passId, aliases);
pass.buildTexSamplers(passId, _textures, aliases);
if (passId > 0) {
GLTexture *const texture = _passes[passId - 1].target->getTexture();
texture->enableLinearFiltering(i->filteringMode == LibRetro::kFilteringModeLinear);
texture->setWrapMode(i->wrapMode);
pass.inputTexture = texture;
}
if (pass.prevCount > maxPrevCount) {
maxPrevCount = pass.prevCount;
}
}
// Apply preset parameters last to override all others
for(UniformsMap::iterator it = _shaderPreset->parameters.begin(); it != _shaderPreset->parameters.end(); it++) {
uniformParams[it->_key] = it->_value;
}
// Finally apply parameters to all shaders as uniforms
for(PassArray::iterator i = _passes.begin(); i != _passes.end(); i++) {
for(UniformsMap::iterator it = uniformParams.begin(); it != uniformParams.end(); it++) {
i->shader->setUniform1f(it->_key, it->_value);
}
}
// Create enough FBO for previous frames and current image
// All textures are created and destroyed at this moment
// FBOs are created on demand and destroyed here
_isAnimated |= (maxPrevCount > 0);
_inputTargets.resize(maxPrevCount + 1);
_currentTarget = 0;
_passes[0].inputTexture = _inputTargets[_currentTarget].getTexture();
// Now try to setup FBOs with some dummy size to make sure it could work
uint bakInputWidth = _inputWidth;
uint bakInputHeight = _inputHeight;
Common::Rect bakOutputRect = _outputRect;
_inputWidth = 320;
_inputHeight = 200;
_outputRect = Common::Rect(640, 480);
bool ret = setupFBOs();
_inputWidth = bakInputWidth;
_inputHeight = bakInputHeight;
_outputRect = bakOutputRect;
if (!ret) {
return false;
}
return true;
}
void LibRetroPipeline::setPipelineState() {
// Setup FBO sizes, we require this to be able to set all uniform values.
setupFBOs();
// Setup all pass uniforms. This makes sure all the correct video and
// output sizes are set.
for (PassArray::size_type id = 0; id < _passes.size(); ++id) {
setupPassUniforms(id);
}
}
bool LibRetroPipeline::setupFBOs() {
// Setup the input targets sizes
for (Common::Array<LibRetroTextureTarget>::iterator it = _inputTargets.begin(); it != _inputTargets.end(); it++) {
if (!it->setScaledSize(_inputWidth, _inputHeight, _outputRect)) {
return false;
}
}
float sourceW = _inputWidth;
float sourceH = _inputHeight;
const float viewportW = _outputRect.width();
const float viewportH = _outputRect.height();
for (PassArray::size_type i = 0; i < _passes.size(); ++i) {
Pass &pass = _passes[i];
// Apply scaling for current pass.
pass.shaderPass->applyScale(sourceW, sourceH, viewportW, viewportH, &sourceW, &sourceH);
// Resize FBO to fit the output of the pass.
if (!pass.target->setSize((uint)sourceW, (uint)sourceH)) {
return false;
}
// Store draw coordinates.
/* RetroArch draws the last pass directly on FB0 and adapts its vertex coordinates for this.
* We don't se we should not have to take this into account but some shaders (like metacrt) ignore
* the vertex coordinates while drawing and everything gets upside down.
* So we act like RetroArch here and flip the texture when rendering on the output pipeline. */
if (i != _passes.size() - 1) {
pass.vertexCoord[0] = 0;
pass.vertexCoord[1] = 0;
pass.vertexCoord[2] = (uint)sourceW;
pass.vertexCoord[3] = 0;
pass.vertexCoord[4] = 0;
pass.vertexCoord[5] = (uint)sourceH;
pass.vertexCoord[6] = (uint)sourceW;
pass.vertexCoord[7] = (uint)sourceH;
} else {
pass.vertexCoord[0] = 0;
pass.vertexCoord[1] = (uint)sourceH;
pass.vertexCoord[2] = (uint)sourceW;
pass.vertexCoord[3] = (uint)sourceH;
pass.vertexCoord[4] = 0;
pass.vertexCoord[5] = 0;
pass.vertexCoord[6] = (uint)sourceW;
pass.vertexCoord[7] = 0;
}
// Set projection matrix in passes's shader.
pass.shader->setUniform("MVPMatrix", pass.target->getProjectionMatrix());
}
return true;
}
void LibRetroPipeline::setupPassUniforms(const uint id) {
Pass &pass = _passes[id];
Shader *const shader = pass.shader;
// Set output dimensions.
shader->setUniform("OutputSize", Math::Vector2d(pass.target->getTexture()->getLogicalWidth(), pass.target->getTexture()->getLogicalHeight()));
// Set texture dimensions for input, original, and the passes.
setShaderTexUniforms(Common::String(), shader, *pass.inputTexture);
setShaderTexUniforms("Orig", shader, *_passes[0].inputTexture);
if (id >= 1) {
setShaderTexUniforms(Common::String::format("PassPrev%u", id + 1), shader, *_passes[0].inputTexture);
for (uint passId = 0; passId < id; ++passId) {
// Pass1 is the output texture of first pass, ie. the input texture of second pass (indexed 1)
setShaderTexUniforms(Common::String::format("Pass%u", passId + 1), shader, *_passes[passId + 1].inputTexture);
// PassPrev1 is the output texture of last pass, ie. the input texture of current pass
setShaderTexUniforms(Common::String::format("PassPrev%u", id - passId), shader, *_passes[passId + 1].inputTexture);
// If pass has an alias, define the uniforms using the input texture of the next pass
if (!_passes[passId].shaderPass->alias.empty()) {
setShaderTexUniforms(_passes[passId].shaderPass->alias, shader, *_passes[passId + 1].inputTexture);
}
}
}
// All frames always have the same sizes: we reset them all at once
setShaderTexUniforms("Prev", shader, *_passes[0].inputTexture);
for (uint prevId = 1; prevId <= 6; ++prevId) {
setShaderTexUniforms(Common::String::format("Prev%u", prevId), shader, *_passes[0].inputTexture);
}
}
void LibRetroPipeline::setShaderTexUniforms(const Common::String &prefix, Shader *shader, const GLTexture &texture) {
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, Common::SearchSet &archSet) {
const char *extension = nullptr;
for (int dotPos = fileName.size() - 1; dotPos >= 0; --dotPos) {
if (fileName[dotPos] == '.') {
extension = fileName.c_str() + dotPos + 1;
break;
}
}
if (!extension) {
warning("LibRetroPipeline::loadTexture: File name '%s' misses extension", fileName.c_str());
return Texture();
}
for (const ImageLoader *loader = s_imageLoaders; loader->extension; ++loader) {
if (!scumm_stricmp(loader->extension, extension)) {
Graphics::Surface *textureData = loader->load(fileName, archSet);
if (!textureData) {
warning("LibRetroPipeline::loadTexture: Loader for '%s' could not load file '%s'", loader->extension, fileName.c_str());
return Texture();
}
GLTexture *texture = new GLTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
texture->setSize(textureData->w, textureData->h);
texture->updateArea(Common::Rect(textureData->w, textureData->h), *textureData);
return Texture(textureData, texture);
}
}
warning("LibRetroPipeline::loadTexture: No loader for file '%s' present", fileName.c_str());
return Texture();
}
void LibRetroPipeline::Pass::buildTexCoords(const uint id, const Common::StringArray &aliases) {
texCoords.clear();
addTexCoord("TexCoord", TexCoordAttribute::kTypePass, id);
addTexCoord("OrigTexCoord", TexCoordAttribute::kTypePass, 0);
addTexCoord("LUTTexCoord", TexCoordAttribute::kTypeTexture, 0);
if (id >= 1) {
addTexCoord(Common::String::format("PassPrev%uTexCoord", id + 1), TexCoordAttribute::kTypePass, 0);
for (uint pass = 0; pass < id; ++pass) {
// Pass1TexCoord is the output texture coords of first pass, ie. the input texture coords of second pass (indexed 1)
addTexCoord(Common::String::format("Pass%uTexCoord", pass + 1), TexCoordAttribute::kTypePass, pass + 1);
// PassPrev1TexCoord is the output texture coords of last pass, ie. the input texture coords of current pass
addTexCoord(Common::String::format("PassPrev%uTexCoord", id - pass), TexCoordAttribute::kTypePass, pass + 1);
// If pass has an alias, define the uniforms using the input texture coords of the next pass
if (!aliases[pass].empty()) {
addTexCoord(Common::String::format("%sTexCoord", aliases[pass].c_str()), TexCoordAttribute::kTypePass, pass + 1);
}
}
}
addTexCoord("PrevTexCoord", TexCoordAttribute::kTypePrev, 0);
for (uint prevId = 1; prevId <= 6; ++prevId) {
addTexCoord(Common::String::format("Prev%uTexCoord", prevId), TexCoordAttribute::kTypePrev, prevId);
}
}
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));
}
}
void LibRetroPipeline::Pass::buildTexSamplers(const uint id, const TextureArray &textures, const Common::StringArray &aliases) {
texSamplers.clear();
uint sampler = 1;
// 1. Step: Assign shader textures to samplers.
for (TextureArray::size_type i = 0; i < textures.size(); ++i) {
addTexSampler(textures[i].id, &sampler, TextureSampler::kTypeTexture, i, true);
}
// 2. Step: Assign pass inputs to samplers.
if (id >= 1) {
addTexSampler(Common::String::format("PassPrev%u", id + 1), &sampler, TextureSampler::kTypePass, 0);
for (uint pass = 0; pass < id; ++pass) {
// Pass1 is the output texture of first pass, ie. the input texture of second pass (indexed 1)
addTexSampler(Common::String::format("Pass%u", pass + 1), &sampler, TextureSampler::kTypePass, pass + 1);
// PassPrev1 is the output texture of last pass, ie. the input texture of current pass
addTexSampler(Common::String::format("PassPrev%u", id - pass), &sampler, TextureSampler::kTypePass, pass + 1);
// If pass has an alias, define the uniforms using the input texture of the next pass
if (!aliases[pass].empty()) {
addTexSampler(aliases[pass], &sampler, TextureSampler::kTypePass, pass + 1);
}
}
}
// 3. Step: Assign original input to samplers.
addTexSampler("Orig", &sampler, TextureSampler::kTypePass, 0);
// 4. Step: Assign previous render inputs.
if (addTexSampler("Prev", &sampler, TextureSampler::kTypePrev, 0)) {
prevCount = 1;
}
for (uint prevId = 1; prevId <= 6; ++prevId) {
if (addTexSampler(Common::String::format("Prev%u", prevId), &sampler, TextureSampler::kTypePrev, prevId)) {
prevCount = prevId + 1;
}
}
}
bool 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");
/* Search in the samplers if we already have one for the texture */
for(TextureSamplerArray::iterator it = texSamplers.begin(); it != texSamplers.end(); it++) {
if (it->type == type && it->index == index) {
return shader->setUniform(id, it->unit);
}
}
if (!shader->setUniform(id, *unit)) {
return false;
}
texSamplers.push_back(TextureSampler((*unit)++, type, index));
return true;
}
void LibRetroPipeline::renderPass(const Pass &pass) {
// Activate shader and framebuffer to be used for rendering.
FakePipeline fakePipeline;
pass.shader->use();
// We don't need to set the projection matrix here so let's use a fake pipeline
pass.target->activate(&fakePipeline);
if (pass.hasFrameCount) {
uint frameCount = _frameCount;
if (pass.shaderPass->frameCountMod) {
frameCount %= pass.shaderPass->frameCountMod;
}
pass.shader->setUniform("FrameCount", frameCount);
}
// Activate attribute arrays and setup matching attributes.
renderPassSetupCoordinates(pass);
// Bind textures to samplers.
renderPassSetupTextures(pass);
// Actually draw something.
GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
pass.target->deactivate();
// Unbind shader.
pass.shader->unbind();
}
void LibRetroPipeline::renderPassSetupCoordinates(const Pass &pass) {
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) {
const GLfloat *texCoords = nullptr;
switch (i->type) {
case Pass::TexCoordAttribute::kTypeTexture:
texCoords = _textures[i->index].glTexture->getTexCoords();
break;
case Pass::TexCoordAttribute::kTypePass:
texCoords = _passes[i->index].inputTexture->getTexCoords();
break;
case Pass::TexCoordAttribute::kTypePrev:
// All frames always have the same tex coordinates: we reset them all at once
texCoords = _passes[0].inputTexture->getTexCoords();
break;
}
if (!texCoords) {
continue;
}
pass.shader->enableVertexAttribute(i->name.c_str(), 2, GL_FLOAT, GL_FALSE, 0, texCoords);
}
}
void LibRetroPipeline::renderPassSetupTextures(const Pass &pass) {
GL_CALL(glActiveTexture(GL_TEXTURE0));
pass.inputTexture->bind();
// In case the pass requests mipmaps for the input texture we generate
// we make GL generate them here.
if (pass.shaderPass->mipmapInput) {
GL_CALL(glGenerateMipmap(GL_TEXTURE_2D));
}
for (Pass::TextureSamplerArray::const_iterator i = pass.texSamplers.begin(), end = pass.texSamplers.end();
i != end; ++i) {
const GLTexture *texture = nullptr;
switch (i->type) {
case Pass::TextureSampler::kTypeTexture:
texture = _textures[i->index].glTexture;
break;
case Pass::TextureSampler::kTypePass:
texture = _passes[i->index].inputTexture;
break;
case Pass::TextureSampler::kTypePrev: {
assert(i->index < _inputTargets.size() - 1);
texture = _inputTargets[(_currentTarget - i->index - 1
+ _inputTargets.size()) % _inputTargets.size()].getTexture();
break;
}
}
if (!texture) {
continue;
}
GL_CALL(glActiveTexture(GL_TEXTURE0 + i->unit));
texture->bind();
}
}
} // End of namespace OpenGL
#endif // !USE_FORCED_GLES