952 lines
31 KiB
C++
952 lines
31 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "graphics/opengl/system_headers.h"
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#if !USE_FORCED_GLES
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#include "backends/graphics/opengl/pipelines/libretro.h"
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#include "backends/graphics/opengl/pipelines/libretro/parser.h"
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#include "backends/graphics/opengl/shader.h"
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#include "backends/graphics/opengl/framebuffer.h"
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#include "graphics/opengl/debug.h"
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#include "common/textconsole.h"
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#include "common/tokenizer.h"
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#include "common/stream.h"
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#include "graphics/surface.h"
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#include "image/bmp.h"
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#include "image/jpeg.h"
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#include "image/png.h"
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#include "image/tga.h"
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namespace OpenGL {
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using LibRetro::UniformsMap;
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template<typename DecoderType>
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static Graphics::Surface *loadViaImageDecoder(const Common::String &fileName, Common::SearchSet &archSet) {
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Common::SeekableReadStream *stream;
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// First try SearchMan, then fallback to filesystem
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if (archSet.hasFile(fileName)) {
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stream = archSet.createReadStreamForMember(fileName);
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} else {
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Common::FSNode fsnode(fileName);
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if (!fsnode.exists() || !fsnode.isReadable() || fsnode.isDirectory()
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|| !(stream = fsnode.createReadStream())) {
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warning("LibRetroPipeline::loadViaImageDecoder: Invalid file path '%s'", fileName.c_str());
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return nullptr;
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}
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}
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DecoderType decoder;
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const bool success = decoder.loadStream(*stream);
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delete stream;
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if (!success) {
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return nullptr;
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}
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return decoder.getSurface()->convertTo(
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#ifdef SCUMM_LITTLE_ENDIAN
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Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24),
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#else
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Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0),
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#endif
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// Use a cast to resolve ambiguities in JPEGDecoder
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static_cast<Image::ImageDecoder &>(decoder).getPalette());
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}
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struct ImageLoader {
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const char *extension;
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Graphics::Surface *(*load)(const Common::String &fileName, Common::SearchSet &archSet);
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};
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static const ImageLoader s_imageLoaders[] = {
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{ "bmp", loadViaImageDecoder<Image::BitmapDecoder> },
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{ "jpg", loadViaImageDecoder<Image::JPEGDecoder> },
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{ "png", loadViaImageDecoder<Image::PNGDecoder> },
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{ "tga", loadViaImageDecoder<Image::TGADecoder> },
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{ nullptr, nullptr }
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};
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static const char *const g_libretroShaderAttributes[] = {
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"VertexCoord", nullptr
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};
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// some libretro shaders use texture without checking version
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static const char *g_compatVertex =
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"#if defined(GL_ES)\n"
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"#if !defined(HAS_ROUND)\n"
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"#define round(x) (sign(x) * floor(abs(x) + .5))\n"
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"#endif\n"
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"#elif __VERSION__ < 130\n"
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"#if !defined(HAS_ROUND)\n"
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"#define round(x) (sign(x) * floor(abs(x) + .5))\n"
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"#endif\n"
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"#endif\n";
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static const char *g_compatFragment =
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"#if defined(GL_ES)\n"
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"#if !defined(HAS_ROUND)\n"
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"#define round(x) (sign(x) * floor(abs(x) + .5))\n"
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"#endif\n"
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"#if !defined(HAS_TEXTURE)\n"
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"#define texture texture2D\n"
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"#endif\n"
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"#elif __VERSION__ < 130\n"
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"#if !defined(HAS_ROUND)\n"
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"#define round(x) (sign(x) * floor(abs(x) + .5))\n"
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"#endif\n"
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"#if !defined(HAS_TEXTURE)\n"
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"#define texture texture2D\n"
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"#endif\n"
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"#endif\n";
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/* This TextureTarget handles the scaling of coordinates from the window coordinates space
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* to the input coordinates space */
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class LibRetroTextureTarget : public TextureTarget {
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public:
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bool setScaledSize(uint width, uint height, const Common::Rect &scalingRect) {
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GLTexture *texture = getTexture();
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if (!texture->setSize(width, height)) {
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return false;
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}
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const uint texWidth = texture->getWidth();
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const uint texHeight = texture->getHeight();
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// Set viewport dimensions.
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_viewport[0] = 0;
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_viewport[1] = 0;
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_viewport[2] = texWidth;
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_viewport[3] = texHeight;
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const float ratioW = (float)width / scalingRect.width();
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const float ratioH = (float)height / scalingRect.height();
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// Setup scaling projection matrix.
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// This projection takes window screen coordinates and converts it to input coordinates normalized
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_projectionMatrix(0, 0) = 2.f * ratioW / texWidth;
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_projectionMatrix(0, 1) = 0.f;
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_projectionMatrix(0, 2) = 0.f;
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_projectionMatrix(0, 3) = 0.f;
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_projectionMatrix(1, 0) = 0.f;
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_projectionMatrix(1, 1) = 2.f * ratioH / texHeight;
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_projectionMatrix(1, 2) = 0.f;
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_projectionMatrix(1, 3) = 0.f;
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_projectionMatrix(2, 0) = 0.f;
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_projectionMatrix(2, 1) = 0.f;
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_projectionMatrix(2, 2) = 0.f;
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_projectionMatrix(2, 3) = 0.f;
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_projectionMatrix(3, 0) = -1.f - (2.f * scalingRect.left) * ratioW / texWidth;
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_projectionMatrix(3, 1) = -1.f - (2.f * scalingRect.top) * ratioH / texHeight;
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_projectionMatrix(3, 2) = 0.0f;
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_projectionMatrix(3, 3) = 1.0f;
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// Directly apply changes when we are active.
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if (isActive()) {
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applyViewport();
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applyProjectionMatrix();
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}
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return true;
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}
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};
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/* This Pipeline is used by the Framebuffer objects in the LibRetro passes.
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* It does nothing as everything is already handled by us. */
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class FakePipeline : public Pipeline {
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public:
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FakePipeline() {}
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void setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) override { }
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void setProjectionMatrix(const Math::Matrix4 &projectionMatrix) override {}
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protected:
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void activateInternal() override {}
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void deactivateInternal() override {}
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void drawTextureInternal(const GLTexture &texture, const GLfloat *coordinates, const GLfloat *texcoords) override { }
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};
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LibRetroPipeline::LibRetroPipeline()
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: _inputPipeline(ShaderMan.query(ShaderManager::kDefault)),
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_outputPipeline(ShaderMan.query(ShaderManager::kDefault)),
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_needsScaling(false), _shaderPreset(nullptr), _linearFiltering(false),
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_currentTarget(uint(-1)), _inputWidth(0), _inputHeight(0),
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_isAnimated(false), _frameCount(0) {
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}
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LibRetroPipeline::~LibRetroPipeline() {
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close();
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}
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/** Small helper to overcome that texture passed to drawTexture is const
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* This is not that clean but this allows to keep the OpenGLGraphicsManager code simple
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*/
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static void setLinearFiltering(GLuint glTexture, bool enable) {
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GLuint glFilter;
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if (enable) {
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glFilter = GL_LINEAR;
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} else {
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glFilter = GL_NEAREST;
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}
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GL_CALL(glBindTexture(GL_TEXTURE_2D, glTexture));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glFilter));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glFilter));
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}
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void LibRetroPipeline::drawTextureInternal(const GLTexture &texture, const GLfloat *coordinates, const GLfloat *texcoords) {
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if (!_needsScaling) {
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_outputPipeline.drawTexture(texture, coordinates, texcoords);
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return;
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}
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// Disable linear filtering: we apply it after merging all to be scaled surfaces
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setLinearFiltering(texture.getGLTexture(), false);
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/* OpenGLGraphicsManager only knows about _activeFramebuffer and modify framebuffer here
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* So let's synchronize our _inputTargets with it.
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* Don't synchronize the scissor test as coordinates are wrong and we should not need it*/
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_inputTargets[_currentTarget].copyRenderStateFrom(*_activeFramebuffer,
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Framebuffer::kCopyMaskClearColor | Framebuffer::kCopyMaskBlendState);
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/* The backend sends us the coordinates in screen coordinates system
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* So, when we are before libretro scaling, we need to scale back coordinates
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* to our own coordinates system */
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_inputPipeline.drawTexture(texture, coordinates, texcoords);
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if (_linearFiltering) {
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// Enable back linear filtering as if nothing happened
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setLinearFiltering(texture.getGLTexture(), true);
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}
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}
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void LibRetroPipeline::beginScaling() {
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if (_shaderPreset != nullptr) {
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_needsScaling = true;
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_inputTargets[_currentTarget].getTexture()->enableLinearFiltering(_linearFiltering);
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}
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}
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void LibRetroPipeline::finishScaling() {
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if (!_needsScaling) {
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return;
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}
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/* As we have now finished to render everything in the input pipeline
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* we can do the render through all libretro passes */
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// Now we can actually draw the texture with the setup passes.
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for (PassArray::const_iterator i = _passes.begin(), end = _passes.end(); i != end; ++i) {
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renderPass(*i);
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}
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// Prepare for the next frame
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_frameCount++;
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_currentTarget++;
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if (_currentTarget >= _inputTargets.size()) {
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_currentTarget = 0;
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}
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_passes[0].inputTexture = _inputTargets[_currentTarget].getTexture();
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// Clear the output buffer.
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_activeFramebuffer->activate(this);
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// Disable scissor test for clearing, it will get enabled back when activating the output pipeline
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GL_CALL(glDisable(GL_SCISSOR_TEST));
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GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
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// Finally, we need to render the result to the output pipeline
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_outputPipeline.setFramebuffer(_activeFramebuffer);
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_outputPipeline.activate();
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/* In retroarch, the shader directly draws on the backbuffer while we drew on a texture
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* so everything is flipped when we draw this texture.
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* Use custom coordinates to do the flipping. */
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GLfloat coordinates[4*2];
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coordinates[0] = _outputRect.left;
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coordinates[1] = _outputRect.bottom;
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coordinates[2] = _outputRect.right;
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coordinates[3] = _outputRect.bottom;
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coordinates[4] = _outputRect.left;
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coordinates[5] = _outputRect.top;
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coordinates[6] = _outputRect.right;
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coordinates[7] = _outputRect.top;
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_outputPipeline.drawTexture(*_passes[_passes.size() - 1].target->getTexture(), coordinates);
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_needsScaling = false;
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}
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void LibRetroPipeline::setDisplaySizes(uint inputWidth, uint inputHeight, const Common::Rect &outputRect) {
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_inputWidth = inputWidth;
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_inputHeight = inputHeight;
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_outputRect = outputRect;
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setPipelineState();
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}
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void LibRetroPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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_inputPipeline.setColor(r, g, b, a);
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_outputPipeline.setColor(r, g, b, a);
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}
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void LibRetroPipeline::setProjectionMatrix(const Math::Matrix4 &projectionMatrix) {
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}
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void LibRetroPipeline::activateInternal() {
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// Don't call Pipeline::activateInternal as our framebuffer is passed to _outputPipeline
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if (_needsScaling) {
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_inputPipeline.setFramebuffer(&_inputTargets[_currentTarget]);
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_inputPipeline.activate();
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} else {
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_outputPipeline.setFramebuffer(_activeFramebuffer);
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_outputPipeline.activate();
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}
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}
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void LibRetroPipeline::deactivateInternal() {
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// Don't call Pipeline::deactivateInternal as our framebuffer is passed to _outputPipeline
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}
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bool LibRetroPipeline::open(const Common::String &shaderPreset, Common::SearchSet &archSet) {
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close();
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_shaderPreset = LibRetro::parsePreset(shaderPreset, archSet);
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if (!_shaderPreset)
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return false;
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if (!loadTextures(archSet)) {
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close();
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return false;
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}
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if (!loadPasses(archSet)) {
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close();
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return false;
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}
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setPipelineState();
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return true;
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}
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void LibRetroPipeline::close() {
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for (TextureArray::size_type i = 0; i < _textures.size(); ++i) {
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if (_textures[i].textureData) {
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_textures[i].textureData->free();
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}
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delete _textures[i].textureData;
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delete _textures[i].glTexture;
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}
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_textures.clear();
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for (PassArray::size_type i = 0; i < _passes.size(); ++i) {
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delete _passes[i].shader;
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delete _passes[i].target;
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}
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_passes.clear();
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delete _shaderPreset;
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_shaderPreset = nullptr;
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_isAnimated = false;
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_needsScaling = false;
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_inputTargets.resize(0);
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_currentTarget = uint(-1);
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}
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bool LibRetroPipeline::loadTextures(Common::SearchSet &archSet) {
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for (LibRetro::ShaderPreset::TextureArray::const_iterator
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i = _shaderPreset->textures.begin(), end = _shaderPreset->textures.end();
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i != end; ++i) {
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Texture texture = loadTexture(Common::normalizePath(_shaderPreset->basePath + Common::String("/") + i->fileName, '/'), archSet);
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texture.id = i->id;
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if (!texture.textureData || !texture.glTexture) {
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return false;
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}
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texture.glTexture->enableLinearFiltering(i->filteringMode == LibRetro::kFilteringModeLinear);
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texture.glTexture->setWrapMode(i->wrapMode);
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_textures.push_back(texture);
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}
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return true;
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}
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static void stripShaderParameters(char *source, UniformsMap &uniforms) {
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char uniformId[64], desc[64];
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float initial, minimum, maximum, step;
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char *s = strstr(source, "#pragma parameter");
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while (s) {
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int ret;
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if ((ret = sscanf(s, "#pragma parameter %63s \"%63[^\"]\" %f %f %f %f",
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uniformId, desc, &initial, &minimum, &maximum, &step)) >= 5) {
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uniforms[uniformId] = initial;
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}
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// strip parameter to avoid syntax errors in GLSL parser
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while (*s != '\0' && *s != '\n') {
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*s++ = ' ';
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}
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s = strstr(s, "#pragma parameter");
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}
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}
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bool LibRetroPipeline::loadPasses(Common::SearchSet &archSet) {
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// Error out if there are no passes
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if (!_shaderPreset->passes.size()) {
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return false;
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}
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// First of all, build the aliases list
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Common::String aliasesDefines;
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Common::StringArray aliases;
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aliases.reserve(_shaderPreset->passes.size());
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for (LibRetro::ShaderPreset::PassArray::const_iterator
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i = _shaderPreset->passes.begin(), end = _shaderPreset->passes.end();
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i != end; ++i) {
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aliases.push_back(i->alias);
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if (!i->alias.empty()) {
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aliasesDefines += Common::String::format("#define %s_ALIAS\n", i->alias.c_str());
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}
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}
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_isAnimated = false;
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uint maxPrevCount = 0;
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// parameters are shared among all passes so we load them first and apply them to all shaders
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UniformsMap uniformParams;
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for (LibRetro::ShaderPreset::PassArray::const_iterator
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i = _shaderPreset->passes.begin(), end = _shaderPreset->passes.end();
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i != end; ++i) {
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Common::String fileName(Common::normalizePath(_shaderPreset->basePath + Common::String("/") + i->fileName, '/'));
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Common::SeekableReadStream *stream;
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// First try SearchMan, then fallback to filesystem
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if (archSet.hasFile(fileName)) {
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stream = archSet.createReadStreamForMember(fileName);
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} else {
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Common::FSNode fsnode(fileName);
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if (!fsnode.exists() || !fsnode.isReadable() || fsnode.isDirectory()
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|| !(stream = fsnode.createReadStream())) {
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warning("LibRetroPipeline::loadPasses: Invalid file path '%s'", fileName.c_str());
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return false;
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}
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}
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Common::Array<char> shaderFileContents;
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shaderFileContents.resize(stream->size() + 1);
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shaderFileContents[stream->size()] = 0;
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const bool readSuccess = stream->read(shaderFileContents.begin(), stream->size()) == (uint32)stream->size();
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delete stream;
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if (!readSuccess) {
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warning("LibRetroPipeline::loadPasses: Could not read file '%s'", fileName.c_str());
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return false;
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}
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char *shaderFileStart = shaderFileContents.begin();
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char version[32] = { '\0' };
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// If the shader contains a version directive, it needs to be parsed and stripped out so that the VERTEX
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// and FRAGMENT defines can be prepended to it.
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const char *existing_version = strstr(shaderFileStart, "#version");
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if (existing_version) {
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const char *shaderFileVersionExtra = "";
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unsigned long shaderFileVersion = strtoul(existing_version + 8, &shaderFileStart, 10);
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if (OpenGLContext.type == kContextGLES2) {
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if (shaderFileVersion < 130) {
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shaderFileVersion = 100;
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} else {
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shaderFileVersionExtra = " es";
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shaderFileVersion = 300;
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}
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|
}
|
|
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
|