scummvm/backends/graphics/opengl/pipelines/libretro.cpp
2022-10-08 23:39:18 +02:00

526 lines
16 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#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/png.h"
#include "image/tga.h"
namespace OpenGL {
template<typename DecoderType>
static Graphics::Surface *loadViaImageDecoder(const Common::FSNode &fileNode) {
Common::SeekableReadStream *stream = fileNode.createReadStream();
if (!stream) {
return nullptr;
}
DecoderType decoder;
const bool success = decoder.loadStream(*stream);
delete stream;
stream = nullptr;
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
decoder.getPalette());
}
struct ImageLoader {
const char *extension;
Graphics::Surface *(*load)(const Common::FSNode &fileNode);
};
static const ImageLoader s_imageLoaders[] = {
{ "bmp", loadViaImageDecoder<Image::BitmapDecoder> },
{ "png", loadViaImageDecoder<Image::PNGDecoder> },
{ "tga", loadViaImageDecoder<Image::TGADecoder> },
{ nullptr, nullptr }
};
const char *const g_libretroShaderAttributes[] = {
"VertexCoord", nullptr
};
LibRetroPipeline::LibRetroPipeline()
: ShaderPipeline(ShaderMan.query(ShaderManager::kDefault)),
_shaderPreset(nullptr), _applyProjectionChanges(false),
_inputWidth(0), _inputHeight(0), _outputWidth(0), _outputHeight(0) {
}
LibRetroPipeline::LibRetroPipeline(const Common::FSNode &shaderPreset)
: ShaderPipeline(ShaderMan.query(ShaderManager::kDefault)),
_shaderPreset(nullptr), _applyProjectionChanges(false),
_inputWidth(0), _inputHeight(0), _outputWidth(0), _outputHeight(0) {
open(shaderPreset);
}
LibRetroPipeline::~LibRetroPipeline() {
close();
}
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.
_passes[0].inputTexture = &texture;
// XXX:
setOutputSize(coordinates[6], coordinates[7]);
// In case texture dimensions or viewport dimensions changed, we need to
// update the pipeline's state.
if ( texture.getLogicalWidth() != _inputWidth
|| texture.getLogicalHeight() != _inputHeight
|| _outputSizeChanged) {
_outputSizeChanged = false;
_inputWidth = texture.getLogicalWidth();
_inputHeight = texture.getLogicalHeight();
setPipelineState();
}
// 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);
}
// Finally, we need to render the result to the active framebuffer.
_applyProjectionChanges = true;
setFramebuffer(targetBuffer);
_applyProjectionChanges = false;
ShaderPipeline::activateInternal();
ShaderPipeline::drawTexture(*_passes[_passes.size() - 1].target->getTexture(), coordinates, texcoords);
ShaderPipeline::deactivateInternal();
}
void LibRetroPipeline::setProjectionMatrix(const GLfloat *projectionMatrix) {
if (_applyProjectionChanges) {
ShaderPipeline::setProjectionMatrix(projectionMatrix);
}
}
void LibRetroPipeline::activateInternal() {
}
void LibRetroPipeline::deactivateInternal() {
}
void LibRetroPipeline::setOutputSize(uint outputWidth, uint outputHeight) {
_outputSizeChanged = (_outputWidth != outputWidth || _outputHeight != outputHeight);
// Save output dimensions.
_outputWidth = outputWidth;
_outputHeight = outputHeight;
}
bool LibRetroPipeline::open(const Common::FSNode &shaderPreset) {
_shaderPreset = LibRetro::parsePreset(shaderPreset);
if (!_shaderPreset)
return false;
if (!loadTextures()) {
close();
return false;
}
if (!loadPasses()) {
close();
return false;
}
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;
}
static Common::FSNode getChildRecursive(const Common::FSNode &basePath, const Common::String &fileName) {
Common::FSNode finalPath = basePath;
Common::StringTokenizer tok(fileName, "\\/");
while (!tok.empty()) {
finalPath = finalPath.getChild(tok.nextToken());
}
return finalPath;
}
bool LibRetroPipeline::loadTextures() {
for (LibRetro::ShaderPreset::TextureArray::const_iterator
i = _shaderPreset->textures.begin(), end = _shaderPreset->textures.end();
i != end; ++i) {
Texture texture = loadTexture(getChildRecursive( _shaderPreset->basePath, i->fileName));
texture.id = i->id;
if (!texture.textureData || !texture.glTexture) {
return false;
}
texture.glTexture->enableLinearFiltering(i->filteringMode == LibRetro::kFilteringModeLinear);
_textures.push_back(texture);
}
return true;
}
bool LibRetroPipeline::loadPasses() {
for (LibRetro::ShaderPreset::PassArray::const_iterator
i = _shaderPreset->passes.begin(), end = _shaderPreset->passes.end();
i != end; ++i) {
Common::FSNode fileNode(getChildRecursive(_shaderPreset->basePath, i->fileName));
Common::SeekableReadStream *stream = fileNode.createReadStream();
if (!stream) {
warning("LibRetroPipeline::loadPasses: Could not open file '%s'", fileNode.getName().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;
stream = nullptr;
if (!readSuccess) {
warning("LibRetroPipeline::loadPasses: Could not read file '%s'", fileNode.getName().c_str());
return false;
}
Shader *shader = Shader::fromStrings(fileNode.getName(),
("#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->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.buildTexCoords(passId);
pass.buildTexSamplers(passId, _textures);
if (passId > 0) {
GLTexture *const texture = _passes[passId - 1].target->getTexture();
texture->enableLinearFiltering(i->filteringMode == LibRetro::kFilteringModeLinear);
pass.inputTexture = texture;
}
}
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);
}
}
void LibRetroPipeline::setupFBOs() {
float sourceW = _inputWidth;
float sourceH = _inputHeight;
const float viewportW = _outputWidth;
const float viewportH = _outputHeight;
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.
pass.target->setSize((uint)sourceW, (uint)sourceH);
// Store draw coordinates.
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;
// Set projection matrix in passes's shader.
Math::Matrix4 m4;
m4.setData(pass.target->getProjectionMatrix());
pass.shader->setUniform("MVPMatrix", m4);
}
}
void LibRetroPipeline::setupPassUniforms(const uint id) {
Pass &pass = _passes[id];
Shader *const shader = pass.shader;
// Set output dimensions.
shader->setUniform("OutputSize", Math::Vector2d(_outputWidth, _outputHeight));
// Set texture dimensions for input, original, and the passes.
setShaderTexUniforms(Common::String(), shader, *pass.inputTexture);
setShaderTexUniforms("Orig", shader, *_passes[0].inputTexture);
for (uint passId = 1; id >= 2 && passId <= id - 1; ++passId) {
setShaderTexUniforms(Common::String::format("Pass%u", passId), shader, *_passes[passId].inputTexture);
}
// TODO: We do not support Prev right now. Instead we always use the orig
// texture for these.
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::FSNode &fileNode) {
Common::String fileName = fileNode.getName();
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(fileNode);
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) {
texCoords.clear();
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%uTexCoord", pass), TexCoordAttribute::kTypePass, pass);
}
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) {
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.
for (uint pass = 1; id >= 2 && pass <= id - 1; ++pass) {
addTexSampler(Common::String::format("Pass%u", pass), &sampler, TextureSampler::kTypePass, pass);
}
// 3. Step: Assign original input to samplers.
addTexSampler("Orig", &sampler, TextureSampler::kTypePass, 0);
// 4. Step: Assign previous render inputs.
addTexSampler("Prev", &sampler, TextureSampler::kTypePrev, 0);
for (uint prevId = 1; prevId <= 6; ++prevId) {
addTexSampler(Common::String::format("Prev%u", prevId), &sampler, TextureSampler::kTypePrev, prevId);
}
}
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->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->use();
setFramebuffer(pass.target);
// 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));
// 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:
// TODO: Properly support Prev
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:
// TODO: Properly support Prev
texture = _passes[0].inputTexture;
break;
}
if (!texture) {
continue;
}
GL_CALL(glActiveTexture(GL_TEXTURE0 + i->unit));
texture->bind();
}
}
} // End of namespace OpenGL
#endif // !USE_FORCED_GLES