Merge pull request #1439 from Armada651/ogl-stereo-3d

OGL: Stereoscopic 3D Support
This commit is contained in:
Ryan Houdek
2014-11-28 11:45:38 -06:00
48 changed files with 774 additions and 267 deletions
+2
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@@ -32,3 +32,5 @@ $99 of some treasures
040AE530 3F000063
$End Boss Has No HP
[Video_Stereoscopy]
StereoMonoEFBDepth = True
-24
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@@ -1,24 +0,0 @@
// Omega's 3D Stereoscopic filtering
// TODO: Need depth info!
void main()
{
// Source Color
float4 c0 = Sample();
const int sep = 5;
float red = c0.r;
float green = c0.g;
float blue = c0.b;
// Left Eye (Red)
float4 c1 = SampleOffset(int2(sep, 0));
red = max(c0.r, c1.r);
// Right Eye (Cyan)
float4 c2 = SampleOffset(int2(-sep, 0));
float cyan = (c2.g + c2.b) / 2.0;
green = max(c0.g, cyan);
blue = max(c0.b, cyan);
SetOutput(float4(red, green, blue, c0.a));
}
-24
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@@ -1,24 +0,0 @@
// Omega's 3D Stereoscopic filtering (Amber/Blue)
// TODO: Need depth info!
void main()
{
// Source Color
float4 c0 = Sample();
float sep = 5.0;
float red = c0.r;
float green = c0.g;
float blue = c0.b;
// Left Eye (Amber)
float4 c2 = SampleLocation(GetCoordinates() + float2(sep,0.0)*GetInvResolution()).rgba;
float amber = (c2.r + c2.g) / 2.0;
red = max(c0.r, amber);
green = max(c0.g, amber);
// Right Eye (Blue)
float4 c1 = SampleLocation(GetCoordinates() + float2(-sep,0.0)*GetInvResolution()).rgba;
blue = max(c0.b, c1.b);
SetOutput(float4(red, green, blue, c0.a));
}
+7
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@@ -351,6 +351,13 @@ void Matrix44::Translate(Matrix44 &mtx, const float vec[3])
mtx.data[11] = vec[2];
}
void Matrix44::Shear(Matrix44 &mtx, const float a, const float b)
{
LoadIdentity(mtx);
mtx.data[2] = a;
mtx.data[6] = b;
}
void Matrix44::Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result)
{
MatrixMul(4, a.data, b.data, result.data);
+1
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@@ -232,6 +232,7 @@ public:
static void Set(Matrix44 &mtx, const float mtxArray[16]);
static void Translate(Matrix44 &mtx, const float vec[3]);
static void Shear(Matrix44 &mtx, const float a, const float b = 0);
static void Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result);
+5
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@@ -81,6 +81,11 @@ static const struct
{ "FreelookZoomOut", 83 /* 'S' */, 4 /* wxMOD_SHIFT */ },
{ "FreelookReset", 82 /* 'R' */, 4 /* wxMOD_SHIFT */ },
{ "IncreaseSeparation", 0, 0 /* wxMOD_NONE */ },
{ "DecreaseSeparation", 0, 0 /* wxMOD_NONE */ },
{ "IncreaseConvergence", 0, 0 /* wxMOD_NONE */ },
{ "DecreaseConvergence", 0, 0 /* wxMOD_NONE */ },
{ "LoadStateSlot1", 340 /* WXK_F1 */, 0 /* wxMOD_NONE */ },
{ "LoadStateSlot2", 341 /* WXK_F2 */, 0 /* wxMOD_NONE */ },
{ "LoadStateSlot3", 342 /* WXK_F3 */, 0 /* wxMOD_NONE */ },
+5
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@@ -54,6 +54,11 @@ enum Hotkey
HK_FREELOOK_ZOOM_OUT,
HK_FREELOOK_RESET,
HK_INCREASE_SEPARATION,
HK_DECREASE_SEPARATION,
HK_INCREASE_CONVERGENCE,
HK_DECREASE_CONVERGENCE,
HK_LOAD_STATE_SLOT_1,
HK_LOAD_STATE_SLOT_2,
HK_LOAD_STATE_SLOT_3,
+20
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@@ -1123,6 +1123,26 @@ void CFrame::OnKeyDown(wxKeyEvent& event)
{
State::Load(g_saveSlot);
}
else if (IsHotkey(event, HK_INCREASE_SEPARATION))
{
if (++g_Config.iStereoSeparation > 100)
g_Config.iStereoSeparation = 100;
}
else if (IsHotkey(event, HK_DECREASE_SEPARATION))
{
if (--g_Config.iStereoSeparation < 0)
g_Config.iStereoSeparation = 0;
}
else if (IsHotkey(event, HK_INCREASE_CONVERGENCE))
{
if (++g_Config.iStereoConvergence > 500)
g_Config.iStereoConvergence = 500;
}
else if (IsHotkey(event, HK_DECREASE_CONVERGENCE))
{
if (--g_Config.iStereoConvergence < 0)
g_Config.iStereoConvergence = 0;
}
else
{
+5
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@@ -238,6 +238,11 @@ void HotkeyConfigDialog::CreateHotkeyGUIControls()
_("Freelook Zoom Out"),
_("Freelook Reset"),
_("Increase Stereocopy Separation"),
_("Decrease Stereocopy Separation"),
_("Increase Stereocopy Convergence"),
_("Decrease Stereocopy Convergence"),
_("Load State Slot 1"),
_("Load State Slot 2"),
_("Load State Slot 3"),
+40 -1
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@@ -149,6 +149,10 @@ static wxString crop_desc = wxTRANSLATE("Crop the picture from 4:3 to 5:4 or fro
static wxString ppshader_desc = wxTRANSLATE("Apply a post-processing effect after finishing a frame.\n\nIf unsure, select (off).");
static wxString cache_efb_copies_desc = wxTRANSLATE("Slightly speeds up EFB to RAM copies by sacrificing emulation accuracy.\nSometimes also increases visual quality.\nIf you're experiencing any issues, try raising texture cache accuracy or disable this option.\n\nIf unsure, leave this unchecked.");
static wxString shader_errors_desc = wxTRANSLATE("Usually if shader compilation fails, an error message is displayed.\nHowever, one may skip the popups to allow interruption free gameplay by checking this option.\n\nIf unsure, leave this unchecked.");
static wxString stereo_3d_desc = wxTRANSLATE("Select the stereoscopic 3D mode, stereoscopy allows you to get a better feeling of depth if you have the necessary hardware.\nSide-by-Side and Top-and-Bottom are used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHeavily decreases emulation speed and sometimes causes issues.\n\nIf unsure, select Off.");
static wxString stereo_separation_desc = wxTRANSLATE("Control the separation distance, this is the distance between the virtual cameras.\nA higher value creates a stronger feeling of depth while a lower value is more comfortable.");
static wxString stereo_convergence_desc = wxTRANSLATE("Control the convergence distance, this controls the apparant distance of virtual objects.\nA higher value creates stronger out-of-screen effects while a lower value is more comfortable.");
static wxString stereo_swap_desc = wxTRANSLATE("Swap the left and right eye, mostly useful if you want to view side-by-side cross-eyed.\n\nIf unsure, leave this unchecked.");
#if !defined(__APPLE__)
@@ -396,7 +400,7 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
if (vconfig.backend_info.PPShaders.size())
{
wxFlexGridSizer* const szr_pp = new wxFlexGridSizer(3, 5, 5);
wxChoice *const choice_ppshader = new wxChoice(page_enh, -1);
choice_ppshader = new wxChoice(page_enh, -1);
RegisterControl(choice_ppshader, wxGetTranslation(ppshader_desc));
choice_ppshader->AppendString(_("(off)"));
@@ -425,6 +429,11 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
szr_pp->Add(button_config_pp);
szr_enh->Add(szr_pp);
}
else
{
choice_ppshader = nullptr;
button_config_pp = nullptr;
}
// Scaled copy, PL, Bilinear filter
szr_enh->Add(CreateCheckBox(page_enh, _("Scaled EFB Copy"), wxGetTranslation(scaled_efb_copy_desc), vconfig.bCopyEFBScaled));
@@ -438,6 +447,36 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
group_enh->Add(szr_enh, 1, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM, 5);
szr_enh_main->Add(group_enh, 0, wxEXPAND | wxALL, 5);
// - stereoscopy
if (vconfig.backend_info.bSupportsStereoscopy && vconfig.iStereoMode > 0)
{
wxFlexGridSizer* const szr_stereo = new wxFlexGridSizer(2, 5, 5);
const wxString stereo_choices[] = { "Off", "Side-by-Side", "Top-and-Bottom", "Anaglyph" };
szr_stereo->Add(new wxStaticText(page_enh, -1, _("Stereoscopic 3D Mode:")), 1, wxALIGN_CENTER_VERTICAL, 0);
szr_stereo->Add(CreateChoice(page_enh, vconfig.iStereoMode, wxGetTranslation(stereo_3d_desc), 4, stereo_choices));
wxSlider* const sep_slider = new wxSlider(page_enh, wxID_ANY, vconfig.iStereoSeparation, 0, 100, wxDefaultPosition, wxDefaultSize);
sep_slider->Bind(wxEVT_SLIDER, &VideoConfigDiag::Event_StereoSep, this);
RegisterControl(sep_slider, wxGetTranslation(stereo_separation_desc));
szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Separation:")), 1, wxALIGN_CENTER_VERTICAL, 0);
szr_stereo->Add(sep_slider, 0, wxEXPAND | wxRIGHT);
wxSlider* const conv_slider = new wxSlider(page_enh, wxID_ANY, vconfig.iStereoConvergence, 0, 500, wxDefaultPosition, wxDefaultSize);
conv_slider->Bind(wxEVT_SLIDER, &VideoConfigDiag::Event_StereoFoc, this);
RegisterControl(conv_slider, wxGetTranslation(stereo_convergence_desc));
szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Convergence:")), 1, wxALIGN_CENTER_VERTICAL, 0);
szr_stereo->Add(conv_slider, 0, wxEXPAND | wxRIGHT);
szr_stereo->Add(CreateCheckBox(page_enh, _("Swap Eyes"), wxGetTranslation(stereo_swap_desc), vconfig.bStereoSwapEyes));
wxStaticBoxSizer* const group_stereo = new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Stereoscopy"));
group_stereo->Add(szr_stereo, 1, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM, 5);
szr_enh_main->Add(group_stereo, 0, wxEXPAND | wxALL, 5);
}
szr_enh_main->AddStretchSpacer();
CreateDescriptionArea(page_enh, szr_enh_main);
+22
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@@ -165,6 +165,20 @@ protected:
ev.Skip();
}
void Event_StereoSep(wxCommandEvent &ev)
{
vconfig.iStereoSeparation = ev.GetInt();
ev.Skip();
}
void Event_StereoFoc(wxCommandEvent &ev)
{
vconfig.iStereoConvergence = ev.GetInt();
ev.Skip();
}
void Event_ClickClose(wxCommandEvent&);
void Event_Close(wxCloseEvent&);
@@ -184,6 +198,12 @@ protected:
virtual_xfb->Enable(vconfig.bUseXFB);
real_xfb->Enable(vconfig.bUseXFB);
// PP Shaders
if (choice_ppshader)
choice_ppshader->Enable(vconfig.iStereoMode != STEREO_ANAGLYPH);
if (button_config_pp)
button_config_pp->Enable(vconfig.iStereoMode != STEREO_ANAGLYPH);
// Things which shouldn't be changed during emulation
if (Core::IsRunning())
{
@@ -248,6 +268,8 @@ protected:
wxCheckBox* progressive_scan_checkbox;
wxChoice* choice_ppshader;
std::map<wxWindow*, wxString> ctrl_descs; // maps setting controls to their descriptions
std::map<wxWindow*, wxStaticText*> desc_texts; // maps dialog tabs (which are the parents of the setting controls) to their description text objects
@@ -172,7 +172,7 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
static char buffer[16384];
ShaderCode code;
code.SetBuffer(buffer);
GenerateVSOutputStructForGS(code, API_D3D);
GenerateVSOutputStruct(code, API_D3D);
code.Write("\n%s", LINE_GS_COMMON);
std::stringstream numTexCoordsStream;
@@ -166,7 +166,7 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
static char buffer[16384];
ShaderCode code;
code.SetBuffer(buffer);
GenerateVSOutputStructForGS(code, API_D3D);
GenerateVSOutputStruct(code, API_D3D);
code.Write("\n%s", POINT_GS_COMMON);
std::stringstream numTexCoordsStream;
@@ -43,6 +43,9 @@ private:
TCacheEntryBase* CreateRenderTargetTexture(unsigned int scaled_tex_w, unsigned int scaled_tex_h) override;
u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 SourceW, u32 SourceH, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source) {return 0;};
void CompileShaders() override { }
void DeleteShaders() override { }
};
}
+1
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@@ -78,6 +78,7 @@ void InitBackendInfo()
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false;
g_Config.backend_info.bSupportsBBox = false; // TODO: not implemented
g_Config.backend_info.bSupportsStereoscopy = false; // TODO: not implemented
IDXGIFactory* factory;
IDXGIAdapter* ad;
@@ -21,7 +21,6 @@ int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
GLenum FramebufferManager::m_textureType;
GLuint FramebufferManager::m_efbFramebuffer;
GLuint FramebufferManager::m_xfbFramebuffer;
GLuint FramebufferManager::m_efbColor;
@@ -72,42 +71,45 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_efbDepth = glObj[1];
m_efbColorSwap = glObj[2];
m_EFBLayers = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
// OpenGL MSAA textures are a different kind of texture type and must be allocated
// with a different function, so we create them separately.
if (m_msaaSamples <= 1)
{
m_textureType = GL_TEXTURE_2D;
m_textureType = GL_TEXTURE_2D_ARRAY;
glBindTexture(m_textureType, m_efbColor);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(m_textureType, m_efbDepth);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glBindTexture(m_textureType, m_efbColorSwap);
glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
else
{
m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
glBindTexture(m_textureType, m_efbColor);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, m_efbDepth);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, false);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, m_efbColorSwap);
glTexImage2DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, false);
glTexImage3DMultisample(m_textureType, m_msaaSamples, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, false);
glBindTexture(m_textureType, 0);
// Although we are able to access the multisampled texture directly, we don't do it everywhere.
@@ -118,23 +120,23 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_resolvedColorTexture = glObj[0];
m_resolvedDepthTexture = glObj[1];
glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(resolvedType, m_resolvedColorTexture);
glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage3D(resolvedType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, m_resolvedDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glBindTexture(resolvedType, m_resolvedDepthTexture);
glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
// Bind resolved textures to resolved framebuffer.
glGenFramebuffers(1, &m_resolvedFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_resolvedColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_resolvedDepthTexture, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_resolvedColorTexture, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_resolvedDepthTexture, 0);
}
// Create XFB framebuffer; targets will be created elsewhere.
@@ -143,8 +145,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Bind target textures to EFB framebuffer.
glGenFramebuffers(1, &m_efbFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_textureType, m_efbDepth, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0);
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
@@ -168,9 +170,9 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
{
// non-msaa, so just fetch the pixel
sampler =
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, 0);\n"
" return texelFetch(samp9, ivec3(pos, 0), 0);\n"
"}\n";
}
else if (g_ogl_config.bSupportSampleShading)
@@ -179,9 +181,9 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// This will lead to sample shading, but it's the only way to not loose
// the values of each sample.
sampler =
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, gl_SampleID);\n"
" return texelFetch(samp9, ivec3(pos, 0), gl_SampleID);\n"
"}\n";
}
else
@@ -190,11 +192,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
std::stringstream samples;
samples << m_msaaSamples;
sampler =
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
" for(int i=0; i<" + samples.str() + "; i++)\n"
" color += texelFetch(samp9, pos, i);\n"
" color += texelFetch(samp9, ivec3(pos, 0), i);\n"
" return color / " + samples.str() + ";\n"
"}\n";
}
@@ -365,7 +367,7 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
src_texture = m_efbColor;
m_efbColor = m_efbColorSwap;
m_efbColorSwap = src_texture;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_efbColor, 0);
glViewport(0,0, m_targetWidth, m_targetHeight);
glActiveTexture(GL_TEXTURE0 + 9);
@@ -397,7 +399,7 @@ void XFBSource::CopyEFB(float Gamma)
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
// Bind texture.
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0);
glBlitFramebuffer(
0, 0, texWidth, texHeight,
@@ -419,11 +421,11 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, target_width, target_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
return new XFBSource(texture);
return new XFBSource(texture, m_EFBLayers);
}
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
@@ -47,13 +47,14 @@ namespace OGL
struct XFBSource : public XFBSourceBase
{
XFBSource(GLuint tex) : texture(tex) {}
XFBSource(GLuint tex, int layers) : texture(tex), m_layers(layers) {}
~XFBSource();
void CopyEFB(float Gamma) override;
void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
const GLuint texture;
const int m_layers;
};
class FramebufferManager : public FramebufferManagerBase
@@ -100,7 +101,6 @@ private:
static int m_msaaSamples;
static GLenum m_textureType;
static GLuint m_efbFramebuffer;
static GLuint m_xfbFramebuffer;
static GLuint m_efbColor;
@@ -37,6 +37,8 @@ static char s_vertex_shader[] =
"}\n";
OpenGLPostProcessing::OpenGLPostProcessing()
: m_initialized(false)
, m_anaglyph(false)
{
CreateHeader();
@@ -46,8 +48,6 @@ OpenGLPostProcessing::OpenGLPostProcessing()
glGenBuffers(1, &m_attribute_vbo);
glGenVertexArrays(1, &m_attribute_vao);
}
m_initialized = false;
}
OpenGLPostProcessing::~OpenGLPostProcessing()
@@ -62,7 +62,7 @@ OpenGLPostProcessing::~OpenGLPostProcessing()
}
void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height)
int src_texture, int src_width, int src_height, int layer)
{
ApplyShader();
@@ -79,6 +79,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
glUniform4f(m_uniform_src_rect, src.left / (float) src_width, src.bottom / (float) src_height,
src.GetWidth() / (float) src_width, src.GetHeight() / (float) src_height);
glUniform1ui(m_uniform_time, (GLuint)m_timer.GetTimeElapsed());
glUniform1i(m_uniform_layer, layer);
if (m_config.IsDirty())
{
@@ -151,25 +152,29 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
}
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_2D, src_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void OpenGLPostProcessing::ApplyShader()
{
// shader didn't changed
if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader &&
((g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH) == m_anaglyph))
return;
m_shader.Destroy();
m_uniform_bindings.clear();
// load shader from disk
std::string default_shader = "void main() { SetOutput(Sample()); }";
// load shader code
std::string code = "";
if (g_ActiveConfig.sPostProcessingShader != "")
std::string default_shader = "void main() { SetOutput(Sample()); }\n";
if (g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH)
code = "void main() { SetOutput(float4(pow(0.7 * SampleLayer(0).g + 0.3 * SampleLayer(0).b, 1.5), SampleLayer(1).gba)); }\n";
else if (g_ActiveConfig.sPostProcessingShader != "")
code = m_config.LoadShader();
if (code == "")
@@ -195,6 +200,7 @@ void OpenGLPostProcessing::ApplyShader()
m_uniform_resolution = glGetUniformLocation(m_shader.glprogid, "resolution");
m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time");
m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect");
m_uniform_layer = glGetUniformLocation(m_shader.glprogid, "layer");
if (m_attribute_workaround)
{
@@ -218,6 +224,7 @@ void OpenGLPostProcessing::ApplyShader()
std::string glsl_name = "option_" + it.first;
m_uniform_bindings[it.first] = glGetUniformLocation(m_shader.glprogid, glsl_name.c_str());
}
m_anaglyph = g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH;
m_initialized = true;
}
@@ -228,7 +235,7 @@ void OpenGLPostProcessing::CreateHeader()
// Shouldn't be accessed directly by the PP shader
// Texture sampler
"SAMPLER_BINDING(8) uniform sampler2D samp8;\n"
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
// Output variable
"out float4 ocol0;\n"
@@ -238,19 +245,26 @@ void OpenGLPostProcessing::CreateHeader()
"uniform float4 resolution;\n"
// Time
"uniform uint time;\n"
// Layer
"uniform int layer;\n"
// Interfacing functions
"float4 Sample()\n"
"{\n"
"\treturn texture(samp9, uv0);\n"
"\treturn texture(samp9, float3(uv0, layer));\n"
"}\n"
"float4 SampleLocation(float2 location)\n"
"{\n"
"\treturn texture(samp9, location);\n"
"\treturn texture(samp9, float3(location, layer));\n"
"}\n"
"#define SampleOffset(offset) textureOffset(samp9, uv0, offset)\n"
"float4 SampleLayer(int layer)\n"
"{\n"
"\treturn texture(samp9, float3(uv0, layer));\n"
"}\n"
"#define SampleOffset(offset) textureOffset(samp9, float3(uv0, layer), offset)\n"
"float4 SampleFontLocation(float2 location)\n"
"{\n"
@@ -23,15 +23,17 @@ public:
~OpenGLPostProcessing();
void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height) override;
int src_texture, int src_width, int src_height, int layer) override;
void ApplyShader() override;
private:
bool m_initialized;
bool m_anaglyph;
SHADER m_shader;
GLuint m_uniform_resolution;
GLuint m_uniform_src_rect;
GLuint m_uniform_time;
GLuint m_uniform_layer;
std::string m_glsl_header;
// These are only used when working around Qualcomm's broken attributeless rendering
@@ -36,6 +36,7 @@ ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
SHADERUID ProgramShaderCache::last_uid;
UidChecker<PixelShaderUid,PixelShaderCode> ProgramShaderCache::pixel_uid_checker;
UidChecker<VertexShaderUid,VertexShaderCode> ProgramShaderCache::vertex_uid_checker;
UidChecker<GeometryShaderUid,ShaderCode> ProgramShaderCache::geometry_uid_checker;
static char s_glsl_header[1024] = "";
@@ -196,13 +197,17 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
VertexShaderCode vcode;
PixelShaderCode pcode;
ShaderCode gcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.iStereoMode > 0)
GenerateGeometryShaderCode(gcode, components, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
newentry.shader.strvprog = vcode.GetBuffer();
newentry.shader.strpprog = pcode.GetBuffer();
newentry.shader.strgprog = gcode.GetBuffer();
}
#if defined(_DEBUG) || defined(DEBUGFAST)
@@ -214,10 +219,16 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, pcode.GetBuffer());
if (gcode.GetBuffer() != nullptr)
{
filename = StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, gcode.GetBuffer());
}
}
#endif
if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer()))
if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return nullptr;
@@ -231,15 +242,21 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
return &last_entry->shader;
}
bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const char* pcode)
bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const char* pcode, const char* gcode)
{
GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
if (!vsid || !psid)
// Optional geometry shader
GLuint gsid = 0;
if (gcode)
gsid = CompileSingleShader(GL_GEOMETRY_SHADER, gcode);
if (!vsid || !psid || (gcode && !gsid))
{
glDeleteShader(vsid);
glDeleteShader(psid);
glDeleteShader(gsid);
return false;
}
@@ -247,6 +264,8 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
glAttachShader(pid, vsid);
glAttachShader(pid, psid);
if (gsid)
glAttachShader(pid, gsid);
if (g_ogl_config.bSupportsGLSLCache)
glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
@@ -258,6 +277,7 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
// original shaders aren't needed any more
glDeleteShader(vsid);
glDeleteShader(psid);
glDeleteShader(gsid);
GLint linkStatus;
glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
@@ -273,7 +293,10 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
std::string filename = StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << vcode << s_glsl_header << pcode << infoLog;
file << s_glsl_header << vcode << s_glsl_header << pcode;
if (gcode)
file << s_glsl_header << gcode;
file << infoLog;
file.close();
if (linkStatus != GL_TRUE)
@@ -324,11 +347,11 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "%s Shader info log:\n%s", type==GL_VERTEX_SHADER ? "VS" : "PS", infoLog);
ERROR_LOG(VIDEO, "%s Shader info log:\n%s", type==GL_VERTEX_SHADER ? "VS" : type==GL_FRAGMENT_SHADER ? "PS" : "GS", infoLog);
std::string filename = StringFromFormat("%sbad_%s_%04i.txt",
File::GetUserPath(D_DUMP_IDX).c_str(),
type==GL_VERTEX_SHADER ? "vs" : "ps",
type==GL_VERTEX_SHADER ? "vs" : type==GL_FRAGMENT_SHADER ? "ps" : "gs",
num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
@@ -338,7 +361,7 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
if (compileStatus != GL_TRUE)
{
PanicAlert("Failed to compile %s shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s, %s, %s):\n%s",
type == GL_VERTEX_SHADER ? "vertex" : "pixel",
type == GL_VERTEX_SHADER ? "vertex" : type==GL_FRAGMENT_SHADER ? "pixel" : "geometry",
filename.c_str(),
g_ogl_config.gl_vendor,
g_ogl_config.gl_renderer,
@@ -365,6 +388,7 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
{
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
GetVertexShaderUid(uid->vuid, components, API_OPENGL);
GetGeometryShaderUid(uid->guid, components, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
@@ -375,6 +399,10 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
VertexShaderCode vcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
ShaderCode gcode;
GenerateGeometryShaderCode(gcode, components, API_OPENGL);
geometry_uid_checker.AddToIndexAndCheck(gcode, uid->guid, "Geometry", "g");
}
}
@@ -486,6 +514,7 @@ void ProgramShaderCache::CreateHeader()
"%s\n" // sample shading
"%s\n" // Sampler binding
"%s\n" // storage buffer
"%s\n" // shader5
// Precision defines for GLSL ES
"%s\n"
@@ -518,6 +547,7 @@ void ProgramShaderCache::CreateHeader()
, (g_ogl_config.bSupportSampleShading) ? "#extension GL_ARB_sample_shading : enable" : ""
, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "#define SAMPLER_BINDING(x) layout(binding = x)" : "#define SAMPLER_BINDING(x)"
, g_ActiveConfig.backend_info.bSupportsBBox ? "#extension GL_ARB_shader_storage_buffer_object : enable" : ""
, g_ActiveConfig.backend_info.bSupportsGSInstancing ? "#extension GL_ARB_gpu_shader5 : enable" : ""
, v>=GLSLES_300 ? "precision highp float;" : ""
, v>=GLSLES_300 ? "precision highp int;" : ""

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