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- RGBA8->RG16 does not require special instructions so the overlay pass is disabled for OGL
240 lines
No EOL
5.8 KiB
C++
240 lines
No EOL
5.8 KiB
C++
#pragma once
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#include "stdafx.h"
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#include "GLHelpers.h"
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namespace gl
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{
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struct overlay_pass
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{
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std::string fs_src;
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std::string vs_src;
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gl::glsl::program program_handle;
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gl::glsl::shader vs;
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gl::glsl::shader fs;
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gl::fbo fbo;
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bool compiled = false;
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void create()
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{
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if (!compiled)
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{
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fs.create(gl::glsl::shader::type::fragment);
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fs.source(fs_src);
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fs.compile();
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vs.create(gl::glsl::shader::type::vertex);
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vs.source(vs_src);
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vs.compile();
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program_handle.create();
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program_handle.attach(vs);
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program_handle.attach(fs);
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program_handle.make();
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fbo.create();
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compiled = true;
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}
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}
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void destroy()
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{
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if (compiled)
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{
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program_handle.remove();
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vs.remove();
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fs.remove();
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fbo.remove();
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compiled = false;
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}
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}
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virtual void on_load() {}
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virtual void on_unload() {}
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virtual void bind_resources() {}
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virtual void cleanup_resources() {}
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virtual void emit_geometry()
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{
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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virtual void run(u16 w, u16 h, GLuint target_texture, bool depth_target)
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{
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if (!compiled)
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{
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LOG_ERROR(RSX, "You must initialize overlay passes with create() before calling run()");
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return;
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}
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GLint program;
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GLint old_fbo;
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GLint depth_func;
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GLint viewport[4];
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GLboolean color_writes[4];
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GLboolean depth_write;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &old_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo.id());
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if (depth_target)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target_texture, 0);
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glDrawBuffer(GL_NONE);
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}
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else
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{
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GLenum buffer = GL_COLOR_ATTACHMENT0;
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target_texture, 0);
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glDrawBuffers(1, &buffer);
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}
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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{
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// Push rasterizer state
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glGetIntegerv(GL_VIEWPORT, viewport);
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glGetBooleanv(GL_COLOR_WRITEMASK, color_writes);
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glGetBooleanv(GL_DEPTH_WRITEMASK, &depth_write);
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glGetIntegerv(GL_CURRENT_PROGRAM, &program);
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glGetIntegerv(GL_DEPTH_FUNC, &depth_func);
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GLboolean scissor_enabled = glIsEnabled(GL_SCISSOR_TEST);
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GLboolean depth_test_enabled = glIsEnabled(GL_DEPTH_TEST);
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GLboolean cull_face_enabled = glIsEnabled(GL_CULL_FACE);
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GLboolean blend_enabled = glIsEnabled(GL_BLEND);
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GLboolean stencil_test_enabled = glIsEnabled(GL_STENCIL_TEST);
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// Set initial state
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glViewport(0, 0, w, h);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(depth_target ? GL_TRUE : GL_FALSE);
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// Disabling depth test will also disable depth writes which is not desired
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glDepthFunc(GL_ALWAYS);
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glEnable(GL_DEPTH_TEST);
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if (scissor_enabled) glDisable(GL_SCISSOR_TEST);
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if (cull_face_enabled) glDisable(GL_CULL_FACE);
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if (blend_enabled) glDisable(GL_BLEND);
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if (stencil_test_enabled) glDisable(GL_STENCIL_TEST);
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// Render
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program_handle.use();
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on_load();
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bind_resources();
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emit_geometry();
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// Clean up
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if (depth_target)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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else
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, old_fbo);
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glUseProgram((GLuint)program);
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glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
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glColorMask(color_writes[0], color_writes[1], color_writes[2], color_writes[3]);
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glDepthMask(depth_write);
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glDepthFunc(depth_func);
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if (!depth_test_enabled) glDisable(GL_DEPTH_TEST);
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if (scissor_enabled) glEnable(GL_SCISSOR_TEST);
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if (cull_face_enabled) glEnable(GL_CULL_FACE);
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if (blend_enabled) glEnable(GL_BLEND);
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if (stencil_test_enabled) glEnable(GL_STENCIL_TEST);
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}
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else
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{
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LOG_ERROR(RSX, "Overlay pass failed because framebuffer was not complete. Run with debug output enabled to diagnose the problem");
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}
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}
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};
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struct depth_convert_pass : public overlay_pass
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{
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depth_convert_pass()
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{
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vs_src =
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{
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"#version 420\n\n"
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"out vec2 tc0;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec2 positions[] = {vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)};\n"
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" vec2 coords[] = {vec2(0., 0.), vec2(1., 0.), vec2(0., 1.), vec2(1., 1.)};\n"
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" gl_Position = vec4(positions[gl_VertexID % 4], 0., 1.);\n"
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" tc0 = coords[gl_VertexID % 4];\n"
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"}\n"
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};
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fs_src =
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{
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"#version 420\n\n"
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"in vec2 tc0;\n"
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"layout(binding=31) uniform sampler2D fs0;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 rgba_in = texture(fs0, tc0);\n"
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" gl_FragDepth = rgba_in.w * 0.99609 + rgba_in.x * 0.00389 + rgba_in.y * 0.00002;\n"
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"}\n"
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};
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}
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void run(u16 w, u16 h, GLuint target, GLuint source)
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{
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glActiveTexture(GL_TEXTURE31);
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glBindTexture(GL_TEXTURE_2D, source);
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overlay_pass::run(w, h, target, true);
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}
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};
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struct rgba8_unorm_rg16_sfloat_convert_pass : public overlay_pass
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{
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//Not really needed since directly copying data via ARB_copy_image works out fine
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rgba8_unorm_rg16_sfloat_convert_pass()
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{
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vs_src =
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{
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"#version 420\n\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec2 positions[] = {vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)};\n"
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" gl_Position = vec4(positions[gl_VertexID % 4], 0., 1.);\n"
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"}\n"
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};
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fs_src =
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{
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"#version 420\n\n"
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"layout(binding=31) uniform sampler2D fs0;\n"
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"layout(location=0) out vec4 ocol;\n"
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"\n"
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"void main()\n"
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"{\n"
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" uint value = packUnorm4x8(texelFetch(fs0, ivec2(gl_FragCoord.xy), 0).zyxw);\n"
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" ocol.xy = unpackHalf2x16(value);\n"
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"}\n"
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};
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}
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void run(u16 w, u16 h, GLuint target, GLuint source)
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{
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glActiveTexture(GL_TEXTURE31);
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glBindTexture(GL_TEXTURE_2D, source);
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overlay_pass::run(w, h, target, false);
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}
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};
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} |