Esempio n. 1
0
void gl_renderchain_render(gl_t *gl,
      uint64_t frame_count,
      const struct video_tex_info *tex_info,
      const struct video_tex_info *feedback_info)
{
   unsigned mip_level;
   video_shader_ctx_mvp_t mvp;
   video_shader_ctx_coords_t coords;
   video_shader_ctx_params_t params;
   video_shader_ctx_info_t shader_info;
   unsigned width, height;
   const struct video_fbo_rect *prev_rect;
   struct video_tex_info *fbo_info;
   struct video_tex_info fbo_tex_info[GFX_MAX_SHADERS];
   int i;
   GLfloat xamt, yamt;
   unsigned fbo_tex_info_cnt = 0;
   GLfloat fbo_tex_coords[8] = {0.0f};

   video_driver_get_size(&width, &height);

   /* Render the rest of our passes. */
   gl->coords.tex_coord = fbo_tex_coords;

   /* Calculate viewports, texture coordinates etc,
    * and render all passes from FBOs, to another FBO. */
   for (i = 1; i < gl->fbo_pass; i++)
   {
      video_shader_ctx_mvp_t mvp;
      video_shader_ctx_coords_t coords;
      video_shader_ctx_params_t params;
      const struct video_fbo_rect *rect = &gl->fbo_rect[i];

      prev_rect = &gl->fbo_rect[i - 1];
      fbo_info  = &fbo_tex_info[i - 1];

      xamt      = (GLfloat)prev_rect->img_width / prev_rect->width;
      yamt      = (GLfloat)prev_rect->img_height / prev_rect->height;

      set_texture_coords(fbo_tex_coords, xamt, yamt);

      fbo_info->tex           = gl->fbo_texture[i - 1];
      fbo_info->input_size[0] = prev_rect->img_width;
      fbo_info->input_size[1] = prev_rect->img_height;
      fbo_info->tex_size[0]   = prev_rect->width;
      fbo_info->tex_size[1]   = prev_rect->height;
      memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
      fbo_tex_info_cnt++;

      glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[i]);

      shader_info.data       = gl;
      shader_info.idx        = i + 1;
      shader_info.set_active = true;

      video_shader_driver_use(&shader_info);
      glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);

      mip_level = i + 1;

      if (video_shader_driver_mipmap_input(&mip_level)
            && gl_check_capability(GL_CAPS_MIPMAP))
         glGenerateMipmap(GL_TEXTURE_2D);

      glClear(GL_COLOR_BUFFER_BIT);

      /* Render to FBO with certain size. */
      gl_set_viewport(gl, rect->img_width, rect->img_height, true, false);

      params.data          = gl;
      params.width         = prev_rect->img_width;
      params.height        = prev_rect->img_height;
      params.tex_width     = prev_rect->width;
      params.tex_height    = prev_rect->height;
      params.out_width     = gl->vp.width;
      params.out_height    = gl->vp.height;
      params.frame_counter = (unsigned int)frame_count;
      params.info          = tex_info;
      params.prev_info     = gl->prev_info;
      params.feedback_info = feedback_info;
      params.fbo_info      = fbo_tex_info;
      params.fbo_info_cnt  = fbo_tex_info_cnt;

      video_shader_driver_set_parameters(&params);

      gl->coords.vertices = 4;

      coords.handle_data  = NULL;
      coords.data         = &gl->coords;

      video_shader_driver_set_coords(&coords);

      mvp.data = gl;
      mvp.matrix = &gl->mvp;

      video_shader_driver_set_mvp(&mvp);

      glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
   }

#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
   if (gl->has_srgb_fbo)
      glDisable(GL_FRAMEBUFFER_SRGB);
#endif

   /* Render our last FBO texture directly to screen. */
   prev_rect = &gl->fbo_rect[gl->fbo_pass - 1];
   xamt      = (GLfloat)prev_rect->img_width / prev_rect->width;
   yamt      = (GLfloat)prev_rect->img_height / prev_rect->height;

   set_texture_coords(fbo_tex_coords, xamt, yamt);

   /* Push final FBO to list. */
   fbo_info = &fbo_tex_info[gl->fbo_pass - 1];

   fbo_info->tex           = gl->fbo_texture[gl->fbo_pass - 1];
   fbo_info->input_size[0] = prev_rect->img_width;
   fbo_info->input_size[1] = prev_rect->img_height;
   fbo_info->tex_size[0]   = prev_rect->width;
   fbo_info->tex_size[1]   = prev_rect->height;
   memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
   fbo_tex_info_cnt++;

   /* Render our FBO texture to back buffer. */
   gl_bind_backbuffer();

   shader_info.data       = gl;
   shader_info.idx        = gl->fbo_pass + 1;
   shader_info.set_active = true;

   video_shader_driver_use(&shader_info);

   glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);

   mip_level = gl->fbo_pass + 1;

   if (video_shader_driver_mipmap_input(&mip_level)
         && gl_check_capability(GL_CAPS_MIPMAP))
      glGenerateMipmap(GL_TEXTURE_2D);

   glClear(GL_COLOR_BUFFER_BIT);
   gl_set_viewport(gl, width, height, false, true);

   params.data          = gl;
   params.width         = prev_rect->img_width;
   params.height        = prev_rect->img_height;
   params.tex_width     = prev_rect->width;
   params.tex_height    = prev_rect->height;
   params.out_width     = gl->vp.width;
   params.out_height    = gl->vp.height;
   params.frame_counter = (unsigned int)frame_count;
   params.info          = tex_info;
   params.prev_info     = gl->prev_info;
   params.feedback_info = feedback_info;
   params.fbo_info      = fbo_tex_info;
   params.fbo_info_cnt  = fbo_tex_info_cnt;

   video_shader_driver_set_parameters(&params);

   gl->coords.vertex    = gl->vertex_ptr;

   gl->coords.vertices  = 4;

   coords.handle_data   = NULL;
   coords.data          = &gl->coords;

   video_shader_driver_set_coords(&coords);

   mvp.data             = gl;
   mvp.matrix           = &gl->mvp;

   video_shader_driver_set_mvp(&mvp);
   glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

   gl->coords.tex_coord = gl->tex_info.coord;
}
Esempio n. 2
0
static void renderchain_set_vertices(void *data, unsigned pass,
      unsigned vert_width, unsigned vert_height, uint64_t frame_count)
{
#if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL)
#ifdef _XBOX
   video_shader_ctx_params_t params;
   video_shader_ctx_info_t shader_info;
#endif
#endif
   unsigned width, height;
   d3d_video_t *d3d         = (d3d_video_t*)data;
   xdk_renderchain_t *chain = d3d ? (xdk_renderchain_t*)d3d->renderchain_data : NULL;

   video_driver_get_size(&width, &height);

   if (!chain)
      return;

   if (chain->last_width != vert_width || chain->last_height != vert_height)
   {
      unsigned i;
      Vertex vert[4];
      void *verts      = NULL;

      chain->last_width  = vert_width;
      chain->last_height = vert_height;

      float tex_w        = vert_width;
      float tex_h        = vert_height;
#ifdef _XBOX360
      tex_w             /= ((float)chain->tex_w);
      tex_h             /= ((float)chain->tex_h);
#endif

      vert[0].x        = -1.0f;
      vert[1].x        =  1.0f;
      vert[2].x        = -1.0f;
      vert[3].x        =  1.0f;

      vert[0].y        = -1.0f;
      vert[1].y        = -1.0f;
      vert[2].y        =  1.0f;
      vert[3].y        =  1.0f;
#if defined(_XBOX1)
      vert[0].z        =  1.0f;
      vert[1].z        =  1.0f;
      vert[2].z        =  1.0f;
      vert[3].z        =  1.0f;

      vert[0].rhw      = 0.0f;
      vert[1].rhw      = tex_w;
      vert[2].rhw      = 0.0f;
      vert[3].rhw      = tex_w;

      vert[0].u        = tex_h;
      vert[1].u        = tex_h;
      vert[2].u        = 0.0f;
      vert[3].u        = 0.0f;

      vert[0].v        = 0.0f;
      vert[1].v        = 0.0f;
      vert[2].v        = 0.0f;
      vert[3].v        = 0.0f;
#elif defined(_XBOX360)
      vert[0].u        = 0.0f;
      vert[1].u        = tex_w;
      vert[2].u        = 0.0f;
      vert[3].u        = tex_w;

      vert[0].v        = tex_h;
      vert[1].v        = tex_h;
      vert[2].v        = 0.0f;
      vert[3].v        = 0.0f;
#endif

      /* Align texels and vertices. */
      for (i = 0; i < 4; i++)
      {
         vert[i].x    -= 0.5f / ((float)chain->tex_w);
         vert[i].y    += 0.5f / ((float)chain->tex_h);
      }

      verts = d3d_vertex_buffer_lock(chain->vertex_buf);
      memcpy(verts, vert, sizeof(vert));
      d3d_vertex_buffer_unlock(chain->vertex_buf);
   }

#if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_HLSL)
#ifdef _XBOX
   renderchain_set_mvp(d3d, width, height, d3d->dev_rotation);

   shader_info.data = d3d;
   shader_info.idx  = pass;
   shader_info.set_active = true;

   video_shader_driver_use(shader_info);

   params.data          = d3d;
   params.width         = vert_width;
   params.height        = vert_height;
   params.tex_width     = chain->tex_w;
   params.tex_height    = chain->tex_h;
   params.out_width     = width;
   params.out_height    = height;
   params.frame_counter = (unsigned int)frame_count;
   params.info          = NULL;
   params.prev_info     = NULL;
   params.feedback_info = NULL;
   params.fbo_info      = NULL;
   params.fbo_info_cnt  = 0;

   video_shader_driver_set_parameters(params);
#endif
#endif
}