示例#1
0
文件: gl.c 项目: magicseb/RetroArch
static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsigned pitch)
{
   // Res change. Need to clear out texture.
   if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf)
   {
      gl->last_width[gl->tex_index] = width;
      gl->last_height[gl->tex_index] = height;
      glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch));
      glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w);

      glTexSubImage2D(GL_TEXTURE_2D,
            0, 0, 0, gl->tex_w, gl->tex_h, gl->texture_type,
            gl->texture_fmt, gl->empty_buf);

      GLfloat xamt = (GLfloat)width / gl->tex_w;
      GLfloat yamt = (GLfloat)height / gl->tex_h;

      set_texture_coords(gl->tex_coords, xamt, yamt);
   }
   // We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly.
   else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] ||
         height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK])
   {
      GLfloat xamt = (GLfloat)width / gl->tex_w;
      GLfloat yamt = (GLfloat)height / gl->tex_h;
      set_texture_coords(gl->tex_coords, xamt, yamt);
   }
}
示例#2
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;
}
示例#3
0
static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info)
{
   GLfloat fbo_tex_coords[8] = {0.0f};

   // Render the rest of our passes.
   glTexCoordPointer(2, GL_FLOAT, 0, fbo_tex_coords);

   // It's kinda handy ... :)
   const struct gl_fbo_rect *prev_rect;
   const struct gl_fbo_rect *rect;
   struct gl_tex_info *fbo_info;

   struct gl_tex_info fbo_tex_info[MAX_SHADERS];
   unsigned fbo_tex_info_cnt = 0;

   // Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO.
   for (int i = 1; i < gl->fbo_pass; i++)
   {
      prev_rect = &gl->fbo_rect[i - 1];
      rect = &gl->fbo_rect[i];
      fbo_info = &fbo_tex_info[i - 1];

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

      pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
      gl_shader_use(i + 1);
      glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);

      glClear(GL_COLOR_BUFFER_BIT);

      // Render to FBO with certain size.
      gl_set_viewport(gl, rect->img_width, rect->img_height, true, false);
      gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, 
            prev_rect->width, prev_rect->height, 
            gl->vp_width, gl->vp_height, gl->frame_count, 
            tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);

      glDrawArrays(GL_QUADS, 0, 4);

      fbo_tex_info_cnt++;
   }

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

   set_texture_coords(fbo_tex_coords, xamt, yamt);

   // Render our FBO texture to back buffer.
   pglBindFramebuffer(GL_FRAMEBUFFER, 0);
   gl_shader_use(gl->fbo_pass + 1);

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

   glClear(GL_COLOR_BUFFER_BIT);
   gl->render_to_tex = false;
   gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
   gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, 
         prev_rect->width, prev_rect->height, 
         gl->vp_width, gl->vp_height, gl->frame_count, 
         tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);

   glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
   glDrawArrays(GL_QUADS, 0, 4);

   glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
}