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https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 06:05:38 +00:00
Added workarounds for some mobile GPUs which do not support all OpenGL operations when using the BGRA pixel format
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@ -462,6 +462,15 @@ void ImageComponent::render(const glm::mat4& parentTrans)
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}
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}
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mVertices->shaderFlags = mVertices->shaderFlags | Renderer::ShaderFlags::PREMULTIPLIED;
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mVertices->shaderFlags = mVertices->shaderFlags | Renderer::ShaderFlags::PREMULTIPLIED;
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#if defined(USE_OPENGLES)
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// This is required as not all mobile GPUs support mipmapping when using the BGRA
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// pixel format.
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if (mMipmapping)
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mVertices->shaderFlags =
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mVertices->shaderFlags | Renderer::ShaderFlags::CONVERT_PIXEL_FORMAT;
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#endif
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mRenderer->drawTriangleStrips(&mVertices[0], 4);
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mRenderer->drawTriangleStrips(&mVertices[0], 4);
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}
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}
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else {
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else {
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@ -55,7 +55,8 @@ public:
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CLIPPING = 0x00000008,
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CLIPPING = 0x00000008,
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ROTATED = 0x00000010, // Screen rotated 90 or 270 degrees.
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ROTATED = 0x00000010, // Screen rotated 90 or 270 degrees.
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ROUNDED_CORNERS = 0x00000020,
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ROUNDED_CORNERS = 0x00000020,
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ROUNDED_CORNERS_NO_AA = 0x00000040
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ROUNDED_CORNERS_NO_AA = 0x00000040,
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CONVERT_PIXEL_FORMAT = 0x00000080
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};
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};
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// clang-format on
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// clang-format on
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@ -439,8 +439,16 @@ unsigned int RendererOpenGL::createTexture(const unsigned int texUnit,
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static_cast<GLfloat>(GL_NEAREST)));
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static_cast<GLfloat>(GL_NEAREST)));
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#if defined(USE_OPENGLES)
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#if defined(USE_OPENGLES)
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GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0, textureType,
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if (mipmapping) {
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GL_UNSIGNED_BYTE, data));
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// This is required as not all mobile GPUs support mipmapping when using the BGRA
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// pixel format.
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GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, data));
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}
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else {
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GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0, textureType,
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GL_UNSIGNED_BYTE, data));
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}
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#else
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#else
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GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, textureType,
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GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, textureType,
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GL_UNSIGNED_BYTE, data));
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GL_UNSIGNED_BYTE, data));
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@ -644,6 +652,13 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders,
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vertices->blurStrength = parameters.blurStrength;
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vertices->blurStrength = parameters.blurStrength;
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vertices->shaderFlags = ShaderFlags::POST_PROCESSING | ShaderFlags::PREMULTIPLIED;
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vertices->shaderFlags = ShaderFlags::POST_PROCESSING | ShaderFlags::PREMULTIPLIED;
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#if defined(USE_OPENGLES)
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// This is required as not all mobile GPUs support the glReadPixels() function when using
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// the BGRA pixel format.
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if (textureRGBA)
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vertices->shaderFlags |= ShaderFlags::CONVERT_PIXEL_FORMAT;
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#endif
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if (screenRotation == 90 || screenRotation == 270)
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if (screenRotation == 90 || screenRotation == 270)
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vertices->shaderFlags |= ShaderFlags::ROTATED;
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vertices->shaderFlags |= ShaderFlags::ROTATED;
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@ -774,10 +789,10 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders,
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#if defined(USE_OPENGLES)
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#if defined(USE_OPENGLES)
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if (screenRotation == 0 || screenRotation == 180)
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if (screenRotation == 0 || screenRotation == 180)
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GL_CHECK_ERROR(
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GL_CHECK_ERROR(
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glReadPixels(0, 0, width, height, GL_BGRA_EXT, GL_UNSIGNED_BYTE, textureRGBA));
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glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, textureRGBA));
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else
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else
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GL_CHECK_ERROR(
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GL_CHECK_ERROR(
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glReadPixels(0, 0, height, width, GL_BGRA_EXT, GL_UNSIGNED_BYTE, textureRGBA));
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glReadPixels(0, 0, height, width, GL_RGBA, GL_UNSIGNED_BYTE, textureRGBA));
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#else
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#else
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if (screenRotation == 0 || screenRotation == 180)
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if (screenRotation == 0 || screenRotation == 180)
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GL_CHECK_ERROR(
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GL_CHECK_ERROR(
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@ -41,6 +41,7 @@ out vec4 FragColor;
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// 0x00000010 - Screen rotated 90 or 270 degrees
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// 0x00000010 - Screen rotated 90 or 270 degrees
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// 0x00000020 - Rounded corners
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// 0x00000020 - Rounded corners
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// 0x00000040 - Rounded corners with no anti-aliasing
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// 0x00000040 - Rounded corners with no anti-aliasing
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// 0x00000080 - Convert pixel format
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void main()
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void main()
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{
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{
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@ -41,6 +41,7 @@ out vec4 FragColor;
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// 0x00000010 - Screen rotated 90 or 270 degrees
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// 0x00000010 - Screen rotated 90 or 270 degrees
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// 0x00000020 - Rounded corners
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// 0x00000020 - Rounded corners
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// 0x00000040 - Rounded corners with no anti-aliasing
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// 0x00000040 - Rounded corners with no anti-aliasing
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// 0x00000080 - Convert pixel format
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void main()
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void main()
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{
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{
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@ -59,6 +59,7 @@ out vec4 FragColor;
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// 0x00000010 - Screen rotated 90 or 270 degrees
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// 0x00000010 - Screen rotated 90 or 270 degrees
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// 0x00000020 - Rounded corners
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// 0x00000020 - Rounded corners
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// 0x00000040 - Rounded corners with no anti-aliasing
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// 0x00000040 - Rounded corners with no anti-aliasing
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// 0x00000080 - Convert pixel format
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void main()
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void main()
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{
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{
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@ -74,7 +75,14 @@ void main()
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discard;
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discard;
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}
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}
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vec4 sampledColor = texture(textureSampler0, texCoord);
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vec4 sampledColor;
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// Pixel format conversion is sometimes required as not all mobile GPUs support all
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// OpenGL operations in BGRA format.
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if (0x0u != (shaderFlags & 0x80u))
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sampledColor.bgra = texture(textureSampler0, texCoord);
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else
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sampledColor = texture(textureSampler0, texCoord);
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// Rounded corners.
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// Rounded corners.
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if (0x0u != (shaderFlags & 0x20u) || 0x0u != (shaderFlags & 0x40u)) {
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if (0x0u != (shaderFlags & 0x20u) || 0x0u != (shaderFlags & 0x40u)) {
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@ -102,6 +102,7 @@ uniform float OutputGamma;
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// 0x00000010 - Screen rotated 90 or 270 degrees
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// 0x00000010 - Screen rotated 90 or 270 degrees
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// 0x00000020 - Rounded corners
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// 0x00000020 - Rounded corners
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// 0x00000040 - Rounded corners with no anti-aliasing
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// 0x00000040 - Rounded corners with no anti-aliasing
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// 0x00000080 - Convert pixel format
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void main()
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void main()
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{
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{
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