// SPDX-License-Identifier: MIT // // ES-DE // RendererOpenGL.cpp // // OpenGL / OpenGL ES renderering functions. // #include "renderers/RendererOpenGL.h" #include "Settings.h" #if defined(__APPLE__) #include #endif RendererOpenGL::RendererOpenGL() noexcept : mShaderFBO1 {0} , mShaderFBO2 {0} , mVertexBuffer1 {0} , mVertexBuffer2 {0} , mSDLContext {nullptr} , mWhiteTexture {0} , mPostProcTexture1 {0} , mPostProcTexture2 {0} , mCoreShader {nullptr} , mBlurHorizontalShader {nullptr} , mBlurVerticalShader {nullptr} , mScanlinelShader {nullptr} , mLastShader {nullptr} , mMajorGLVersion {0} , mMinorGLVersion {0} { } RendererOpenGL* RendererOpenGL::getInstance() { static RendererOpenGL instance; return &instance; } std::shared_ptr RendererOpenGL::getShaderProgram(unsigned int shaderID) { unsigned int index {0}; // Find the index in mShaderProgramVector by counting the number // of shifts required to reach 0. while (shaderID > 0) { shaderID = shaderID >> 1; ++index; } if (mShaderProgramVector.size() > index - 1) return mShaderProgramVector[index - 1]; else return nullptr; } bool RendererOpenGL::loadShaders() { LOG(LogInfo) << "Loading shaders..."; std::vector shaderFiles; shaderFiles.emplace_back(":/shaders/glsl/core.glsl"); shaderFiles.emplace_back(":/shaders/glsl/blur_horizontal.glsl"); shaderFiles.emplace_back(":/shaders/glsl/blur_vertical.glsl"); shaderFiles.emplace_back(":/shaders/glsl/scanlines.glsl"); for (auto it = shaderFiles.cbegin(); it != shaderFiles.cend(); ++it) { auto loadShader = std::make_shared(); loadShader->loadShaderFile(*it, GL_VERTEX_SHADER); loadShader->loadShaderFile(*it, GL_FRAGMENT_SHADER); if (!loadShader->createProgram()) { LOG(LogError) << "Could not create shader program."; return false; } mShaderProgramVector.emplace_back(std::move(loadShader)); } return true; } GLenum RendererOpenGL::convertBlendFactor(const BlendFactor BlendFactor) { // clang-format off switch (BlendFactor) { case BlendFactor::SRC_ALPHA: { return GL_SRC_ALPHA; } break; case BlendFactor::ONE_MINUS_SRC_ALPHA: { return GL_ONE_MINUS_SRC_ALPHA; } break; case BlendFactor::DST_COLOR: { return GL_DST_COLOR; } break; case BlendFactor::ONE_MINUS_DST_COLOR: { return GL_ONE_MINUS_DST_COLOR; } break; case BlendFactor::ZERO: { return GL_ZERO; } break; case BlendFactor::ONE: { return GL_ONE; } break; case BlendFactor::SRC_COLOR: { return GL_SRC_COLOR; } break; case BlendFactor::ONE_MINUS_SRC_COLOR: { return GL_ONE_MINUS_SRC_COLOR; } break; case BlendFactor::DST_ALPHA: { return GL_DST_ALPHA; } break; case BlendFactor::ONE_MINUS_DST_ALPHA: { return GL_ONE_MINUS_DST_ALPHA; } break; default: { return GL_ZERO; } } // clang-format on } GLenum RendererOpenGL::convertTextureType(const TextureType type) { // clang-format off switch (type) { case TextureType::RGBA: { return GL_RGBA; } break; #if defined(USE_OPENGLES) case TextureType::BGRA: { return GL_BGRA_EXT; } break; #else case TextureType::BGRA: { return GL_BGRA; } break; #endif #if defined(__EMSCRIPTEN__) || defined(__ANDROID__) case TextureType::RED: { return GL_LUMINANCE; } break; #else case TextureType::RED: { return GL_RED; } break; #endif default: { return GL_ZERO; } } // clang-format on } void RendererOpenGL::setup() { std::string glVersion {Settings::getInstance()->getString("OpenGLVersion")}; #if defined(USE_OPENGLES) if (glVersion == "" || glVersion == "3.0") { mMajorGLVersion = 3; mMinorGLVersion = 0; } else if (glVersion == "3.1") { mMajorGLVersion = 3; mMinorGLVersion = 1; } else if (glVersion == "3.2") { mMajorGLVersion = 3; mMinorGLVersion = 2; } else { LOG(LogWarning) << "Unsupported OpenGL ES version \"" << glVersion << "\" requested, defaulting to 3.0 (valid versions are 3.0, 3.1 and 3.2)"; mMajorGLVersion = 3; mMinorGLVersion = 0; } SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); #else #if defined(STEAM_DECK) if (glVersion == "3.3") { #else if (glVersion == "" || glVersion == "3.3") { #endif mMajorGLVersion = 3; mMinorGLVersion = 3; } else if (glVersion == "4.2") { mMajorGLVersion = 4; mMinorGLVersion = 2; } #if defined(STEAM_DECK) else if (glVersion == "" || glVersion == "4.6") { #else else if (glVersion == "4.6") { #endif mMajorGLVersion = 4; mMinorGLVersion = 6; } else { LOG(LogWarning) << "Unsupported OpenGL version \"" << glVersion #if defined(STEAM_DECK) << "\" requested, defaulting to 4.6 (valid versions are 3.3, 4.2 and 4.6)"; mMajorGLVersion = 4; mMinorGLVersion = 6; #else << "\" requested, defaulting to 3.3 (valid versions are 3.3, 4.2 and 4.6)"; mMajorGLVersion = 3; mMinorGLVersion = 3; #endif } SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); #endif SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, mMajorGLVersion); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, mMinorGLVersion); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); #if !defined(USE_OPENGLES) const int antiAliasing {Settings::getInstance()->getInt("AntiAliasing")}; if (antiAliasing == 2 || antiAliasing == 4) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antiAliasing); } #endif } bool RendererOpenGL::createContext() { mSDLContext = SDL_GL_CreateContext(getSDLWindow()); if (!mSDLContext) { LOG(LogError) << "Error creating OpenGL context. " << SDL_GetError(); return false; } #if defined(_WIN64) glewInit(); #endif SDL_GL_MakeCurrent(getSDLWindow(), mSDLContext); std::string vendor { glGetString(GL_VENDOR) ? reinterpret_cast(glGetString(GL_VENDOR)) : ""}; std::string renderer { glGetString(GL_RENDERER) ? reinterpret_cast(glGetString(GL_RENDERER)) : ""}; std::string version { glGetString(GL_VERSION) ? reinterpret_cast(glGetString(GL_VERSION)) : ""}; LOG(LogInfo) << "GL vendor: " << vendor; LOG(LogInfo) << "GL renderer: " << renderer; LOG(LogInfo) << "GL version: " << version; #if defined(_WIN64) // This is required to avoid a crash when attempting to call glActiveTexture() in case // there is no support for OpenGL 3.3 by the driver. If 3.3 is the highest suppported // version then SDL_GL_CreateContext() will fail if attempting to use version 4.2 or 4.6. if (!GLEW_VERSION_3_3) { LOG(LogError) << "It seems as if your GPU driver lacks the required OpenGL support, either install a " "capable driver or use the Mesa3D software renderer"; return false; } #endif #if defined(USE_OPENGLES) LOG(LogInfo) << "Application renderer: OpenGL ES " << mMajorGLVersion << "." << mMinorGLVersion; #else #if defined(_WIN64) LOG(LogInfo) << "Application renderer: OpenGL " << mMajorGLVersion << "." << mMinorGLVersion << " with GLEW"; #else LOG(LogInfo) << "Application renderer: OpenGL " << mMajorGLVersion << "." << mMinorGLVersion; #endif #endif GL_CHECK_ERROR(glClearColor(0.0f, 0.0f, 0.0f, 1.0f)); GL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0)); GL_CHECK_ERROR(glEnable(GL_BLEND)); GL_CHECK_ERROR(glPixelStorei(GL_PACK_ALIGNMENT, 1)); GL_CHECK_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); #if !defined(USE_OPENGLES) const int antiAliasing {Settings::getInstance()->getInt("AntiAliasing")}; if (antiAliasing == 2 || antiAliasing == 4) { GL_CHECK_ERROR(glEnable(GL_MULTISAMPLE)); LOG(LogInfo) << "Anti-aliasing: " << antiAliasing << "x MSAA"; } else { LOG(LogInfo) << "Anti-aliasing: disabled"; } #endif // These are used for the shader post processing. GL_CHECK_ERROR(glGenFramebuffers(1, &mShaderFBO1)); GL_CHECK_ERROR(glGenFramebuffers(1, &mShaderFBO2)); GL_CHECK_ERROR(glGenBuffers(1, &mVertexBuffer1)); GL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer1)); GL_CHECK_ERROR(glGenVertexArrays(1, &mVertexBuffer2)); GL_CHECK_ERROR(glBindVertexArray(mVertexBuffer2)); uint8_t data[4] {255, 255, 255, 255}; mWhiteTexture = createTexture(0, TextureType::BGRA, false, false, false, true, 1, 1, data); unsigned int textureWidth {0}; unsigned int textureHeight {0}; if (getScreenRotation() == 0 || getScreenRotation() == 180) { textureWidth = static_cast(getScreenWidth()); textureHeight = static_cast(getScreenHeight()); } else { textureWidth = static_cast(getScreenHeight()); textureHeight = static_cast(getScreenWidth()); } mPostProcTexture1 = createTexture(0, TextureType::BGRA, false, true, false, false, textureWidth, textureHeight, nullptr); mPostProcTexture2 = createTexture(0, TextureType::BGRA, false, true, false, false, textureWidth, textureHeight, nullptr); // Attach textures to the shader framebuffers. GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mShaderFBO1)); GL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mPostProcTexture1, 0)); GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mShaderFBO2)); GL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mPostProcTexture2, 0)); GL_CHECK_ERROR(glBindFramebuffer(GL_FRAMEBUFFER, 0)); return true; } void RendererOpenGL::destroyContext() { GL_CHECK_ERROR(glDeleteFramebuffers(1, &mShaderFBO1)); GL_CHECK_ERROR(glDeleteFramebuffers(1, &mShaderFBO2)); destroyTexture(mPostProcTexture1); destroyTexture(mPostProcTexture2); destroyTexture(mWhiteTexture); mShaderProgramVector.clear(); mCoreShader.reset(); mBlurHorizontalShader.reset(); mBlurVerticalShader.reset(); mScanlinelShader.reset(); mLastShader.reset(); SDL_GL_DeleteContext(mSDLContext); mSDLContext = nullptr; } void RendererOpenGL::setMatrix(const glm::mat4& matrix) { // Calculate the projection matrix. mTrans = getProjectionMatrix() * matrix; } void RendererOpenGL::setViewport(const Rect& viewport) { // glViewport starts at the bottom left of the window. GL_CHECK_ERROR( glViewport(viewport.x, mWindowHeight - viewport.y - viewport.h, viewport.w, viewport.h)); } void RendererOpenGL::setScissor(const Rect& scissor) { if ((scissor.x == 0) && (scissor.y == 0) && (scissor.w == 0) && (scissor.h == 0)) { GL_CHECK_ERROR(glDisable(GL_SCISSOR_TEST)); } else { // glScissor starts at the bottom left of the window. GL_CHECK_ERROR(glScissor(scissor.x, static_cast(mWindowHeight) - scissor.y - scissor.h, scissor.w, scissor.h)); GL_CHECK_ERROR(glEnable(GL_SCISSOR_TEST)); } } void RendererOpenGL::setSwapInterval() { if (Settings::getInstance()->getBool("VSync")) { // Adaptive VSync seems to be nonfunctional or having issues on some hardware // and drivers, so only attempt to apply regular VSync. if (SDL_GL_SetSwapInterval(1) == 0) { LOG(LogInfo) << "VSync: enabled"; } else { Settings::getInstance()->setBool("VSync", false); LOG(LogWarning) << "Could not enable VSync: " << SDL_GetError(); } } else { SDL_GL_SetSwapInterval(0); LOG(LogInfo) << "VSync: disabled"; } } void RendererOpenGL::swapBuffers() { #if defined(__APPLE__) // On macOS when running in the background, the OpenGL driver apparently does not swap // the frames which leads to a very fast swap time. This makes ES-DE use a lot of CPU // resources which slows down the games significantly on slower machines. By introducing // a delay if the swap time is very low we reduce CPU usage while still keeping the // application functioning normally. const auto beforeSwap = std::chrono::system_clock::now(); SDL_GL_SwapWindow(getSDLWindow()); if (std::chrono::duration_cast(std::chrono::system_clock::now() - beforeSwap) .count() < 3.0) SDL_Delay(10); #else SDL_GL_SwapWindow(getSDLWindow()); #endif GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)); } unsigned int RendererOpenGL::createTexture(const unsigned int texUnit, const TextureType type, const bool linearMinify, const bool linearMagnify, const bool mipmapping, const bool repeat, const unsigned int width, const unsigned int height, void* data) { assert(texUnit < 32); const GLenum textureType {convertTextureType(type)}; unsigned int texture; GL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0 + texUnit)); GL_CHECK_ERROR(glGenTextures(1, &texture)); GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture)); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat ? static_cast(GL_REPEAT) : static_cast(GL_CLAMP_TO_EDGE))); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat ? static_cast(GL_REPEAT) : static_cast(GL_CLAMP_TO_EDGE))); if (mipmapping) { GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, static_cast(GL_LINEAR_MIPMAP_LINEAR))); } else { GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linearMinify ? static_cast(GL_LINEAR) : static_cast(GL_NEAREST))); } GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linearMagnify ? static_cast(GL_LINEAR) : static_cast(GL_NEAREST))); #if defined(USE_OPENGLES) if (mipmapping) { // This is required as not all mobile GPUs support mipmapping when using the BGRA // pixel format. GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data)); } else { GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0, textureType, GL_UNSIGNED_BYTE, data)); } #else GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, textureType, GL_UNSIGNED_BYTE, data)); #endif if (mipmapping) GL_CHECK_ERROR(glGenerateMipmap(GL_TEXTURE_2D)); return texture; } void RendererOpenGL::destroyTexture(const unsigned int texture) { GL_CHECK_ERROR(glDeleteTextures(1, &texture)); } void RendererOpenGL::updateTexture(const unsigned int texture, const unsigned int texUnit, const TextureType type, const unsigned int x, const unsigned int y, const unsigned int width, const unsigned int height, void* data) { assert(texUnit < 32); const GLenum textureType {convertTextureType(type)}; GL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0 + texUnit)); GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture)); GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, textureType, GL_UNSIGNED_BYTE, data)); GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, mWhiteTexture)); } void RendererOpenGL::bindTexture(const unsigned int texture, const unsigned int texUnit) { assert(texUnit < 32); GL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0 + texUnit)); if (texture == 0) GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, mWhiteTexture)); else GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture)); } void RendererOpenGL::drawTriangleStrips(const Vertex* vertices, const unsigned int numVertices, const BlendFactor srcBlendFactor, const BlendFactor dstBlendFactor) { const float width {vertices[3].position[0]}; const float height {vertices[3].position[1]}; GL_CHECK_ERROR( glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor))); if (vertices->shaders == 0 || vertices->shaders & Shader::CORE) { if (mCoreShader == nullptr) mCoreShader = getShaderProgram(Shader::CORE); if (mCoreShader) { if (mLastShader != mCoreShader) mCoreShader->activateShaders(); mCoreShader->setModelViewProjectionMatrix(mTrans); if (mLastShader != mCoreShader) mCoreShader->setAttribPointers(); GL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices, GL_DYNAMIC_DRAW)); mCoreShader->setTextureSamplers(); mCoreShader->setTextureSize({width, height}); mCoreShader->setClipRegion(vertices->clipRegion); mCoreShader->setBrightness(vertices->brightness); mCoreShader->setOpacity(vertices->opacity); mCoreShader->setSaturation(vertices->saturation); mCoreShader->setDimming(vertices->dimming); if (vertices->shaderFlags & ShaderFlags::ROUNDED_CORNERS || vertices->shaderFlags & ShaderFlags::ROUNDED_CORNERS_NO_AA) { mCoreShader->setTextureSize({width, height}); mCoreShader->setCornerRadius(vertices->cornerRadius); } mCoreShader->setReflectionsFalloff(vertices->reflectionsFalloff); mCoreShader->setFlags(vertices->shaderFlags); GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices)); mLastShader = mCoreShader; } } else if (vertices->shaders & Shader::BLUR_HORIZONTAL) { if (mBlurHorizontalShader == nullptr) mBlurHorizontalShader = getShaderProgram(Shader::BLUR_HORIZONTAL); if (mBlurHorizontalShader) { if (mLastShader != mBlurHorizontalShader) mBlurHorizontalShader->activateShaders(); mBlurHorizontalShader->setModelViewProjectionMatrix(mTrans); if (mLastShader != mBlurHorizontalShader) mBlurHorizontalShader->setAttribPointers(); GL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices, GL_DYNAMIC_DRAW)); mBlurHorizontalShader->setBlurStrength((vertices->blurStrength / getScreenWidth()) * getScreenResolutionModifier()); mBlurHorizontalShader->setFlags(vertices->shaderFlags); GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices)); mLastShader = mBlurHorizontalShader; } return; } else if (vertices->shaders & Shader::BLUR_VERTICAL) { if (mBlurVerticalShader == nullptr) mBlurVerticalShader = getShaderProgram(Shader::BLUR_VERTICAL); if (mBlurVerticalShader) { if (mLastShader != mBlurVerticalShader) mBlurVerticalShader->activateShaders(); mBlurVerticalShader->setModelViewProjectionMatrix(mTrans); if (mLastShader != mBlurVerticalShader) mBlurVerticalShader->setAttribPointers(); GL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices, GL_DYNAMIC_DRAW)); mBlurVerticalShader->setBlurStrength((vertices->blurStrength / getScreenHeight()) * getScreenResolutionModifier()); mBlurVerticalShader->setFlags(vertices->shaderFlags); GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices)); mLastShader = mBlurVerticalShader; } return; } else if (vertices->shaders & Shader::SCANLINES) { if (mScanlinelShader == nullptr) mScanlinelShader = getShaderProgram(Shader::SCANLINES); float shaderWidth {width * 1.2f}; // Scale the scanlines relative to screen resolution. float resolutionModifier {getScreenResolutionModifier()}; float relativeHeight {height / getScreenHeight()}; float shaderHeight {0.0f}; if (relativeHeight == 1.0f) { // Full screen. float modifier {1.30f - (0.1f * resolutionModifier)}; shaderHeight = height * modifier; } else { // Portion of screen, e.g. gamelist view. // Average the relative width and height to avoid applying exaggerated // scanlines to videos with non-standard aspect ratios. float relativeWidth {width / getScreenWidth()}; float relativeAdjustment {(relativeWidth + relativeHeight) / 2.0f}; float modifier {1.41f + relativeAdjustment / 7.0f - (0.14f * resolutionModifier)}; shaderHeight = height * modifier; } if (mScanlinelShader) { if (mLastShader != mScanlinelShader) mScanlinelShader->activateShaders(); mScanlinelShader->setModelViewProjectionMatrix(mTrans); if (mLastShader != mScanlinelShader) mScanlinelShader->setAttribPointers(); GL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices, GL_DYNAMIC_DRAW)); mScanlinelShader->setOpacity(vertices->opacity); mScanlinelShader->setBrightness(vertices->brightness); mScanlinelShader->setSaturation(vertices->saturation); mScanlinelShader->setTextureSize({shaderWidth, shaderHeight}); mScanlinelShader->setFlags(vertices->shaderFlags); GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices)); mLastShader = mScanlinelShader; } } } void RendererOpenGL::shaderPostprocessing(unsigned int shaders, const Renderer::postProcessingParams& parameters, unsigned char* textureRGBA) { Vertex vertices[4]; std::vector shaderList; float widthf {getScreenWidth()}; float heightf {getScreenHeight()}; GLuint width {static_cast(widthf)}; GLuint height {static_cast(heightf)}; const int screenRotation {getScreenRotation()}; const bool offsetOrPadding {mScreenOffsetX != 0 || mScreenOffsetY != 0 || mPaddingWidth != 0 || mPaddingHeight != 0}; if (offsetOrPadding) { Rect viewportTemp {mViewport}; viewportTemp.x -= mScreenOffsetX + mPaddingWidth; viewportTemp.y -= mScreenOffsetY; setViewport(viewportTemp); } // Set vertex positions and texture coordinates to full screen as all // post-processing is applied to the complete screen area. // clang-format off vertices[0] = {{0.0f, 0.0f }, {0.0f, 1.0f}, 0xFFFFFFFF}; vertices[1] = {{0.0f, heightf}, {0.0f, 0.0f}, 0xFFFFFFFF}; vertices[2] = {{widthf, 0.0f }, {1.0f, 1.0f}, 0xFFFFFFFF}; vertices[3] = {{widthf, heightf}, {1.0f, 0.0f}, 0xFFFFFFFF}; // clang-format on vertices->opacity = parameters.opacity; vertices->saturation = parameters.saturation; vertices->dimming = parameters.dimming; vertices->blurStrength = parameters.blurStrength; vertices->shaderFlags = ShaderFlags::POST_PROCESSING | ShaderFlags::PREMULTIPLIED; #if defined(USE_OPENGLES) // This is required as not all mobile GPUs support the glReadPixels() function when using // the BGRA pixel format. if (textureRGBA) vertices->shaderFlags |= ShaderFlags::CONVERT_PIXEL_FORMAT; #endif if (screenRotation == 90 || screenRotation == 270) vertices->shaderFlags |= ShaderFlags::ROTATED; if (shaders & Shader::CORE) shaderList.push_back(Shader::CORE); if (shaders & Shader::BLUR_HORIZONTAL) shaderList.push_back(Shader::BLUR_HORIZONTAL); if (shaders & Shader::BLUR_VERTICAL) shaderList.push_back(Shader::BLUR_VERTICAL); if (shaders & Shader::SCANLINES) shaderList.push_back(Shader::SCANLINES); setMatrix(getIdentity()); bindTexture(mPostProcTexture1, 0); GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mShaderFBO1)); int shaderCalls {0}; bool evenBlurPasses {true}; for (size_t i {0}; i < shaderList.size(); ++i) { if (shaderList[i] == Renderer::Shader::BLUR_HORIZONTAL || shaderList[i] == Renderer::Shader::BLUR_VERTICAL) { shaderCalls += parameters.blurPasses; if (parameters.blurPasses % 2 != 0) evenBlurPasses = false; } else { ++shaderCalls; } } // Blit the screen contents to mPostProcTexture. if (screenRotation == 0) { GL_CHECK_ERROR(glBlitFramebuffer( 0, 0, width + mPaddingWidth, height - mScreenOffsetY, -mScreenOffsetX - mPaddingWidth, mScreenOffsetY, width - mScreenOffsetX, height, GL_COLOR_BUFFER_BIT, GL_NEAREST)); } else if (screenRotation == 90 || screenRotation == 270) { if (!evenBlurPasses || !textureRGBA) GL_CHECK_ERROR(glBlitFramebuffer(0, 0, height + mPaddingWidth, width - mScreenOffsetY, -mScreenOffsetX - mPaddingWidth, mScreenOffsetY, height - mScreenOffsetX, width, GL_COLOR_BUFFER_BIT, GL_NEAREST)); else GL_CHECK_ERROR(glBlitFramebuffer(0, 0, height + mPaddingWidth, width - mScreenOffsetY, height + mScreenOffsetX + mPaddingWidth, width - mScreenOffsetY, mScreenOffsetX, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST)); // If not rendering to a texture, apply shaders without any rotation applied. if (!textureRGBA) mTrans = getProjectionMatrixNormal() * getIdentity(); } else { if ((shaderCalls + (textureRGBA ? 1 : 0)) % 2 == 0 && !(textureRGBA && shaderCalls == 1)) GL_CHECK_ERROR(glBlitFramebuffer(0, 0, width + mPaddingWidth, height - mScreenOffsetY, -mScreenOffsetX - mPaddingWidth, mScreenOffsetY, width - mScreenOffsetX, height, GL_COLOR_BUFFER_BIT, GL_NEAREST)); else GL_CHECK_ERROR(glBlitFramebuffer(0, 0, width + mPaddingWidth, height - mScreenOffsetY, width + mScreenOffsetX + mPaddingWidth, height - mScreenOffsetY, mScreenOffsetX, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST)); // For correct rendering if the blurred background is disabled when opening menus. if (textureRGBA && shaderCalls == 1) mTrans = getProjectionMatrixNormal() * getIdentity(); } if (shaderCalls > 1) GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mShaderFBO2)); bool firstFBO {true}; for (size_t i {0}; i < shaderList.size(); ++i) { vertices->shaders = shaderList[i]; int shaderPasses {1}; // For the blur shaders there is an optional variable to set the number of passes // to execute, which proportionally affects the blur amount. if (shaderList[i] == Renderer::Shader::BLUR_HORIZONTAL || shaderList[i] == Renderer::Shader::BLUR_VERTICAL) { shaderPasses = parameters.blurPasses; } for (int p {0}; p < shaderPasses; ++p) { if (!textureRGBA && i == shaderList.size() - 1 && p == shaderPasses - 1) { GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)); if (offsetOrPadding) setViewport(mViewport); drawTriangleStrips(vertices, 4, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA); break; } drawTriangleStrips(vertices, 4, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA); if (shaderCalls == 1) break; if (firstFBO) { bindTexture(mPostProcTexture2, 0); GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, mShaderFBO2)); GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mShaderFBO1)); GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT)); firstFBO = false; } else { bindTexture(mPostProcTexture1, 0); GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, mShaderFBO1)); GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mShaderFBO2)); GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT)); firstFBO = true; } } } // If textureRGBA has an address, it means that the output should go to this // texture rather than to the screen. The glReadPixels() function is slow, but // since this will typically only run every now and then to create a cached // screen texture, it doesn't really matter. if (textureRGBA) { if (firstFBO) GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, mShaderFBO1)); else GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, mShaderFBO2)); #if defined(USE_OPENGLES) if (screenRotation == 0 || screenRotation == 180) GL_CHECK_ERROR( glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, textureRGBA)); else GL_CHECK_ERROR( glReadPixels(0, 0, height, width, GL_RGBA, GL_UNSIGNED_BYTE, textureRGBA)); #else if (screenRotation == 0 || screenRotation == 180) GL_CHECK_ERROR( glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, textureRGBA)); else GL_CHECK_ERROR( glReadPixels(0, 0, height, width, GL_BGRA, GL_UNSIGNED_BYTE, textureRGBA)); #endif GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)); } GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0)); if (offsetOrPadding) setViewport(mViewport); }