ES-DE/es-core/src/renderers/RendererOpenGL.cpp

797 lines
32 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// RendererOpenGL.cpp
//
// OpenGL / OpenGL ES renderering functions.
//
#include "renderers/RendererOpenGL.h"
#include "Settings.h"
#if defined(__APPLE__)
#include <chrono>
#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<ShaderOpenGL> 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<std::string> 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<ShaderOpenGL>();
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__)
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<const char*>(glGetString(GL_VENDOR)) : ""};
std::string renderer {
glGetString(GL_RENDERER) ? reinterpret_cast<const char*>(glGetString(GL_RENDERER)) : ""};
std::string version {
glGetString(GL_VERSION) ? reinterpret_cast<const char*>(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) << "EmulationStation renderer: OpenGL ES " << mMajorGLVersion << "."
<< mMinorGLVersion;
#else
#if defined(_WIN64)
LOG(LogInfo) << "EmulationStation renderer: OpenGL " << mMajorGLVersion << "."
<< mMinorGLVersion << " with GLEW";
#else
LOG(LogInfo) << "EmulationStation 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<unsigned int>(getScreenWidth());
textureHeight = static_cast<unsigned int>(getScreenHeight());
}
else {
textureWidth = static_cast<unsigned int>(getScreenHeight());
textureHeight = static_cast<unsigned int>(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<GLint>(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::milliseconds>(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<GLfloat>(GL_REPEAT) :
static_cast<GLfloat>(GL_CLAMP_TO_EDGE)));
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
repeat ? static_cast<GLfloat>(GL_REPEAT) :
static_cast<GLfloat>(GL_CLAMP_TO_EDGE)));
if (mipmapping) {
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
static_cast<GLfloat>(GL_LINEAR_MIPMAP_LINEAR)));
}
else {
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
linearMinify ? static_cast<GLfloat>(GL_LINEAR) :
static_cast<GLfloat>(GL_NEAREST)));
}
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
linearMagnify ? static_cast<GLfloat>(GL_LINEAR) :
static_cast<GLfloat>(GL_NEAREST)));
#if defined(USE_OPENGLES)
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<unsigned int> shaderList;
float widthf {getScreenWidth()};
float heightf {getScreenHeight()};
GLuint width {static_cast<GLuint>(widthf)};
GLuint height {static_cast<GLuint>(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 (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_BGRA_EXT, GL_UNSIGNED_BYTE, textureRGBA));
else
GL_CHECK_ERROR(
glReadPixels(0, 0, height, width, GL_BGRA_EXT, 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);
}