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717 lines
19 KiB
C++
717 lines
19 KiB
C++
#pragma once
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#include "stdafx.h"
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#include "GLHelpers.h"
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#include "../Overlays/overlays.h"
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extern u64 get_system_time();
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namespace gl
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{
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struct overlay_pass
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{
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std::string fs_src;
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std::string vs_src;
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gl::glsl::program program_handle;
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gl::glsl::shader vs;
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gl::glsl::shader fs;
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gl::fbo fbo;
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gl::sampler_state m_sampler;
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gl::vao m_vao;
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gl::buffer m_vertex_data_buffer;
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bool compiled = false;
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u32 num_drawable_elements = 4;
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GLenum primitives = GL_TRIANGLE_STRIP;
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GLenum input_filter = GL_NEAREST;
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struct saved_sampler_state
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{
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GLuint saved = GL_NONE;
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GLuint unit = 0;
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saved_sampler_state(GLuint _unit, const gl::sampler_state& sampler)
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{
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glActiveTexture(GL_TEXTURE0 + _unit);
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glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&saved);
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unit = _unit;
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sampler.bind(_unit);
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}
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saved_sampler_state(const saved_sampler_state&) = delete;
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~saved_sampler_state()
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{
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glBindSampler(unit, saved);
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}
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};
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void create()
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{
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if (!compiled)
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{
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fs.create(gl::glsl::shader::type::fragment);
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fs.source(fs_src);
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fs.compile();
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vs.create(gl::glsl::shader::type::vertex);
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vs.source(vs_src);
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vs.compile();
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program_handle.create();
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program_handle.attach(vs);
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program_handle.attach(fs);
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program_handle.make();
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fbo.create();
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m_sampler.create();
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m_sampler.apply_defaults(input_filter);
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m_vertex_data_buffer.create();
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int old_vao;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
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m_vao.create();
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m_vao.bind();
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m_vao.array_buffer = m_vertex_data_buffer;
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auto ptr = buffer_pointer(&m_vao);
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m_vao[0] = ptr;
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glBindVertexArray(old_vao);
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compiled = true;
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}
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}
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void destroy()
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{
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if (compiled)
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{
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program_handle.remove();
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vs.remove();
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fs.remove();
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fbo.remove();
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m_vao.remove();
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m_vertex_data_buffer.remove();
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m_sampler.remove();
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compiled = false;
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}
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}
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virtual void on_load() {}
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virtual void on_unload() {}
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virtual void bind_resources() {}
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virtual void cleanup_resources() {}
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virtual void upload_vertex_data(f32* data, u32 elements_count)
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{
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elements_count <<= 2;
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m_vertex_data_buffer.data(elements_count, data);
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}
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virtual void emit_geometry()
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{
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int old_vao;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
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m_vao.bind();
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glDrawArrays(primitives, 0, num_drawable_elements);
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glBindVertexArray(old_vao);
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}
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virtual void run(const areau& region, GLuint target_texture, bool depth_target, bool use_blending = false)
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{
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if (!compiled)
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{
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LOG_ERROR(RSX, "You must initialize overlay passes with create() before calling run()");
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return;
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}
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GLint program;
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GLint old_fbo;
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GLint depth_func;
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GLint viewport[4];
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GLboolean color_writes[4];
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GLboolean depth_write;
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GLint blend_src_rgb;
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GLint blend_src_a;
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GLint blend_dst_rgb;
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GLint blend_dst_a;
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GLint blend_eq_a;
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GLint blend_eq_rgb;
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if (target_texture)
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{
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &old_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo.id());
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if (depth_target)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target_texture, 0);
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glDrawBuffer(GL_NONE);
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}
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else
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{
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GLenum buffer = GL_COLOR_ATTACHMENT0;
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target_texture, 0);
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glDrawBuffers(1, &buffer);
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}
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}
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if (!target_texture || glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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{
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// Push rasterizer state
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glGetIntegerv(GL_VIEWPORT, viewport);
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glGetBooleanv(GL_COLOR_WRITEMASK, color_writes);
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glGetBooleanv(GL_DEPTH_WRITEMASK, &depth_write);
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glGetIntegerv(GL_CURRENT_PROGRAM, &program);
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glGetIntegerv(GL_DEPTH_FUNC, &depth_func);
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GLboolean scissor_enabled = glIsEnabled(GL_SCISSOR_TEST);
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GLboolean depth_test_enabled = glIsEnabled(GL_DEPTH_TEST);
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GLboolean cull_face_enabled = glIsEnabled(GL_CULL_FACE);
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GLboolean blend_enabled = glIsEnabledi(GL_BLEND, 0);
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GLboolean stencil_test_enabled = glIsEnabled(GL_STENCIL_TEST);
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if (use_blending)
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{
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glGetIntegerv(GL_BLEND_SRC_RGB, &blend_src_rgb);
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glGetIntegerv(GL_BLEND_SRC_ALPHA, &blend_src_a);
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glGetIntegerv(GL_BLEND_DST_RGB, &blend_dst_rgb);
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glGetIntegerv(GL_BLEND_DST_ALPHA, &blend_dst_a);
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glGetIntegerv(GL_BLEND_EQUATION_RGB, &blend_eq_rgb);
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glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blend_eq_a);
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}
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// Set initial state
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glViewport(region.x1, region.y1, region.width(), region.height());
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(depth_target ? GL_TRUE : GL_FALSE);
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// Disabling depth test will also disable depth writes which is not desired
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glDepthFunc(GL_ALWAYS);
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glEnable(GL_DEPTH_TEST);
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if (scissor_enabled) glDisable(GL_SCISSOR_TEST);
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if (cull_face_enabled) glDisable(GL_CULL_FACE);
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if (stencil_test_enabled) glDisable(GL_STENCIL_TEST);
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if (use_blending)
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{
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if (!blend_enabled)
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glEnablei(GL_BLEND, 0);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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}
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else if (blend_enabled)
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{
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glDisablei(GL_BLEND, 0);
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}
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// Render
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program_handle.use();
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on_load();
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bind_resources();
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emit_geometry();
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// Clean up
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if (target_texture)
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{
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if (depth_target)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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else
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, old_fbo);
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}
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glUseProgram((GLuint)program);
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glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
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glColorMask(color_writes[0], color_writes[1], color_writes[2], color_writes[3]);
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glDepthMask(depth_write);
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glDepthFunc(depth_func);
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if (!depth_test_enabled) glDisable(GL_DEPTH_TEST);
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if (scissor_enabled) glEnable(GL_SCISSOR_TEST);
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if (cull_face_enabled) glEnable(GL_CULL_FACE);
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if (stencil_test_enabled) glEnable(GL_STENCIL_TEST);
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if (use_blending)
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{
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if (!blend_enabled)
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glDisablei(GL_BLEND, 0);
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glBlendFuncSeparate(blend_src_rgb, blend_dst_rgb, blend_src_a, blend_dst_a);
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glBlendEquationSeparate(blend_eq_rgb, blend_eq_a);
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}
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else if (blend_enabled)
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{
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glEnablei(GL_BLEND, 0);
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}
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}
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else
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{
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LOG_ERROR(RSX, "Overlay pass failed because framebuffer was not complete. Run with debug output enabled to diagnose the problem");
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}
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}
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};
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struct depth_convert_pass : public overlay_pass
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{
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depth_convert_pass()
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{
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vs_src =
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"#version 420\n\n"
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"uniform vec2 tex_scale;\n"
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"out vec2 tc0;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec2 positions[] = {vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)};\n"
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" vec2 coords[] = {vec2(0., 0.), vec2(1., 0.), vec2(0., 1.), vec2(1., 1.)};\n"
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" gl_Position = vec4(positions[gl_VertexID % 4], 0., 1.);\n"
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" tc0 = coords[gl_VertexID % 4] * tex_scale;\n"
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"}\n";
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fs_src =
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"#version 420\n\n"
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"in vec2 tc0;\n"
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"layout(binding=31) uniform sampler2D fs0;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 rgba_in = texture(fs0, tc0);\n"
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" gl_FragDepth = rgba_in.w * 0.99609 + rgba_in.x * 0.00389 + rgba_in.y * 0.00002;\n"
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"}\n";
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}
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void run(const areai& src_area, const areai& dst_area, gl::texture* source, gl::texture* target)
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{
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const auto src_ratio_x = f32(src_area.x2) / source->width();
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const auto src_ratio_y = f32(src_area.y2) / source->height();
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program_handle.uniforms["tex_scale"] = color2f(src_ratio_x, src_ratio_y);
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saved_sampler_state saved(31, m_sampler);
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glBindTexture(GL_TEXTURE_2D, source->id());
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overlay_pass::run(dst_area, target->id(), true);
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}
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};
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struct rgba8_unorm_rg16_sfloat_convert_pass : public overlay_pass
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{
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//Not really needed since directly copying data via ARB_copy_image works out fine
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rgba8_unorm_rg16_sfloat_convert_pass()
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{
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vs_src =
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"#version 420\n\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec2 positions[] = {vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)};\n"
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" gl_Position = vec4(positions[gl_VertexID % 4], 0., 1.);\n"
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"}\n";
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fs_src =
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"#version 420\n\n"
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"layout(binding=31) uniform sampler2D fs0;\n"
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"layout(location=0) out vec4 ocol;\n"
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"\n"
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"void main()\n"
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"{\n"
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" uint value = packUnorm4x8(texelFetch(fs0, ivec2(gl_FragCoord.xy), 0).zyxw);\n"
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" ocol.xy = unpackHalf2x16(value);\n"
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"}\n";
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}
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void run(const areau& viewport, GLuint target, GLuint source)
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{
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saved_sampler_state saved(31, m_sampler);
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glBindTexture(GL_TEXTURE_2D, source);
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overlay_pass::run(viewport, target, false);
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}
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};
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struct ui_overlay_renderer : public overlay_pass
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{
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u32 num_elements = 0;
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std::vector<std::unique_ptr<gl::texture>> resources;
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std::unordered_map<u64, std::pair<u32, std::unique_ptr<gl::texture>>> temp_image_cache;
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std::unordered_map<u64, std::unique_ptr<gl::texture_view>> temp_view_cache;
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std::unordered_map<u64, std::unique_ptr<gl::texture>> font_cache;
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std::unordered_map<u64, std::unique_ptr<gl::texture_view>> view_cache;
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bool is_font_draw = false;
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ui_overlay_renderer()
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{
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vs_src =
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"#version 420\n\n"
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"layout(location=0) in vec4 in_pos;\n"
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"layout(location=0) out vec2 tc0;\n"
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"layout(location=1) flat out vec4 clip_rect;\n"
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"uniform vec4 ui_scale;\n"
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"uniform vec2 viewport;\n"
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"uniform vec4 clip_bounds;\n"
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"\n"
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"vec2 snap_to_grid(vec2 normalized)\n"
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"{\n"
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" return (floor(normalized * viewport) + 0.5) / viewport;\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" tc0.xy = in_pos.zw;\n"
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" clip_rect = clip_bounds;\n"
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" clip_rect.yw = ui_scale.yy - clip_rect.wy; // Invert y axis\n"
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" clip_rect *= (ui_scale.zwzw * viewport.xyxy) / ui_scale.xyxy; // Normalize and convert to window coords\n"
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" vec2 window_coord = (in_pos.xy * ui_scale.zw) / ui_scale.xy;\n"
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" window_coord = snap_to_grid(window_coord); // Half-integer offset\n"
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" window_coord.y = (1. - window_coord.y); // Invert y axis\n"
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" vec4 pos = vec4(window_coord, 0., 1.);\n"
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" gl_Position = (pos + pos) - 1.;\n"
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"}\n";
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fs_src =
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"#version 420\n\n"
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"layout(binding=31) uniform sampler2D fs0;\n"
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"layout(location=0) in vec2 tc0;\n"
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"layout(location=1) flat in vec4 clip_rect;\n"
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"layout(location=0) out vec4 ocol;\n"
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"uniform vec4 color;\n"
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"uniform float time;\n"
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"uniform int read_texture;\n"
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"uniform int pulse_glow;\n"
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"uniform int clip_region;\n"
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"uniform int blur_strength;\n"
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"\n"
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"vec4 blur_sample(sampler2D tex, vec2 coord, vec2 tex_offset)\n"
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"{\n"
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" vec2 coords[9];\n"
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" coords[0] = coord - tex_offset\n;"
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" coords[1] = coord + vec2(0., -tex_offset.y);\n"
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" coords[2] = coord + vec2(tex_offset.x, -tex_offset.y);\n"
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" coords[3] = coord + vec2(-tex_offset.x, 0.);\n"
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" coords[4] = coord;\n"
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" coords[5] = coord + vec2(tex_offset.x, 0.);\n"
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" coords[6] = coord + vec2(-tex_offset.x, tex_offset.y);\n"
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" coords[7] = coord + vec2(0., tex_offset.y);\n"
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" coords[8] = coord + tex_offset;\n"
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"\n"
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" float weights[9] =\n"
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" {\n"
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" 1., 2., 1.,\n"
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" 2., 4., 2.,\n"
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" 1., 2., 1.\n"
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" };\n"
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"\n"
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" vec4 blurred = vec4(0.);\n"
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" for (int n = 0; n < 9; ++n)\n"
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" {\n"
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" blurred += texture(tex, coords[n]) * weights[n];\n"
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" }\n"
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"\n"
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" return blurred / 16.f;\n"
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"}\n"
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"\n"
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"vec4 sample_image(sampler2D tex, vec2 coord)\n"
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"{\n"
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" vec4 original = texture(tex, coord);\n"
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" if (blur_strength == 0) return original;\n"
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" \n"
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" vec2 constraints = 1.f / vec2(640, 360);\n"
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" vec2 res_offset = 1.f / textureSize(fs0, 0);\n"
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" vec2 tex_offset = max(res_offset, constraints);\n"
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"\n"
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" // Sample triangle pattern and average\n"
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" // TODO: Nicer looking gaussian blur with less sampling\n"
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" vec4 blur0 = blur_sample(tex, coord + vec2(-res_offset.x, 0.), tex_offset);\n"
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" vec4 blur1 = blur_sample(tex, coord + vec2(res_offset.x, 0.), tex_offset);\n"
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" vec4 blur2 = blur_sample(tex, coord + vec2(0., res_offset.y), tex_offset);\n"
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"\n"
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" vec4 blurred = blur0 + blur1 + blur2;\n"
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" blurred /= 3.;\n"
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" return mix(original, blurred, float(blur_strength) / 100.);\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" if (clip_region != 0)\n"
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" {"
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" if (gl_FragCoord.x < clip_rect.x || gl_FragCoord.x > clip_rect.z ||\n"
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" gl_FragCoord.y < clip_rect.y || gl_FragCoord.y > clip_rect.w)\n"
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" {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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"\n"
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" vec4 diff_color = color;\n"
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" if (pulse_glow != 0)\n"
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" diff_color.a *= (sin(time) + 1.f) * 0.5f;\n"
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"\n"
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" if (read_texture != 0)\n"
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" ocol = sample_image(fs0, tc0) * diff_color;\n"
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" else\n"
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" ocol = diff_color;\n"
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"}\n";
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// Smooth filtering required for inputs
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input_filter = GL_LINEAR;
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}
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gl::texture_view* load_simple_image(rsx::overlays::image_info* desc, bool temp_resource, u32 owner_uid)
|
|
{
|
|
auto tex = std::make_unique<gl::texture>(GL_TEXTURE_2D, desc->w, desc->h, 1, 1, GL_RGBA8);
|
|
tex->copy_from(desc->data, gl::texture::format::rgba, gl::texture::type::uint_8_8_8_8, {});
|
|
|
|
GLenum remap[] = { GL_RED, GL_ALPHA, GL_BLUE, GL_GREEN };
|
|
auto view = std::make_unique<gl::texture_view>(tex.get(), remap);
|
|
|
|
auto result = view.get();
|
|
if (!temp_resource)
|
|
{
|
|
resources.push_back(std::move(tex));
|
|
view_cache[view_cache.size()] = std::move(view);
|
|
}
|
|
else
|
|
{
|
|
u64 key = (u64)desc;
|
|
temp_image_cache[key] = std::move(std::make_pair(owner_uid, std::move(tex)));
|
|
temp_view_cache[key] = std::move(view);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void create()
|
|
{
|
|
overlay_pass::create();
|
|
|
|
rsx::overlays::resource_config configuration;
|
|
configuration.load_files();
|
|
|
|
for (const auto &res : configuration.texture_raw_data)
|
|
{
|
|
load_simple_image(res.get(), false, UINT32_MAX);
|
|
}
|
|
|
|
configuration.free_resources();
|
|
}
|
|
|
|
void destroy()
|
|
{
|
|
temp_image_cache.clear();
|
|
resources.clear();
|
|
font_cache.clear();
|
|
overlay_pass::destroy();
|
|
}
|
|
|
|
void remove_temp_resources(u64 key)
|
|
{
|
|
std::vector<u64> keys_to_remove;
|
|
for (const auto& temp_image : temp_image_cache)
|
|
{
|
|
if (temp_image.second.first == key)
|
|
{
|
|
keys_to_remove.push_back(temp_image.first);
|
|
}
|
|
}
|
|
|
|
for (const auto& _key : keys_to_remove)
|
|
{
|
|
temp_image_cache.erase(_key);
|
|
temp_view_cache.erase(_key);
|
|
}
|
|
}
|
|
|
|
gl::texture_view* find_font(rsx::overlays::font *font)
|
|
{
|
|
u64 key = (u64)font;
|
|
auto found = view_cache.find(key);
|
|
if (found != view_cache.end())
|
|
return found->second.get();
|
|
|
|
//Create font file
|
|
auto tex = std::make_unique<gl::texture>(GL_TEXTURE_2D, (int)font->width, (int)font->height, 1, 1, GL_R8);
|
|
tex->copy_from(font->glyph_data.data(), gl::texture::format::r, gl::texture::type::ubyte, {});
|
|
|
|
GLenum remap[] = { GL_RED, GL_RED, GL_RED, GL_RED };
|
|
auto view = std::make_unique<gl::texture_view>(tex.get(), remap);
|
|
|
|
auto result = view.get();
|
|
font_cache[key] = std::move(tex);
|
|
view_cache[key] = std::move(view);
|
|
|
|
return result;
|
|
}
|
|
|
|
gl::texture_view* find_temp_image(rsx::overlays::image_info *desc, u32 owner_uid)
|
|
{
|
|
auto key = (u64)desc;
|
|
auto cached = temp_view_cache.find(key);
|
|
if (cached != temp_view_cache.end())
|
|
{
|
|
return cached->second.get();
|
|
}
|
|
else
|
|
{
|
|
return load_simple_image(desc, true, owner_uid);
|
|
}
|
|
}
|
|
|
|
void emit_geometry() override
|
|
{
|
|
if (!is_font_draw)
|
|
{
|
|
overlay_pass::emit_geometry();
|
|
}
|
|
else
|
|
{
|
|
int num_quads = num_drawable_elements / 4;
|
|
std::vector<GLint> firsts;
|
|
std::vector<GLsizei> counts;
|
|
|
|
firsts.resize(num_quads);
|
|
counts.resize(num_quads);
|
|
|
|
for (int n = 0; n < num_quads; ++n)
|
|
{
|
|
firsts[n] = (n * 4);
|
|
counts[n] = 4;
|
|
}
|
|
|
|
int old_vao;
|
|
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
|
|
|
|
m_vao.bind();
|
|
glMultiDrawArrays(GL_TRIANGLE_STRIP, firsts.data(), counts.data(), num_quads);
|
|
|
|
glBindVertexArray(old_vao);
|
|
}
|
|
}
|
|
|
|
void run(const areau& viewport, GLuint target, rsx::overlays::overlay& ui)
|
|
{
|
|
program_handle.uniforms["viewport"] = color2f((f32)viewport.width(), (f32)viewport.height());
|
|
program_handle.uniforms["ui_scale"] = color4f((f32)ui.virtual_width, (f32)ui.virtual_height, 1.f, 1.f);
|
|
program_handle.uniforms["time"] = (f32)(get_system_time() / 1000) * 0.005f;
|
|
|
|
saved_sampler_state saved(31, m_sampler);
|
|
|
|
for (auto &cmd : ui.get_compiled().draw_commands)
|
|
{
|
|
upload_vertex_data((f32*)cmd.verts.data(), (u32)cmd.verts.size() * 4u);
|
|
num_drawable_elements = (u32)cmd.verts.size();
|
|
is_font_draw = false;
|
|
GLint texture_exists = GL_TRUE;
|
|
|
|
switch (cmd.config.texture_ref)
|
|
{
|
|
case rsx::overlays::image_resource_id::game_icon:
|
|
case rsx::overlays::image_resource_id::backbuffer:
|
|
//TODO
|
|
case rsx::overlays::image_resource_id::none:
|
|
{
|
|
texture_exists = GL_FALSE;
|
|
glBindTexture(GL_TEXTURE_2D, GL_NONE);
|
|
break;
|
|
}
|
|
case rsx::overlays::image_resource_id::raw_image:
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, find_temp_image((rsx::overlays::image_info*)cmd.config.external_data_ref, ui.uid)->id());
|
|
break;
|
|
}
|
|
case rsx::overlays::image_resource_id::font_file:
|
|
{
|
|
is_font_draw = true;
|
|
glBindTexture(GL_TEXTURE_2D, find_font(cmd.config.font_ref)->id());
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, view_cache[cmd.config.texture_ref - 1]->id());
|
|
break;
|
|
}
|
|
}
|
|
|
|
program_handle.uniforms["color"] = cmd.config.color;
|
|
program_handle.uniforms["read_texture"] = texture_exists;
|
|
program_handle.uniforms["pulse_glow"] = (s32)cmd.config.pulse_glow;
|
|
program_handle.uniforms["blur_strength"] = (s32)cmd.config.blur_strength;
|
|
program_handle.uniforms["clip_region"] = (s32)cmd.config.clip_region;
|
|
program_handle.uniforms["clip_bounds"] = cmd.config.clip_rect;
|
|
overlay_pass::run(viewport, target, false, true);
|
|
}
|
|
|
|
ui.update();
|
|
}
|
|
};
|
|
|
|
struct video_out_calibration_pass : public overlay_pass
|
|
{
|
|
video_out_calibration_pass()
|
|
{
|
|
vs_src =
|
|
"#version 420\n\n"
|
|
"layout(location=0) out vec2 tc0;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" vec2 positions[] = {vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)};\n"
|
|
" vec2 coords[] = {vec2(0., 1.), vec2(1., 1.), vec2(0., 0.), vec2(1., 0.)};\n"
|
|
" tc0 = coords[gl_VertexID % 4];\n"
|
|
" vec2 pos = positions[gl_VertexID % 4];\n"
|
|
" gl_Position = vec4(pos, 0., 1.);\n"
|
|
"}\n";
|
|
|
|
fs_src =
|
|
"#version 420\n\n"
|
|
"layout(binding=31) uniform sampler2D fs0;\n"
|
|
"layout(location=0) in vec2 tc0;\n"
|
|
"layout(location=0) out vec4 ocol;\n"
|
|
"\n"
|
|
"uniform float gamma;\n"
|
|
"uniform int limit_range;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" vec4 color = texture(fs0, tc0);\n"
|
|
" color.rgb = pow(color.rgb, vec3(gamma));\n"
|
|
" if (limit_range > 0)\n"
|
|
" ocol = ((color * 220.) + 16.) / 255.;\n"
|
|
" else\n"
|
|
" ocol = color;\n"
|
|
"}\n";
|
|
|
|
input_filter = GL_LINEAR;
|
|
}
|
|
|
|
void run(const areau& viewport, GLuint source, f32 gamma, bool limited_rgb)
|
|
{
|
|
program_handle.uniforms["gamma"] = gamma;
|
|
program_handle.uniforms["limit_range"] = (int)limited_rgb;
|
|
|
|
saved_sampler_state saved(31, m_sampler);
|
|
glBindTexture(GL_TEXTURE_2D, source);
|
|
overlay_pass::run(viewport, GL_NONE, false, false);
|
|
}
|
|
};
|
|
}
|