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authorArisotura <thetotalworm@gmail.com>2019-05-17 15:47:40 +0200
committerArisotura <thetotalworm@gmail.com>2019-05-17 15:47:40 +0200
commit8bf45571754a1469758f83ab8f98f951122c96f8 (patch)
treefa6c7212462bacd9011131ea7a8df3aba4f4740b
parent72920bb763c73a761992391568ad418750070c7c (diff)
make screen shaders work with OpenGL 3.1
-rw-r--r--src/OpenGLSupport.h5
-rw-r--r--src/libui_sdl/main.cpp14
-rw-r--r--src/libui_sdl/main_shaders.h53
3 files changed, 44 insertions, 28 deletions
diff --git a/src/OpenGLSupport.h b/src/OpenGLSupport.h
index 2cee741..793205b 100644
--- a/src/OpenGLSupport.h
+++ b/src/OpenGLSupport.h
@@ -70,6 +70,8 @@
func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
+ func(GLBINDATTRIBLOCATION, glBindAttribLocation); \
+ func(GLBINDFRAGDATALOCATION, glBindFragDataLocation); \
\
func(GLCREATESHADER, glCreateShader); \
func(GLSHADERSOURCE, glShaderSource); \
@@ -85,9 +87,12 @@
func(GLDELETESHADER, glDeleteShader); \
func(GLDELETEPROGRAM, glDeleteProgram); \
\
+ func(GLUNIFORM1I, glUniform1i); \
func(GLUNIFORM1UI, glUniform1ui); \
func(GLUNIFORM4UI, glUniform4ui); \
func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
+ func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
+ func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
\
func(GLACTIVETEXTURE, glActiveTexture); \
func(GLBINDIMAGETEXTURE, glBindImageTexture); \
diff --git a/src/libui_sdl/main.cpp b/src/libui_sdl/main.cpp
index 9cdb610..f4a1fdb 100644
--- a/src/libui_sdl/main.cpp
+++ b/src/libui_sdl/main.cpp
@@ -166,13 +166,21 @@ bool GLDrawing_Init()
if (!OpenGL_BuildShaderProgram(kScreenVS, kScreenFS, GL_ScreenShader, "ScreenShader"))
return false;
+ GLuint uni_id;
memset(&GL_ShaderConfig, 0, sizeof(GL_ShaderConfig));
glGenBuffers(1, &GL_ShaderConfigUBO);
glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GL_ShaderConfig), &GL_ShaderConfig, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 16, GL_ShaderConfigUBO);
- glUniformBlockBinding(GL_ScreenShader[2], 0, 16);
+ uni_id = glGetUniformBlockIndex(GL_ScreenShader[2], "uConfig");
+ glUniformBlockBinding(GL_ScreenShader[2], uni_id, 16);
+
+ glUseProgram(GL_ScreenShader[2]);
+ uni_id = glGetUniformLocation(GL_ScreenShader[2], "ScreenTex");
+ glUniform1i(uni_id, 0);
+ uni_id = glGetUniformLocation(GL_ScreenShader[2], "_3DTex");
+ glUniform1i(uni_id, 1);
glGenBuffers(1, &GL_ScreenVertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
@@ -185,6 +193,10 @@ bool GLDrawing_Init()
glEnableVertexAttribArray(1); // texcoord
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(2*4));
+ glBindAttribLocation(GL_ScreenShader[2], 0, "vPosition");
+ glBindAttribLocation(GL_ScreenShader[2], 1, "vTexcoord");
+ glBindFragDataLocation(GL_ScreenShader[2], 0, "oColor");
+
// TODO: consider reallocating the texture when changing screen sizes
glGenTextures(1, &GL_ScreenTexture);
glActiveTexture(GL_TEXTURE0);
diff --git a/src/libui_sdl/main_shaders.h b/src/libui_sdl/main_shaders.h
index 85ff794..9ed3cc0 100644
--- a/src/libui_sdl/main_shaders.h
+++ b/src/libui_sdl/main_shaders.h
@@ -19,17 +19,17 @@
#ifndef MAIN_SHADERS_H
#define MAIN_SHADERS_H
-const char* kScreenVS = R"(#version 420
+const char* kScreenVS = R"(#version 140
-layout(std140, binding=0) uniform uConfig
+layout(std140) uniform uConfig
{
vec2 uScreenSize;
uint u3DScale;
uint uFilterMode;
};
-layout(location=0) in vec2 vPosition;
-layout(location=1) in vec2 vTexcoord;
+in vec2 vPosition;
+in vec2 vTexcoord;
smooth out vec2 fTexcoord;
@@ -46,51 +46,51 @@ void main()
}
)";
-const char* kScreenFS = R"(#version 420
+const char* kScreenFS = R"(#version 140
-layout(std140, binding=0) uniform uConfig
+layout(std140) uniform uConfig
{
vec2 uScreenSize;
uint u3DScale;
uint uFilterMode;
};
-layout(binding=0) uniform usampler2D ScreenTex;
-layout(binding=1) uniform sampler2D _3DTex;
+uniform usampler2D ScreenTex;
+uniform sampler2D _3DTex;
smooth in vec2 fTexcoord;
-layout(location=0) out vec4 oColor;
+out vec4 oColor;
void main()
{
- uvec4 pixel = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
+ ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
// bit0-13: BLDCNT
// bit14-15: DISPCNT display mode
// bit16-20: EVA
// bit21-25: EVB
// bit26-30: EVY
- uvec4 ctl = texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0);
- uint dispmode = (ctl.g >> 6) & 0x3;
+ ivec4 ctl = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
+ int dispmode = (ctl.g >> 6) & 0x3;
if (dispmode == 1)
{
- uint eva = ctl.b & 0x1F;
- uint evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3);
- uint evy = ctl.a >> 2;
+ int eva = ctl.b & 0x1F;
+ int evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3);
+ int evy = ctl.a >> 2;
- uvec4 top = pixel;
- uvec4 mid = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0);
- uvec4 bot = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0);
+ ivec4 top = pixel;
+ ivec4 mid = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
+ ivec4 bot = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
- uint winmask = top.b >> 7;
+ int winmask = top.b >> 7;
if ((top.a & 0x40) != 0)
{
float xpos = top.r + fract(fTexcoord.x);
float ypos = mod(fTexcoord.y, 768);
- uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
+ ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
* vec4(63,63,63,31));
if (_3dpix.a > 0) { top = _3dpix; top.a |= 0x40; bot = mid; }
@@ -100,7 +100,7 @@ void main()
{
float xpos = mid.r + fract(fTexcoord.x);
float ypos = mod(fTexcoord.y, 768);
- uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
+ ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
* vec4(63,63,63,31));
if (_3dpix.a > 0) { bot = _3dpix; bot.a |= 0x40; }
@@ -115,13 +115,13 @@ void main()
top.b &= 0x3F;
bot.b &= 0x3F;
- uint target2;
+ int target2;
if ((bot.a & 0x80) != 0) target2 = 0x10;
else if ((bot.a & 0x40) != 0) target2 = 0x01;
else target2 = bot.a;
bool t2pass = ((ctl.g & target2) != 0);
- uint coloreffect = 0;
+ int coloreffect = 0;
if ((top.a & 0x80) != 0 && t2pass)
{
@@ -150,7 +150,7 @@ void main()
if ((ctl.r & top.a) != 0 && winmask != 0)
{
- uint effect = ctl.r >> 6;
+ int effect = ctl.r >> 6;
if ((effect != 1) || t2pass) coloreffect = effect;
}
}
@@ -167,7 +167,7 @@ void main()
else if (coloreffect == 2)
{
pixel = top;
- pixel += ((uvec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
+ pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
}
else if (coloreffect == 3)
{
@@ -177,7 +177,7 @@ void main()
else
{
pixel = ((top * eva) + (bot * evb)) >> 5;
- if (eva <= 16) pixel += uvec4(1,1,1,0);
+ if (eva <= 16) pixel += ivec4(1,1,1,0);
pixel = min(pixel, 0x3F);
}
}
@@ -188,7 +188,6 @@ void main()
// TODO: filters
oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
- //oColor = texelFetch(_3DTex, ivec2(fTexcoord*4), 0).bgra;
}
)";