/* Copyright 2016-2020 Arisotura This file is part of melonDS. melonDS is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. melonDS is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with melonDS. If not, see http://www.gnu.org/licenses/. */ #include #include #include "NDS.h" #include "GPU.h" #include "Config.h" #include "OpenGLSupport.h" #include "GPU_OpenGL_shaders.h" namespace GPU { namespace GLCompositor { using namespace OpenGL; int Scale; int ScreenH, ScreenW; GLuint CompShader[1][3]; GLuint CompScaleLoc[1]; GLuint CompVertexBufferID; GLuint CompVertexArrayID; float CompVertices[2 * 3*2 * 2]; // position GLuint CompScreenInputTex; GLuint CompScreenOutputTex; GLuint CompScreenOutputFB; bool Init() { if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Nearest, CompShader[0], "CompositorShader")) //if (!OpenGL::BuildShaderProgram(kCompositorVS, kCompositorFS_Linear, CompShader[0], "CompositorShader")) //if (!OpenGL::BuildShaderProgram(kCompositorVS_xBRZ, kCompositorFS_xBRZ, CompShader[0], "CompositorShader")) return false; for (int i = 0; i < 1; i++) { GLint uni_id; glBindAttribLocation(CompShader[i][2], 0, "vPosition"); glBindFragDataLocation(CompShader[i][2], 0, "oColor"); if (!OpenGL::LinkShaderProgram(CompShader[i])) return false; CompScaleLoc[i] = glGetUniformLocation(CompShader[i][2], "u3DScale"); glUseProgram(CompShader[i][2]); uni_id = glGetUniformLocation(CompShader[i][2], "ScreenTex"); glUniform1i(uni_id, 0); uni_id = glGetUniformLocation(CompShader[i][2], "_3DTex"); glUniform1i(uni_id, 1); } #define SETVERTEX(i, x, y) \ CompVertices[2*(i) + 0] = x; \ CompVertices[2*(i) + 1] = y; // top screen SETVERTEX(0, -1, 1); SETVERTEX(1, 1, 0); SETVERTEX(2, 1, 1); SETVERTEX(3, -1, 1); SETVERTEX(4, -1, 0); SETVERTEX(5, 1, 0); // bottom screen SETVERTEX(6, -1, 0); SETVERTEX(7, 1, -1); SETVERTEX(8, 1, 0); SETVERTEX(9, -1, 0); SETVERTEX(10, -1, -1); SETVERTEX(11, 1, -1); #undef SETVERTEX glGenBuffers(1, &CompVertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(CompVertices), CompVertices, GL_STATIC_DRAW); glGenVertexArrays(1, &CompVertexArrayID); glBindVertexArray(CompVertexArrayID); glEnableVertexAttribArray(0); // position glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*4, (void*)(0)); glGenFramebuffers(1, &CompScreenOutputFB); glGenTextures(1, &CompScreenInputTex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, CompScreenInputTex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL); glGenTextures(1, &CompScreenOutputTex); glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); return true; } void DeInit() { glDeleteFramebuffers(1, &CompScreenOutputFB); glDeleteTextures(1, &CompScreenInputTex); glDeleteTextures(1, &CompScreenOutputTex); glDeleteVertexArrays(1, &CompVertexArrayID); glDeleteBuffers(1, &CompVertexBufferID); for (int i = 0; i < 1; i++) OpenGL::DeleteShaderProgram(CompShader[i]); } void Reset() { } void SetRenderSettings(RenderSettings& settings) { int scale = settings.GL_ScaleFactor; Scale = scale; ScreenW = 256 * scale; ScreenH = 384 * scale; glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); GLenum fbassign[] = {GL_COLOR_ATTACHMENT0}; glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, CompScreenOutputTex, 0); glDrawBuffers(1, fbassign); } void RenderFrame() { glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_BLEND); glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glViewport(0, 0, ScreenW, ScreenH); // TODO: select more shaders (filtering, etc) OpenGL::UseShaderProgram(CompShader[0]); glUniform1ui(CompScaleLoc[0], Scale); int frontbuf = GPU::FrontBuffer; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, CompScreenInputTex); if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1]) { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]); } glActiveTexture(GL_TEXTURE1); GPU3D::GLRenderer::SetupAccelFrame(); glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID); glBindVertexArray(CompVertexArrayID); glDrawArrays(GL_TRIANGLES, 0, 4*3); glFlush(); } void BindOutputTexture() { glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex); } } }