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mirror of https://github.com/FunkyFr3sh/cnc-ddraw.git synced 2025-03-15 06:04:49 +01:00

add support for AMD FidelityFX™ Super Resolution (FSR), xBRZ-multipass and other 2-pass shaders

This commit is contained in:
FunkyFr3sh 2024-05-18 05:19:55 +02:00
parent d2d0be1264
commit 6fbdf136a9
2 changed files with 352 additions and 77 deletions

View File

@ -5,13 +5,14 @@
#include "opengl_utils.h"
#define TEXTURE_COUNT 4
#define FBO_COUNT 1
#define FBO_COUNT 2
typedef struct OGLRENDERER
{
HGLRC context;
GLuint main_program;
GLuint scale_program;
GLuint shader1_program;
GLuint shader2_program;
BOOL got_error;
int surface_tex_width;
int surface_tex_height;
@ -29,11 +30,15 @@ typedef struct OGLRENDERER
GLint frame_count_uni_loc;
GLuint frame_buffer_id[FBO_COUNT];
GLuint frame_buffer_tex_id[FBO_COUNT];
GLint scale_tex_coord_attr_loc;
GLuint scale_vbos[3];
GLuint scale_vao;
GLint shader1_tex_coord_attr_loc;
GLint shader2_tex_coord_attr_loc;
GLuint shader1_vbos[3];
GLuint shader2_vbos[3];
GLuint shader1_vao;
GLuint shader2_vao;
BOOL use_opengl;
BOOL filter_bilinear;
BOOL shader2_upscale;
} OGLRENDERER;
DWORD WINAPI ogl_render_main(void);

View File

@ -17,7 +17,8 @@ static HGLRC ogl_create_context(HDC hdc);
static void ogl_build_programs();
static void ogl_create_textures(int width, int height);
static void ogl_init_main_program();
static void ogl_init_scale_program();
static void ogl_init_shader1_program();
static void ogl_init_shader2_program();
static void ogl_render();
static void ogl_delete_context(HGLRC context);
static BOOL ogl_texture_upload_test();
@ -51,7 +52,8 @@ DWORD WINAPI ogl_render_main(void)
ogl_build_programs();
ogl_create_textures(g_ddraw.width, g_ddraw.height);
ogl_init_main_program();
ogl_init_scale_program();
ogl_init_shader1_program();
ogl_init_shader2_program();
g_ogl.got_error = g_ogl.got_error || !ogl_texture_upload_test();
g_ogl.got_error = g_ogl.got_error || !ogl_shader_test();
@ -131,8 +133,9 @@ static HGLRC ogl_create_context(HDC hdc)
static void ogl_build_programs()
{
g_ogl.main_program = g_ogl.scale_program = 0;
g_ogl.main_program = g_ogl.shader1_program = g_ogl.shader2_program = 0;
g_ogl.shader2_upscale = FALSE;
BOOL core_profile = wglCreateContextAttribsARB != NULL;
if (g_oglu_got_version3)
@ -151,11 +154,10 @@ static void ogl_build_programs()
}
BOOL bilinear = FALSE;
char shader_path[MAX_PATH] = { 0 };
if (g_ogl.main_program)
{
char shader_path[MAX_PATH] = { 0 };
strncpy(shader_path, g_config.shader, sizeof(shader_path));
shader_path[sizeof(shader_path) - 1] = '\0'; /* strncpy fix */
@ -170,6 +172,7 @@ static void ogl_build_programs()
strstr(g_config.shader, "catmull-rom-bilinear.glsl") != NULL ||
strstr(g_config.shader, "lanczos2-sharp.glsl") != NULL ||
strstr(g_config.shader, "xbr-lv2-noblend.glsl") != NULL ||
strstr(g_config.shader, "xbrz-freescale-multipass.glsl") != NULL ||
strstr(g_config.shader, "xbrz-freescale.glsl") != NULL;
if (!is_upscaler ||
@ -177,14 +180,19 @@ static void ogl_build_programs()
g_ddraw.render.viewport.height != g_ddraw.height ||
g_config.vhack)
{
g_ogl.scale_program = oglu_build_program_from_file(shader_path, core_profile);
g_ogl.shader1_program = oglu_build_program_from_file(shader_path, core_profile);
if (!g_ogl.scale_program &&
if (g_ogl.shader1_program && strstr(g_config.shader, "xbrz-freescale-multipass.glsl") != NULL)
{
g_ogl.shader2_upscale = TRUE;
}
if (!g_ogl.shader1_program &&
(g_ddraw.render.viewport.width != g_ddraw.width ||
g_ddraw.render.viewport.height != g_ddraw.height ||
g_config.vhack))
{
g_ogl.scale_program =
g_ogl.shader1_program =
oglu_build_program(
_stricmp(g_config.shader, "xBR-lv2") == 0 ? XBR_LV2_VERT_SHADER :
PASSTHROUGH_VERT_SHADER,
@ -207,6 +215,16 @@ static void ogl_build_programs()
g_oglu_got_version3 = FALSE;
}
if (g_ogl.shader1_program)
{
if (strlen(shader_path) <= sizeof(shader_path) - 8)
{
strcat(shader_path, ".pass1");
g_ogl.shader2_program = oglu_build_program_from_file(shader_path, core_profile);
}
}
g_ogl.filter_bilinear = strstr(g_config.shader, "bilinear.glsl") != NULL || bilinear;
}
@ -225,11 +243,14 @@ static void ogl_build_programs()
static void ogl_create_textures(int width, int height)
{
int w = g_ogl.shader2_program ? max(width, g_ddraw.render.viewport.width) : width;
int h = g_ogl.shader2_program ? max(height, g_ddraw.render.viewport.height) : height;
g_ogl.surface_tex_width =
width <= 1024 ? 1024 : width <= 2048 ? 2048 : width <= 4096 ? 4096 : width;
w <= 1024 ? 1024 : w <= 2048 ? 2048 : w <= 4096 ? 4096 : w <= 8192 ? 8192 : w <= 16384 ? 16384 : w;
g_ogl.surface_tex_height =
height <= 512 ? 512 : height <= 1024 ? 1024 : height <= 2048 ? 2048 : height <= 4096 ? 4096 : height;
h <= 512 ? 512 : h <= 1024 ? 1024 : h <= 2048 ? 2048 : h <= 4096 ? 4096 : h <= 8192 ? 8192 : h <= 16384 ? 16384 : h;
g_ogl.surface_tex =
HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, g_ogl.surface_tex_width * g_ogl.surface_tex_height * sizeof(int));
@ -398,7 +419,7 @@ static void ogl_init_main_program()
glGenBuffers(3, g_ogl.main_vbos);
if (g_ogl.scale_program)
if (g_ogl.shader1_program)
{
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.main_vbos[0]);
static const GLfloat vertex_coord[] = {
@ -477,53 +498,78 @@ static void ogl_init_main_program()
}
}
static void ogl_init_scale_program()
static void ogl_init_shader1_program()
{
if (!g_ogl.scale_program)
if (!g_ogl.shader1_program)
return;
glUseProgram(g_ogl.scale_program);
glUseProgram(g_ogl.shader1_program);
GLint vertex_coord_attr_loc = glGetAttribLocation(g_ogl.scale_program, "VertexCoord");
g_ogl.scale_tex_coord_attr_loc = glGetAttribLocation(g_ogl.scale_program, "TexCoord");
g_ogl.frame_count_uni_loc = glGetUniformLocation(g_ogl.scale_program, "FrameCount");
GLint vertex_coord_attr_loc = glGetAttribLocation(g_ogl.shader1_program, "VertexCoord");
g_ogl.shader1_tex_coord_attr_loc = glGetAttribLocation(g_ogl.shader1_program, "TexCoord");
g_ogl.frame_count_uni_loc = glGetUniformLocation(g_ogl.shader1_program, "FrameCount");
glGenBuffers(3, g_ogl.scale_vbos);
glGenBuffers(3, g_ogl.shader1_vbos);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.scale_vbos[0]);
static const GLfloat vertext_coord[] = {
-1.0f, 1.0f,
1.0f, 1.0f,
1.0f,-1.0f,
-1.0f,-1.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertext_coord), vertext_coord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (g_ogl.shader2_program)
{
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader1_vbos[0]);
static const GLfloat vertext_coord[] = {
-1.0f,-1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
1.0f,-1.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertext_coord), vertext_coord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.scale_vbos[1]);
GLfloat tex_coord[] = {
0.0f, 0.0f,
g_ogl.scale_w, 0.0f,
g_ogl.scale_w, g_ogl.scale_h,
0.0f, g_ogl.scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord), tex_coord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader1_vbos[1]);
GLfloat tex_coord[] = {
0.0f, 0.0f,
0.0f, g_ogl.scale_h,
g_ogl.scale_w, g_ogl.scale_h,
g_ogl.scale_w, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord), tex_coord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader1_vbos[0]);
static const GLfloat vertext_coord[] = {
-1.0f, 1.0f,
1.0f, 1.0f,
1.0f,-1.0f,
-1.0f,-1.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertext_coord), vertext_coord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenVertexArrays(1, &g_ogl.scale_vao);
glBindVertexArray(g_ogl.scale_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader1_vbos[1]);
GLfloat tex_coord[] = {
0.0f, 0.0f,
g_ogl.scale_w, 0.0f,
g_ogl.scale_w, g_ogl.scale_h,
0.0f, g_ogl.scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord), tex_coord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.scale_vbos[0]);
glGenVertexArrays(1, &g_ogl.shader1_vao);
glBindVertexArray(g_ogl.shader1_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader1_vbos[0]);
glVertexAttribPointer(vertex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(vertex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.scale_vbos[1]);
glVertexAttribPointer(g_ogl.scale_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.scale_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader1_vbos[1]);
glVertexAttribPointer(g_ogl.shader1_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader1_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ogl.scale_vbos[2]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ogl.shader1_vbos[2]);
static const GLushort indices[] =
{
0, 1, 2,
@ -542,23 +588,23 @@ static void ogl_init_scale_program()
output_size[0] = (float)g_ddraw.render.viewport.width;
output_size[1] = (float)g_ddraw.render.viewport.height;
GLint loc = glGetUniformLocation(g_ogl.scale_program, "OutputSize");
GLint loc = glGetUniformLocation(g_ogl.shader1_program, "OutputSize");
if (loc != -1)
glUniform2fv(loc, 1, output_size);
loc = glGetUniformLocation(g_ogl.scale_program, "TextureSize");
loc = glGetUniformLocation(g_ogl.shader1_program, "TextureSize");
if (loc != -1)
glUniform2fv(loc, 1, texture_size);
loc = glGetUniformLocation(g_ogl.scale_program, "InputSize");
loc = glGetUniformLocation(g_ogl.shader1_program, "InputSize");
if (loc != -1)
glUniform2fv(loc, 1, input_size);
loc = glGetUniformLocation(g_ogl.scale_program, "FrameDirection");
loc = glGetUniformLocation(g_ogl.shader1_program, "FrameDirection");
if (loc != -1)
glUniform1i(loc, 1);
loc = glGetUniformLocation(g_ogl.scale_program, "Texture");
loc = glGetUniformLocation(g_ogl.shader1_program, "Texture");
if (loc != -1)
glUniform1i(loc, 0);
@ -568,12 +614,14 @@ static void ogl_init_scale_program()
0,0,1,0,
0,0,0,1,
};
glUniformMatrix4fv(glGetUniformLocation(g_ogl.scale_program, "MVPMatrix"), 1, GL_FALSE, mvp_matrix);
glUniformMatrix4fv(glGetUniformLocation(g_ogl.shader1_program, "MVPMatrix"), 1, GL_FALSE, mvp_matrix);
glGenFramebuffers(FBO_COUNT, g_ogl.frame_buffer_id);
glGenTextures(FBO_COUNT, g_ogl.frame_buffer_tex_id);
for (int i = 0; i < FBO_COUNT; i++)
int fbo_count = g_ogl.shader2_program ? 2 : 1;
for (int i = 0; i < fbo_count; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id[i]);
@ -603,16 +651,24 @@ static void ogl_init_scale_program()
if (glDeleteFramebuffers)
glDeleteFramebuffers(FBO_COUNT, g_ogl.frame_buffer_id);
if (glDeleteProgram)
glDeleteProgram(g_ogl.scale_program);
glUseProgram(0);
g_ogl.scale_program = 0;
if (glDeleteProgram)
{
glDeleteProgram(g_ogl.shader1_program);
if (g_ogl.shader2_program)
glDeleteProgram(g_ogl.shader2_program);
}
g_ogl.shader1_program = 0;
g_ogl.shader2_program = 0;
if (glDeleteBuffers)
glDeleteBuffers(3, g_ogl.scale_vbos);
glDeleteBuffers(3, g_ogl.shader1_vbos);
if (glDeleteVertexArrays)
glDeleteVertexArrays(1, &g_ogl.scale_vao);
glDeleteVertexArrays(1, &g_ogl.shader1_vao);
if (g_ogl.main_program)
{
@ -652,6 +708,110 @@ static void ogl_init_scale_program()
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
static void ogl_init_shader2_program()
{
if (!g_ogl.shader1_program || !g_ogl.shader2_program)
return;
glUseProgram(g_ogl.shader2_program);
GLint vertex_coord_attr_loc = glGetAttribLocation(g_ogl.shader2_program, "VertexCoord");
g_ogl.shader2_tex_coord_attr_loc = glGetAttribLocation(g_ogl.shader2_program, "TexCoord");
glGenBuffers(3, g_ogl.shader2_vbos);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader2_vbos[0]);
GLfloat vertex_coord[] = {
-1.0f, 1.0f,
1.0f, 1.0f,
1.0f,-1.0f,
-1.0f,-1.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_coord), vertex_coord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
float scale_w = g_ogl.shader2_upscale ? g_ogl.scale_w : (float)g_ddraw.render.viewport.width / g_ogl.surface_tex_width;
float scale_h = g_ogl.shader2_upscale ? g_ogl.scale_h : (float)g_ddraw.render.viewport.height / g_ogl.surface_tex_height;
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader2_vbos[1]);
GLfloat tex_coord[] = {
0.0f, 0.0f,
scale_w, 0.0f,
scale_w, scale_h,
0.0f, scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord), tex_coord, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenVertexArrays(1, &g_ogl.shader2_vao);
glBindVertexArray(g_ogl.shader2_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader2_vbos[0]);
glVertexAttribPointer(vertex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(vertex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader2_vbos[1]);
glVertexAttribPointer(g_ogl.shader2_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader2_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ogl.shader2_vbos[2]);
static const GLushort indices[] =
{
0, 1, 2,
0, 2, 3,
};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindVertexArray(0);
float input_size[2] = { 0 }, output_size[2] = { 0 }, texture_size[2] = { 0 };
input_size[0] = g_ogl.shader2_upscale ? (float)g_ddraw.width : (float)g_ddraw.render.viewport.width;
input_size[1] = g_ogl.shader2_upscale ? (float)g_ddraw.height : (float)g_ddraw.render.viewport.height;
texture_size[0] = (float)g_ogl.surface_tex_width;
texture_size[1] = (float)g_ogl.surface_tex_height;
output_size[0] = (float)g_ddraw.render.viewport.width;
output_size[1] = (float)g_ddraw.render.viewport.height;
GLint loc = glGetUniformLocation(g_ogl.shader2_program, "OutputSize");
if (loc != -1)
glUniform2fv(loc, 1, output_size);
loc = glGetUniformLocation(g_ogl.shader2_program, "TextureSize");
if (loc != -1)
glUniform2fv(loc, 1, texture_size);
loc = glGetUniformLocation(g_ogl.shader2_program, "InputSize");
if (loc != -1)
glUniform2fv(loc, 1, input_size);
loc = glGetUniformLocation(g_ogl.shader2_program, "FrameDirection");
if (loc != -1)
glUniform1i(loc, 1);
loc = glGetUniformLocation(g_ogl.shader2_program, "Texture");
if (loc != -1)
glUniform1i(loc, 0);
loc = glGetUniformLocation(g_ogl.shader2_program, "PassPrev2Texture");
if (loc != -1)
glUniform1i(loc, 1);
loc = glGetUniformLocation(g_ogl.shader2_program, "PassPrev2TextureSize");
if (loc != -1)
glUniform2fv(loc, 1, texture_size);
const float mvp_matrix[16] = {
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1,
};
glUniformMatrix4fv(glGetUniformLocation(g_ogl.shader2_program, "MVPMatrix"), 1, GL_FALSE, mvp_matrix);
}
static void ogl_render()
{
BOOL needs_update = FALSE;
@ -820,19 +980,51 @@ static void ogl_render()
if (scale_changed)
{
if (g_ogl.scale_program && g_ogl.main_program)
if (g_ogl.shader2_upscale && g_ogl.shader2_program && g_ogl.shader1_program && g_ogl.main_program)
{
glBindVertexArray(g_ogl.scale_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.scale_vbos[1]);
GLfloat texCoord[] = {
glBindVertexArray(g_ogl.shader2_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader2_vbos[1]);
GLfloat tex_coord[] = {
0.0f, 0.0f,
g_ogl.scale_w, 0.0f,
g_ogl.scale_w, g_ogl.scale_h,
0.0f, g_ogl.scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.scale_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.scale_tex_coord_attr_loc);
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord), tex_coord, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.shader2_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader2_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
else if (g_ogl.shader2_program && g_ogl.shader1_program && g_ogl.main_program)
{
glBindVertexArray(g_ogl.shader1_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader1_vbos[1]);
GLfloat tex_coord[] = {
0.0f, 0.0f,
0.0f, g_ogl.scale_h,
g_ogl.scale_w, g_ogl.scale_h,
g_ogl.scale_w, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord), tex_coord, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.shader1_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader1_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
else if (g_ogl.shader1_program && g_ogl.main_program)
{
glBindVertexArray(g_ogl.shader1_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.shader1_vbos[1]);
GLfloat tex_coord[] = {
0.0f, 0.0f,
g_ogl.scale_w, 0.0f,
g_ogl.scale_w, g_ogl.scale_h,
0.0f, g_ogl.scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord), tex_coord, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.shader1_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.shader1_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
@ -840,13 +1032,13 @@ static void ogl_render()
{
glBindVertexArray(g_ogl.main_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_ogl.main_vbos[1]);
GLfloat texCoord[] = {
GLfloat tex_coord[] = {
0.0f, 0.0f,
g_ogl.scale_w, 0.0f,
g_ogl.scale_w, g_ogl.scale_h,
0.0f, g_ogl.scale_h,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoord), texCoord, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coord), tex_coord, GL_STATIC_DRAW);
glVertexAttribPointer(g_ogl.main_tex_coord_attr_loc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(g_ogl.main_tex_coord_attr_loc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
@ -865,7 +1057,73 @@ static void ogl_render()
glActiveTexture(GL_TEXTURE0);
}
if (g_ogl.scale_program && g_ogl.main_program)
if (g_ogl.shader1_program && g_ogl.shader2_program && g_ogl.main_program)
{
/* draw surface into framebuffer */
glUseProgram(g_ogl.main_program);
glViewport(0, 0, g_ddraw.width, g_ddraw.height);
glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id[0]);
glBindVertexArray(g_ogl.main_vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
/* apply shader1 */
if (!g_ogl.shader2_upscale)
{
glViewport(0, 0, g_ddraw.render.viewport.width, g_ddraw.render.viewport.height);
}
glUseProgram(g_ogl.shader1_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id[0]);
glBindFramebuffer(GL_FRAMEBUFFER, g_ogl.frame_buffer_id[1]);
glBindVertexArray(g_ogl.shader1_vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
/* apply shader2 */
if (g_ddraw.child_window_exists)
{
glViewport(0, g_ddraw.render.height - g_ddraw.height, g_ddraw.width, g_ddraw.height);
}
else
{
glViewport(
g_ddraw.render.viewport.x,
g_ddraw.render.viewport.y + g_ddraw.render.opengl_y_align,
g_ddraw.render.viewport.width,
g_ddraw.render.viewport.height);
}
glUseProgram(g_ogl.shader2_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id[1]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id[0]);
glBindVertexArray(g_ogl.shader2_vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
else if (g_ogl.shader1_program && g_ogl.main_program)
{
/* draw surface into framebuffer */
glUseProgram(g_ogl.main_program);
@ -898,7 +1156,7 @@ static void ogl_render()
/* apply filter */
glUseProgram(g_ogl.scale_program);
glUseProgram(g_ogl.shader1_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_ogl.frame_buffer_tex_id[0]);
@ -906,7 +1164,7 @@ static void ogl_render()
if (g_ogl.frame_count_uni_loc != -1)
glUniform1i(g_ogl.frame_count_uni_loc, frames++);
glBindVertexArray(g_ogl.scale_vao);
glBindVertexArray(g_ogl.shader1_vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
}
@ -955,18 +1213,27 @@ static void ogl_delete_context(HGLRC context)
if (glUseProgram)
glUseProgram(0);
if (g_ogl.scale_program)
if (g_ogl.shader1_program)
{
glDeleteTextures(FBO_COUNT, g_ogl.frame_buffer_tex_id);
if (glDeleteBuffers)
glDeleteBuffers(3, g_ogl.scale_vbos);
glDeleteBuffers(3, g_ogl.shader1_vbos);
if (glDeleteFramebuffers)
glDeleteFramebuffers(FBO_COUNT, g_ogl.frame_buffer_id);
if (glDeleteVertexArrays)
glDeleteVertexArrays(1, &g_ogl.scale_vao);
glDeleteVertexArrays(1, &g_ogl.shader1_vao);
}
if (g_ogl.shader2_program)
{
if (glDeleteBuffers)
glDeleteBuffers(3, g_ogl.shader2_vbos);
if (glDeleteVertexArrays)
glDeleteVertexArrays(1, &g_ogl.shader2_vao);
}
if (glDeleteProgram)
@ -974,8 +1241,11 @@ static void ogl_delete_context(HGLRC context)
if (g_ogl.main_program)
glDeleteProgram(g_ogl.main_program);
if (g_ogl.scale_program)
glDeleteProgram(g_ogl.scale_program);
if (g_ogl.shader1_program)
glDeleteProgram(g_ogl.shader1_program);
if (g_ogl.shader2_program)
glDeleteProgram(g_ogl.shader2_program);
}
if (g_oglu_got_version3)