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https://github.com/ZDoom/gzdoom-gles.git
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- use static buffer data and a uniform to handle the texture positioning of the present shader.
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
This commit is contained in:
parent
8daaf61160
commit
675822004d
7 changed files with 37 additions and 11 deletions
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@ -126,7 +126,7 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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map = new FFlatVertex[BUFFER_SIZE];
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}
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mIndex = mCurIndex = 0;
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mNumReserved = 8;
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mNumReserved = 12;
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vbo_shadowdata.Resize(mNumReserved);
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// the first quad is reserved for handling coordinates through uniforms.
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@ -141,6 +141,12 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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vbo_shadowdata[6].Set((float)width, 0, 0, 0, 0);
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vbo_shadowdata[7].Set((float)width, (float)height, 0, 0, 0);
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// and this is for the postprocessing copy operation
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vbo_shadowdata[8].Set(-1.0f, -1.0f, 0, 0.0f, 0.0f);
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vbo_shadowdata[9].Set(-1.0f, 1.0f, 0, 0.0f, 1.f);
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vbo_shadowdata[10].Set(1.0f, -1.0f, 0, 1.f, 0.0f);
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vbo_shadowdata[11].Set(1.0f, 1.0f, 0, 1.f, 1.f);
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}
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FFlatVertexBuffer::~FFlatVertexBuffer()
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@ -108,16 +108,11 @@ EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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void FGLRenderer::RenderScreenQuad(float maxU, float maxV)
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void FGLRenderer::RenderScreenQuad()
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{
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FFlatVertex *ptr = mVBO->GetBuffer();
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mVBO->BindVBO();
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gl_RenderState.ResetVertexBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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ptr->Set(-1.0f, 1.0f, 0, 0.0f, maxV); ptr++;
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ptr->Set(1.0f, -1.0f, 0, maxU, 0.0f); ptr++;
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ptr->Set(1.0f, 1.0f, 0, maxU, maxV); ptr++;
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mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
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}
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//-----------------------------------------------------------------------------
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@ -357,9 +352,10 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
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mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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RenderScreenQuad();
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}
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}
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@ -153,7 +153,7 @@ public:
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unsigned char *GetTextureBuffer(FTexture *tex, int &w, int &h);
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void SetupLevel();
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void RenderScreenQuad(float maxU = 1.0f, float maxV = 1.0f);
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void RenderScreenQuad();
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void SetFixedColormap (player_t *player);
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void WriteSavePic (player_t *player, FILE *file, int width, int height);
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void EndDrawScene(sector_t * viewsector);
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@ -53,7 +53,7 @@ void FPresentShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/present");
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@ -63,6 +63,7 @@ void FPresentShader::Bind()
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Gamma.Init(mShader, "Gamma");
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Contrast.Init(mShader, "Contrast");
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Brightness.Init(mShader, "Brightness");
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Scale.Init(mShader, "UVScale");
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}
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mShader.Bind();
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}
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@ -12,6 +12,7 @@ public:
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FBufferedUniform1f Gamma;
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FBufferedUniform1f Contrast;
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FBufferedUniform1f Brightness;
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FBufferedUniform2f Scale;
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private:
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FShaderProgram mShader;
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@ -123,6 +123,17 @@ public:
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glUniform2fv(mIndex, 1, newvalue);
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}
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}
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void Set(float f1, float f2)
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{
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if (mBuffer[0] != f1 || mBuffer[1] != f2)
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{
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mBuffer[0] = f1;
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mBuffer[1] = f2;
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glUniform2fv(mIndex, 1, mBuffer);
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}
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}
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};
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class FBufferedUniform4f
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11
wadsrc/static/shaders/glsl/screenquadscale.vp
Normal file
11
wadsrc/static/shaders/glsl/screenquadscale.vp
Normal file
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@ -0,0 +1,11 @@
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in vec4 PositionInProjection;
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in vec2 UV;
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uniform vec2 UVScale;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = PositionInProjection;
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TexCoord = UV * UVScale;
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}
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