Moved state to FGLPostProcessState and merged vertex shaders

This commit is contained in:
Magnus Norddahl 2016-08-05 17:12:00 +02:00 committed by Christoph Oelckers
parent 13a2bf57e5
commit 346badf25f
13 changed files with 176 additions and 154 deletions

View File

@ -1063,6 +1063,7 @@ set( FASTMATH_SOURCES
gl/renderer/gl_renderbuffers.cpp
gl/renderer/gl_lightdata.cpp
gl/renderer/gl_postprocess.cpp
gl/renderer/gl_postprocessstate.cpp
gl/hqnx/init.cpp
gl/hqnx/hq2x.cpp
gl/hqnx/hq3x.cpp

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@ -63,6 +63,7 @@
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/shaders/gl_bloomshader.h"
@ -117,34 +118,11 @@ void FGLRenderer::BloomScene()
if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT)
return;
FGLPostProcessState savedState;
const float blurAmount = gl_bloom_amount;
int sampleCount = gl_bloom_kernel_size;
// TBD: Maybe need a better way to share state with other parts of the pipeline
GLint activeTex, textureBinding, samplerBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
glBindSampler(0, 0);
}
GLboolean blendEnabled, scissorEnabled;
GLint currentProgram, blendEquationRgb, blendEquationAlpha, blendSrcRgb, blendSrcAlpha, blendDestRgb, blendDestAlpha;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
const auto &level0 = mBuffers->BloomLevels[0];
// Extract blooming pixels from scene texture:
@ -207,18 +185,6 @@ void FGLRenderer::BloomScene()
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
mVBO->RenderScreenQuad();
if (blendEnabled)
glEnable(GL_BLEND);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
glUseProgram(currentProgram);
glBindTexture(GL_TEXTURE_2D, textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
glBindSampler(0, samplerBinding);
glActiveTexture(activeTex);
}
//-----------------------------------------------------------------------------
@ -232,22 +198,7 @@ void FGLRenderer::TonemapScene()
if (gl_tonemap == 0)
return;
GLint activeTex, textureBinding, samplerBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
glBindSampler(0, 0);
}
GLboolean blendEnabled, scissorEnabled;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
FGLPostProcessState savedState;
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
@ -257,15 +208,6 @@ void FGLRenderer::TonemapScene()
mVBO->BindVBO();
mVBO->RenderScreenQuad();
mBuffers->NextTexture();
if (blendEnabled)
glEnable(GL_BLEND);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
glBindSampler(0, samplerBinding);
glActiveTexture(activeTex);
}
//-----------------------------------------------------------------------------
@ -279,23 +221,6 @@ void FGLRenderer::LensDistortScene()
if (gl_lens == 0)
return;
GLint activeTex, textureBinding, samplerBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
glBindSampler(0, 0);
}
GLboolean blendEnabled, scissorEnabled;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
float k[4] =
{
gl_lens_k,
@ -321,6 +246,8 @@ void FGLRenderer::LensDistortScene()
float f = MAX(f0, f2);
float scale = 1.0f / f;
FGLPostProcessState savedState;
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -333,16 +260,9 @@ void FGLRenderer::LensDistortScene()
mLensShader->CubicDistortionValue.Set(kcube);
mVBO->BindVBO();
mVBO->RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mBuffers->NextTexture();
if (blendEnabled)
glEnable(GL_BLEND);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
glBindSampler(0, samplerBinding);
glActiveTexture(activeTex);
}
//-----------------------------------------------------------------------------
@ -355,23 +275,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
{
if (FGLRenderBuffers::IsEnabled())
{
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
GLboolean blendEnabled;
GLint currentProgram;
GLint activeTex, textureBinding, samplerBinding;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
glBindSampler(0, 0);
}
FGLPostProcessState savedState;
mBuffers->BindOutputFB();
@ -446,13 +350,5 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mVBO->BindVBO();
mVBO->RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
if (blendEnabled)
glEnable(GL_BLEND);
glUseProgram(currentProgram);
glBindTexture(GL_TEXTURE_2D, textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
glBindSampler(0, samplerBinding);
glActiveTexture(activeTex);
}
}

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@ -0,0 +1,124 @@
/*
** gl_postprocessstate.cpp
** Render state maintenance
**
**---------------------------------------------------------------------------
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "templates.h"
#include "gl/system/gl_system.h"
#include "gl/system/gl_interface.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_shader.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h"
//-----------------------------------------------------------------------------
//
// Saves state modified by post processing shaders
//
//-----------------------------------------------------------------------------
FGLPostProcessState::FGLPostProcessState()
{
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
glBindSampler(0, 0);
}
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glGetBooleanv(GL_DEPTH_TEST, &depthEnabled);
glGetBooleanv(GL_MULTISAMPLE, &multisampleEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
}
//-----------------------------------------------------------------------------
//
// Restores state at the end of post processing
//
//-----------------------------------------------------------------------------
FGLPostProcessState::~FGLPostProcessState()
{
if (blendEnabled)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
else
glDisable(GL_SCISSOR_TEST);
if (depthEnabled)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
if (multisampleEnabled)
glEnable(GL_MULTISAMPLE);
else
glDisable(GL_MULTISAMPLE);
glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
glUseProgram(currentProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureBinding);
if (gl.flags & RFL_SAMPLER_OBJECTS)
glBindSampler(0, samplerBinding);
glActiveTexture(activeTex);
}

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@ -0,0 +1,37 @@
#ifndef __GL_POSTPROCESSSTATE_H
#define __GL_POSTPROCESSSTATE_H
#include <string.h>
#include "gl/system/gl_interface.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_matrix.h"
#include "c_cvars.h"
#include "r_defs.h"
class FGLPostProcessState
{
public:
FGLPostProcessState();
~FGLPostProcessState();
private:
FGLPostProcessState(const FGLPostProcessState &) = delete;
FGLPostProcessState &operator=(const FGLPostProcessState &) = delete;
GLint activeTex;
GLint textureBinding;
GLint samplerBinding;
GLboolean blendEnabled;
GLboolean scissorEnabled;
GLboolean depthEnabled;
GLboolean multisampleEnabled;
GLint currentProgram;
GLint blendEquationRgb;
GLint blendEquationAlpha;
GLint blendSrcRgb;
GLint blendSrcAlpha;
GLint blendDestRgb;
GLint blendDestAlpha;
};
#endif

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@ -53,7 +53,7 @@ void FBloomExtractShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomextract.vp", "", 330);
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/bloomextract");
@ -68,7 +68,7 @@ void FBloomCombineShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomcombine.vp", "", 330);
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/bloomcombine");

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@ -53,7 +53,7 @@ void FLensShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/lensdistortion.vp", "", 330);
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lensdistortion.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/lensdistortion");

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@ -53,7 +53,7 @@ void FPresentShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp", "", 330);
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/present");

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@ -54,7 +54,7 @@ void FTonemapShader::Bind()
auto &shader = mShader[gl_tonemap];
if (!shader)
{
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/tonemap.vp", "", 330);
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", GetDefines(gl_tonemap), 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/tonemap");

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@ -1,9 +0,0 @@
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}

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@ -1,9 +0,0 @@
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}

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@ -1,9 +0,0 @@
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}

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@ -1,9 +0,0 @@
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}