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https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 04:51:41 +00:00
Add bgra support to OpenGLSWFrameBuffer
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parent
f5c069c759
commit
f37ee3a024
9 changed files with 44 additions and 27 deletions
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@ -79,7 +79,7 @@ CUSTOM_CVAR(Int, vid_hwgamma, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITC
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//==========================================================================
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OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) :
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Super(hMonitor, width, height, bits, refreshHz, fullscreen)
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Super(hMonitor, width, height, bits, refreshHz, fullscreen, false)
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{
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// SetVSync needs to be at the very top to workaround a bug in Nvidia's OpenGL driver.
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// If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed!
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@ -120,8 +120,8 @@ const char *const OpenGLSWFrameBuffer::ShaderDefines[OpenGLSWFrameBuffer::NUM_SH
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"#define EGAMMACORRECTION", // GammaCorrection
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};
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OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) :
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Super(hMonitor, width, height, bits, refreshHz, fullscreen)
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OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen, bool bgra) :
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Super(hMonitor, width, height, bits, refreshHz, fullscreen, bgra)
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{
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// To do: this needs to cooperate with the same static in OpenGLFrameBuffer::InitializeState
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static bool first = true;
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@ -892,7 +892,7 @@ void OpenGLSWFrameBuffer::KillNativeTexs()
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bool OpenGLSWFrameBuffer::CreateFBTexture()
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{
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CreateTexture("FBTexture", Width, Height, 1, GL_R8, &FBTexture);
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CreateTexture("FBTexture", Width, Height, 1, IsBgra() ? GL_RGBA8 : GL_R8, &FBTexture);
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FBWidth = Width;
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FBHeight = Height;
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return true;
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@ -1262,13 +1262,16 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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{
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if (copy3d)
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{
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int pixelsize = IsBgra() ? 4 : 1;
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int size = Width * Height * pixelsize;
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if (FBTexture->Buffers[0] == 0)
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{
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glGenBuffers(2, (GLuint*)FBTexture->Buffers);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, FBTexture->Buffers[0]);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, Width * Height, nullptr, GL_STREAM_DRAW);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, size, nullptr, GL_STREAM_DRAW);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, FBTexture->Buffers[1]);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, Width * Height, nullptr, GL_STREAM_DRAW);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, size, nullptr, GL_STREAM_DRAW);
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}
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else
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{
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@ -1276,28 +1279,31 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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FBTexture->CurrentBuffer = (FBTexture->CurrentBuffer + 1) & 1;
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}
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uint8_t *dest = (uint8_t*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, Width * Height, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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uint8_t *dest = (uint8_t*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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if (dest)
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{
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if (Pitch == Width)
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{
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memcpy(dest, MemBuffer, Width * Height);
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memcpy(dest, MemBuffer, Width * Height * pixelsize);
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}
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else
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{
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uint8_t *src = MemBuffer;
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for (int y = 0; y < Height; y++)
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{
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memcpy(dest, src, Width);
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dest += Width;
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src += Pitch;
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memcpy(dest, src, Width * pixelsize);
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dest += Width * pixelsize;
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src += Pitch * pixelsize;
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}
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}
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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GLint oldBinding = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
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glBindTexture(GL_TEXTURE_2D, FBTexture->Texture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_RED, GL_UNSIGNED_BYTE, 0);
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if (IsBgra())
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_BGRA, GL_UNSIGNED_BYTE, 0);
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else
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_RED, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, oldBinding);
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}
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@ -1314,7 +1320,10 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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memset(Constant, 0, sizeof(Constant));
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SetAlphaBlend(0);
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EnableAlphaTest(false);
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SetPixelShader(Shaders[SHADER_NormalColorPal]);
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if (IsBgra())
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SetPixelShader(Shaders[SHADER_NormalColor]);
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else
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SetPixelShader(Shaders[SHADER_NormalColorPal]);
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if (copy3d)
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{
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FBVERTEX verts[4];
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@ -1330,7 +1339,10 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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{
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color0 = ColorValue(realfixedcolormap->ColorizeStart[0] / 2, realfixedcolormap->ColorizeStart[1] / 2, realfixedcolormap->ColorizeStart[2] / 2, 0);
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color1 = ColorValue(realfixedcolormap->ColorizeEnd[0] / 2, realfixedcolormap->ColorizeEnd[1] / 2, realfixedcolormap->ColorizeEnd[2] / 2, 1);
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SetPixelShader(Shaders[SHADER_SpecialColormapPal]);
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if (IsBgra())
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SetPixelShader(Shaders[SHADER_SpecialColormap]);
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else
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SetPixelShader(Shaders[SHADER_SpecialColormapPal]);
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}
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}
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else
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@ -1341,7 +1353,10 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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CalcFullscreenCoords(verts, Accel2D, false, color0, color1);
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DrawTriangleFans(2, verts);
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}
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SetPixelShader(Shaders[SHADER_NormalColorPal]);
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if (IsBgra())
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SetPixelShader(Shaders[SHADER_NormalColor]);
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else
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SetPixelShader(Shaders[SHADER_NormalColorPal]);
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}
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//==========================================================================
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@ -29,7 +29,7 @@ class OpenGLFrameBuffer : public SDLGLFB
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public:
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explicit OpenGLSWFrameBuffer() {}
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OpenGLSWFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen);
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OpenGLSWFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen, bool bgra);
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~OpenGLSWFrameBuffer();
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bool IsValid() override;
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@ -1126,8 +1126,8 @@ void CocoaFrameBuffer::Flip()
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// ---------------------------------------------------------------------------
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SDLGLFB::SDLGLFB(void*, const int width, const int height, int, int, const bool fullscreen)
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: DFrameBuffer(width, height, false)
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SDLGLFB::SDLGLFB(void*, const int width, const int height, int, int, const bool fullscreen, bool bgra)
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: DFrameBuffer(width, height, bgra)
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, m_lock(-1)
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, m_isUpdatePending(false)
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{
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@ -52,7 +52,7 @@ class SDLGLFB : public DFrameBuffer
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{
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public:
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// This must have the same parameters as the Windows version, even if they are not used!
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SDLGLFB(void *hMonitor, int width, int height, int, int, bool fullscreen);
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SDLGLFB(void *hMonitor, int width, int height, int, int, bool fullscreen, bool bgra);
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~SDLGLFB();
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virtual bool Lock(bool buffered = true);
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@ -314,8 +314,8 @@ bool SDLGLVideo::InitHardware (bool allowsoftware, int multisample)
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// FrameBuffer implementation -----------------------------------------------
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SDLGLFB::SDLGLFB (void *, int width, int height, int, int, bool fullscreen)
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: DFrameBuffer (width, height, false)
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SDLGLFB::SDLGLFB (void *, int width, int height, int, int, bool fullscreen, bool bgra)
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: DFrameBuffer (width, height, bgra)
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{
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int i;
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@ -39,7 +39,7 @@ class SDLGLFB : public DFrameBuffer
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DECLARE_CLASS(SDLGLFB, DFrameBuffer)
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public:
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// this must have the same parameters as the Windows version, even if they are not used!
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SDLGLFB (void *hMonitor, int width, int height, int, int, bool fullscreen);
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SDLGLFB (void *hMonitor, int width, int height, int, int, bool fullscreen, bool bgra);
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~SDLGLFB ();
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void ForceBuffering (bool force);
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@ -381,7 +381,8 @@ DFrameBuffer *Win32GLVideo::CreateFrameBuffer(int width, int height, bool bgra,
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fb->m_Height == m_DisplayHeight &&
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fb->m_Bits == m_DisplayBits &&
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fb->m_RefreshHz == m_DisplayHz &&
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fb->m_Fullscreen == fs)
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fb->m_Fullscreen == fs &&
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fb->m_Bgra == bgra)
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{
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return old;
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}
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@ -391,7 +392,7 @@ DFrameBuffer *Win32GLVideo::CreateFrameBuffer(int width, int height, bool bgra,
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if (vid_renderer == 1)
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fb = new OpenGLFrameBuffer(m_hMonitor, m_DisplayWidth, m_DisplayHeight, m_DisplayBits, m_DisplayHz, fs);
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else
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fb = new OpenGLSWFrameBuffer(m_hMonitor, m_DisplayWidth, m_DisplayHeight, m_DisplayBits, m_DisplayHz, fs);
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fb = new OpenGLSWFrameBuffer(m_hMonitor, m_DisplayWidth, m_DisplayHeight, m_DisplayBits, m_DisplayHz, fs, bgra);
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return fb;
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}
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@ -867,13 +868,14 @@ IMPLEMENT_ABSTRACT_CLASS(Win32GLFrameBuffer)
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//
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//==========================================================================
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Win32GLFrameBuffer::Win32GLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen) : BaseWinFB(width, height, false)
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Win32GLFrameBuffer::Win32GLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen, bool bgra) : BaseWinFB(width, height, bgra)
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{
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m_Width = width;
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m_Height = height;
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m_Bits = bits;
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m_RefreshHz = refreshHz;
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m_Fullscreen = fullscreen;
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m_Bgra = bgra;
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m_Lock=0;
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RECT r;
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@ -101,7 +101,7 @@ public:
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Win32GLFrameBuffer() {}
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// Actually, hMonitor is a HMONITOR, but it's passed as a void * as there
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// look to be some cross-platform bits in the way.
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Win32GLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen);
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Win32GLFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen, bool bgra);
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virtual ~Win32GLFrameBuffer();
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@ -143,7 +143,7 @@ protected:
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float m_Gamma, m_Brightness, m_Contrast;
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WORD m_origGamma[768];
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BOOL m_supportsGamma;
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bool m_Fullscreen;
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bool m_Fullscreen, m_Bgra;
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int m_Width, m_Height, m_Bits, m_RefreshHz;
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int m_Lock;
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char m_displayDeviceNameBuffer[CCHDEVICENAME];
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