- remove the old OpenGL postprocess custom shader implementation

This commit is contained in:
Magnus Norddahl 2019-04-08 01:31:22 +02:00
parent d114575bd1
commit b30ed99672
7 changed files with 5 additions and 310 deletions

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@ -1068,7 +1068,6 @@ set (PCH_SOURCES
rendering/gl/renderer/gl_scene.cpp
rendering/gl/shaders/gl_shader.cpp
rendering/gl/shaders/gl_shaderprogram.cpp
rendering/gl/shaders/gl_postprocessshader.cpp
rendering/gl_load/gl_interface.cpp
rendering/gl/system/gl_framebuffer.cpp
rendering/gl/system/gl_debug.cpp

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@ -43,7 +43,6 @@
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "hwrenderer/data/flatvertices.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "gl/textures/gl_hwtexture.h"
#include "r_videoscale.h"
@ -70,7 +69,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
GLPPRenderState renderstate(mBuffers);
hw_postprocess.exposure.Render(&renderstate, sceneWidth, sceneHeight);
mCustomPostProcessShaders->Run("beforebloom");
hw_postprocess.customShaders.Run(&renderstate, "beforebloom");
hw_postprocess.bloom.RenderBloom(&renderstate, sceneWidth, sceneHeight, fixedcm);
mBuffers->BindCurrentFB();
@ -80,7 +79,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
hw_postprocess.colormap.Render(&renderstate, fixedcm);
hw_postprocess.lens.Render(&renderstate);
hw_postprocess.fxaa.Render(&renderstate);
mCustomPostProcessShaders->Run("scene");
hw_postprocess.customShaders.Run(&renderstate, "scene");
}
//-----------------------------------------------------------------------------
@ -164,7 +163,8 @@ void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
screen->Clear2D();
mCustomPostProcessShaders->Run("screen");
GLPPRenderState renderstate(mBuffers);
hw_postprocess.customShaders.Run(&renderstate, "screen");
FGLDebug::PushGroup("CopyToBackbuffer");
FGLPostProcessState savedState;

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@ -52,7 +52,6 @@
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_fakeflat.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "gl/textures/gl_samplers.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
@ -97,7 +96,6 @@ void FGLRenderer::Initialize(int width, int height)
mPresent3dColumnShader = new FPresent3DColumnShader();
mPresent3dRowShader = new FPresent3DRowShader();
mShadowMapShader = new FShadowMapShader();
mCustomPostProcessShaders = new FCustomPostProcessShaders();
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
glGenQueries(1, &PortalQueryObject);
@ -135,7 +133,6 @@ FGLRenderer::~FGLRenderer()
if (mPresent3dColumnShader) delete mPresent3dColumnShader;
if (mPresent3dRowShader) delete mPresent3dRowShader;
if (mShadowMapShader) delete mShadowMapShader;
delete mCustomPostProcessShaders;
}
//===========================================================================

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@ -33,7 +33,6 @@ struct FRenderViewpoint;
namespace OpenGLRenderer
{
class FSamplerManager;
class FCustomPostProcessShaders;
class OpenGLFrameBuffer;
class FPresentShaderBase;
class FPresentShader;
@ -66,7 +65,6 @@ public:
FPresent3DColumnShader *mPresent3dColumnShader = nullptr;
FPresent3DRowShader *mPresent3dRowShader = nullptr;
FShadowMapShader *mShadowMapShader = nullptr;
FCustomPostProcessShaders *mCustomPostProcessShaders = nullptr;
//FRotator mAngles;

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@ -1,250 +0,0 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2017 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "gl_load/gl_system.h"
#include "v_video.h"
#include "w_wad.h"
#include "gl_load/gl_interface.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "hwrenderer/postprocessing/hw_postprocessshader.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "textures/bitmap.h"
EXTERN_CVAR(Bool, gl_custompost)
namespace OpenGLRenderer
{
FCustomPostProcessShaders::FCustomPostProcessShaders()
{
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
mShaders.push_back(std::unique_ptr<PostProcessShaderInstance>(new PostProcessShaderInstance(&PostProcessShaders[i])));
}
}
FCustomPostProcessShaders::~FCustomPostProcessShaders()
{
}
void FCustomPostProcessShaders::Run(FString target)
{
if (!gl_custompost)
return;
for (auto &shader : mShaders)
{
if (shader->Desc->Target == target)
{
shader->Run();
}
}
}
/////////////////////////////////////////////////////////////////////////////
PostProcessShaderInstance::~PostProcessShaderInstance()
{
for (const auto &it : mTextureHandles)
glDeleteTextures(1, (GLuint*)&it.second);
}
void PostProcessShaderInstance::Run()
{
if (!IsShaderSupported())
return;
CompileShader();
if (!Desc->Enabled)
return;
FGLDebug::PushGroup(Desc->ShaderLumpName.GetChars());
FGLPostProcessState savedState;
savedState.SaveTextureBindings(1 + Desc->Textures.CountUsed());
GLRenderer->mBuffers->BindNextFB();
GLRenderer->mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mProgram.Bind();
UpdateUniforms();
BindTextures();
GLRenderer->RenderScreenQuad();
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLRenderer->mBuffers->NextTexture();
FGLDebug::PopGroup();
}
bool PostProcessShaderInstance::IsShaderSupported()
{
int activeShaderVersion = (int)round(gl.glslversion * 10) * 10;
return activeShaderVersion >= Desc->ShaderVersion;
}
void PostProcessShaderInstance::CompileShader()
{
if (mProgram.Handle())
return;
// Get the custom shader
const char *lumpName = Desc->ShaderLumpName.GetChars();
int lump = Wads.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
// Build an uniform block to use be used as input
// (this is technically not an uniform block, but it could be changed into that for Vulkan GLSL support)
FString uniformBlock;
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
TMap<FString, PostProcessUniformValue>::Pair *pair;
while (it.NextPair(pair))
{
FString type;
FString name = pair->Key;
switch (pair->Value.Type)
{
case PostProcessUniformType::Float: type = "float"; break;
case PostProcessUniformType::Int: type = "int"; break;
case PostProcessUniformType::Vec2: type = "vec2"; break;
case PostProcessUniformType::Vec3: type = "vec3"; break;
default: break;
}
if (!type.IsEmpty())
uniformBlock.AppendFormat("uniform %s %s;\n", type.GetChars(), name.GetChars());
}
// Build the input textures
FString uniformTextures;
uniformTextures += "uniform sampler2D InputTexture;\n";
TMap<FString, FString>::Iterator itTextures(Desc->Textures);
TMap<FString, FString>::Pair *pairTextures;
while (itTextures.NextPair(pairTextures))
{
uniformTextures.AppendFormat("uniform sampler2D %s;\n", pairTextures->Key.GetChars());
}
// Setup pipeline
FString pipelineInOut;
pipelineInOut += "in vec2 TexCoord;\n";
pipelineInOut += "out vec4 FragColor;\n";
FString prolog;
prolog += uniformBlock;
prolog += uniformTextures;
prolog += pipelineInOut;
mProgram.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", Desc->ShaderVersion);
mProgram.Compile(FShaderProgram::Fragment, lumpName, code, prolog.GetChars(), Desc->ShaderVersion);
mProgram.Link(Desc->ShaderLumpName.GetChars());
mInputTexture.Init(mProgram.Handle(), "InputTexture");
}
void PostProcessShaderInstance::UpdateUniforms()
{
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
TMap<FString, PostProcessUniformValue>::Pair *pair;
while (it.NextPair(pair))
{
int location = glGetUniformLocation(mProgram.Handle(), pair->Key.GetChars());
if (location != -1)
{
switch (pair->Value.Type)
{
case PostProcessUniformType::Float:
glUniform1f(location, (float)pair->Value.Values[0]);
break;
case PostProcessUniformType::Int:
glUniform1i(location, (int)pair->Value.Values[0]);
break;
case PostProcessUniformType::Vec2:
glUniform2f(location, (float)pair->Value.Values[0], (float)pair->Value.Values[1]);
break;
case PostProcessUniformType::Vec3:
glUniform3f(location, (float)pair->Value.Values[0], (float)pair->Value.Values[1], (float)pair->Value.Values[2]);
break;
default:
break;
}
}
}
}
void PostProcessShaderInstance::BindTextures()
{
int textureUnit = 1;
TMap<FString, FString>::Iterator it(Desc->Textures);
TMap<FString, FString>::Pair *pair;
while (it.NextPair(pair))
{
int location = glGetUniformLocation(mProgram.Handle(), pair->Key.GetChars());
if (location == -1)
continue;
FString name = pair->Value;
FTexture *tex = TexMan.GetTexture(TexMan.CheckForTexture(name, ETextureType::Any), true);
if (tex && tex->isValid())
{
glUniform1i(location, textureUnit);
glActiveTexture(GL_TEXTURE0 + textureUnit);
auto it = mTextureHandles.find(tex);
if (it == mTextureHandles.end())
{
// Why does this completely circumvent the normal way of handling textures?
// This absolutely needs fixing because it will also circumvent any potential caching system that may get implemented.
auto buffer = tex->CreateTexBuffer(0);
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, buffer.mWidth, buffer.mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer.mBuffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mTextureHandles[tex] = handle;
}
else
{
glBindTexture(GL_TEXTURE_2D, it->second);
}
textureUnit++;
}
}
}
}

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@ -1,49 +0,0 @@
#pragma once
#include "gl_shaderprogram.h"
#include <map>
struct PostProcessShader;
namespace OpenGLRenderer
{
class PostProcessShaderInstance
{
public:
PostProcessShaderInstance(PostProcessShader *desc) : Desc(desc) { }
~PostProcessShaderInstance();
void Run();
PostProcessShader *Desc;
private:
bool IsShaderSupported();
void CompileShader();
void UpdateUniforms();
void BindTextures();
FShaderProgram mProgram;
FUniform1i mInputTexture;
std::map<FTexture*, int> mTextureHandles;
};
class FCustomPostProcessShaders
{
public:
FCustomPostProcessShaders();
~FCustomPostProcessShaders();
void Run(FString target);
private:
std::vector<std::unique_ptr<PostProcessShaderInstance>> mShaders;
FCustomPostProcessShaders(const FCustomPostProcessShaders &) = delete;
FCustomPostProcessShaders &operator=(const FCustomPostProcessShaders &) = delete;
};
}

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@ -91,7 +91,7 @@ void FShaderProgram::CreateShader(ShaderType type)
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
{
int lump = Wads.CheckNumForFullName(lumpName, 0);
int lump = Wads.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
Compile(type, lumpName, code, defines, maxGlslVersion);