Fix OpenGL scaling and improve performance

This commit is contained in:
elasota
2020-10-14 19:02:55 -04:00
parent ad1912379a
commit 1e1c91915a
5 changed files with 47 additions and 15 deletions

View File

@@ -96,6 +96,7 @@
<ClCompile Include="GpFiberStarter_SDL.cpp" />
<ClCompile Include="GpFiber_SDL.cpp" />
<ClCompile Include="GpMain_SDL_Win32.cpp" />
<ClCompile Include="ShaderCode\CopyQuadP.cpp" />
<ClCompile Include="ShaderCode\DrawQuadPaletteP.cpp" />
<ClCompile Include="ShaderCode\DrawQuadV.cpp" />
<ClCompile Include="ShaderCode\ScaleQuadP.cpp" />

View File

@@ -63,6 +63,9 @@
<ClCompile Include="..\Aerofoil\GpLogDriver_Win32.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ShaderCode\CopyQuadP.cpp">
<Filter>Source Files\ShaderCode</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="ShaderCode\Functions.h">

View File

@@ -21,6 +21,7 @@ LOCAL_SRC_FILES := \
GpDisplayDriver_SDL_GL2.cpp \
GpFiber_SDL.cpp \
GpFiberStarter_SDL.cpp \
ShaderCode/CopyQuadP.cpp \
ShaderCode/DrawQuadPaletteP.cpp \
ShaderCode/DrawQuadV.cpp \
ShaderCode/ScaleQuadP.cpp

View File

@@ -4,8 +4,6 @@
#include "GpComPtr.h"
#include "GpFiber_SDL.h"
#include "GpDisplayDriverProperties.h"
//#include "GpSystemServices_Win32.h"
//#include "GpWindows.h" // TODO: Remove
#include "GpVOSEvent.h"
#include "GpRingBuffer.h"
#include "HostSystemServices.h"
@@ -121,6 +119,7 @@ namespace GpBinarizedShaders
extern const char *g_drawQuad15BitICCPF_GL2;
extern const char *g_drawQuad15BitICCPNF_GL2;
extern const char *g_copyQuadP_GL2;
extern const char *g_scaleQuadP_GL2;
}
@@ -797,7 +796,7 @@ private:
bool Link(GpDisplayDriver_SDL_GL2 *driver, const GpGLShader<GL_VERTEX_SHADER> *vertexShader, const GpGLShader<GL_FRAGMENT_SHADER> *pixelShader);
};
struct ScaleQuadProgram
struct BlitQuadProgram
{
GpComPtr<GpGLProgram> m_program;
GLint m_vertexNDCOriginAndDimensionsLocation;
@@ -810,7 +809,8 @@ private:
bool Link(GpDisplayDriver_SDL_GL2 *driver, const GpGLShader<GL_VERTEX_SHADER> *vertexShader, const GpGLShader<GL_FRAGMENT_SHADER> *pixelShader);
};
ScaleQuadProgram m_scaleQuadProgram;
BlitQuadProgram m_scaleQuadProgram;
BlitQuadProgram m_copyQuadProgram;
DrawQuadProgram m_drawQuadPaletteNoFlickerProgram;
DrawQuadProgram m_drawQuadPaletteFlickerProgram;
@@ -994,11 +994,11 @@ bool GpDisplayDriverSurface_GL2::Init()
{
m_gl->BindTexture(GL_TEXTURE_2D, m_texture->GetID());
m_gl->PixelStorei(GL_UNPACK_ALIGNMENT, 1);
m_gl->TexImage2D(GL_TEXTURE_2D, 0, ResolveGLInternalFormat(), m_paddedTextureWidth, m_height, 0, ResolveGLFormat(), ResolveGLType(), nullptr);
m_gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
m_gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
m_gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
m_gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
m_gl->TexImage2D(GL_TEXTURE_2D, 0, ResolveGLInternalFormat(), m_paddedTextureWidth, m_height, 0, ResolveGLFormat(), ResolveGLType(), nullptr);
m_gl->BindTexture(GL_TEXTURE_2D, 0);
return true;
@@ -2219,6 +2219,7 @@ bool GpDisplayDriver_SDL_GL2::InitResources(uint32_t virtualWidth, uint32_t virt
//m_drawQuadRGBICCPixelShader = CreateShader<GL_FRAGMENT_SHADER>(GpBinarizedShaders::g_drawQuadRGBICCP_GL2);
//m_drawQuad15BitICCPixelShader = CreateShader<GL_FRAGMENT_SHADER>(GpBinarizedShaders::g_drawQuad15BitICCP_GL2);
GpComPtr<GpGLShader<GL_FRAGMENT_SHADER>> scaleQuadPixelShader = CreateShader<GL_FRAGMENT_SHADER>(GpBinarizedShaders::g_scaleQuadP_GL2);
GpComPtr<GpGLShader<GL_FRAGMENT_SHADER>> copyQuadPixelShader = CreateShader<GL_FRAGMENT_SHADER>(GpBinarizedShaders::g_copyQuadP_GL2);
if (!m_drawQuadPaletteFlickerProgram.Link(this, drawQuadVertexShader, drawQuadPaletteFlickerPixelShader)
|| !m_drawQuadPaletteNoFlickerProgram.Link(this, drawQuadVertexShader, drawQuadPaletteFlickerPixelShader)
@@ -2228,7 +2229,8 @@ bool GpDisplayDriver_SDL_GL2::InitResources(uint32_t virtualWidth, uint32_t virt
|| !m_drawQuadPaletteICCNoFlickerProgram.Link(this, drawQuadVertexShader, drawQuadPaletteICCNFPixelShader)
//|| !m_drawQuadRGBICCProgram.Link(this, drawQuadVertexShader, drawQuadRGBICCPixelShader)
//|| !m_drawQuad15BitICCProgram.Link(this, drawQuadVertexShader, drawQuad15BitICCPixelShader)
|| !m_scaleQuadProgram.Link(this, drawQuadVertexShader, scaleQuadPixelShader))
|| !m_scaleQuadProgram.Link(this, drawQuadVertexShader, scaleQuadPixelShader)
|| !m_copyQuadProgram.Link(this, drawQuadVertexShader, copyQuadPixelShader))
return false;
@@ -2253,11 +2255,11 @@ bool GpDisplayDriver_SDL_GL2::InitResources(uint32_t virtualWidth, uint32_t virt
m_gl.BindTexture(GL_TEXTURE_2D, m_paletteTexture->GetID());
m_gl.PixelStorei(GL_UNPACK_ALIGNMENT, 1);
m_gl.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, initialDataBytes);
m_gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
m_gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
m_gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
m_gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
m_gl.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, initialDataBytes);
m_gl.BindTexture(GL_TEXTURE_2D, 0);
}
@@ -2456,6 +2458,10 @@ void GpDisplayDriver_SDL_GL2::ScaleVirtualScreen()
m_gl.Viewport(0, 0, m_windowWidthPhysical, m_windowHeightPhysical);
const bool isIntegralScale = (m_pixelScaleX == floor(m_pixelScaleX) && m_pixelScaleY == floor(m_pixelScaleY));
const BlitQuadProgram &program = isIntegralScale ? m_copyQuadProgram : m_scaleQuadProgram;
{
const float twoDivWidth = 2.0f / static_cast<float>(m_windowWidthPhysical);
const float twoDivHeight = 2.0f / static_cast<float>(m_windowHeightPhysical);
@@ -2466,8 +2472,8 @@ void GpDisplayDriver_SDL_GL2::ScaleVirtualScreen()
float ndcOriginsAndDimensions[4] =
{
twoDivWidth - 1.0f,
twoDivHeight - 1.0f,
-1.0f,
-1.0f,
fWidth * twoDivWidth,
fHeight * twoDivHeight
};
@@ -2480,9 +2486,9 @@ void GpDisplayDriver_SDL_GL2::ScaleVirtualScreen()
1.f
};
m_gl.UseProgram(m_scaleQuadProgram.m_program->GetID());
m_gl.Uniform4fv(m_scaleQuadProgram.m_vertexNDCOriginAndDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(ndcOriginsAndDimensions));
m_gl.Uniform4fv(m_scaleQuadProgram.m_vertexSurfaceDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(surfaceDimensions_TextureRegion));
m_gl.UseProgram(program.m_program->GetID());
m_gl.Uniform4fv(program.m_vertexNDCOriginAndDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(ndcOriginsAndDimensions));
m_gl.Uniform4fv(program.m_vertexSurfaceDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(surfaceDimensions_TextureRegion));
float dxdy_dimensions[4] =
{
@@ -2492,10 +2498,10 @@ void GpDisplayDriver_SDL_GL2::ScaleVirtualScreen()
static_cast<float>(m_windowHeightVirtual)
};
m_gl.Uniform4fv(m_scaleQuadProgram.m_pixelDXDYDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(dxdy_dimensions));
m_gl.Uniform4fv(program.m_pixelDXDYDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(dxdy_dimensions));
}
GLint attribLocations[] = { m_scaleQuadProgram.m_vertexPosUVLocation };
GLint attribLocations[] = { program.m_vertexPosUVLocation };
m_quadVertexArray->Activate(attribLocations);
@@ -2561,7 +2567,7 @@ bool GpDisplayDriver_SDL_GL2::DrawQuadProgram::Link(GpDisplayDriver_SDL_GL2 *dri
return true;
}
bool GpDisplayDriver_SDL_GL2::ScaleQuadProgram::Link(GpDisplayDriver_SDL_GL2 *driver, const GpGLShader<GL_VERTEX_SHADER> *vertexShader, const GpGLShader<GL_FRAGMENT_SHADER> *pixelShader)
bool GpDisplayDriver_SDL_GL2::BlitQuadProgram::Link(GpDisplayDriver_SDL_GL2 *driver, const GpGLShader<GL_VERTEX_SHADER> *vertexShader, const GpGLShader<GL_FRAGMENT_SHADER> *pixelShader)
{
m_program = GpGLProgram::Create(driver);
if (!m_program)

View File

@@ -0,0 +1,21 @@
#include "Functions.h"
#define GP_GL_SHADER_CODE_COPYQUADP_GLSL "uniform sampler2D surfaceTexture;\n"\
"varying vec4 texCoord;\n"\
"\n"\
"uniform vec4 dxdy_dimensions;\n"\
"\n"\
"vec3 SamplePixel(vec2 coord)\n"\
"{\n"\
" return texture2D(surfaceTexture, (coord + vec2(0.5, 0.5)) / dxdy_dimensions.zw).rgb;\n"\
"}\n"\
"\n"\
"void main()\n"\
"{\n"\
" gl_FragColor = vec4(LinearToSRGB(texture2D(surfaceTexture, texCoord.xy).rgb), 1.0);\n"\
"}\n"
namespace GpBinarizedShaders
{
const char *g_copyQuadP_GL2 = GP_GL_SHADER_CODE_PRECISION_PREFIX GP_GL_SHADER_CODE_FUNCTIONS_H GP_GL_SHADER_CODE_COPYQUADP_GLSL;
}