mirror of
https://github.com/elasota/Aerofoil.git
synced 2025-09-23 06:53:43 +00:00
Fix OpenGL scaling and improve performance
This commit is contained in:
@@ -96,6 +96,7 @@
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<ClCompile Include="GpFiberStarter_SDL.cpp" />
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<ClCompile Include="GpFiber_SDL.cpp" />
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<ClCompile Include="GpMain_SDL_Win32.cpp" />
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<ClCompile Include="ShaderCode\CopyQuadP.cpp" />
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<ClCompile Include="ShaderCode\DrawQuadPaletteP.cpp" />
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<ClCompile Include="ShaderCode\DrawQuadV.cpp" />
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<ClCompile Include="ShaderCode\ScaleQuadP.cpp" />
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@@ -63,6 +63,9 @@
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<ClCompile Include="..\Aerofoil\GpLogDriver_Win32.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="ShaderCode\CopyQuadP.cpp">
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<Filter>Source Files\ShaderCode</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="ShaderCode\Functions.h">
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@@ -21,6 +21,7 @@ LOCAL_SRC_FILES := \
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GpDisplayDriver_SDL_GL2.cpp \
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GpFiber_SDL.cpp \
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GpFiberStarter_SDL.cpp \
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ShaderCode/CopyQuadP.cpp \
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ShaderCode/DrawQuadPaletteP.cpp \
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ShaderCode/DrawQuadV.cpp \
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ShaderCode/ScaleQuadP.cpp
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@@ -4,8 +4,6 @@
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#include "GpComPtr.h"
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#include "GpFiber_SDL.h"
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#include "GpDisplayDriverProperties.h"
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//#include "GpSystemServices_Win32.h"
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//#include "GpWindows.h" // TODO: Remove
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#include "GpVOSEvent.h"
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#include "GpRingBuffer.h"
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#include "HostSystemServices.h"
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@@ -121,6 +119,7 @@ namespace GpBinarizedShaders
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extern const char *g_drawQuad15BitICCPF_GL2;
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extern const char *g_drawQuad15BitICCPNF_GL2;
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extern const char *g_copyQuadP_GL2;
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extern const char *g_scaleQuadP_GL2;
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}
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@@ -797,7 +796,7 @@ private:
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bool Link(GpDisplayDriver_SDL_GL2 *driver, const GpGLShader<GL_VERTEX_SHADER> *vertexShader, const GpGLShader<GL_FRAGMENT_SHADER> *pixelShader);
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};
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struct ScaleQuadProgram
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struct BlitQuadProgram
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{
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GpComPtr<GpGLProgram> m_program;
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GLint m_vertexNDCOriginAndDimensionsLocation;
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@@ -810,7 +809,8 @@ private:
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bool Link(GpDisplayDriver_SDL_GL2 *driver, const GpGLShader<GL_VERTEX_SHADER> *vertexShader, const GpGLShader<GL_FRAGMENT_SHADER> *pixelShader);
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};
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ScaleQuadProgram m_scaleQuadProgram;
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BlitQuadProgram m_scaleQuadProgram;
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BlitQuadProgram m_copyQuadProgram;
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DrawQuadProgram m_drawQuadPaletteNoFlickerProgram;
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DrawQuadProgram m_drawQuadPaletteFlickerProgram;
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@@ -994,11 +994,11 @@ bool GpDisplayDriverSurface_GL2::Init()
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{
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m_gl->BindTexture(GL_TEXTURE_2D, m_texture->GetID());
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m_gl->PixelStorei(GL_UNPACK_ALIGNMENT, 1);
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m_gl->TexImage2D(GL_TEXTURE_2D, 0, ResolveGLInternalFormat(), m_paddedTextureWidth, m_height, 0, ResolveGLFormat(), ResolveGLType(), nullptr);
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m_gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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m_gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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m_gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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m_gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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m_gl->TexImage2D(GL_TEXTURE_2D, 0, ResolveGLInternalFormat(), m_paddedTextureWidth, m_height, 0, ResolveGLFormat(), ResolveGLType(), nullptr);
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m_gl->BindTexture(GL_TEXTURE_2D, 0);
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return true;
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@@ -2219,6 +2219,7 @@ bool GpDisplayDriver_SDL_GL2::InitResources(uint32_t virtualWidth, uint32_t virt
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//m_drawQuadRGBICCPixelShader = CreateShader<GL_FRAGMENT_SHADER>(GpBinarizedShaders::g_drawQuadRGBICCP_GL2);
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//m_drawQuad15BitICCPixelShader = CreateShader<GL_FRAGMENT_SHADER>(GpBinarizedShaders::g_drawQuad15BitICCP_GL2);
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GpComPtr<GpGLShader<GL_FRAGMENT_SHADER>> scaleQuadPixelShader = CreateShader<GL_FRAGMENT_SHADER>(GpBinarizedShaders::g_scaleQuadP_GL2);
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GpComPtr<GpGLShader<GL_FRAGMENT_SHADER>> copyQuadPixelShader = CreateShader<GL_FRAGMENT_SHADER>(GpBinarizedShaders::g_copyQuadP_GL2);
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if (!m_drawQuadPaletteFlickerProgram.Link(this, drawQuadVertexShader, drawQuadPaletteFlickerPixelShader)
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|| !m_drawQuadPaletteNoFlickerProgram.Link(this, drawQuadVertexShader, drawQuadPaletteFlickerPixelShader)
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@@ -2228,7 +2229,8 @@ bool GpDisplayDriver_SDL_GL2::InitResources(uint32_t virtualWidth, uint32_t virt
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|| !m_drawQuadPaletteICCNoFlickerProgram.Link(this, drawQuadVertexShader, drawQuadPaletteICCNFPixelShader)
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//|| !m_drawQuadRGBICCProgram.Link(this, drawQuadVertexShader, drawQuadRGBICCPixelShader)
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//|| !m_drawQuad15BitICCProgram.Link(this, drawQuadVertexShader, drawQuad15BitICCPixelShader)
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|| !m_scaleQuadProgram.Link(this, drawQuadVertexShader, scaleQuadPixelShader))
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|| !m_scaleQuadProgram.Link(this, drawQuadVertexShader, scaleQuadPixelShader)
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|| !m_copyQuadProgram.Link(this, drawQuadVertexShader, copyQuadPixelShader))
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return false;
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@@ -2253,11 +2255,11 @@ bool GpDisplayDriver_SDL_GL2::InitResources(uint32_t virtualWidth, uint32_t virt
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m_gl.BindTexture(GL_TEXTURE_2D, m_paletteTexture->GetID());
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m_gl.PixelStorei(GL_UNPACK_ALIGNMENT, 1);
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m_gl.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, initialDataBytes);
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m_gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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m_gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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m_gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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m_gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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m_gl.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, initialDataBytes);
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m_gl.BindTexture(GL_TEXTURE_2D, 0);
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}
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@@ -2456,6 +2458,10 @@ void GpDisplayDriver_SDL_GL2::ScaleVirtualScreen()
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m_gl.Viewport(0, 0, m_windowWidthPhysical, m_windowHeightPhysical);
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const bool isIntegralScale = (m_pixelScaleX == floor(m_pixelScaleX) && m_pixelScaleY == floor(m_pixelScaleY));
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const BlitQuadProgram &program = isIntegralScale ? m_copyQuadProgram : m_scaleQuadProgram;
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{
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const float twoDivWidth = 2.0f / static_cast<float>(m_windowWidthPhysical);
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const float twoDivHeight = 2.0f / static_cast<float>(m_windowHeightPhysical);
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@@ -2466,8 +2472,8 @@ void GpDisplayDriver_SDL_GL2::ScaleVirtualScreen()
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float ndcOriginsAndDimensions[4] =
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{
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twoDivWidth - 1.0f,
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twoDivHeight - 1.0f,
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-1.0f,
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-1.0f,
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fWidth * twoDivWidth,
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fHeight * twoDivHeight
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};
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@@ -2480,9 +2486,9 @@ void GpDisplayDriver_SDL_GL2::ScaleVirtualScreen()
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1.f
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};
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m_gl.UseProgram(m_scaleQuadProgram.m_program->GetID());
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m_gl.Uniform4fv(m_scaleQuadProgram.m_vertexNDCOriginAndDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(ndcOriginsAndDimensions));
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m_gl.Uniform4fv(m_scaleQuadProgram.m_vertexSurfaceDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(surfaceDimensions_TextureRegion));
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m_gl.UseProgram(program.m_program->GetID());
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m_gl.Uniform4fv(program.m_vertexNDCOriginAndDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(ndcOriginsAndDimensions));
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m_gl.Uniform4fv(program.m_vertexSurfaceDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(surfaceDimensions_TextureRegion));
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float dxdy_dimensions[4] =
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{
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@@ -2492,10 +2498,10 @@ void GpDisplayDriver_SDL_GL2::ScaleVirtualScreen()
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static_cast<float>(m_windowHeightVirtual)
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};
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m_gl.Uniform4fv(m_scaleQuadProgram.m_pixelDXDYDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(dxdy_dimensions));
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m_gl.Uniform4fv(program.m_pixelDXDYDimensionsLocation, 1, reinterpret_cast<const GLfloat*>(dxdy_dimensions));
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}
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GLint attribLocations[] = { m_scaleQuadProgram.m_vertexPosUVLocation };
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GLint attribLocations[] = { program.m_vertexPosUVLocation };
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m_quadVertexArray->Activate(attribLocations);
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@@ -2561,7 +2567,7 @@ bool GpDisplayDriver_SDL_GL2::DrawQuadProgram::Link(GpDisplayDriver_SDL_GL2 *dri
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return true;
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}
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bool GpDisplayDriver_SDL_GL2::ScaleQuadProgram::Link(GpDisplayDriver_SDL_GL2 *driver, const GpGLShader<GL_VERTEX_SHADER> *vertexShader, const GpGLShader<GL_FRAGMENT_SHADER> *pixelShader)
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bool GpDisplayDriver_SDL_GL2::BlitQuadProgram::Link(GpDisplayDriver_SDL_GL2 *driver, const GpGLShader<GL_VERTEX_SHADER> *vertexShader, const GpGLShader<GL_FRAGMENT_SHADER> *pixelShader)
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{
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m_program = GpGLProgram::Create(driver);
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if (!m_program)
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21
AerofoilSDL/ShaderCode/CopyQuadP.cpp
Normal file
21
AerofoilSDL/ShaderCode/CopyQuadP.cpp
Normal file
@@ -0,0 +1,21 @@
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#include "Functions.h"
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#define GP_GL_SHADER_CODE_COPYQUADP_GLSL "uniform sampler2D surfaceTexture;\n"\
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"varying vec4 texCoord;\n"\
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"\n"\
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"uniform vec4 dxdy_dimensions;\n"\
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"\n"\
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"vec3 SamplePixel(vec2 coord)\n"\
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"{\n"\
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" return texture2D(surfaceTexture, (coord + vec2(0.5, 0.5)) / dxdy_dimensions.zw).rgb;\n"\
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"}\n"\
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"\n"\
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"void main()\n"\
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"{\n"\
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" gl_FragColor = vec4(LinearToSRGB(texture2D(surfaceTexture, texCoord.xy).rgb), 1.0);\n"\
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"}\n"
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namespace GpBinarizedShaders
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{
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const char *g_copyQuadP_GL2 = GP_GL_SHADER_CODE_PRECISION_PREFIX GP_GL_SHADER_CODE_FUNCTIONS_H GP_GL_SHADER_CODE_COPYQUADP_GLSL;
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}
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