Blitter handles color/depth texture copies.

This commit is contained in:
Ben Vanik
2015-03-07 16:12:52 -08:00
parent d72610ba1b
commit b9f9e1bb2b
5 changed files with 360 additions and 203 deletions

View File

@@ -23,12 +23,15 @@ extern "C" WGLEWContext* wglewGetContext();
Blitter::Blitter()
: vertex_program_(0),
fragment_program_(0),
pipeline_(0),
color_fragment_program_(0),
depth_fragment_program_(0),
color_pipeline_(0),
depth_pipeline_(0),
vbo_(0),
vao_(0),
nearest_sampler_(0),
linear_sampler_(0) {}
linear_sampler_(0),
scratch_framebuffer_(0) {}
Blitter::~Blitter() = default;
@@ -43,7 +46,7 @@ precision highp int; \n\
layout(std140, column_major) uniform; \n\
layout(std430, column_major) buffer; \n\
struct VertexData { \n\
vec2 uv; \n\
vec2 uv; \n\
}; \n\
";
const std::string vs_source = header +
@@ -55,37 +58,51 @@ out gl_PerVertex { \n\
float gl_ClipDistance[]; \n\
}; \n\
struct VertexFetch { \n\
vec2 pos; \n\
vec2 pos; \n\
};\n\
layout(location = 0) in VertexFetch vfetch; \n\
layout(location = 0) out VertexData vtx; \n\
void main() { \n\
gl_Position = vec4(vfetch.pos.xy * vec2(2.0, 2.0) - vec2(1.0, 1.0), 0.0, 1.0); \n\
gl_Position = vec4(vfetch.pos.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0.0, 1.0); \n\
vtx.uv = vfetch.pos.xy * src_uv_params.zw + src_uv_params.xy; \n\
} \n\
";
const std::string fs_source = header +
"\n\
const std::string color_fs_source = header +
"\n\
layout(location = 1) uniform sampler2D src_texture; \n\
layout(location = 0) in VertexData vtx; \n\
layout(location = 0) out vec4 oC; \n\
void main() { \n\
vec4 color = texture(src_texture, vtx.uv); \n\
oC = color; \n\
oC = texture(src_texture, vtx.uv); \n\
} \n\
";
const std::string depth_fs_source = header +
"\n\
layout(location = 1) uniform sampler2D src_texture; \n\
layout(location = 0) in VertexData vtx; \n\
layout(location = 0) out vec4 oC; \n\
void main() { \n\
vec4 c = texture(src_texture, vtx.uv); \n\
gl_FragDepth = c.r; \n\
} \n\
";
auto vs_source_str = vs_source.c_str();
vertex_program_ = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vs_source_str);
auto fs_source_str = fs_source.c_str();
fragment_program_ =
glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fs_source_str);
char log[2048];
GLsizei log_length;
glGetProgramInfoLog(vertex_program_, 2048, &log_length, log);
glCreateProgramPipelines(1, &pipeline_);
glUseProgramStages(pipeline_, GL_VERTEX_SHADER_BIT, vertex_program_);
glUseProgramStages(pipeline_, GL_FRAGMENT_SHADER_BIT, fragment_program_);
auto color_fs_source_str = color_fs_source.c_str();
color_fragment_program_ =
glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &color_fs_source_str);
auto depth_fs_source_str = depth_fs_source.c_str();
depth_fragment_program_ =
glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &depth_fs_source_str);
glCreateProgramPipelines(1, &color_pipeline_);
glUseProgramStages(color_pipeline_, GL_VERTEX_SHADER_BIT, vertex_program_);
glUseProgramStages(color_pipeline_, GL_FRAGMENT_SHADER_BIT,
color_fragment_program_);
glCreateProgramPipelines(1, &depth_pipeline_);
glUseProgramStages(depth_pipeline_, GL_VERTEX_SHADER_BIT, vertex_program_);
glUseProgramStages(depth_pipeline_, GL_FRAGMENT_SHADER_BIT,
depth_fragment_program_);
glCreateBuffers(1, &vbo_);
static const GLfloat vbo_data[] = {
@@ -110,38 +127,96 @@ oC = color; \n\
glSamplerParameteri(linear_sampler_, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(linear_sampler_, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glCreateFramebuffers(1, &scratch_framebuffer_);
return true;
}
void Blitter::Shutdown() {
if (vertex_program_) {
glDeleteProgram(vertex_program_);
}
if (fragment_program_) {
glDeleteProgram(fragment_program_);
}
if (pipeline_) {
glDeleteProgramPipelines(1, &pipeline_);
}
if (vbo_) {
glDeleteBuffers(1, &vbo_);
}
if (vao_) {
glDeleteVertexArrays(1, &vao_);
}
if (nearest_sampler_) {
glDeleteSamplers(1, &nearest_sampler_);
}
if (linear_sampler_) {
glDeleteSamplers(1, &linear_sampler_);
}
glDeleteFramebuffers(1, &scratch_framebuffer_);
glDeleteProgram(vertex_program_);
glDeleteProgram(color_fragment_program_);
glDeleteProgram(depth_fragment_program_);
glDeleteProgramPipelines(1, &color_pipeline_);
glDeleteProgramPipelines(1, &depth_pipeline_);
glDeleteBuffers(1, &vbo_);
glDeleteVertexArrays(1, &vao_);
glDeleteSamplers(1, &nearest_sampler_);
glDeleteSamplers(1, &linear_sampler_);
}
struct SavedState {
GLboolean scissor_test_enabled;
GLboolean depth_test_enabled;
GLboolean depth_mask_enabled;
GLint depth_func;
GLboolean stencil_test_enabled;
GLboolean cull_face_enabled;
GLint cull_face;
GLint front_face;
GLint polygon_mode;
GLboolean color_mask_0_enabled[4];
GLboolean blend_0_enabled;
GLint draw_buffer;
GLfloat viewport[4];
GLint program_pipeline;
GLint vertex_array;
GLint texture_0;
GLint sampler_0;
void Save() {
scissor_test_enabled = glIsEnabled(GL_SCISSOR_TEST);
depth_test_enabled = glIsEnabled(GL_DEPTH_TEST);
glGetBooleanv(GL_DEPTH_WRITEMASK, &depth_mask_enabled);
glGetIntegerv(GL_DEPTH_FUNC, &depth_func);
stencil_test_enabled = glIsEnabled(GL_STENCIL_TEST);
cull_face_enabled = glIsEnabled(GL_CULL_FACE);
glGetIntegerv(GL_CULL_FACE_MODE, &cull_face);
glGetIntegerv(GL_FRONT_FACE, &front_face);
glGetIntegerv(GL_POLYGON_MODE, &polygon_mode);
glGetBooleani_v(GL_COLOR_WRITEMASK, 0, (GLboolean*)&color_mask_0_enabled);
blend_0_enabled = glIsEnabledi(GL_BLEND, 0);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &draw_buffer);
glGetFloati_v(GL_VIEWPORT, 0, viewport);
glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, &program_pipeline);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &vertex_array);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture_0);
glGetIntegeri_v(GL_SAMPLER_BINDING, 0, &sampler_0);
}
void Restore() {
scissor_test_enabled ? glEnable(GL_SCISSOR_TEST)
: glDisable(GL_SCISSOR_TEST);
depth_test_enabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
glDepthMask(depth_mask_enabled);
glDepthFunc(depth_func);
stencil_test_enabled ? glEnable(GL_STENCIL_TEST)
: glDisable(GL_STENCIL_TEST);
cull_face_enabled ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE);
glCullFace(cull_face);
glFrontFace(front_face);
glPolygonMode(GL_FRONT_AND_BACK, polygon_mode);
glColorMaski(0, color_mask_0_enabled[0], color_mask_0_enabled[1],
color_mask_0_enabled[2], color_mask_0_enabled[3]);
blend_0_enabled ? glEnablei(GL_BLEND, 0) : glDisablei(GL_BLEND, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw_buffer);
glViewportIndexedf(0, viewport[0], viewport[1], viewport[2], viewport[3]);
glBindProgramPipeline(program_pipeline);
glBindVertexArray(vertex_array);
glBindTexture(GL_TEXTURE_2D, texture_0);
glBindSampler(0, sampler_0);
}
};
void Blitter::Draw(GLuint src_texture, uint32_t src_x, uint32_t src_y,
uint32_t src_width, uint32_t src_height, GLenum filter) {
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glDisablei(GL_BLEND, 0);
glDisable(GL_DEPTH_TEST);
glBindProgramPipeline(pipeline_);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindVertexArray(vao_);
glBindTextures(0, 1, &src_texture);
switch (filter) {
@@ -167,12 +242,6 @@ void Blitter::Draw(GLuint src_texture, uint32_t src_x, uint32_t src_y,
src_height / float(src_texture_height));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindProgramPipeline(0);
glBindVertexArray(0);
GLuint zero = 0;
glBindTextures(0, 1, &zero);
glBindSampler(0, 0);
}
void Blitter::BlitTexture2D(GLuint src_texture, uint32_t src_x, uint32_t src_y,
@@ -180,17 +249,70 @@ void Blitter::BlitTexture2D(GLuint src_texture, uint32_t src_x, uint32_t src_y,
uint32_t dest_x, uint32_t dest_y,
uint32_t dest_width, uint32_t dest_height,
GLenum filter) {
SavedState state;
state.Save();
glViewport(dest_x, dest_y, dest_width, dest_height);
glColorMaski(0, true, true, true, true);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
glBindProgramPipeline(color_pipeline_);
Draw(src_texture, src_x, src_y, src_width, src_height, filter);
state.Restore();
}
void Blitter::CopyTexture2D(GLuint src_texture, uint32_t src_x, uint32_t src_y,
uint32_t src_width, uint32_t src_height,
uint32_t dest_texture, uint32_t dest_x,
uint32_t dest_y, uint32_t dest_width,
uint32_t dest_height, GLenum filter) {
void Blitter::CopyColorTexture2D(GLuint src_texture, uint32_t src_x,
uint32_t src_y, uint32_t src_width,
uint32_t src_height, uint32_t dest_texture,
uint32_t dest_x, uint32_t dest_y,
uint32_t dest_width, uint32_t dest_height,
GLenum filter) {
SavedState state;
state.Save();
glViewport(dest_x, dest_y, dest_width, dest_height);
//
glColorMaski(0, true, true, true, true);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
glBindProgramPipeline(color_pipeline_);
glNamedFramebufferTexture(scratch_framebuffer_, GL_COLOR_ATTACHMENT0,
dest_texture, 0);
glNamedFramebufferDrawBuffer(scratch_framebuffer_, GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, scratch_framebuffer_);
Draw(src_texture, src_x, src_y, src_width, src_height, filter);
glNamedFramebufferDrawBuffer(scratch_framebuffer_, GL_NONE);
glNamedFramebufferTexture(scratch_framebuffer_, GL_COLOR_ATTACHMENT0, GL_NONE,
0);
state.Restore();
}
void Blitter::CopyDepthTexture(GLuint src_texture, uint32_t src_x,
uint32_t src_y, uint32_t src_width,
uint32_t src_height, uint32_t dest_texture,
uint32_t dest_x, uint32_t dest_y,
uint32_t dest_width, uint32_t dest_height) {
SavedState state;
state.Save();
glViewport(dest_x, dest_y, dest_width, dest_height);
glColorMaski(0, false, false, false, false);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(true);
glBindProgramPipeline(depth_pipeline_);
glNamedFramebufferTexture(scratch_framebuffer_, GL_DEPTH_STENCIL_ATTACHMENT,
dest_texture, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, scratch_framebuffer_);
Draw(src_texture, src_x, src_y, src_width, src_height, GL_NEAREST);
glNamedFramebufferTexture(scratch_framebuffer_, GL_DEPTH_STENCIL_ATTACHMENT,
GL_NONE, 0);
state.Restore();
}
} // namespace gl4