- write OpenGL backend for hw_postprocess (FGLRenderBuffers::RenderEffect)
- remove old fxaa and lens shader classes - render the fxaa and lens effects
This commit is contained in:
parent
e3997d5f11
commit
151ed22967
13 changed files with 270 additions and 319 deletions
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@ -38,6 +38,54 @@ public:
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std::size_t Offset;
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};
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class UniformBlockDecl
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{
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public:
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static FString Create(const char *name, const std::vector<UniformFieldDesc> &fields, int bindingpoint)
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{
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FString decl;
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FString layout;
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if (screen->glslversion < 4.20)
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{
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layout = "std140";
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}
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else
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{
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layout.Format("std140, binding = %d", bindingpoint);
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}
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decl.Format("layout(%s) uniform %s\n{\n", layout.GetChars(), name);
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for (const auto &field : fields)
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{
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decl.AppendFormat("\t%s %s;\n", GetTypeStr(field.Type), field.Name);
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}
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decl += "};\n";
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return decl;
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}
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private:
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static const char *GetTypeStr(UniformType type)
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{
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switch (type)
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{
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default:
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case UniformType::Int: return "int";
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case UniformType::UInt: return "uint";
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case UniformType::Float: return "float";
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case UniformType::Vec2: return "vec2";
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case UniformType::Vec3: return "vec3";
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case UniformType::Vec4: return "vec4";
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case UniformType::IVec2: return "ivec2";
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case UniformType::IVec3: return "ivec3";
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case UniformType::IVec4: return "ivec4";
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case UniformType::UVec2: return "uvec2";
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case UniformType::UVec3: return "uvec3";
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case UniformType::UVec4: return "uvec4";
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case UniformType::Mat4: return "mat4";
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}
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}
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};
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template<typename T, int bindingpoint>
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class ShaderUniforms
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{
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@ -61,25 +109,7 @@ public:
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FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
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{
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mFields = fields;
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FString decl;
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FString layout;
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if (screen->glslversion < 4.20)
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{
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layout = "std140";
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}
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else
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{
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layout.Format("std140, binding = %d", bindingpoint);
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}
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decl.Format("layout(%s) uniform %s\n{\n", layout.GetChars(), name);
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for (const auto &field : fields)
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{
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decl.AppendFormat("\t%s %s;\n", GetTypeStr(field.Type), field.Name);
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}
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decl += "};\n";
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return decl;
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return UniformBlockDecl::Create(name, fields, bindingpoint);
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}
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void Init()
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@ -107,27 +137,6 @@ private:
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ShaderUniforms(const ShaderUniforms &) = delete;
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ShaderUniforms &operator=(const ShaderUniforms &) = delete;
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const char *GetTypeStr(UniformType type)
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{
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switch (type)
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{
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default:
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case UniformType::Int: return "int";
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case UniformType::UInt: return "uint";
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case UniformType::Float: return "float";
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case UniformType::Vec2: return "vec2";
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case UniformType::Vec3: return "vec3";
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case UniformType::Vec4: return "vec4";
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case UniformType::IVec2: return "ivec2";
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case UniformType::IVec3: return "ivec3";
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case UniformType::IVec4: return "ivec4";
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case UniformType::UVec2: return "uvec2";
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case UniformType::UVec3: return "uvec3";
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case UniformType::UVec4: return "uvec4";
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case UniformType::Mat4: return "mat4";
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}
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}
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IUniformBuffer *mBuffer = nullptr;
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std::vector<UniformFieldDesc> mFields;
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};
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