Add: [OpenGL] Support for a separate animation buffer that stores the palette values of the screen in addition to the colour buffer.
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@@ -392,8 +392,10 @@ OpenGLBackend::~OpenGLBackend()
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if (_glDeleteBuffers != nullptr) {
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_glDeleteBuffers(1, &this->vbo_quad);
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_glDeleteBuffers(1, &this->vid_pbo);
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_glDeleteBuffers(1, &this->anim_pbo);
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}
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glDeleteTextures(1, &this->vid_texture);
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glDeleteTextures(1, &this->anim_texture);
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glDeleteTextures(1, &this->pal_texture);
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}
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@@ -458,6 +460,17 @@ const char *OpenGLBackend::Init()
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glBindTexture(GL_TEXTURE_2D, 0);
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if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
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/* Setup video buffer texture. */
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glGenTextures(1, &this->anim_texture);
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glBindTexture(GL_TEXTURE_2D, this->anim_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture";
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/* Setup palette texture. */
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glGenTextures(1, &this->pal_texture);
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glBindTexture(GL_TEXTURE_1D, this->pal_texture);
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@@ -505,10 +518,13 @@ const char *OpenGLBackend::Init()
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_glUniform1i(tex_location, 0); // Texture unit 0.
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_glUniform1i(palette_location, 1); // Texture unit 1.
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_glUniform1i(remap_location, 2); // Texture unit 2.
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(void)glGetError(); // Clear errors.
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/* Create pixel buffer object as video buffer storage. */
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_glGenBuffers(1, &this->vid_pbo);
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
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_glGenBuffers(1, &this->anim_pbo);
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
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if (glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer";
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/* Prime vertex buffer with a full-screen quad and store
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@@ -686,7 +702,7 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
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if (!force && _screen.width == w && _screen.height == h) return false;
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int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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int pitch = bpp != 32 ? Align(w, 4) : w;
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int pitch = Align(w, 4);
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glViewport(0, 0, w, h);
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@@ -715,6 +731,23 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
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break;
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}
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/* Does this blitter need a separate animation buffer? */
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if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
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_glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h, NULL, GL_DYNAMIC_READ); // Buffer content has to persist from frame to frame and is read back by the blitter, which means a READ usage hint.
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, this->anim_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
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} else {
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/* Allocate dummy texture that always reads as 0 == no remap. */
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uint dummy = 0;
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glBindTexture(GL_TEXTURE_2D, this->anim_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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/* Set new viewport. */
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@@ -761,7 +794,18 @@ void OpenGLBackend::Paint()
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glBindTexture(GL_TEXTURE_2D, this->vid_texture);
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_glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_1D, this->pal_texture);
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_glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
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/* Is the blitter relying on a separate animation buffer? */
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if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
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_glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, this->anim_texture);
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_glUseProgram(this->remap_program);
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_glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 1.0f, 1.0f);
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_glUniform2f(this->remap_screen_loc, 1.0f, 1.0f);
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_glUniform1f(this->remap_zoom_loc, 0);
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_glUniform1i(this->remap_rgb_loc, 1);
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} else {
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_glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
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}
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_glBindVertexArray(this->vao_quad);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@@ -814,6 +858,18 @@ void *OpenGLBackend::GetVideoBuffer()
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return _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
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}
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/**
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* Get a pointer to the memory for the separate animation buffer.
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* @return Pointer to draw on.
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*/
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uint8 *OpenGLBackend::GetAnimBuffer()
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{
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if (this->anim_pbo == 0) return nullptr;
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
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return (uint8 *)_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
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}
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/**
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* Update video buffer texture after the video buffer was filled.
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* @param update_rect Rectangle encompassing the dirty region of the video buffer.
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@@ -842,6 +898,26 @@ void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
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}
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}
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/**
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* Update animation buffer texture after the animation buffer was filled.
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* @param update_rect Rectangle encompassing the dirty region of the animation buffer.
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*/
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void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
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{
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if (this->anim_pbo == 0) return;
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
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_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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/* Update changed rect of the video buffer texture. */
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if (update_rect.left != update_rect.right) {
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_glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, this->anim_texture);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
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glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
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}
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}
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/* virtual */ Sprite *OpenGLBackend::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
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{
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/* Allocate and construct sprite data. */
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