Win32: fix various meta shader problems and edge cases (themaister)
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4d2fbc241a
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@ -115,5 +115,7 @@ bool CCGShader::LoadShader(const char *path)
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id = strtok(NULL,";");
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}
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free(shaderIds);
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return true;
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}
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@ -266,7 +266,7 @@ void CGLCG::Render(GLuint origTex, xySize textureSize, xySize inputSize, xySize
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shaderPasses[0].tex = origTex;
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shaderPasses[0].outputSize = inputSize;
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shaderPasses[0].textureSize = textureSize;
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shaderPasses[0].textureSize = textureSize;
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for(int i=1;i<shaderPasses.size();i++) {
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switch(shaderPasses[i].scaleParams.scaleTypeX) {
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@ -297,12 +297,8 @@ void CGLCG::Render(GLuint origTex, xySize textureSize, xySize inputSize, xySize
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}
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float texSize = npot(max(shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y));
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shaderPasses[i].textureSize.x = shaderPasses[i].textureSize.y = texSize;
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setShaderVars(i);
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setTexCoords(i,shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize);
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cgGLBindProgram(shaderPasses[i].cgVertexProgram);
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cgGLBindProgram(shaderPasses[i].cgFragmentProgram);
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glBindTexture(GL_TEXTURE_2D,shaderPasses[i].tex);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,(unsigned int)shaderPasses[i].textureSize.x,(unsigned int)shaderPasses[i].textureSize.y,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,(unsigned int)shaderPasses[i].textureSize.x,(unsigned int)shaderPasses[i].textureSize.y,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8,NULL);
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glViewport(0,0,shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y);
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glBindFramebuffer(GL_FRAMEBUFFER,shaderPasses[i].fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shaderPasses[i].tex, 0);
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@ -310,7 +306,11 @@ void CGLCG::Render(GLuint origTex, xySize textureSize, xySize inputSize, xySize
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glBindTexture(GL_TEXTURE_2D,shaderPasses[i-1].tex);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)shaderPasses[i-1].textureSize.x);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
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setTexCoords(i,shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize);
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setShaderVars(i);
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cgGLBindProgram(shaderPasses[i].cgVertexProgram);
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cgGLBindProgram(shaderPasses[i].cgFragmentProgram);
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays (GL_QUADS, 0, 4);
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@ -382,13 +382,13 @@ void CGLCG::setShaderVars(int pass)
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setProgram1f(pass,"IN.frame_count",(float)frameCnt);
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float video_Size[2] = {shaderPasses[0].outputSize.x,shaderPasses[0].outputSize.y};
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float texture_Size[2] = {shaderPasses[0].textureSize.x,shaderPasses[0].outputSize.y};
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float texture_Size[2] = {shaderPasses[0].textureSize.x,shaderPasses[0].textureSize.y};
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setProgram2fv(pass,"ORIG.video_size",video_Size);
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setProgram2fv(pass,"ORIG.texture_size",texture_Size);
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setTextureParameter(pass,"ORIG.texture",shaderPasses[0].tex);
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setTexCoordsParameter(pass,"ORIG.tex_coord",shaderPasses[0].texcoords);
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setTexCoordsParameter(pass,"ORIG.tex_coord",shaderPasses[1].texcoords);
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for(int i=0;i<lookupTextures.size();i++) {
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setTextureParameter(pass,lookupTextures[i].id,lookupTextures[i].tex);
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@ -398,15 +398,15 @@ void CGLCG::setShaderVars(int pass)
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for(int i=1;i<pass-1;i++) {
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char varname[100];
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float video_Size[2] = {shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y};
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float texture_Size[2] = {shaderPasses[i].textureSize.x,shaderPasses[i].outputSize.y};
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float texture_Size[2] = {shaderPasses[i].textureSize.x,shaderPasses[i].textureSize.y};
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sprintf(varname,"PASS%d.video_size",i);
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setProgram2fv(i,varname,video_Size);
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setProgram2fv(pass,varname,video_Size);
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sprintf(varname,"PASS%d.texture_size",i);
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setProgram2fv(i,varname,texture_Size);
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setProgram2fv(pass,varname,texture_Size);
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sprintf(varname,"PASS%d.texture",i);
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setTextureParameter(i,varname,shaderPasses[i].tex);
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setTextureParameter(pass,varname,shaderPasses[i].tex);
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sprintf(varname,"PASS%d.tex_coord",i);
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setTexCoordsParameter(i,varname,shaderPasses[i].texcoords);
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setTexCoordsParameter(pass,varname,shaderPasses[i+1].texcoords);
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}
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}
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}
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@ -449,7 +449,14 @@ void COpenGL::Render(SSurface Src)
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if(afterRenderHeight != dstRect.bottom || afterRenderWidth != dstRect.right) {
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afterRenderHeight = dstRect.bottom;
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afterRenderWidth = dstRect.right;
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/* disable UNPACK_BUFFER, since ApplyDisplayChanges can lead to texture
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calls in the cg shader class which are not allowed */
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if(pboFunctionsLoaded)
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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ApplyDisplayChanges();
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if(pboFunctionsLoaded)
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, drawBuffer);
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}
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glBindTexture(GL_TEXTURE_2D,drawTexture);
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