OpenGL: add 8bit palette conversion shader for better performance - remove pixel buffer objects - temporary remove scaling filters (need to be replaced with shaders)

This commit is contained in:
FunkyFr3sh 2018-05-09 05:09:57 +02:00
parent 5a2748f3d1
commit b053bc377e
8 changed files with 425 additions and 220 deletions

View file

@ -1,101 +1,73 @@
/*
* Copyright (c) 2010 Toni Spets <toni.spets@iki.fi>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
* Copyright (c) 2010 Toni Spets <toni.spets@iki.fi>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include <windows.h>
#include <stdio.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glu.h>
#include "glext.h"
#include "opengl.h"
#include "main.h"
#include "surface.h"
const GLchar *PaletteVertShaderSrc =
"# version 110\n"
"varying vec2 TexCoord0; \n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform(); \n"
" TexCoord0 = gl_MultiTexCoord0.xy; \n"
"}\n";
PFNGLGENBUFFERSARBPROC pglGenBuffersARB = 0; // VBO Name Generation Procedure
PFNGLBINDBUFFERARBPROC pglBindBufferARB = 0; // VBO Bind Procedure
PFNGLBUFFERDATAARBPROC pglBufferDataARB = 0; // VBO Data Loading Procedure
PFNGLDELETEBUFFERSARBPROC pglDeleteBuffersARB = 0; // VBO Deletion Procedure
PFNGLMAPBUFFERARBPROC pglMapBufferARB = 0; // map VBO procedure
PFNGLUNMAPBUFFERARBPROC pglUnmapBufferARB = 0; // unmap VBO procedure
#define glGenBuffersARB pglGenBuffersARB
#define glBindBufferARB pglBindBufferARB
#define glBufferDataARB pglBufferDataARB
#define glDeleteBuffersARB pglDeleteBuffersARB
#define glMapBufferARB pglMapBufferARB
#define glUnmapBufferARB pglUnmapBufferARB
const GLchar *PaletteFragShaderSrc =
"//Fragment shader\n"
"#version 110\n"
"uniform sampler2D PaletteTex; \n"
"uniform sampler2D SurfaceTex; \n"
"varying vec2 TexCoord0; \n"
"\n"
"void main()\n"
"{\n"
" vec4 myindex = texture2D(SurfaceTex, TexCoord0); \n"
" vec4 texel = texture2D(PaletteTex, myindex.xy); \n"
" gl_FragColor = texel;\n"
"}\n";
const GLenum PIXEL_FORMAT = GL_RGBA;
GLuint pboIds[2];
GLuint textureId;
BOOL pboSupported = FALSE;
GLuint SurfaceTexId, PaletteTexId;
GLint SurfaceUniLoc, PaletteUniLoc;
GLuint PaletteConvProgram;
BOOL detect_cutscene();
DWORD WINAPI render_main(void)
{
int i,j;
HGLRC hRC;
HGLRC hRC = wglCreateContext(ddraw->render.hDC);
wglMakeCurrent(ddraw->render.hDC, hRC);
int tex_width = ddraw->width > 1024 ? ddraw->width : 1024;
int tex_height = ddraw->height > 1024 ? ddraw->height : 1024;
int tex_size = tex_width * tex_height * sizeof(int);
float scale_w = 1.0f;
float scale_h = 1.0f;
int *tex = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tex_size);
OpenGL_Init();
hRC = wglCreateContext( ddraw->render.hDC );
wglMakeCurrent( ddraw->render.hDC, hRC );
char *glext = (char *)glGetString(GL_EXTENSIONS);
if(glext)
if (OpenGL_ExtExists("WGL_EXT_swap_control"))
{
if (strstr(glext, "WGL_EXT_swap_control"))
BOOL(APIENTRY *wglSwapIntervalEXT)(int) = (BOOL(APIENTRY *)(int))wglGetProcAddress("wglSwapIntervalEXT");
if (wglSwapIntervalEXT)
{
BOOL (APIENTRY *wglSwapIntervalEXT)(int) = (BOOL (APIENTRY *)(int))wglGetProcAddress("wglSwapIntervalEXT");
if(wglSwapIntervalEXT)
{
if(ddraw->vsync)
{
wglSwapIntervalEXT(1);
}
else
{
wglSwapIntervalEXT(0);
}
}
}
if (ddraw->opengl_pbo && strstr(glext, "GL_ARB_pixel_buffer_object"))
{
glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffersARB");
glBindBufferARB = (PFNGLBINDBUFFERARBPROC)wglGetProcAddress("glBindBufferARB");
glBufferDataARB = (PFNGLBUFFERDATAARBPROC)wglGetProcAddress("glBufferDataARB");
glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)wglGetProcAddress("glDeleteBuffersARB");
glMapBufferARB = (PFNGLMAPBUFFERARBPROC)wglGetProcAddress("glMapBufferARB");
glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)wglGetProcAddress("glUnmapBufferARB");
if(glGenBuffersARB && glBindBufferARB && glBufferDataARB &&
glMapBufferARB && glUnmapBufferARB && glDeleteBuffersARB)
{
pboSupported = TRUE;
}
if (ddraw->vsync)
wglSwapIntervalEXT(1);
else
wglSwapIntervalEXT(0);
}
}
@ -103,51 +75,56 @@ DWORD WINAPI render_main(void)
DWORD tick_end = 0;
DWORD frame_len = 0;
if(ddraw->render.maxfps < 0)
{
if (ddraw->render.maxfps < 0)
ddraw->render.maxfps = ddraw->mode.dmDisplayFrequency;
}
if(ddraw->render.maxfps > 0)
{
if (ddraw->render.maxfps > 0)
frame_len = 1000.0f / ddraw->render.maxfps;
}
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, PIXEL_FORMAT, GL_UNSIGNED_BYTE, tex);
int tex_width = ddraw->width > 1024 ? ddraw->width : 1024;
int tex_height = ddraw->height > 1024 ? ddraw->height : 1024;
int tex_size = tex_width * tex_height * sizeof(int);
int *tex = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tex_size);
if (!PaletteConvProgram)
PaletteConvProgram = OpenGL_BuildProgram(&PaletteVertShaderSrc, &PaletteFragShaderSrc);
// primary surface texture
glGenTextures(1, &SurfaceTexId);
glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (PaletteConvProgram)
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, tex_width, tex_height, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex);
// palette texture
glGenTextures(1, &PaletteTexId);
glBindTexture(GL_TEXTURE_2D, PaletteTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glViewport(
ddraw->render.viewport.x, ddraw->render.viewport.y,
ddraw->render.viewport.x, ddraw->render.viewport.y,
ddraw->render.viewport.width, ddraw->render.viewport.height);
if(ddraw->render.filter)
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, 0);
if(pboSupported)
if (PaletteConvProgram)
{
glGenBuffersARB(2, pboIds);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[0]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, tex_size, 0, GL_STREAM_DRAW_ARB);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[1]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, tex_size, 0, GL_STREAM_DRAW_ARB);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glUseProgram(PaletteConvProgram);
SurfaceUniLoc = glGetUniformLocation(PaletteConvProgram, "SurfaceTex");
PaletteUniLoc = glGetUniformLocation(PaletteConvProgram, "PaletteTex");
}
glEnable(GL_TEXTURE_2D);
while(ddraw->render.run && WaitForSingleObject(ddraw->render.sem, INFINITE) != WAIT_FAILED)
while (ddraw->render.run && WaitForSingleObject(ddraw->render.sem, INFINITE) != WAIT_FAILED)
{
#if _DEBUG
static DWORD tick_fps = 0;
@ -161,122 +138,104 @@ DWORD WINAPI render_main(void)
}
frame_count++;
#endif
static int index = 0;
scale_w = (float)ddraw->width/tex_width;
scale_h = (float)ddraw->height/tex_height;
index = (index + 1) % 2;
int nextIndex = (index + 1) % 2;
if(ddraw->render.maxfps > 0)
{
float scale_w = (float)ddraw->width / tex_width;
float scale_h = (float)ddraw->height / tex_height;
if (ddraw->render.maxfps > 0)
tick_start = timeGetTime();
if (PaletteConvProgram && glActiveTexture && glUniform1i)
{
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, PaletteTexId);
glUniform1i(PaletteUniLoc, 0);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
glUniform1i(SurfaceUniLoc, 1);
}
/* convert ddraw surface to opengl texture */
if(pboSupported)
{
glBindTexture(GL_TEXTURE_2D, textureId);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[index]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, PIXEL_FORMAT, GL_UNSIGNED_BYTE, 0);
}
EnterCriticalSection(&ddraw->cs);
if(ddraw->primary && ddraw->primary->palette)
if (ddraw->primary && ddraw->primary->palette)
{
if(ddraw->vhack && detect_cutscene())
if (ddraw->vhack && detect_cutscene())
{
scale_w *= (float)CUTSCENE_WIDTH / ddraw->width;
scale_h *= (float)CUTSCENE_HEIGHT / ddraw->height;
if (!ddraw->incutscene)
{
ddraw->incutscene = TRUE;
}
}
else
{
if (ddraw->incutscene)
{
ddraw->incutscene = FALSE;
}
}
if(pboSupported)
if (PaletteConvProgram)
{
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[nextIndex]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, tex_size, 0, GL_STREAM_DRAW_ARB);
int *ptr = (int *)glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY_ARB);
if(ptr)
{
for(i=0; i<ddraw->height; i++)
{
for(j=0; j<ddraw->width; j++)
{
ptr[i*ddraw->width+j] =
ddraw->primary->palette->data_bgr[((unsigned char *)ddraw->primary->surface)[i*ddraw->primary->lPitch + j*ddraw->primary->lXPitch]];
}
}
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
}
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glBindTexture(GL_TEXTURE_2D, PaletteTexId);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 1, GL_RGBA, GL_UNSIGNED_BYTE, ddraw->primary->palette->data_bgr);
glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, GL_RED, GL_UNSIGNED_BYTE, ddraw->primary->surface);
}
else
{
for(i=0; i<ddraw->height; i++)
int i, j;
for (i = 0; i<ddraw->height; i++)
{
for(j=0; j<ddraw->width; j++)
int i_dst = i*ddraw->width;
int i_src = i*ddraw->primary->lPitch;
for (j = 0; j<ddraw->width; j++)
{
tex[i*ddraw->width+j] =
ddraw->primary->palette->data_bgr[((unsigned char *)ddraw->primary->surface)[i*ddraw->primary->lPitch + j*ddraw->primary->lXPitch]];
tex[i_dst + j] =
ddraw->primary->palette->data_bgr[
((unsigned char *)ddraw->primary->surface)[i_src + j*ddraw->primary->lXPitch]];
}
}
}
}
LeaveCriticalSection(&ddraw->cs);
if (!pboSupported)
if (!PaletteConvProgram)
{
glBindTexture(GL_TEXTURE_2D, textureId);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, PIXEL_FORMAT, GL_UNSIGNED_BYTE, tex);
glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, GL_RGBA, GL_UNSIGNED_BYTE, tex);
}
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0,0); glVertex2f(-1, 1);
glTexCoord2f(scale_w,0); glVertex2f( 1, 1);
glTexCoord2f(scale_w,scale_h); glVertex2f( 1, -1);
glTexCoord2f(0,scale_h); glVertex2f(-1, -1);
glTexCoord2f(0, 0); glVertex2f(-1, 1);
glTexCoord2f(scale_w, 0); glVertex2f(1, 1);
glTexCoord2f(scale_w, scale_h); glVertex2f(1, -1);
glTexCoord2f(0, scale_h); glVertex2f(-1, -1);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
SwapBuffers(ddraw->render.hDC);
if(ddraw->render.maxfps > 0)
{
if (ddraw->render.maxfps > 0)
{
tick_end = timeGetTime();
if(tick_end - tick_start < frame_len)
{
Sleep( frame_len - (tick_end - tick_start));
}
if (tick_end - tick_start < frame_len)
Sleep(frame_len - (tick_end - tick_start));
}
SetEvent(ddraw->render.ev);
}
HeapFree(GetProcessHeap(), 0, tex);
glDeleteTextures(1, &textureId);
if(pboSupported)
glDeleteBuffersARB(2, pboIds);
glDeleteTextures(1, &SurfaceTexId);
glDeleteTextures(1, &PaletteTexId);
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);