downscale textures for monitor
This commit is contained in:
+26
-21
@@ -35,7 +35,8 @@ static bool compile_shader(GLuint shader_id, char *name, char *source_code) {
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return status_params == GL_TRUE;
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}
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static void init_textures(ShaderProgram *program, Context context) {
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static void init_textures(ShaderProgram *program, Context context,
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unsigned int downscaling) {
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unsigned int i;
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program->textures = malloc(program->tex_count * sizeof(GLuint));
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@@ -52,10 +53,11 @@ static void init_textures(ShaderProgram *program, Context context) {
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glBindTexture(GL_TEXTURE_2D, program->textures[i]);
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// define texture image as empty
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGB,
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(int)(context.internal_size * (float)context.width / context.height),
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context.internal_size, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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(int)((context.internal_size / downscaling) *
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(float)context.width / (context.height)),
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context.internal_size / downscaling, 0, GL_RGB,
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GL_UNSIGNED_BYTE, 0);
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// setup mipmap context
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@@ -248,7 +250,7 @@ static void init_programs(ShaderProgram *program, ConfigFile shader_config) {
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}
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ShaderProgram shaders_init(File *fragment_shaders, ConfigFile shader_config,
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Context context) {
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Context context, unsigned int downscaling) {
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ShaderProgram program;
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program.error = false;
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@@ -265,7 +267,7 @@ ShaderProgram shaders_init(File *fragment_shaders, ConfigFile shader_config,
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program.sub_variant_count =
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config_file_get_int(shader_config, "SUB_VARIANT_COUNT", 1);
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init_textures(&program, context);
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init_textures(&program, context, downscaling);
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init_framebuffers(&program, shader_config);
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@@ -296,7 +298,8 @@ void shaders_update(ShaderProgram program, File *fragment_shaders,
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}
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}
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static void update_viewport(ShaderProgram program, Context context) {
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static void update_viewport(ShaderProgram program, Context context,
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unsigned int downscaling) {
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unsigned int i;
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// viewport changed
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@@ -305,16 +308,17 @@ static void update_viewport(ShaderProgram program, Context context) {
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// clean and resize all textures
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for (i = 0; i < program.tex_count; i++) {
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glActiveTexture(GL_TEXTURE0 + i);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGB,
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(int)(context.internal_size * (float)context.width / context.height),
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context.internal_size, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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(int)((context.internal_size / downscaling) *
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(float)context.width / (context.height)),
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(int)(float)context.internal_size / downscaling, 0, GL_RGB,
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GL_UNSIGNED_BYTE, 0);
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}
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}
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}
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static void use_program(ShaderProgram program, int i, bool output,
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Context context) {
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Context context, unsigned int downscaling) {
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unsigned int j, k;
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GLuint *subroutines;
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vec2 resolution;
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@@ -335,10 +339,10 @@ static void use_program(ShaderProgram program, int i, bool output,
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// clear buffer
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glClear(GL_COLOR_BUFFER_BIT);
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} else {
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glViewport(
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0, 0,
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(int)(context.internal_size * (float)context.width / context.height),
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context.internal_size);
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glViewport(0, 0,
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(int)((context.internal_size / downscaling) *
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(float)context.width / (context.height)),
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(int)(float)context.internal_size / downscaling);
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// use memory framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[i]);
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@@ -384,18 +388,19 @@ static void use_program(ShaderProgram program, int i, bool output,
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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void shaders_compute(ShaderProgram program, Context context, bool monitor) {
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void shaders_compute(ShaderProgram program, Context context, bool monitor,
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unsigned int downscaling) {
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unsigned int i;
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update_viewport(program, context);
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update_viewport(program, context, downscaling);
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for (i = 0; i < program.frag_count; i++) {
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if (i != program.frag_output_index && i != program.frag_monitor_index) {
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use_program(program, i, false, context);
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use_program(program, i, false, context, downscaling);
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}
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}
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use_program(program,
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monitor ? program.frag_monitor_index : program.frag_output_index,
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true, context);
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true, context, downscaling);
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}
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