backend: gl: don't use present shader for decoupling

Present shader optionally does dithering, but that's not needed for
decoupling.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2024-02-06 13:04:10 +00:00
parent c738400058
commit 9204426caf
No known key found for this signature in database
GPG Key ID: D3A4405BE6CC17F4
2 changed files with 21 additions and 10 deletions

View File

@ -885,24 +885,35 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
glUseProgram(0);
gd->dithered_present = ps->o.dithered_present;
gd->dummy_prog =
gl_create_program_from_strv((const char *[]){present_vertex_shader, NULL},
(const char *[]){dummy_frag, NULL});
if (!gd->dummy_prog) {
log_error("Failed to create the dummy shader");
return false;
}
if (gd->dithered_present) {
gd->present_prog = gl_create_program_from_strv(
(const char *[]){present_vertex_shader, NULL},
(const char *[]){present_frag, dither_glsl, NULL});
} else {
gd->present_prog = gl_create_program_from_strv(
(const char *[]){present_vertex_shader, NULL},
(const char *[]){dummy_frag, NULL});
gd->present_prog = gd->dummy_prog;
}
if (!gd->present_prog) {
log_error("Failed to create the present shader");
return false;
}
pml = glGetUniformLocationChecked(gd->present_prog, "projection");
glUseProgram(gd->present_prog);
glUniform1i(glGetUniformLocationChecked(gd->present_prog, "tex"), 0);
pml = glGetUniformLocationChecked(gd->dummy_prog, "projection");
glUseProgram(gd->dummy_prog);
glUniform1i(glGetUniformLocationChecked(gd->dummy_prog, "tex"), 0);
glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
glUseProgram(0);
if (gd->present_prog != gd->dummy_prog) {
pml = glGetUniformLocationChecked(gd->present_prog, "projection");
glUseProgram(gd->present_prog);
glUniform1i(glGetUniformLocationChecked(gd->present_prog, "tex"), 0);
glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
}
gd->shadow_shader.prog =
gl_create_program_from_str(present_vertex_shader, shadow_colorization_frag);
@ -912,7 +923,6 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
glUseProgram(gd->shadow_shader.prog);
glUniform1i(glGetUniformLocationChecked(gd->shadow_shader.prog, "tex"), 0);
glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
glUseProgram(0);
glBindFragDataLocation(gd->shadow_shader.prog, 0, "out_color");
gd->brightness_shader.prog =
@ -925,6 +935,7 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
glUseProgram(gd->brightness_shader.prog);
glUniform1i(glGetUniformLocationChecked(gd->brightness_shader.prog, "tex"), 0);
glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
glUseProgram(0);
// Set up the size and format of the back texture
@ -1026,8 +1037,7 @@ static inline void gl_image_decouple(backend_t *base, struct backend_image *img)
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
assert(gd->present_prog);
glUseProgram(gd->present_prog);
glUseProgram(gd->dummy_prog);
glBindTexture(GL_TEXTURE_2D, inner->texture);
GLuint fbo;

View File

@ -112,6 +112,7 @@ struct gl_data {
GLuint frame_timing[2];
int current_frame_timing;
GLuint present_prog;
GLuint dummy_prog;
bool dithered_present;