BizHawk/Bizware/BizHawk.Bizware.BizwareGL.O.../RetroShader.cs

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3.6 KiB
C#
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using System;
using System.Drawing;
using System.Windows.Forms;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace BizHawk.Bizware.BizwareGL.Drivers.OpenTK
{
/// <summary>
/// Handles RetroArch's GLSL shader pass format
/// This isnt implemented in BizwareGL abstract layer because it relies too much on GLSL peculiarities
/// </summary>
public class RetroShader : IDisposable
{
public RetroShader(IGL owner, string source, bool debug = false)
{
Owner = owner as IGL_TK;
VertexLayout = owner.CreateVertexLayout();
VertexLayout.DefineVertexAttribute("VertexCoord", 0, 4, VertexAttribPointerType.Float, AttributeUsage.Unspecified, false, 40, 0); //VertexCoord
VertexLayout.DefineVertexAttribute("ColorShit", 1, 4, VertexAttribPointerType.Float, AttributeUsage.Unspecified, false, 40, 16); //COLOR
VertexLayout.DefineVertexAttribute("TexCoord", 2, 2, VertexAttribPointerType.Float, AttributeUsage.Unspecified, false, 40, 32); //TexCoord (is this vec2 or vec4? the glsl converted from cg had vec4 but the cg had vec2...)
VertexLayout.Close();
string vsSource = "#define VERTEX\r\n" + source;
string psSource = "#define FRAGMENT\r\n" + source;
var vs = Owner.CreateVertexShader(vsSource, debug);
var ps = Owner.CreateFragmentShader(psSource, debug);
Pipeline = Owner.CreatePipeline(VertexLayout, vs, ps, debug);
}
public void Dispose()
{
VertexLayout.Dispose();
VertexLayout = null;
}
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public void Bind()
{
//lame...
Owner.BindPipeline(Pipeline);
}
public unsafe void Run(Texture2d tex, Size InputSize, Size OutputSize, bool flip)
{
//ack! make sure to set the pipeline before setting
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Bind();
Pipeline["InputSize"].Set(new Vector2(InputSize.Width,InputSize.Height));
Pipeline["TextureSize"].Set(new Vector2(InputSize.Width, InputSize.Height));
Pipeline["OutputSize"].Set(new Vector2(OutputSize.Width, OutputSize.Height));
Pipeline["FrameCount"].Set(0); //todo
Pipeline["FrameDirection"].Set(1); //todo
var Projection = Owner.CreateGuiProjectionMatrix(OutputSize);
var Modelview = Owner.CreateGuiViewMatrix(OutputSize);
Pipeline["MVPMatrix"].Set(Modelview * Projection, false);
Owner.SetTextureWrapMode(tex, true);
Pipeline["Texture"].Set(tex);
Owner.SetViewport(OutputSize);
int w = OutputSize.Width;
int h = OutputSize.Height;
float v0,v1;
if (flip) { v0 = 1; v1 = 0; }
else { v0 = 0; v1 = 1; }
float* pData = stackalloc float[10*4];
int i=0;
pData[i++] = 0; pData[i++] = 0; pData[i++] = 0; pData[i++] = 1; //topleft vert
pData[i++] = 0; pData[i++] = 0; pData[i++] = 0; pData[i++] = 0; //junk
pData[i++] = 0; pData[i++] = v0; //texcoord
pData[i++] = w; pData[i++] = 0; pData[i++] = 0; pData[i++] = 1; //topright vert
pData[i++] = 0; pData[i++] = 0; pData[i++] = 0; pData[i++] = 0; //junk
pData[i++] = 1; pData[i++] = v0; //texcoord
pData[i++] = 0; pData[i++] = h; pData[i++] = 0; pData[i++] = 1; //bottomleft vert
pData[i++] = 0; pData[i++] = 0; pData[i++] = 0; pData[i++] = 0; //junk
pData[i++] = 0; pData[i++] = v1; //texcoord
pData[i++] = w; pData[i++] = h; pData[i++] = 0; pData[i++] = 1; //bottomright vert
pData[i++] = 0; pData[i++] = 0; pData[i++] = 0; pData[i++] = 0; //junk
pData[i++] = 1; pData[i++] = v1; //texcoord
Owner.SetBlendState(Owner.BlendNoneCopy);
Owner.BindArrayData(pData);
Owner.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
}
public IGL_TK Owner { get; private set; }
VertexLayout VertexLayout;
public Pipeline Pipeline;
}
}