snes9x/gtk/src/shaders/glsl.h

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#include <vector>
#include <deque>
#include <limits.h>
#include <epoxy/gl.h>
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#include "../../conffile.h"
static const unsigned int glsl_max_passes = 20;
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enum GLSLScaleType
{
GLSL_NONE = 0,
GLSL_SOURCE,
GLSL_VIEWPORT,
GLSL_ABSOLUTE
};
enum GLSLFilter
{
GLSL_UNDEFINED = 0,
};
typedef struct
{
GLint Texture;
GLint InputSize;
GLint TextureSize;
GLint TexCoord;
} GLSLUniformMetrics;
typedef struct
{
GLint Texture;
GLint InputSize;
GLint OutputSize;
GLint TextureSize;
GLint FrameCount;
GLint FrameDirection;
GLint TexCoord;
GLint LUTTexCoord;
GLint VertexCoord;
GLint OrigTexture;
GLint OrigInputSize;
GLint OrigTextureSize;
GLint OrigTexCoord;
unsigned int max_pass;
unsigned int max_prevpass;
GLSLUniformMetrics Prev[7];
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GLSLUniformMetrics Pass[glsl_max_passes];
GLSLUniformMetrics PassPrev[glsl_max_passes];
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GLint Lut[9];
} GLSLUniforms;
typedef struct
{
char filename[PATH_MAX];
char alias[256];
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int scale_type_x;
int scale_type_y;
float scale_x;
float scale_y;
bool fp;
bool srgb;
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int frame_count_mod;
unsigned int frame_count;
GLuint program;
GLuint vertex_shader;
GLuint fragment_shader;
GLuint texture;
GLuint fbo;
GLuint width;
GLuint height;
GLuint filter;
GLSLUniforms unif;
} GLSLPass;
typedef struct
{
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char id[256];
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char filename[PATH_MAX];
GLuint filter;
GLuint texture;
GLuint wrap_mode;
bool mipmap;
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} GLSLLut;
typedef struct
{
char name[PATH_MAX];
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char id[256];
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float min;
float max;
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float val;
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float step;
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GLint unif[glsl_max_passes];
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} GLSLParam;
typedef struct
{
bool load_shader (char *filename);
bool load_shader_file (char *filename);
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void render (GLuint &orig, int width, int height, int viewport_width, int viewport_height, int viewport_x, int viewport_y);
void set_shader_vars (unsigned int pass);
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void clear_shader_vars (void);
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void strip_parameter_pragmas(char *buffer);
GLuint compile_shader (char *program,
const char *aliases,
const char *defines,
GLuint type,
GLuint *out);
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void save (const char *filename);
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void destroy (void);
void register_uniforms (void);
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ConfigFile conf;
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std::vector<GLSLPass> pass;
std::vector<GLSLLut> lut;
std::vector<GLSLParam> param;
int max_prev_frame;
std::deque<GLSLPass> prev_frame;
std::vector<GLuint> vaos;
unsigned int frame_count;
GLuint vbo;
GLuint prev_fbo;
GLfloat *fa;
} GLSLShader;