snes9x/shaders/glsl.h

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/*****************************************************************************\
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
This file is licensed under the Snes9x License.
For further information, consult the LICENSE file in the root directory.
\*****************************************************************************/
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#ifndef __GLSL_H
#define __GLSL_H
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#include "../../conffile.h"
#include "shader_platform.h"
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#include <deque>
#include <limits.h>
#include <vector>
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static const unsigned int glsl_max_passes = 20;
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typedef void (*GLSLViewportCallback)(int source_width, int source_height,
int viewport_x, int viewport_y,
int viewport_width, int viewport_height,
int *out_dst_x, int *out_dst_y,
int *out_dst_width, int *out_dst_height);
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enum GLSLScaleType
{
GLSL_NONE = 0,
GLSL_SOURCE,
GLSL_VIEWPORT,
GLSL_ABSOLUTE
};
enum GLSLFilter
{
GLSL_UNDEFINED = 0,
};
struct GLSLUniformMetrics
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{
GLint Texture;
GLint InputSize;
GLint TextureSize;
GLint TexCoord;
};
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struct GLSLUniforms
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{
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];
};
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// Size must always follow texture type
enum
{
SL_INVALID = 0,
SL_PASSTEXTURE = 1,
SL_PASSSIZE = 2,
SL_PREVIOUSFRAMETEXTURE = 3,
SL_PREVIOUSFRAMESIZE = 4,
SL_LUTTEXTURE = 5,
SL_LUTSIZE = 6,
SL_MVP = 7,
SL_FRAMECOUNT = 8,
SL_PARAM = 9,
SL_FEEDBACK = 10
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};
struct SlangUniform
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{
// Source
int type;
int num;
// Output
GLint location; // -1 Indicates UBO
GLint offset;
};
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struct GLSLPass
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{
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;
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GLuint wrap_mode;
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GLuint fbo;
GLuint width;
GLuint height;
GLuint filter;
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bool mipmap_input;
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GLSLUniforms unif;
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#ifdef USE_SLANG
GLuint format;
std::vector<SlangUniform> uniforms;
std::vector<uint8_t> ubo_buffer;
GLuint ubo;
bool uses_feedback = false;
GLuint feedback_texture;
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#endif
};
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struct GLSLLut
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{
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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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int width;
int height;
};
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struct GLSLParam
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{
std::string name;
std::string id;
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float min;
float max;
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float val;
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float step;
int digits;
};
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struct GLSLShader
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{
bool load_shader(const char *filename);
bool load_shader_preset_file(const char *filename);
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void render(GLuint &orig, int width, int height, int viewport_x,
int viewport_y, int viewport_width, int viewport_height,
GLSLViewportCallback vpcallback);
void set_shader_vars(unsigned int pass, bool inverted);
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void clear_shader_vars();
void read_shader_file_with_includes(std::string filename,
std::vector<std::string> &lines,
int p);
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GLuint compile_shader(std::vector<std::string> &lines, const char *aliases,
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const char *defines, GLuint type, GLuint *out);
void save(const char *filename);
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void destroy();
void register_uniforms();
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ConfigFile conf;
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std::vector<GLSLPass> pass;
std::vector<GLSLLut> lut;
std::vector<GLSLParam> param;
std::vector<std::vector<GLint>> unif;
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int max_prev_frame;
std::deque<GLSLPass> prev_frame;
std::vector<GLuint> vaos;
unsigned int frame_count;
GLuint vbo;
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bool using_slang;
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#ifdef USE_SLANG
std::string slang_get_stage(std::vector<std::string> &lines,
std::string name);
GLint slang_compile(std::vector<std::string> &lines, std::string stage);
void slang_introspect();
void slang_set_shader_vars(int p, bool inverted);
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void slang_clear_shader_vars();
bool using_feedback;
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#endif
};
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#endif