Clean up glsl.cpp.

This commit is contained in:
Brandon Wright 2018-05-13 18:39:56 -05:00
parent 79adc1d3c8
commit 20127f4473
1 changed files with 23 additions and 41 deletions

View File

@ -255,8 +255,8 @@ bool GLSLShader::load_shader_file (char *filename)
void GLSLShader::strip_parameter_pragmas(char *buffer)
{
/* #pragma parameter lines tend to have " characters in them,
* which is not legal GLSL. */
// #pragma parameter lines tend to have " characters in them,
// which is not legal GLSL.
char *s = strstr(buffer, "#pragma parameter");
while (s)
@ -278,7 +278,7 @@ void GLSLShader::strip_parameter_pragmas(char *buffer)
if (i >= param.size())
param.push_back (par);
/* blank out the line */
// blank out the line
while (*s != '\0' && *s != '\n')
*s++ = ' ';
s = strstr(s, "#pragma parameter");
@ -437,8 +437,7 @@ bool GLSLShader::load_shader (char *filename)
for (unsigned int i = 0; i < lut.size(); i++)
{
GLSLLut *l = &lut[i];
/* generate texture for the lut and apply specified filter setting
*/
// generate texture for the lut and apply specified filter setting
glGenTextures(1, &l->texture);
glBindTexture(GL_TEXTURE_2D, l->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, l->wrap_mode);
@ -506,7 +505,7 @@ bool GLSLShader::load_shader (char *filename)
glGenerateMipmap (GL_TEXTURE_2D);
}
/* Check for parameters specified in file */
// Check for parameters specified in file
for (unsigned int i = 0; i < param.size(); i++)
{
char key[266];
@ -549,14 +548,12 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
{
frame_count++;
/* set up our dummy pass for easier loop code
*/
// set up our dummy pass for easier loop code
pass[0].texture = orig;
pass[0].width = width;
pass[0].height = height;
/* loop through all real passes
*/
// loop through all real passes
for (unsigned int i = 1; i < pass.size(); i++)
{
bool lastpass = (i == pass.size() - 1);
@ -591,10 +588,9 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
pass[i].height = viewport_height;
}
/* set size of output texture
*/
if (!lastpass)
{
// Output to a framebuffer texture
glBindTexture(GL_TEXTURE_2D, pass[i].texture);
if (pass[i].srgb)
@ -624,10 +620,10 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
NULL);
}
// viewport determines the area we render into the output texture
glViewport(0, 0, pass[i].width, pass[i].height);
// set up framebuffer and attach output texture
glBindFramebuffer(GL_FRAMEBUFFER, pass[i].fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
@ -637,15 +633,12 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
}
else
{
/* output to the screen */
// output to the screen
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
}
// viewport determines the area we render into the output texture
// set up input texture (output of previous pass) and apply filter settings
GLuint filter = (pass[i].filter == GLSL_UNDEFINED) ?
(lastpass ?
(Settings.BilinearFilter ? GL_LINEAR : GL_NEAREST) : GL_NEAREST
@ -669,8 +662,7 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_QUADS, 0, 4);
/* reset client states enabled during setShaderVars
*/
// reset vertex attribs set in set_shader_vars
clear_shader_vars();
if (pass[i].srgb)
@ -679,17 +671,12 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
}
}
/* disable framebuffer
*/
// Disable framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glUseProgram (0);
/* set last PREV texture as original, push current texture and
sizes to the front of the PREV deque and make sure the new
original texture has the same size as the old one
*/
// Pop back of previous frame stack and use as upload buffer
if (prev_frame.size() > 0)
{
GLint internal_format;
@ -840,8 +827,8 @@ void GLSLShader::set_shader_vars (unsigned int p)
glUniform1i (uni, texunit); \
texunit++; \
}
/* We use non-power-of-two textures,
* so no need to mess with input size/texture size */
// We use non-power-of-two textures,
// so no need to mess with input size/texture size
#define setTexCoords(attr) \
if (attr > -1) \
{ \
@ -878,8 +865,7 @@ void GLSLShader::set_shader_vars (unsigned int p)
setTexCoords (u->LUTTexCoord);
setTexCoordsNoOffset (u->VertexCoord);
/* ORIG parameter
*/
// Orig parameter
float orig_videoSize[2] = { (float) pass[0].width, (float) pass[0].height };
setUniform2fv(u->OrigInputSize, orig_videoSize);
@ -887,8 +873,7 @@ void GLSLShader::set_shader_vars (unsigned int p)
setTexture1i (u->OrigTexture, pass[0].texture);
setTexCoords (u->OrigTexCoord);
/* PREV parameter
*/
// Prev parameter
if (max_prev_frame >= 1 && prev_frame[0].width > 0) {
float prevSize[2] = { (float) prev_frame[0].width, (float) prev_frame[0].height };
@ -898,8 +883,7 @@ void GLSLShader::set_shader_vars (unsigned int p)
setTexCoords (u->Prev[0].TexCoord);
}
/* PREV1-6 parameters
*/
// Prev[1-6] parameters
for (unsigned int i = 1; i < prev_frame.size(); i++)
{
if (prev_frame[i].width <= 0)
@ -913,15 +897,13 @@ void GLSLShader::set_shader_vars (unsigned int p)
setTexCoords (u->Prev[i].TexCoord);
}
/* LUT parameters
*/
// LUT parameters
for (unsigned int i = 0; i < lut.size(); i++)
{
setTexture1i (u->Lut[i], lut[i].texture);
}
/* PASSX parameters, only for third pass and up
*/
// PassX parameters, only for third pass and up
if (p > 2) {
for (unsigned int i = 1; i < p - 1; i++) {
float passSize[2] = { (float) pass[i].width, (float) pass[i].height };
@ -932,7 +914,7 @@ void GLSLShader::set_shader_vars (unsigned int p)
}
}
/* PASSPREV parameter */
// PassPrev parameter
for (unsigned int i = 0; i < p; i++)
{
float passSize[2] = { (float) pass[i].width, (float) pass[i].height };
@ -942,7 +924,7 @@ void GLSLShader::set_shader_vars (unsigned int p)
setTexCoords (u->PassPrev[p - i].TexCoord);
}
/* Parameters */
// User and Preset Parameters
for (unsigned int i = 0; i < param.size(); i++)
{
setUniform1f (param[i].unif[p], param[i].val);