mirror of https://github.com/snes9xgit/snes9x.git
Clean up glsl.cpp.
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79adc1d3c8
commit
20127f4473
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@ -255,8 +255,8 @@ bool GLSLShader::load_shader_file (char *filename)
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void GLSLShader::strip_parameter_pragmas(char *buffer)
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{
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/* #pragma parameter lines tend to have " characters in them,
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* which is not legal GLSL. */
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// #pragma parameter lines tend to have " characters in them,
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// which is not legal GLSL.
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char *s = strstr(buffer, "#pragma parameter");
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while (s)
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@ -278,7 +278,7 @@ void GLSLShader::strip_parameter_pragmas(char *buffer)
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if (i >= param.size())
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param.push_back (par);
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/* blank out the line */
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// blank out the line
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while (*s != '\0' && *s != '\n')
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*s++ = ' ';
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s = strstr(s, "#pragma parameter");
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@ -437,8 +437,7 @@ bool GLSLShader::load_shader (char *filename)
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for (unsigned int i = 0; i < lut.size(); i++)
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{
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GLSLLut *l = &lut[i];
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/* generate texture for the lut and apply specified filter setting
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*/
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// generate texture for the lut and apply specified filter setting
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glGenTextures(1, &l->texture);
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glBindTexture(GL_TEXTURE_2D, l->texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, l->wrap_mode);
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@ -506,7 +505,7 @@ bool GLSLShader::load_shader (char *filename)
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glGenerateMipmap (GL_TEXTURE_2D);
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}
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/* Check for parameters specified in file */
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// Check for parameters specified in file
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for (unsigned int i = 0; i < param.size(); i++)
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{
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char key[266];
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@ -549,14 +548,12 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
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{
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frame_count++;
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/* set up our dummy pass for easier loop code
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*/
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// set up our dummy pass for easier loop code
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pass[0].texture = orig;
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pass[0].width = width;
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pass[0].height = height;
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/* loop through all real passes
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*/
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// loop through all real passes
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for (unsigned int i = 1; i < pass.size(); i++)
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{
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bool lastpass = (i == pass.size() - 1);
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@ -591,10 +588,9 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
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pass[i].height = viewport_height;
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}
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/* set size of output texture
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*/
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if (!lastpass)
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{
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// Output to a framebuffer texture
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glBindTexture(GL_TEXTURE_2D, pass[i].texture);
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if (pass[i].srgb)
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@ -624,10 +620,10 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
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NULL);
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}
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// viewport determines the area we render into the output texture
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glViewport(0, 0, pass[i].width, pass[i].height);
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// set up framebuffer and attach output texture
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glBindFramebuffer(GL_FRAMEBUFFER, pass[i].fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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@ -637,15 +633,12 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
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}
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else
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{
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/* output to the screen */
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// output to the screen
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
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}
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// viewport determines the area we render into the output texture
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// set up input texture (output of previous pass) and apply filter settings
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GLuint filter = (pass[i].filter == GLSL_UNDEFINED) ?
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(lastpass ?
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(Settings.BilinearFilter ? GL_LINEAR : GL_NEAREST) : GL_NEAREST
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@ -669,8 +662,7 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_QUADS, 0, 4);
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/* reset client states enabled during setShaderVars
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*/
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// reset vertex attribs set in set_shader_vars
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clear_shader_vars();
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if (pass[i].srgb)
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@ -679,17 +671,12 @@ void GLSLShader::render(GLuint &orig, int width, int height, int viewport_width,
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}
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}
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/* disable framebuffer
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*/
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// Disable framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glActiveTexture(GL_TEXTURE0);
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glUseProgram (0);
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/* set last PREV texture as original, push current texture and
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sizes to the front of the PREV deque and make sure the new
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original texture has the same size as the old one
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*/
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// Pop back of previous frame stack and use as upload buffer
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if (prev_frame.size() > 0)
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{
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GLint internal_format;
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@ -840,8 +827,8 @@ void GLSLShader::set_shader_vars (unsigned int p)
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glUniform1i (uni, texunit); \
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texunit++; \
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}
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/* We use non-power-of-two textures,
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* so no need to mess with input size/texture size */
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// We use non-power-of-two textures,
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// so no need to mess with input size/texture size
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#define setTexCoords(attr) \
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if (attr > -1) \
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{ \
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@ -878,8 +865,7 @@ void GLSLShader::set_shader_vars (unsigned int p)
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setTexCoords (u->LUTTexCoord);
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setTexCoordsNoOffset (u->VertexCoord);
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/* ORIG parameter
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*/
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// Orig parameter
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float orig_videoSize[2] = { (float) pass[0].width, (float) pass[0].height };
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setUniform2fv(u->OrigInputSize, orig_videoSize);
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@ -887,8 +873,7 @@ void GLSLShader::set_shader_vars (unsigned int p)
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setTexture1i (u->OrigTexture, pass[0].texture);
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setTexCoords (u->OrigTexCoord);
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/* PREV parameter
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*/
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// Prev parameter
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if (max_prev_frame >= 1 && prev_frame[0].width > 0) {
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float prevSize[2] = { (float) prev_frame[0].width, (float) prev_frame[0].height };
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@ -898,8 +883,7 @@ void GLSLShader::set_shader_vars (unsigned int p)
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setTexCoords (u->Prev[0].TexCoord);
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}
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/* PREV1-6 parameters
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*/
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// Prev[1-6] parameters
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for (unsigned int i = 1; i < prev_frame.size(); i++)
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{
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if (prev_frame[i].width <= 0)
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@ -913,15 +897,13 @@ void GLSLShader::set_shader_vars (unsigned int p)
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setTexCoords (u->Prev[i].TexCoord);
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}
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/* LUT parameters
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*/
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// LUT parameters
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for (unsigned int i = 0; i < lut.size(); i++)
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{
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setTexture1i (u->Lut[i], lut[i].texture);
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}
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/* PASSX parameters, only for third pass and up
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*/
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// PassX parameters, only for third pass and up
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if (p > 2) {
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for (unsigned int i = 1; i < p - 1; i++) {
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float passSize[2] = { (float) pass[i].width, (float) pass[i].height };
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@ -932,7 +914,7 @@ void GLSLShader::set_shader_vars (unsigned int p)
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}
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}
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/* PASSPREV parameter */
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// PassPrev parameter
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for (unsigned int i = 0; i < p; i++)
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{
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float passSize[2] = { (float) pass[i].width, (float) pass[i].height };
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@ -942,7 +924,7 @@ void GLSLShader::set_shader_vars (unsigned int p)
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setTexCoords (u->PassPrev[p - i].TexCoord);
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}
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/* Parameters */
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// User and Preset Parameters
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for (unsigned int i = 0; i < param.size(); i++)
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{
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setUniform1f (param[i].unif[p], param[i].val);
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