mirror of https://github.com/snes9xgit/snes9x.git
win32: pass around active shader to parameter dialog
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1ea9bcf560
commit
7045cd8478
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@ -82,6 +82,10 @@ public:
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bool SetFullscreen(bool fullscreen);
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bool SetFullscreen(bool fullscreen);
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void SetSnes9xColorFormat(void);
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void SetSnes9xColorFormat(void);
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void EnumModes(std::vector<dMode> *modeVector);
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void EnumModes(std::vector<dMode> *modeVector);
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GLSLShader *GetActiveShader()
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{
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return glslShader;
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}
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};
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};
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@ -617,6 +617,11 @@ int WinGetAutomaticInputRate(void)
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return (int)newInputRate;
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return (int)newInputRate;
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}
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}
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GLSLShader *WinGetActiveGLSLShader()
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{
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return OpenGL.GetActiveShader();
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}
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/* Depth conversion functions begin */
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/* Depth conversion functions begin */
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void Convert16To24 (SSurface *src, SSurface *dst, RECT *srect)
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void Convert16To24 (SSurface *src, SSurface *dst, RECT *srect)
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@ -10,6 +10,7 @@
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#include "wsnes9x.h"
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#include "wsnes9x.h"
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#include "port.h"
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#include "port.h"
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#include "render.h"
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#include "render.h"
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#include "../shaders/glsl.h"
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#include <vector>
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#include <vector>
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#define IsHiRes(x) ((x.Height > SNES_HEIGHT_EXTENDED || x.Width == 512))
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#define IsHiRes(x) ((x.Height > SNES_HEIGHT_EXTENDED || x.Width == 512))
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@ -40,5 +41,6 @@ char *ReadShaderFileContents(const TCHAR *filename);
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void ReduceToPath(TCHAR *filename);
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void ReduceToPath(TCHAR *filename);
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double WinGetRefreshRate();
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double WinGetRefreshRate();
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int WinGetAutomaticInputRate();
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int WinGetAutomaticInputRate();
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GLSLShader *WinGetActiveGLSLShader();
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#endif
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#endif
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@ -7740,14 +7740,17 @@ INT_PTR CALLBACK DlgFunky(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
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break;
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break;
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}
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}
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ShowWindow(hDlg, SW_HIDE);
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ShowWindow(hDlg, SW_HIDE);
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GLSLShader shader;
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WinDisplayApplyChanges();
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shader.load_shader(_tToChar(GUI.OGLshaderFileName));
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WinRefreshDisplay();
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CShaderParamDlg dlg(shader);
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GLSLShader *shader = WinGetActiveGLSLShader();
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if(dlg.show()) {
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if (shader) {
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SetDlgItemText(hDlg, IDC_SHADER_GLSL_FILE, GUI.OGLshaderFileName);
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CShaderParamDlg dlg(*shader);
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WinDisplayApplyChanges();
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if (dlg.show()) {
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WinRefreshDisplay();
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SetDlgItemText(hDlg, IDC_SHADER_GLSL_FILE, GUI.OGLshaderFileName);
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}
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WinDisplayApplyChanges();
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WinRefreshDisplay();
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}
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}
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ShowWindow(hDlg, SW_SHOW);
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ShowWindow(hDlg, SW_SHOW);
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break;
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break;
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}
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}
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