/*****************************************************************************\ 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. \*****************************************************************************/ #ifndef __GLSL_H #define __GLSL_H #include "snes9x.h" #include "../vulkan/slang_preset_ini.hpp" #include "shader_platform.h" #include #include #include static const unsigned int glsl_max_passes = 20; 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); enum GLSLScaleType { GLSL_NONE = 0, GLSL_SOURCE, GLSL_VIEWPORT, GLSL_ABSOLUTE }; enum GLSLFilter { GLSL_UNDEFINED = 0, }; struct GLSLUniformMetrics { GLint Texture; GLint InputSize; GLint TextureSize; GLint TexCoord; }; struct GLSLUniforms { 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]; GLSLUniformMetrics Pass[glsl_max_passes]; GLSLUniformMetrics PassPrev[glsl_max_passes]; GLint Lut[9]; }; // 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 }; struct SlangUniform { // Source int type; int num; // Output GLint location; // -1 Indicates UBO GLint offset; }; struct GLSLPass { char filename[PATH_MAX]; char alias[256]; int scale_type_x; int scale_type_y; float scale_x; float scale_y; bool fp; bool srgb; int frame_count_mod; unsigned int frame_count; GLuint program; GLuint vertex_shader; GLuint fragment_shader; GLuint texture; GLuint wrap_mode; GLuint fbo; GLuint width; GLuint height; GLuint filter; bool mipmap_input; GLSLUniforms unif; #ifdef USE_SLANG GLuint format; std::vector uniforms; std::vector ubo_buffer; GLuint ubo; bool uses_feedback = false; GLuint feedback_texture; #endif }; struct GLSLLut { char id[256]; char filename[PATH_MAX]; GLuint filter; GLuint texture; GLuint wrap_mode; bool mipmap; int width; int height; }; struct GLSLParam { std::string name; std::string id; float min; float max; float val; float step; int digits; }; struct GLSLShader { bool load_shader(const char *filename); bool load_shader_preset_file(const char *filename); 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); void clear_shader_vars(); void read_shader_file_with_includes(std::string filename, std::vector &lines, int p); GLuint compile_shader(std::vector &lines, const char *aliases, const char *defines, GLuint type, GLuint *out); void save(const char *filename); void destroy(); void register_uniforms(); IniFile ini; std::vector pass; std::vector lut; std::vector param; std::vector> unif; int max_prev_frame; std::deque prev_frame; std::vector vaos; unsigned int frame_count; GLuint vbo; bool using_slang; #ifdef USE_SLANG std::string slang_get_stage(std::vector &lines, std::string name); GLint slang_compile(std::vector &lines, std::string stage); void slang_introspect(); void slang_set_shader_vars(int p, bool inverted); void slang_clear_shader_vars(); bool using_feedback; #endif }; #endif