mirror of https://github.com/snes9xgit/snes9x.git
1090 lines
33 KiB
C++
1090 lines
33 KiB
C++
#include "glsl.h"
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#include "../../conffile.h"
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#include "shader_helpers.h"
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#include "shader_platform.h"
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static const GLfloat tex_coords[16] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f };
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static const GLfloat mvp_ortho[16] = { 2.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f, 0.0f, 0.0f,
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0.0f, 0.0f, -1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 1.0f };
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static void reduce_to_path(char* filename)
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{
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for (int i = strlen(filename); i >= 0; i--)
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{
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if (filename[i] == '\\' || filename[i] == '/')
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{
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filename[i] = 0;
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break;
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}
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}
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}
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static char* read_file(const char *filename)
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{
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FILE* file = NULL;
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int size;
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char* contents;
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file = fopen(filename, "rb");
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if (!file)
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return NULL;
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fseek(file, 0, SEEK_END);
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size = ftell(file);
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fseek(file, 0, SEEK_SET);
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contents = new char[size + 1];
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fread(contents, size, 1, file);
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contents[size] = '\0';
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fclose(file);
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return contents;
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}
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static int scale_string_to_enum(const char *string, bool last)
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{
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if (!strcasecmp(string, "source"))
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{
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return GLSL_SOURCE;
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}
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else if (!strcasecmp(string, "viewport"))
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{
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return GLSL_VIEWPORT;
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}
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else if (!strcasecmp(string, "absolute"))
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{
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return GLSL_ABSOLUTE;
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}
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else if (last)
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return GLSL_VIEWPORT;
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else
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return GLSL_SOURCE;
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}
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static const char *scale_enum_to_string (int val)
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{
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switch (val)
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{
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case GLSL_SOURCE:
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return "source";
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case GLSL_VIEWPORT:
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return "viewport";
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case GLSL_ABSOLUTE:
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return "absolute";
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default:
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return "source";
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}
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}
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static int wrap_mode_string_to_enum(const char *string)
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{
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if (!strcasecmp(string, "repeat"))
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{
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return GL_REPEAT;
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}
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else if (!strcasecmp(string, "clamp_to_edge"))
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{
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return GL_CLAMP_TO_EDGE;
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}
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else if (!strcasecmp(string, "clamp"))
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{
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return GL_CLAMP;
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}
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else
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return GL_CLAMP_TO_BORDER;
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}
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static const char *wrap_mode_enum_to_string(int val)
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{
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switch (val)
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{
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case GL_REPEAT:
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return "repeat";
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case GL_CLAMP_TO_EDGE:
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return "clamp_to_edge";
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case GL_CLAMP:
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return "clamp";
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default:
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return "clamp_to_border";
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}
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}
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bool GLSLShader::load_shader_file (char *filename)
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{
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char key[256];
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if (strlen(filename) < 6 || strcasecmp(&filename[strlen(filename) - 6], ".glslp"))
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{
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GLSLPass pass;
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this->pass.push_back (GLSLPass());
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pass.scale_type_x = pass.scale_type_y = GLSL_VIEWPORT;
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pass.filter = GLSL_UNDEFINED;
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pass.wrap_mode = GL_CLAMP_TO_BORDER;
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strcpy(pass.filename, filename);
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pass.frame_count_mod = 0;
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pass.frame_count = 0;
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pass.fp = 0;
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pass.scale_x = 1.0;
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pass.scale_y = 1.0;
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this->pass.push_back (pass);
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return true;
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}
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else
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{
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conf.LoadFile(filename);
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}
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int shader_count = conf.GetInt("::shaders", 0);
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if (shader_count < 1)
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return false;
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this->pass.push_back (GLSLPass());
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for (int i = 0; i < shader_count; i++)
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{
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GLSLPass pass;
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snprintf(key, 256, "::filter_linear%u", i);
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pass.filter = conf.Exists(key) ? (conf.GetBool(key) ? GL_LINEAR : GL_NEAREST) : GLSL_UNDEFINED;
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sprintf(key, "::scale_type%u", i);
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const char* scaleType = conf.GetString(key, "");
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if (!strcasecmp(scaleType, ""))
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{
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sprintf(key, "::scale_type_x%u", i);
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const char* scaleTypeX = conf.GetString(key, "");
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pass.scale_type_x = scale_string_to_enum(scaleTypeX, i == shader_count - 1);
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sprintf(key, "::scale_type_y%u", i);
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const char* scaleTypeY = conf.GetString(key, "");
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pass.scale_type_y = scale_string_to_enum(scaleTypeY, i == shader_count - 1);
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}
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else
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{
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int scale_type = scale_string_to_enum(scaleType, i == shader_count - 1);
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pass.scale_type_x = scale_type;
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pass.scale_type_y = scale_type;
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}
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sprintf(key, "::scale%u", i);
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const char* scaleFloat = conf.GetString(key, "");
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if (!strcasecmp(scaleFloat, ""))
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{
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sprintf(key, "::scale_x%u", i);
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const char* scaleFloatX = conf.GetString(key, "1.0");
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pass.scale_x = atof(scaleFloatX);
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sprintf(key, "::scale_y%u", i);
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const char* scaleFloatY = conf.GetString(key, "1.0");
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pass.scale_y = atof(scaleFloatY);
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}
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else
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{
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pass.scale_x = pass.scale_y = atof(scaleFloat);
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}
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sprintf(key, "::shader%u", i);
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strcpy(pass.filename, conf.GetString(key, ""));
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sprintf(key, "::wrap_mode%u", i);
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pass.wrap_mode = wrap_mode_string_to_enum (conf.GetString (key ,""));
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sprintf(key, "::frame_count_mod%u", i);
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pass.frame_count_mod = conf.GetInt(key, 0);
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if (float_texture_available ())
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{
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sprintf(key, "::float_framebuffer%u", i);
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pass.fp = conf.GetBool(key);
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}
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else
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pass.fp = false;
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if (srgb_available ())
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{
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sprintf(key, "::srgb_framebuffer%u", i);
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pass.srgb = conf.GetBool(key);
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}
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else
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pass.srgb = false;
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sprintf(key, "::alias%u", i);
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strcpy(pass.alias, conf.GetString(key, ""));
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this->pass.push_back(pass);
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}
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char* ids = conf.GetStringDup("::textures", "");
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char* id = strtok(ids, ";");
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while (id != NULL)
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{
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GLSLLut lut;
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sprintf(key, "::%s", id);
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strcpy(lut.id, id);
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strcpy(lut.filename, conf.GetString(key, ""));
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sprintf(key, "::%s_wrap_mode", id);
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lut.wrap_mode = wrap_mode_string_to_enum (conf.GetString (key, ""));
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sprintf(key, "::%s_mipmap", id);
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lut.mipmap = conf.GetBool (key);
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sprintf(key, "::%s_linear", id);
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lut.filter = (conf.GetBool(key, false)) ? GL_LINEAR : GL_NEAREST;
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if (lut.mipmap)
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{
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lut.filter = (lut.filter == GL_LINEAR) ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
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}
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this->lut.push_back(lut);
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id = strtok(NULL, ";");
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}
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free(ids);
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return true;
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}
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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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char *s = strstr(buffer, "#pragma parameter");
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while (s)
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{
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GLSLParam par;
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unsigned int i;
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sscanf (s, "#pragma parameter %s \"%[^\"]\" %f %f %f %f",
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par.id, par.name, &par.val, &par.min, &par.max, &par.step);
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if (par.step == 0.0f)
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par.step = 1.0f;
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for (i = 0; i < param.size(); i++)
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{
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if (!strcmp(param[i].id, par.id))
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break;
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}
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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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while (*s != '\0' && *s != '\n')
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*s++ = ' ';
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s = strstr(s, "#pragma parameter");
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}
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}
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GLuint GLSLShader::compile_shader(char *program,
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const char *aliases,
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const char *defines,
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GLuint type,
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GLuint *out)
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{
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char info_log[1024];
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char *ptr = program;
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std::string complete_program = "";
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char version[32];
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const char *existing_version = strstr(ptr, "#version");
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if (existing_version)
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{
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unsigned version_no = (unsigned) strtoul (existing_version + 8, &ptr, 10);
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snprintf (version, 32, "#version %u\n", version_no);
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}
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else
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{
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snprintf (version, 32, "#version 150\n");
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}
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complete_program += version;
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complete_program += aliases;
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complete_program += defines;
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complete_program += ptr;
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GLuint shader = glCreateShader (type);
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GLint status;
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GLint length = complete_program.length();
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GLchar *prog = (GLchar *) complete_program.c_str();
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glShaderSource (shader, 1, &prog, &length);
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glCompileShader (shader);
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glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
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info_log[0] = '\0';
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glGetShaderInfoLog (shader, 1024, NULL, info_log);
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if (*info_log)
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printf ("%s\n", info_log);
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*out = shader;
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return status;
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}
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bool GLSLShader::load_shader (char *filename)
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{
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char shader_path[PATH_MAX];
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char temp[PATH_MAX];
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std::string aliases = "";
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GLint status;
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char log[1024];
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if (this->pass.size())
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return false;
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if (!filename || *filename == '\0')
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return false;
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strcpy(shader_path, filename);
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reduce_to_path(shader_path);
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chdir(shader_path);
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if (!load_shader_file(filename))
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return false;
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/*
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for (unsigned int i = 1; i < pass.size(); i++)
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{
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if (pass[i].alias && *pass[i].alias)
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{
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aliases += "#define ";
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aliases += pass[i].alias;
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aliases += " Pass";
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aliases += std::to_string(i - 1);
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aliases += "Texture\n";
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printf ("%s\n", aliases.c_str());
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}
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}*/
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for (unsigned int i = 1; i < pass.size(); i++)
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{
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GLSLPass *p = &pass[i];
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GLuint vertex_shader = 0, fragment_shader = 0;
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realpath(p->filename, temp);
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strcpy (p->filename, temp);
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char *contents = read_file (p->filename);
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if (!contents)
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{
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printf("Couldn't read shader file %s\n", temp);
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return false;
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}
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strip_parameter_pragmas(contents);
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if (!compile_shader (contents,
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"#define VERTEX\n#define PARAMETER_UNIFORM\n",
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aliases.c_str(),
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GL_VERTEX_SHADER,
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&vertex_shader) || !vertex_shader)
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{
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printf("Couldn't compile vertex shader in %s.\n", p->filename);
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return false;
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}
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if (!compile_shader (contents,
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"#define FRAGMENT\n#define PARAMETER_UNIFORM\n",
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aliases.c_str(),
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GL_FRAGMENT_SHADER,
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&fragment_shader) || !fragment_shader)
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{
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printf("Couldn't compile fragment shader in %s.\n", p->filename);
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return false;
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}
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delete[] contents;
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p->program = glCreateProgram ();
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glAttachShader (p->program, vertex_shader);
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glAttachShader (p->program, fragment_shader);
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glLinkProgram (p->program);
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glGetProgramiv (p->program, GL_LINK_STATUS, &status);
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log[0] = '\0';
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glGetProgramInfoLog(p->program, 1024, NULL, log);
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if (*log)
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printf ("%s\n", log);
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glDeleteShader (vertex_shader);
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glDeleteShader (fragment_shader);
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if (status != GL_TRUE)
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{
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printf ("Failed to link program\n");
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glDeleteProgram (p->program);
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return false;
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}
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glGenFramebuffers(1, &p->fbo);
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glGenTextures(1, &p->texture);
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glBindTexture(GL_TEXTURE_2D, p->texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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p->frame_count = 0;
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}
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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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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, l->wrap_mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, l->filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, l->filter);
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realpath(l->filename, temp);
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strcpy (l->filename, temp);
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// simple file extension png/tga decision
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int length = strlen(temp);
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if (length > 4)
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{
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if (!strcasecmp(&temp[length - 4], ".png"))
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{
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int width, height;
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bool hasAlpha;
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GLubyte* texData;
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if (loadPngImage(temp, width, height, hasAlpha, &texData))
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{
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glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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width,
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height,
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0,
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hasAlpha ? GL_RGBA : GL_RGB,
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GL_UNSIGNED_BYTE,
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texData);
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free(texData);
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}
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else
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{
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printf ("Failed to load PNG LUT: %s\n", temp);
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}
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}
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else if (!strcasecmp(&temp[length - 4], ".tga"))
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{
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STGA stga;
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if (loadTGA(temp, stga))
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{
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glPixelStorei(GL_UNPACK_ROW_LENGTH, stga.width);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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stga.width,
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stga.height,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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stga.data);
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}
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else
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{
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printf ("Failed to load TGA LUT: %s\n", temp);
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}
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}
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}
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if (l->mipmap)
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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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for (unsigned int i = 0; i < param.size(); i++)
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{
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char key[266];
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const char *value;
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snprintf (key, 266, "::%s", param[i].id);
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value = conf.GetString (key, NULL);
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if (value)
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{
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param[i].val = atof (value);
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if (param[i].val < param[i].min)
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param[i].val = param[i].min;
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if (param[i].val > param[i].max)
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param[i].val = param[i].max;
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}
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}
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glActiveTexture(GL_TEXTURE1);
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glEnable(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, tex_coords);
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glActiveTexture(GL_TEXTURE0);
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register_uniforms();
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prev_frame.resize (max_prev_frame);
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for (unsigned int i = 0; i < prev_frame.size(); i++)
|
|
{
|
|
glGenTextures(1, &(prev_frame[i].texture));
|
|
prev_frame[i].width = prev_frame[i].height = 0;
|
|
}
|
|
|
|
glGenBuffers(1, &vbo);
|
|
|
|
frame_count = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void GLSLShader::render(GLuint &orig,
|
|
int width, int height,
|
|
int viewport_x, int viewport_y,
|
|
int viewport_width, int viewport_height,
|
|
GLSLViewportCallback vpcallback)
|
|
{
|
|
GLint saved_framebuffer;
|
|
|
|
glGetIntegerv (GL_FRAMEBUFFER_BINDING, &saved_framebuffer);
|
|
|
|
frame_count++;
|
|
|
|
// 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
|
|
for (unsigned int i = 1; i < pass.size(); i++)
|
|
{
|
|
bool lastpass = (i == pass.size() - 1);
|
|
|
|
switch (pass[i].scale_type_x)
|
|
{
|
|
case GLSL_ABSOLUTE:
|
|
pass[i].width = pass[i].scale_x;
|
|
break;
|
|
case GLSL_SOURCE:
|
|
pass[i].width = pass[i-1].width * pass[i].scale_x;
|
|
break;
|
|
case GLSL_VIEWPORT:
|
|
pass[i].width = viewport_width * pass[i].scale_x;
|
|
break;
|
|
default:
|
|
pass[i].width = viewport_width;
|
|
}
|
|
|
|
switch (pass[i].scale_type_y)
|
|
{
|
|
case GLSL_ABSOLUTE:
|
|
pass[i].height = pass[i].scale_y;
|
|
break;
|
|
case GLSL_SOURCE:
|
|
pass[i].height = pass[i - 1].height * pass[i].scale_y;
|
|
break;
|
|
case GLSL_VIEWPORT:
|
|
pass[i].height = viewport_height * pass[i].scale_y;
|
|
break;
|
|
default:
|
|
pass[i].height = viewport_height;
|
|
}
|
|
|
|
if (!lastpass)
|
|
{
|
|
// Output to a framebuffer texture
|
|
glBindTexture(GL_TEXTURE_2D, pass[i].texture);
|
|
|
|
if (pass[i].srgb)
|
|
{
|
|
glEnable(GL_FRAMEBUFFER_SRGB);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D,
|
|
0,
|
|
GL_SRGB8_ALPHA8,
|
|
(unsigned int) pass[i].width,
|
|
(unsigned int) pass[i].height,
|
|
0,
|
|
GL_RGBA,
|
|
GL_UNSIGNED_INT_8_8_8_8,
|
|
NULL);
|
|
}
|
|
else
|
|
{
|
|
glTexImage2D(GL_TEXTURE_2D,
|
|
0,
|
|
(pass[i].fp ? GL_RGBA32F : GL_RGBA),
|
|
(unsigned int) pass[i].width,
|
|
(unsigned int) pass[i].height,
|
|
0,
|
|
GL_RGBA,
|
|
(pass[i].fp ? GL_FLOAT : GL_UNSIGNED_INT_8_8_8_8),
|
|
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,
|
|
GL_TEXTURE_2D,
|
|
pass[i].texture,
|
|
0);
|
|
}
|
|
else
|
|
{
|
|
int out_x = 0;
|
|
int out_y = 0;
|
|
int out_width = 0;
|
|
int out_height = 0;
|
|
|
|
// output to the screen
|
|
glBindFramebuffer(GL_FRAMEBUFFER, saved_framebuffer);
|
|
vpcallback (pass[i].width, pass[i].height,
|
|
viewport_x, viewport_y,
|
|
viewport_width, viewport_height,
|
|
&out_x, &out_y,
|
|
&out_width, &out_height);
|
|
glViewport(out_x, out_y, out_width, out_height);
|
|
}
|
|
|
|
// 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
|
|
) : pass[i].filter;
|
|
|
|
glBindTexture(GL_TEXTURE_2D, pass[i - 1].texture);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) pass[i - 1].width);
|
|
glTexParameteri(GL_TEXTURE_2D,
|
|
GL_TEXTURE_MAG_FILTER,
|
|
filter);
|
|
glTexParameteri(GL_TEXTURE_2D,
|
|
GL_TEXTURE_MIN_FILTER,
|
|
filter);
|
|
glTexParameteri(GL_TEXTURE_2D,
|
|
GL_TEXTURE_WRAP_S,
|
|
pass[i].wrap_mode);
|
|
glTexParameteri(GL_TEXTURE_2D,
|
|
GL_TEXTURE_WRAP_T,
|
|
pass[i].wrap_mode);
|
|
|
|
glTexCoordPointer(2, GL_FLOAT, 0, tex_coords + (lastpass ? 8 : 0));
|
|
|
|
glUseProgram (pass[i].program);
|
|
set_shader_vars(i);
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glDrawArrays(GL_QUADS, 0, 4);
|
|
|
|
// reset vertex attribs set in set_shader_vars
|
|
clear_shader_vars();
|
|
|
|
if (pass[i].srgb)
|
|
{
|
|
glDisable (GL_FRAMEBUFFER_SRGB);
|
|
}
|
|
}
|
|
|
|
// Disable framebuffer
|
|
glBindFramebuffer(GL_FRAMEBUFFER, saved_framebuffer);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glUseProgram (0);
|
|
|
|
// Pop back of previous frame stack and use as upload buffer
|
|
if (prev_frame.size() > 0)
|
|
{
|
|
GLint internal_format;
|
|
orig = prev_frame.back().texture;
|
|
prev_frame.pop_back();
|
|
|
|
GLSLPass newprevframe;
|
|
newprevframe.width = width;
|
|
newprevframe.height = height;
|
|
newprevframe.texture = pass[0].texture;
|
|
prev_frame.push_front(newprevframe);
|
|
glBindTexture(GL_TEXTURE_2D, newprevframe.texture);
|
|
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &internal_format);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, orig);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
|
|
glTexImage2D(GL_TEXTURE_2D,
|
|
0,
|
|
internal_format,
|
|
width,
|
|
height,
|
|
0,
|
|
GL_RGB,
|
|
GL_UNSIGNED_BYTE,
|
|
NULL);
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, orig);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pass.back().width);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, tex_coords + 8);
|
|
}
|
|
|
|
void GLSLShader::register_uniforms ()
|
|
{
|
|
max_prev_frame = 0;
|
|
char varname[100];
|
|
|
|
for (unsigned int i = 1; i < pass.size(); i++)
|
|
{
|
|
GLSLUniforms *u = &pass[i].unif;
|
|
GLuint program = pass[i].program;
|
|
|
|
glUseProgram (program);
|
|
|
|
GLint mvp = glGetUniformLocation (program, "MVPMatrix");
|
|
if (mvp > -1)
|
|
glUniformMatrix4fv(mvp, 1, GL_FALSE, mvp_ortho);
|
|
|
|
u->Texture = glGetUniformLocation (program, "Texture");
|
|
u->InputSize = glGetUniformLocation (program, "InputSize");
|
|
u->OutputSize = glGetUniformLocation (program, "OutputSize");
|
|
u->TextureSize = glGetUniformLocation (program, "TextureSize");
|
|
|
|
u->TexCoord = glGetAttribLocation (program, "TexCoord");
|
|
u->LUTTexCoord = glGetAttribLocation (program, "LUTTexCoord");
|
|
u->VertexCoord = glGetAttribLocation (program, "VertexCoord");
|
|
|
|
u->FrameCount = glGetUniformLocation (program, "FrameCount");
|
|
u->FrameDirection = glGetUniformLocation (program, "FrameDirection");
|
|
|
|
u->OrigTexture = glGetUniformLocation (program, "OrigTexture");
|
|
u->OrigInputSize = glGetUniformLocation (program, "OrigInputSize");
|
|
u->OrigTextureSize = glGetUniformLocation (program, "OrigTextureSize");
|
|
u->OrigTexCoord = glGetAttribLocation (program, "OrigTexCoord");
|
|
|
|
u->Prev[0].Texture = glGetUniformLocation (program, "PrevTexture");
|
|
u->Prev[0].InputSize = glGetUniformLocation (program, "PrevInputSize");
|
|
u->Prev[0].TextureSize = glGetUniformLocation (program, "PrevTextureSize");
|
|
u->Prev[0].TexCoord = glGetAttribLocation (program, "PrevTexCoord");
|
|
|
|
if (u->Prev[0].Texture > -1)
|
|
max_prev_frame = 1;
|
|
|
|
for (unsigned int j = 1; j < 7; j++)
|
|
{
|
|
sprintf(varname, "Prev%dTexture", j);
|
|
u->Prev[j].Texture = glGetUniformLocation (program, varname);
|
|
sprintf(varname, "Prev%dInputSize", j);
|
|
u->Prev[j].InputSize = glGetUniformLocation (program, varname);
|
|
sprintf(varname, "Prev%dTextureSize", j);
|
|
u->Prev[j].TextureSize = glGetUniformLocation (program, varname);
|
|
sprintf(varname, "Prev%dTexCoord", j);
|
|
u->Prev[j].TexCoord = glGetAttribLocation (program, varname);
|
|
|
|
if (u->Prev[j].Texture > -1)
|
|
max_prev_frame = j + 1;
|
|
}
|
|
for (unsigned int j = 0; j < pass.size(); j++)
|
|
{
|
|
sprintf(varname, "Pass%dTexture", j);
|
|
u->Pass[j].Texture = glGetUniformLocation (program, varname);
|
|
sprintf(varname, "Pass%dInputSize", j);
|
|
u->Pass[j].InputSize = glGetUniformLocation (program, varname);
|
|
sprintf(varname, "Pass%dTextureSize", j);
|
|
u->Pass[j].TextureSize = glGetUniformLocation (program, varname);
|
|
sprintf(varname, "Pass%dTexCoord", j);
|
|
u->Pass[j].TexCoord = glGetAttribLocation (program, varname);
|
|
if (u->Pass[j].Texture)
|
|
u->max_pass = j;
|
|
|
|
sprintf(varname, "PassPrev%dTexture", j);
|
|
u->PassPrev[j].Texture = glGetUniformLocation (program, varname);
|
|
sprintf(varname, "PassPrev%dInputSize", j);
|
|
u->PassPrev[j].InputSize = glGetUniformLocation (program, varname);
|
|
sprintf(varname, "PassPrev%dTextureSize", j);
|
|
u->PassPrev[j].TextureSize = glGetUniformLocation (program, varname);
|
|
sprintf(varname, "PassPrev%dTexCoord", j);
|
|
u->PassPrev[j].TexCoord = glGetAttribLocation (program, varname);
|
|
if (u->PassPrev[j].Texture > -1)
|
|
u->max_prevpass = j;
|
|
}
|
|
|
|
for (unsigned int j = 0; j < lut.size(); j++)
|
|
{
|
|
u->Lut[j] = glGetUniformLocation (program, lut[j].id);
|
|
}
|
|
|
|
for (unsigned int j = 0; j < param.size(); j++)
|
|
{
|
|
param[j].unif[i] = glGetUniformLocation (program, param[j].id);
|
|
}
|
|
}
|
|
|
|
glUseProgram (0);
|
|
}
|
|
|
|
void GLSLShader::set_shader_vars (unsigned int p)
|
|
{
|
|
unsigned int texunit = 0;
|
|
unsigned int offset = 0;
|
|
|
|
if (p == pass.size() - 1)
|
|
offset = 8;
|
|
GLSLUniforms *u = &pass[p].unif;
|
|
|
|
GLint mvp = glGetUniformLocation (pass[p].program, "MVPMatrix");
|
|
if (mvp > -1)
|
|
glUniformMatrix4fv(mvp, 1, GL_FALSE, mvp_ortho);
|
|
|
|
#define setUniform2fv(uni, val) if (uni > -1) glUniform2fv (uni, 1, val);
|
|
#define setUniform1f(uni, val) if (uni > -1) glUniform1f (uni, val);
|
|
#define setUniform1i(uni, val) if (uni > -1) glUniform1i (uni, val);
|
|
#define setTexture1i(uni, val) \
|
|
if (uni > -1) \
|
|
{ \
|
|
glActiveTexture (GL_TEXTURE0 + texunit); \
|
|
glBindTexture (GL_TEXTURE_2D, val); \
|
|
glUniform1i (uni, texunit); \
|
|
texunit++; \
|
|
}
|
|
// We use non-power-of-two textures,
|
|
// so no need to mess with input size/texture size
|
|
#define setTexCoords(attr) \
|
|
if (attr > -1) \
|
|
{ \
|
|
glEnableVertexAttribArray(attr); \
|
|
glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, (void *)(sizeof (float) * offset)); \
|
|
vaos.push_back (attr); \
|
|
}
|
|
#define setTexCoordsNoOffset(attr) \
|
|
if (attr > -1) \
|
|
{ \
|
|
glEnableVertexAttribArray(attr); \
|
|
glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, NULL); \
|
|
vaos.push_back (attr); \
|
|
}
|
|
|
|
glBindBuffer (GL_ARRAY_BUFFER, vbo);
|
|
glBufferData (GL_ARRAY_BUFFER, sizeof (GLfloat) * 16, tex_coords, GL_STATIC_DRAW);
|
|
|
|
float inputSize[2] = { (float) pass[p - 1].width, (float) pass[p - 1].height };
|
|
float outputSize[2] = { (float) pass[p].width, (float) pass[p].height };
|
|
|
|
setTexture1i (u->Texture, pass[p - 1].texture);
|
|
setUniform2fv(u->InputSize, inputSize);
|
|
setUniform2fv(u->OutputSize, outputSize);
|
|
setUniform2fv(u->TextureSize, inputSize);
|
|
|
|
unsigned int shaderFrameCnt = frame_count;
|
|
if (pass[p].frame_count_mod)
|
|
shaderFrameCnt %= pass[p].frame_count_mod;
|
|
setUniform1i(u->FrameCount, (float) shaderFrameCnt);
|
|
setUniform1i(u->FrameDirection, Settings.Rewinding ? -1.0f : 1.0f);
|
|
|
|
setTexCoords (u->TexCoord);
|
|
setTexCoords (u->LUTTexCoord);
|
|
setTexCoordsNoOffset (u->VertexCoord);
|
|
|
|
// Orig parameter
|
|
float orig_videoSize[2] = { (float) pass[0].width, (float) pass[0].height };
|
|
|
|
setUniform2fv(u->OrigInputSize, orig_videoSize);
|
|
setUniform2fv(u->OrigTextureSize, orig_videoSize);
|
|
setTexture1i (u->OrigTexture, pass[0].texture);
|
|
setTexCoords (u->OrigTexCoord);
|
|
|
|
// 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 };
|
|
|
|
setUniform2fv(u->Prev[0].InputSize, prevSize);
|
|
setUniform2fv(u->Prev[0].TextureSize, prevSize);
|
|
setTexture1i (u->Prev[0].Texture, prev_frame[0].texture);
|
|
setTexCoords (u->Prev[0].TexCoord);
|
|
}
|
|
|
|
// Prev[1-6] parameters
|
|
for (unsigned int i = 1; i < prev_frame.size(); i++)
|
|
{
|
|
if (prev_frame[i].width <= 0)
|
|
break;
|
|
|
|
float prevSize[2] = { (float) prev_frame[i].width, (float) prev_frame[i].height };
|
|
|
|
setUniform2fv(u->Prev[i].InputSize, prevSize);
|
|
setUniform2fv(u->Prev[i].TextureSize, prevSize);
|
|
setTexture1i (u->Prev[i].Texture, prev_frame[i].texture);
|
|
setTexCoords (u->Prev[i].TexCoord);
|
|
}
|
|
|
|
// 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
|
|
if (p > 2) {
|
|
for (unsigned int i = 1; i < p - 1; i++) {
|
|
float passSize[2] = { (float) pass[i].width, (float) pass[i].height };
|
|
setUniform2fv(u->Pass[i].InputSize, passSize);
|
|
setUniform2fv(u->Pass[i].TextureSize, passSize);
|
|
setTexture1i (u->Pass[i].Texture, pass[i].texture);
|
|
setTexCoords (u->Pass[i].TexCoord);
|
|
}
|
|
}
|
|
|
|
// PassPrev parameter
|
|
for (unsigned int i = 0; i < p; i++)
|
|
{
|
|
float passSize[2] = { (float) pass[i].width, (float) pass[i].height };
|
|
setUniform2fv(u->PassPrev[p - i].InputSize, passSize);
|
|
setUniform2fv(u->PassPrev[p - i].TextureSize, passSize);
|
|
setTexture1i (u->PassPrev[p - i].Texture, pass[i].texture);
|
|
setTexCoords (u->PassPrev[p - i].TexCoord);
|
|
}
|
|
|
|
// User and Preset Parameters
|
|
for (unsigned int i = 0; i < param.size(); i++)
|
|
{
|
|
setUniform1f (param[i].unif[p], param[i].val);
|
|
}
|
|
|
|
glActiveTexture (GL_TEXTURE0);
|
|
glBindBuffer (GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void GLSLShader::clear_shader_vars (void)
|
|
{
|
|
for (unsigned int i = 0; i < vaos.size(); i++)
|
|
glDisableVertexAttribArray (vaos[i]);
|
|
|
|
vaos.clear();
|
|
}
|
|
|
|
#define outs(s, v) fprintf (file, "%s%d = \"%s\"\n", s, i, v)
|
|
#define outf(s, v) fprintf (file, "%s%d = \"%f\"\n", s, i, v)
|
|
#define outd(s, v) fprintf (file, "%s%d = \"%d\"\n", s, i, v)
|
|
void GLSLShader::save (const char *filename)
|
|
{
|
|
FILE *file = fopen (filename, "wb");
|
|
if (!file)
|
|
{
|
|
printf ("Couldn't save shader config to %s\n", filename);
|
|
}
|
|
|
|
fprintf (file, "shaders = \"%d\"\n", (unsigned int) pass.size() - 1);
|
|
|
|
for (unsigned int pn = 1; pn < pass.size(); pn++)
|
|
{
|
|
GLSLPass *p = &pass[pn];
|
|
unsigned int i = pn - 1;
|
|
|
|
outs("shader", p->filename);
|
|
if (p->filter != GLSL_UNDEFINED)
|
|
{
|
|
outs("filter_linear", p->filter == GL_LINEAR ? "true" : "false");
|
|
}
|
|
outs ("wrap_mode", wrap_mode_enum_to_string(p->wrap_mode));
|
|
outs ("alias", p->alias);
|
|
outs ("float_framebuffer", p->fp ? "true" : "false");
|
|
outs ("srgb_framebuffer", p->srgb ? "true" : "false");
|
|
outs ("scale_type_x", scale_enum_to_string(p->scale_type_x));
|
|
if (p->scale_type_x == GLSL_ABSOLUTE)
|
|
outd ("scale_x", (int) p->scale_x);
|
|
else
|
|
outf ("scale_x", p->scale_x);
|
|
|
|
outs ("scale_type_y", scale_enum_to_string(p->scale_type_y));
|
|
if (p->scale_type_y == GLSL_ABSOLUTE)
|
|
outd ("scale_y", (int) p->scale_y);
|
|
else
|
|
outf ("scale_y", p->scale_y);
|
|
|
|
if (p->frame_count_mod)
|
|
outd ("frame_count_mod", p->frame_count_mod);
|
|
}
|
|
|
|
if (param.size() > 0)
|
|
{
|
|
fprintf (file, "parameters = \"");
|
|
for (unsigned int i = 0; i < param.size(); i++)
|
|
{
|
|
fprintf (file, "%s%c", param[i].id, (i == param.size() - 1) ? '\"' : ';');
|
|
}
|
|
fprintf (file, "\n");
|
|
}
|
|
|
|
for (unsigned int i = 0; i < param.size(); i++)
|
|
{
|
|
fprintf (file, "%s = \"%f\"\n", param[i].id, param[i].val);
|
|
}
|
|
|
|
if (lut.size() > 0)
|
|
{
|
|
fprintf (file, "textures = \"");
|
|
for (unsigned int i = 0; i < lut.size(); i++)
|
|
{
|
|
fprintf (file, "%s%c", lut[i].id, (i == lut.size() - 1) ? '\"' : ';');
|
|
}
|
|
fprintf (file, "\n");
|
|
}
|
|
|
|
for (unsigned int i = 0; i < lut.size(); i++)
|
|
{
|
|
fprintf (file, "%s = \"%s\"\n", lut[i].id, lut[i].filename);
|
|
fprintf (file, "%s_linear = \"%s\"\n", lut[i].id, lut[i].filter == GL_LINEAR || lut[i].filter == GL_LINEAR_MIPMAP_LINEAR ? "true" : "false");
|
|
fprintf (file, "%s_wrap_mode = \"%s\"\n", lut[i].id, wrap_mode_enum_to_string(lut[i].wrap_mode));
|
|
fprintf (file, "%s_mipmap = \"%s\"\n", lut[i].id, lut[i].mipmap ? "true" : "false");
|
|
}
|
|
|
|
fclose (file);
|
|
}
|
|
#undef outf
|
|
#undef outs
|
|
#undef outd
|
|
|
|
|
|
void GLSLShader::destroy (void)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glUseProgram(0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
for (unsigned int i = 1; i < pass.size(); i++)
|
|
{
|
|
glDeleteProgram(pass[i].program);
|
|
glDeleteTextures(1, &pass[i].texture);
|
|
glDeleteFramebuffers(1, &pass[i].fbo);
|
|
}
|
|
|
|
for (unsigned int i = 0; i < lut.size(); i++)
|
|
{
|
|
glDeleteTextures (1, &lut[i].texture);
|
|
}
|
|
|
|
for (unsigned int i = 0; i < prev_frame.size (); i++)
|
|
{
|
|
glDeleteTextures (1, &prev_frame[i].texture);
|
|
}
|
|
|
|
param.clear();
|
|
pass.clear();
|
|
lut.clear();
|
|
prev_frame.clear();
|
|
conf.Clear();
|
|
}
|
|
|