mirror of https://github.com/snes9xgit/snes9x.git
758 lines
25 KiB
C++
758 lines
25 KiB
C++
/***********************************************************************************
|
|
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
|
|
|
|
(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
|
|
Jerremy Koot (jkoot@snes9x.com)
|
|
|
|
(c) Copyright 2002 - 2004 Matthew Kendora
|
|
|
|
(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
|
|
|
|
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
|
|
|
|
(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
|
|
|
|
(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
|
|
Kris Bleakley (codeviolation@hotmail.com)
|
|
|
|
(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
|
|
Nach (n-a-c-h@users.sourceforge.net),
|
|
|
|
(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
|
|
|
|
(c) Copyright 2006 - 2007 nitsuja
|
|
|
|
(c) Copyright 2009 - 2018 BearOso,
|
|
OV2
|
|
|
|
(c) Copyright 2017 qwertymodo
|
|
|
|
(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
|
|
Daniel De Matteis
|
|
(Under no circumstances will commercial rights be given)
|
|
|
|
|
|
BS-X C emulator code
|
|
(c) Copyright 2005 - 2006 Dreamer Nom,
|
|
zones
|
|
|
|
C4 x86 assembler and some C emulation code
|
|
(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
|
|
Nach,
|
|
zsKnight (zsknight@zsnes.com)
|
|
|
|
C4 C++ code
|
|
(c) Copyright 2003 - 2006 Brad Jorsch,
|
|
Nach
|
|
|
|
DSP-1 emulator code
|
|
(c) Copyright 1998 - 2006 _Demo_,
|
|
Andreas Naive (andreasnaive@gmail.com),
|
|
Gary Henderson,
|
|
Ivar (ivar@snes9x.com),
|
|
John Weidman,
|
|
Kris Bleakley,
|
|
Matthew Kendora,
|
|
Nach,
|
|
neviksti (neviksti@hotmail.com)
|
|
|
|
DSP-2 emulator code
|
|
(c) Copyright 2003 John Weidman,
|
|
Kris Bleakley,
|
|
Lord Nightmare (lord_nightmare@users.sourceforge.net),
|
|
Matthew Kendora,
|
|
neviksti
|
|
|
|
DSP-3 emulator code
|
|
(c) Copyright 2003 - 2006 John Weidman,
|
|
Kris Bleakley,
|
|
Lancer,
|
|
z80 gaiden
|
|
|
|
DSP-4 emulator code
|
|
(c) Copyright 2004 - 2006 Dreamer Nom,
|
|
John Weidman,
|
|
Kris Bleakley,
|
|
Nach,
|
|
z80 gaiden
|
|
|
|
OBC1 emulator code
|
|
(c) Copyright 2001 - 2004 zsKnight,
|
|
pagefault (pagefault@zsnes.com),
|
|
Kris Bleakley
|
|
Ported from x86 assembler to C by sanmaiwashi
|
|
|
|
SPC7110 and RTC C++ emulator code used in 1.39-1.51
|
|
(c) Copyright 2002 Matthew Kendora with research by
|
|
zsKnight,
|
|
John Weidman,
|
|
Dark Force
|
|
|
|
SPC7110 and RTC C++ emulator code used in 1.52+
|
|
(c) Copyright 2009 byuu,
|
|
neviksti
|
|
|
|
S-DD1 C emulator code
|
|
(c) Copyright 2003 Brad Jorsch with research by
|
|
Andreas Naive,
|
|
John Weidman
|
|
|
|
S-RTC C emulator code
|
|
(c) Copyright 2001 - 2006 byuu,
|
|
John Weidman
|
|
|
|
ST010 C++ emulator code
|
|
(c) Copyright 2003 Feather,
|
|
John Weidman,
|
|
Kris Bleakley,
|
|
Matthew Kendora
|
|
|
|
Super FX x86 assembler emulator code
|
|
(c) Copyright 1998 - 2003 _Demo_,
|
|
pagefault,
|
|
zsKnight
|
|
|
|
Super FX C emulator code
|
|
(c) Copyright 1997 - 1999 Ivar,
|
|
Gary Henderson,
|
|
John Weidman
|
|
|
|
Sound emulator code used in 1.5-1.51
|
|
(c) Copyright 1998 - 2003 Brad Martin
|
|
(c) Copyright 1998 - 2006 Charles Bilyue'
|
|
|
|
Sound emulator code used in 1.52+
|
|
(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
|
|
|
|
S-SMP emulator code used in 1.54+
|
|
(c) Copyright 2016 byuu
|
|
|
|
SH assembler code partly based on x86 assembler code
|
|
(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
|
|
|
|
2xSaI filter
|
|
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
|
|
|
|
HQ2x, HQ3x, HQ4x filters
|
|
(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
|
|
|
|
NTSC filter
|
|
(c) Copyright 2006 - 2007 Shay Green
|
|
|
|
GTK+ GUI code
|
|
(c) Copyright 2004 - 2018 BearOso
|
|
|
|
Win32 GUI code
|
|
(c) Copyright 2003 - 2006 blip,
|
|
funkyass,
|
|
Matthew Kendora,
|
|
Nach,
|
|
nitsuja
|
|
(c) Copyright 2009 - 2018 OV2
|
|
|
|
Mac OS GUI code
|
|
(c) Copyright 1998 - 2001 John Stiles
|
|
(c) Copyright 2001 - 2011 zones
|
|
|
|
Libretro port
|
|
(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
|
|
Daniel De Matteis
|
|
(Under no circumstances will commercial rights be given)
|
|
|
|
|
|
Specific ports contains the works of other authors. See headers in
|
|
individual files.
|
|
|
|
|
|
Snes9x homepage: http://www.snes9x.com/
|
|
|
|
Permission to use, copy, modify and/or distribute Snes9x in both binary
|
|
and source form, for non-commercial purposes, is hereby granted without
|
|
fee, providing that this license information and copyright notice appear
|
|
with all copies and any derived work.
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
warranty. In no event shall the authors be held liable for any damages
|
|
arising from the use of this software or it's derivatives.
|
|
|
|
Snes9x is freeware for PERSONAL USE only. Commercial users should
|
|
seek permission of the copyright holders first. Commercial use includes,
|
|
but is not limited to, charging money for Snes9x or software derived from
|
|
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
|
|
using Snes9x as a promotion for your commercial product.
|
|
|
|
The copyright holders request that bug fixes and improvements to the code
|
|
should be forwarded to them so everyone can benefit from the modifications
|
|
in future versions.
|
|
|
|
Super NES and Super Nintendo Entertainment System are trademarks of
|
|
Nintendo Co., Limited and its subsidiary companies.
|
|
***********************************************************************************/
|
|
#include "CGLCG.h"
|
|
#include "wsnes9x.h"
|
|
#include "win32_display.h"
|
|
#include "snes9x.h"
|
|
#include <png.h>
|
|
|
|
#ifndef max
|
|
#define max(a, b) (((a) > (b)) ? (a) : (b))
|
|
#endif
|
|
|
|
static float npot(float desired)
|
|
{
|
|
float out=512.0;
|
|
while(out<desired)
|
|
out*=2;
|
|
return out;
|
|
}
|
|
|
|
const GLfloat CGLCG::lut_coords[8] = {0, 0, 1, 0, 1, 1, 0, 1};
|
|
|
|
CGLCG::CGLCG(CGcontext cgContext)
|
|
{
|
|
this->cgContext = cgContext;
|
|
fboFunctionsLoaded = FALSE;
|
|
ClearPasses();
|
|
LoadFBOFunctions();
|
|
frameCnt=0;
|
|
}
|
|
|
|
CGLCG::~CGLCG(void)
|
|
{
|
|
LoadShader(NULL);
|
|
}
|
|
|
|
void CGLCG::ClearPasses()
|
|
{
|
|
/* clean up cg programs, fbos and textures from all regular passes
|
|
pass 0 is the orignal texture, so ignore that
|
|
*/
|
|
if(shaderPasses.size()>1) {
|
|
for(glPassVector::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {
|
|
if(it->cgFragmentProgram)
|
|
cgDestroyProgram(it->cgFragmentProgram);
|
|
if(it->cgVertexProgram)
|
|
cgDestroyProgram(it->cgVertexProgram);
|
|
if(it->fbo)
|
|
glDeleteFramebuffers(1,&it->fbo);
|
|
if(it->tex)
|
|
glDeleteTextures(1,&it->tex);
|
|
}
|
|
}
|
|
for(glLutVector::iterator it=lookupTextures.begin();it!=lookupTextures.end();it++) {
|
|
if(it->tex)
|
|
glDeleteTextures(1,&it->tex);
|
|
}
|
|
for(glPrevDeque::iterator it=prevPasses.begin();it!=prevPasses.end();it++) {
|
|
if(it->tex)
|
|
glDeleteTextures(1,&it->tex);
|
|
}
|
|
shaderPasses.clear();
|
|
lookupTextures.clear();
|
|
prevPasses.clear();
|
|
// prevPasses deque is always filled with PREV + PREV1-6 elements
|
|
prevPasses.resize(7);
|
|
|
|
shaderLoaded = false;
|
|
}
|
|
|
|
bool CGLCG::LoadFBOFunctions()
|
|
{
|
|
if(fboFunctionsLoaded)
|
|
return true;
|
|
|
|
const char *extensions = (const char *) glGetString(GL_EXTENSIONS);
|
|
|
|
if(extensions && strstr(extensions, "framebuffer_object")) {
|
|
if(glGenFramebuffers && glDeleteFramebuffers && glBindFramebuffer && glFramebufferTexture2D && glClientActiveTexture) {
|
|
fboFunctionsLoaded = true;
|
|
}
|
|
}
|
|
return fboFunctionsLoaded;
|
|
}
|
|
|
|
void CGLCG::checkForCgError(const char *situation)
|
|
{
|
|
char buffer[4096];
|
|
CGerror error = cgGetError();
|
|
const char *string = cgGetErrorString(error);
|
|
|
|
if (error != CG_NO_ERROR) {
|
|
sprintf(buffer,
|
|
"Situation: %s\n"
|
|
"Error: %s\n\n"
|
|
"Cg compiler output...\n", situation, string);
|
|
MessageBoxA(0, buffer,
|
|
"Cg error", MB_OK|MB_ICONEXCLAMATION);
|
|
if (error == CG_COMPILER_ERROR) {
|
|
MessageBoxA(0, cgGetLastListing(cgContext),
|
|
"Cg compilation error", MB_OK|MB_ICONEXCLAMATION);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGLCG::LoadShader(const TCHAR *shaderFile)
|
|
{
|
|
CCGShader cgShader;
|
|
TCHAR shaderPath[MAX_PATH];
|
|
TCHAR tempPath[MAX_PATH];
|
|
CGprofile vertexProfile, fragmentProfile;
|
|
GLenum error;
|
|
|
|
if(!fboFunctionsLoaded) {
|
|
MessageBox(NULL, TEXT("Your OpenGL graphics driver does not support framebuffer objects.\nYou will not be able to use CG shaders in OpenGL mode."), TEXT("CG Error"),
|
|
MB_OK|MB_ICONEXCLAMATION);
|
|
return false;
|
|
}
|
|
|
|
vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
|
|
fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
|
|
|
cgGLDisableProfile(vertexProfile);
|
|
cgGLDisableProfile(fragmentProfile);
|
|
|
|
ClearPasses();
|
|
|
|
if (shaderFile == NULL || *shaderFile==TEXT('\0'))
|
|
return true;
|
|
|
|
lstrcpy(shaderPath, shaderFile);
|
|
ReduceToPath(shaderPath);
|
|
|
|
SetCurrentDirectory(shaderPath);
|
|
if(!cgShader.LoadShader(_tToChar(shaderFile)))
|
|
return false;
|
|
|
|
cgGLSetOptimalOptions(vertexProfile);
|
|
cgGLSetOptimalOptions(fragmentProfile);
|
|
|
|
/* insert dummy pass that will contain the original texture
|
|
*/
|
|
shaderPasses.push_back(shaderPass());
|
|
|
|
for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin();
|
|
it!=cgShader.shaderPasses.end();it++) {
|
|
shaderPass pass;
|
|
|
|
pass.scaleParams = it->scaleParams;
|
|
/* if this is the last pass (the only one that can have CG_SCALE_NONE)
|
|
and no filter has been set use the GUI setting
|
|
*/
|
|
if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) {
|
|
pass.linearFilter = Settings.BilinearFilter;
|
|
} else {
|
|
pass.linearFilter = it->linearFilter;
|
|
}
|
|
|
|
pass.frameCounterMod = it->frameCounterMod;
|
|
|
|
pass.floatFbo = it->floatFbo;
|
|
|
|
// paths in the meta file can be relative
|
|
_tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH);
|
|
char *fileContents = ReadShaderFileContents(tempPath);
|
|
if(!fileContents)
|
|
return false;
|
|
|
|
// individual shader might include files, these should be relative to shader
|
|
ReduceToPath(tempPath);
|
|
SetCurrentDirectory(tempPath);
|
|
|
|
pass.cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
|
|
vertexProfile, "main_vertex", NULL);
|
|
|
|
checkForCgError("Compiling vertex program");
|
|
|
|
pass.cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
|
|
fragmentProfile, "main_fragment", NULL);
|
|
|
|
checkForCgError("Compiling fragment program");
|
|
|
|
// set path back for next pass
|
|
SetCurrentDirectory(shaderPath);
|
|
|
|
delete [] fileContents;
|
|
if(!pass.cgVertexProgram || !pass.cgFragmentProgram) {
|
|
return false;
|
|
}
|
|
cgGLLoadProgram(pass.cgVertexProgram);
|
|
cgGLLoadProgram(pass.cgFragmentProgram);
|
|
|
|
/* generate framebuffer and texture for this pass and apply
|
|
default texture settings
|
|
*/
|
|
glGenFramebuffers(1,&pass.fbo);
|
|
glGenTextures(1,&pass.tex);
|
|
glBindTexture(GL_TEXTURE_2D,pass.tex);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
shaderPasses.push_back(pass);
|
|
}
|
|
|
|
for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {
|
|
lookupTexture tex;
|
|
strcpy(tex.id,it->id);
|
|
|
|
/* generate texture for the lut and apply specified filter setting
|
|
*/
|
|
glGenTextures(1,&tex.tex);
|
|
glBindTexture(GL_TEXTURE_2D,tex.tex);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
|
|
|
|
_tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH);
|
|
|
|
// simple file extension png/tga decision
|
|
int strLen = strlen(it->texturePath);
|
|
if(strLen>4) {
|
|
if(!strcasecmp(&it->texturePath[strLen-4],".png")) {
|
|
int width, height;
|
|
bool hasAlpha;
|
|
GLubyte *texData;
|
|
if(loadPngImage(tempPath,width,height,hasAlpha,&texData)) {
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width,
|
|
height, 0, hasAlpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, texData);
|
|
free(texData);
|
|
}
|
|
} else if(!strcasecmp(&it->texturePath[strLen-4],".tga")) {
|
|
STGA stga;
|
|
if(loadTGA(tempPath,stga)) {
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, stga.width);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, stga.width,
|
|
stga.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, stga.data);
|
|
}
|
|
}
|
|
}
|
|
lookupTextures.push_back(tex);
|
|
}
|
|
|
|
/* enable texture unit 1 for the lookup textures
|
|
*/
|
|
glClientActiveTexture(GL_TEXTURE1);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2,GL_FLOAT,0,lut_coords);
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
|
|
/* generate textures and set default values for the pref-filled PREV deque.
|
|
*/
|
|
for(int i=0;i<prevPasses.size();i++) {
|
|
glGenTextures(1,&prevPasses[i].tex);
|
|
glBindTexture(GL_TEXTURE_2D,prevPasses[i].tex);
|
|
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,512,512,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
|
|
glBindTexture(GL_TEXTURE_2D,0);
|
|
prevPasses[i].textureSize.x = prevPasses[i].textureSize.y = prevPasses[i].textureSize.x = prevPasses[i].textureSize.y = 0;
|
|
memset(prevPasses[i].texCoords,0,sizeof(prevPasses[i].texCoords));
|
|
}
|
|
|
|
shaderLoaded = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGLCG::setTexCoords(int pass,xySize inputSize,xySize textureSize,bool topdown)
|
|
{
|
|
float tX = inputSize.x / textureSize.x;
|
|
float tY = inputSize.y / textureSize.y;
|
|
|
|
// last pass uses top-down coordinates, all others bottom-up
|
|
if(topdown) {
|
|
shaderPasses[pass].texcoords[0] = 0.0f;
|
|
shaderPasses[pass].texcoords[1] = tY;
|
|
shaderPasses[pass].texcoords[2] = tX;
|
|
shaderPasses[pass].texcoords[3] = tY;
|
|
shaderPasses[pass].texcoords[4] = tX;
|
|
shaderPasses[pass].texcoords[5] = 0.0f;
|
|
shaderPasses[pass].texcoords[6] = 0.0f;
|
|
shaderPasses[pass].texcoords[7] = 0.0f;
|
|
} else {
|
|
shaderPasses[pass].texcoords[0] = 0.0f;
|
|
shaderPasses[pass].texcoords[1] = 0.0f;
|
|
shaderPasses[pass].texcoords[2] = tX;
|
|
shaderPasses[pass].texcoords[3] = 0.0f;
|
|
shaderPasses[pass].texcoords[4] = tX;
|
|
shaderPasses[pass].texcoords[5] = tY;
|
|
shaderPasses[pass].texcoords[6] = 0.0f;
|
|
shaderPasses[pass].texcoords[7] = tY;
|
|
}
|
|
|
|
glTexCoordPointer(2, GL_FLOAT, 0, shaderPasses[pass].texcoords);
|
|
}
|
|
|
|
void CGLCG::Render(GLuint &origTex, xySize textureSize, xySize inputSize, xySize viewportSize, xySize windowSize)
|
|
{
|
|
GLenum error;
|
|
frameCnt++;
|
|
CGprofile vertexProfile, fragmentProfile;
|
|
|
|
if(!shaderLoaded)
|
|
return;
|
|
|
|
vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
|
|
fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
|
|
|
cgGLEnableProfile(vertexProfile);
|
|
cgGLEnableProfile(fragmentProfile);
|
|
|
|
/* set up our dummy pass for easier loop code
|
|
*/
|
|
shaderPasses[0].tex = origTex;
|
|
shaderPasses[0].outputSize = inputSize;
|
|
shaderPasses[0].textureSize = textureSize;
|
|
|
|
/* loop through all real passes
|
|
*/
|
|
for(int i=1;i<shaderPasses.size();i++) {
|
|
switch(shaderPasses[i].scaleParams.scaleTypeX) {
|
|
case CG_SCALE_ABSOLUTE:
|
|
shaderPasses[i].outputSize.x = (double)shaderPasses[i].scaleParams.absX;
|
|
break;
|
|
case CG_SCALE_SOURCE:
|
|
shaderPasses[i].outputSize.x = shaderPasses[i-1].outputSize.x * shaderPasses[i].scaleParams.scaleX;
|
|
break;
|
|
case CG_SCALE_VIEWPORT:
|
|
shaderPasses[i].outputSize.x = viewportSize.x * shaderPasses[i].scaleParams.scaleX;
|
|
break;
|
|
default:
|
|
shaderPasses[i].outputSize.x = viewportSize.x;
|
|
}
|
|
switch(shaderPasses[i].scaleParams.scaleTypeY) {
|
|
case CG_SCALE_ABSOLUTE:
|
|
shaderPasses[i].outputSize.y = (double)shaderPasses[i].scaleParams.absY;
|
|
break;
|
|
case CG_SCALE_SOURCE:
|
|
shaderPasses[i].outputSize.y = shaderPasses[i-1].outputSize.y * shaderPasses[i].scaleParams.scaleY;
|
|
break;
|
|
case CG_SCALE_VIEWPORT:
|
|
shaderPasses[i].outputSize.y = viewportSize.y * shaderPasses[i].scaleParams.scaleY;
|
|
break;
|
|
default:
|
|
shaderPasses[i].outputSize.y = viewportSize.y;
|
|
}
|
|
/* use next power of two in both directions
|
|
*/
|
|
float texSize = npot(max(shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y));
|
|
shaderPasses[i].textureSize.x = shaderPasses[i].textureSize.y = texSize;
|
|
|
|
/* set size of output texture
|
|
*/
|
|
glBindTexture(GL_TEXTURE_2D,shaderPasses[i].tex);
|
|
glTexImage2D(GL_TEXTURE_2D,0,(shaderPasses[i].floatFbo?GL_RGBA32F:GL_RGBA),(unsigned int)shaderPasses[i].textureSize.x,
|
|
(unsigned int)shaderPasses[i].textureSize.y,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8,NULL);
|
|
|
|
/* viewport determines the area we render into the output texture
|
|
*/
|
|
glViewport(0,0,(GLsizei)shaderPasses[i].outputSize.x, (GLsizei)shaderPasses[i].outputSize.y);
|
|
|
|
/* set up framebuffer and attach output texture
|
|
*/
|
|
glBindFramebuffer(GL_FRAMEBUFFER,shaderPasses[i].fbo);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shaderPasses[i].tex, 0);
|
|
|
|
/* set up input texture (output of previous pass) and apply filter settings
|
|
*/
|
|
glBindTexture(GL_TEXTURE_2D,shaderPasses[i-1].tex);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)shaderPasses[i-1].textureSize.x);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
|
|
shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
|
shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
|
|
|
|
/* calculate tex coords first since we pass them to the shader
|
|
*/
|
|
setTexCoords(i,shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize);
|
|
|
|
setShaderVars(i);
|
|
|
|
cgGLBindProgram(shaderPasses[i].cgVertexProgram);
|
|
cgGLBindProgram(shaderPasses[i].cgFragmentProgram);
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glDrawArrays (GL_QUADS, 0, 4);
|
|
|
|
/* reset client states enabled during setShaderVars
|
|
*/
|
|
resetAttribParams();
|
|
|
|
}
|
|
|
|
/* disable framebuffer
|
|
*/
|
|
glBindFramebuffer(GL_FRAMEBUFFER,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
|
|
*/
|
|
|
|
origTex = prevPasses.back().tex;
|
|
prevPasses.pop_back();
|
|
|
|
prevPass pass;
|
|
pass.videoSize = inputSize;
|
|
pass.textureSize = textureSize;
|
|
pass.tex = shaderPasses[0].tex;
|
|
memcpy(pass.texCoords,shaderPasses[1].texcoords,sizeof(pass.texCoords));
|
|
prevPasses.push_front(pass);
|
|
glBindTexture(GL_TEXTURE_2D,origTex);
|
|
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB, (GLsizei)textureSize.x, (GLsizei)textureSize.y,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
|
|
|
|
/* bind output of last pass to be rendered on the backbuffer
|
|
*/
|
|
glBindTexture(GL_TEXTURE_2D,shaderPasses.back().tex);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)shaderPasses.back().textureSize.x);
|
|
|
|
/* calculate and apply viewport and texture coordinates to
|
|
that will be used in the main ogl code
|
|
*/
|
|
RECT displayRect=CalculateDisplayRect((unsigned int)shaderPasses.back().outputSize.x, (unsigned int)shaderPasses.back().outputSize.y, (unsigned int)windowSize.x, (unsigned int)windowSize.y);
|
|
glViewport(displayRect.left,(LONG)windowSize.y-displayRect.bottom,displayRect.right-displayRect.left,displayRect.bottom-displayRect.top);
|
|
setTexCoords(shaderPasses.size()-1,shaderPasses.back().outputSize,shaderPasses.back().textureSize,true);
|
|
|
|
/* render to backbuffer without shaders
|
|
*/
|
|
cgGLDisableProfile(vertexProfile);
|
|
cgGLDisableProfile(fragmentProfile);
|
|
}
|
|
|
|
void CGLCG::setShaderVars(int pass)
|
|
{
|
|
/* mvp paramater
|
|
*/
|
|
CGparameter cgpModelViewProj = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, "modelViewProj");
|
|
if(cgpModelViewProj)
|
|
cgGLSetStateMatrixParameter(cgpModelViewProj, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
|
|
#define setProgram2fv(pass,varname,floats)\
|
|
{\
|
|
CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
|
|
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
|
|
if(cgpf)\
|
|
cgGLSetParameter2fv(cgpf,floats);\
|
|
if(cgpv)\
|
|
cgGLSetParameter2fv(cgpv,floats);\
|
|
}\
|
|
|
|
#define setProgram1f(pass,varname,val)\
|
|
{\
|
|
CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
|
|
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
|
|
if(cgpf)\
|
|
cgGLSetParameter1f(cgpf,val);\
|
|
if(cgpv)\
|
|
cgGLSetParameter1f(cgpv,val);\
|
|
}\
|
|
|
|
#define setTextureParameter(pass,varname,val)\
|
|
{\
|
|
CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
|
|
if(cgpf) {\
|
|
cgGLSetTextureParameter(cgpf,val);\
|
|
cgGLEnableTextureParameter(cgpf);\
|
|
}\
|
|
}\
|
|
|
|
#define setTexCoordsParameter(pass,varname,val)\
|
|
{\
|
|
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
|
|
if(cgpv) {\
|
|
cgGLSetParameterPointer(cgpv, 2, GL_FLOAT, 0, val);\
|
|
cgGLEnableClientState(cgpv);\
|
|
cgAttribParams.push_back(cgpv);\
|
|
}\
|
|
}\
|
|
|
|
/* IN paramater
|
|
*/
|
|
float inputSize[2] = { (float)shaderPasses[pass-1].outputSize.x, (float)shaderPasses[pass-1].outputSize.y };
|
|
float textureSize[2] = { (float)shaderPasses[pass-1].textureSize.x, (float)shaderPasses[pass-1].textureSize.y };
|
|
float outputSize[2] = { (float)shaderPasses[pass].outputSize.x, (float)shaderPasses[pass].outputSize.y };
|
|
|
|
setProgram2fv(pass,"IN.video_size",inputSize);
|
|
setProgram2fv(pass,"IN.texture_size",textureSize);
|
|
setProgram2fv(pass,"IN.output_size",outputSize);
|
|
unsigned int shaderFrameCnt = frameCnt;
|
|
if(shaderPasses[pass].frameCounterMod)
|
|
shaderFrameCnt %= shaderPasses[pass].frameCounterMod;
|
|
setProgram1f(pass,"IN.frame_count",(float)shaderFrameCnt);
|
|
setProgram1f(pass,"IN.frame_direction",Settings.Rewinding?-1.0f:1.0f);
|
|
|
|
/* ORIG parameter
|
|
*/
|
|
float orig_videoSize[2] = { (float)shaderPasses[0].outputSize.x, (float)shaderPasses[0].outputSize.y };
|
|
float orig_textureSize[2] = { (float)shaderPasses[0].textureSize.x, (float)shaderPasses[0].textureSize.y };
|
|
|
|
setProgram2fv(pass,"ORIG.video_size",orig_videoSize);
|
|
setProgram2fv(pass,"ORIG.texture_size",orig_textureSize);
|
|
setTextureParameter(pass,"ORIG.texture",shaderPasses[0].tex);
|
|
setTexCoordsParameter(pass,"ORIG.tex_coord",shaderPasses[1].texcoords);
|
|
|
|
/* PREV parameter
|
|
*/
|
|
if(prevPasses[0].textureSize.x>0) {
|
|
float prev_videoSize[2] = { (float)prevPasses[0].videoSize.x, (float)prevPasses[0].videoSize.y };
|
|
float prev_textureSize[2] = { (float)prevPasses[0].textureSize.x, (float)prevPasses[0].textureSize.y };
|
|
|
|
setProgram2fv(pass,"PREV.video_size",prev_videoSize);
|
|
setProgram2fv(pass,"PREV.texture_size",prev_textureSize);
|
|
setTextureParameter(pass,"PREV.texture",prevPasses[0].tex);
|
|
setTexCoordsParameter(pass,"PREV.tex_coord",prevPasses[0].texCoords);
|
|
}
|
|
|
|
/* PREV1-6 parameters
|
|
*/
|
|
for(int i=1;i<prevPasses.size();i++) {
|
|
if(prevPasses[i].textureSize.x==0)
|
|
break;
|
|
char varname[100];
|
|
float prev_videoSize[2] = { (float)prevPasses[i].videoSize.x, (float)prevPasses[i].videoSize.y };
|
|
float prev_textureSize[2] = { (float)prevPasses[i].textureSize.x, (float)prevPasses[i].textureSize.y };
|
|
sprintf(varname,"PREV%d.video_size",i);
|
|
setProgram2fv(pass,varname,prev_videoSize);
|
|
sprintf(varname,"PREV%d.texture_size",i);
|
|
setProgram2fv(pass,varname,prev_textureSize);
|
|
sprintf(varname,"PREV%d.texture",i);
|
|
setTextureParameter(pass,varname,prevPasses[i].tex);
|
|
sprintf(varname,"PREV%d.tex_coord",i);
|
|
setTexCoordsParameter(pass,varname,prevPasses[i].texCoords);
|
|
}
|
|
|
|
/* LUT parameters
|
|
*/
|
|
for(int i=0;i<lookupTextures.size();i++) {
|
|
setTextureParameter(pass,lookupTextures[i].id,lookupTextures[i].tex);
|
|
}
|
|
|
|
/* PASSX parameters, only for third pass and up
|
|
*/
|
|
if(pass>2) {
|
|
for(int i=1;i<pass-1;i++) {
|
|
char varname[100];
|
|
float pass_videoSize[2] = { (float)shaderPasses[i].outputSize.x, (float)shaderPasses[i].outputSize.y };
|
|
float pass_textureSize[2] = { (float)shaderPasses[i].textureSize.x, (float)shaderPasses[i].textureSize.y };
|
|
sprintf(varname,"PASS%d.video_size",i);
|
|
setProgram2fv(pass,varname,pass_videoSize);
|
|
sprintf(varname,"PASS%d.texture_size",i);
|
|
setProgram2fv(pass,varname,pass_textureSize);
|
|
sprintf(varname,"PASS%d.texture",i);
|
|
setTextureParameter(pass,varname,shaderPasses[i].tex);
|
|
sprintf(varname,"PASS%d.tex_coord",i);
|
|
setTexCoordsParameter(pass,varname,shaderPasses[i+1].texcoords);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGLCG::resetAttribParams()
|
|
{
|
|
for(int i=0;i<cgAttribParams.size();i++)
|
|
cgGLDisableClientState(cgAttribParams[i]);
|
|
cgAttribParams.clear();
|
|
}
|
|
|