mirror of https://github.com/snes9xgit/snes9x.git
916 lines
31 KiB
C++
916 lines
31 KiB
C++
/***********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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(c) Copyright 2009 - 2017 BearOso,
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OV2
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(c) Copyright 2017 qwertymodo
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(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
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Daniel De Matteis
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(Under no circumstances will commercial rights be
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given)
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com),
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare
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(lord_nightmare@users.sourceforge.net), Matthew Kendora, neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code used in 1.39-1.51
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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SPC7110 and RTC C++ emulator code used in 1.52+
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(c) Copyright 2009 byuu,
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neviksti
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 - 2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound emulator code used in 1.5-1.51
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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Sound emulator code used in 1.52+
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(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
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S-SMP emulator code used in 1.54+
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(c) Copyright 2016 byuu
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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NTSC filter
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(c) Copyright 2006 - 2007 Shay Green
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GTK+ GUI code
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(c) Copyright 2004 - 2017 BearOso
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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(c) Copyright 2009 - 2017 OV2
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2011 zones
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Libretro port
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(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
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Daniel De Matteis
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(Under no circumstances will commercial rights be
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given)
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com/
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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***********************************************************************************/
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#include "CGLCG.h"
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#include <limits.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include "snes9x.h"
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#include "shader_helpers.h"
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static char* ReadShaderFileContents(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 void ReduceToPath(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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#include <png.h>
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#ifndef max
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#define max(a, b) (((a) > (b)) ? (a) : (b))
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#endif
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const GLfloat CGLCG::lut_coords[8] = { 0, 0, 1, 0, 1, 1, 0, 1 };
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CGLCG::CGLCG(CGcontext cgContext)
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{
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this->cgContext = cgContext;
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fboFunctionsLoaded = FALSE;
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ClearPasses();
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LoadFBOFunctions();
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frameCnt = 0;
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}
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CGLCG::~CGLCG(void)
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{
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LoadShader(NULL);
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}
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void CGLCG::ClearPasses()
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{
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/* clean up cg programs, fbos and textures from all regular passes
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pass 0 is the orignal texture, so ignore that
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*/
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if (shaderPasses.size() > 1)
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{
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for (glPassVector::iterator it = (shaderPasses.begin() + 1);
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it != shaderPasses.end();
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it++)
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{
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if (it->cgFragmentProgram)
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cgDestroyProgram(it->cgFragmentProgram);
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if (it->cgVertexProgram)
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cgDestroyProgram(it->cgVertexProgram);
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if (it->fbo)
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glDeleteFramebuffers(1, &it->fbo);
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if (it->tex)
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glDeleteTextures(1, &it->tex);
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}
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}
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for (glLutVector::iterator it = lookupTextures.begin(); it != lookupTextures.end(); it++)
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{
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if (it->tex)
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glDeleteTextures(1, &it->tex);
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}
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for (glPrevDeque::iterator it = prevPasses.begin(); it != prevPasses.end(); it++)
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{
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if (it->tex)
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glDeleteTextures(1, &it->tex);
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}
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shaderPasses.clear();
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lookupTextures.clear();
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prevPasses.clear();
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// prevPasses deque is always filled with PREV + PREV1-6 elements
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prevPasses.resize(7);
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shaderLoaded = false;
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}
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bool CGLCG::LoadFBOFunctions()
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{
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const char* extensions = (const char*) glGetString(GL_EXTENSIONS);
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if (extensions && strstr(extensions, "framebuffer_object"))
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{
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fboFunctionsLoaded = true;
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}
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return fboFunctionsLoaded;
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}
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void CGLCG::checkForCgError(const char* situation)
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{
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char buffer[4096];
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CGerror error = cgGetError();
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const char* string = cgGetErrorString(error);
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if (error != CG_NO_ERROR)
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{
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sprintf(buffer,
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"Situation: %s\n"
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"Error: %s\n\n"
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"Cg compiler output...\n",
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situation,
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string);
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printf("Cg error: %s\n", buffer);
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if (error == CG_COMPILER_ERROR)
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{
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printf("Cg compilation error: %s\n", cgGetLastListing(cgContext));
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}
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}
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}
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bool CGLCG::LoadShader(const char* shaderFile)
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{
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CCGShader cgShader;
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char shaderPath[PATH_MAX];
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char tempPath[PATH_MAX];
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CGprofile vertexProfile, fragmentProfile;
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if (!fboFunctionsLoaded)
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{
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printf("CG Error: Your OpenGL graphics driver does not support framebuffer "
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"objects.\nYou will not be able to use Cg shaders.\n");
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return false;
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}
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vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
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fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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cgGLDisableProfile(vertexProfile);
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cgGLDisableProfile(fragmentProfile);
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ClearPasses();
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if (shaderFile == NULL || *shaderFile == '\0')
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return true;
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strcpy(shaderPath, shaderFile);
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ReduceToPath(shaderPath);
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chdir(shaderPath);
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if (!cgShader.LoadShader(shaderFile))
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return false;
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cgGLSetOptimalOptions(vertexProfile);
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cgGLSetOptimalOptions(fragmentProfile);
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/* insert dummy pass that will contain the original texture
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*/
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shaderPasses.push_back(shaderPass());
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for (CCGShader::passVector::iterator it = cgShader.shaderPasses.begin();
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it != cgShader.shaderPasses.end();
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it++) {
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shaderPass pass;
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pass.scaleParams = it->scaleParams;
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/* if this is the last pass (the only one that can have CG_SCALE_NONE)
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and no filter has been set use the GUI setting
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*/
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if (pass.scaleParams.scaleTypeX == CG_SCALE_NONE && !it->filterSet)
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{
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pass.linearFilter = Settings.BilinearFilter;
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}
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else
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{
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pass.linearFilter = it->linearFilter;
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}
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pass.frameCounterMod = it->frameCounterMod;
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pass.floatFbo = it->floatFbo;
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// paths in the meta file can be relative
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realpath(it->cgShaderFile, tempPath);
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char* fileContents = ReadShaderFileContents(tempPath);
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if (!fileContents)
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{
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printf("Couldn't read file %s\n", tempPath);
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return false;
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}
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// individual shader might include files, these should be relative to shader
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ReduceToPath(tempPath);
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chdir(tempPath);
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pass.cgVertexProgram = cgCreateProgram(
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cgContext, CG_SOURCE, fileContents, vertexProfile, "main_vertex", NULL);
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checkForCgError("Compiling vertex program");
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pass.cgFragmentProgram = cgCreateProgram(cgContext,
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CG_SOURCE,
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fileContents,
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fragmentProfile,
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"main_fragment",
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NULL);
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checkForCgError("Compiling fragment program");
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// set path back for next pass
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chdir(shaderPath);
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delete[] fileContents;
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if (!pass.cgVertexProgram || !pass.cgFragmentProgram) {
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return false;
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}
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cgGLLoadProgram(pass.cgVertexProgram);
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cgGLLoadProgram(pass.cgFragmentProgram);
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/* generate framebuffer and texture for this pass and apply
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default texture settings
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*/
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glGenFramebuffers(1, &pass.fbo);
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glGenTextures(1, &pass.tex);
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glBindTexture(GL_TEXTURE_2D, pass.tex);
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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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shaderPasses.push_back(pass);
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}
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for (std::vector<CCGShader::lookupTexture>::iterator it = cgShader.lookupTextures.begin();
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it != cgShader.lookupTextures.end();
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it++)
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{
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lookupTexture tex;
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strcpy(tex.id, it->id);
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/* generate texture for the lut and apply specified filter setting
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*/
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glGenTextures(1, &tex.tex);
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glBindTexture(GL_TEXTURE_2D, tex.tex);
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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,
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GL_TEXTURE_MAG_FILTER,
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it->linearfilter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_MIN_FILTER,
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it->linearfilter ? GL_LINEAR : GL_NEAREST);
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realpath(it->texturePath, tempPath);
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// simple file extension png/tga decision
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int strLen = strlen(it->texturePath);
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if (strLen > 4)
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{
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if (!strcasecmp(&it->texturePath[strLen - 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(tempPath, 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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}
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else if (!strcasecmp(&it->texturePath[strLen - 4], ".tga"))
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{
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STGA stga;
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if (loadTGA(tempPath, 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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}
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}
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lookupTextures.push_back(tex);
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}
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|
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/* enable texture unit 1 for the lookup textures
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*/
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glClientActiveTexture(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, lut_coords);
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glClientActiveTexture(GL_TEXTURE0);
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|
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/* generate textures and set default values for the pref-filled PREV deque.
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*/
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for (unsigned int i = 0; i < prevPasses.size(); i++)
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{
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glGenTextures(1, &prevPasses[i].tex);
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glBindTexture(GL_TEXTURE_2D, prevPasses[i].tex);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGB,
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512,
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512,
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0,
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GL_RGB,
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GL_UNSIGNED_SHORT_5_6_5,
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NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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prevPasses[i].textureSize.x = prevPasses[i].textureSize.y = 0;
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memset(prevPasses[i].texCoords, 0, sizeof(prevPasses[i].texCoords));
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}
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shaderLoaded = true;
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return true;
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}
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|
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void CGLCG::setTexCoords(int pass,
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xySize inputSize,
|
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xySize textureSize,
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bool topdown)
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{
|
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float tX = inputSize.x / textureSize.x;
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float tY = inputSize.y / textureSize.y;
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|
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// last pass uses top-down coordinates, all others bottom-up
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|
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)
|
|
{
|
|
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 (unsigned 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;
|
|
}
|
|
|
|
shaderPasses[i].textureSize.x = shaderPasses[i].outputSize.x;
|
|
shaderPasses[i].textureSize.y = shaderPasses[i].outputSize.y;
|
|
|
|
/* 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, shaderPasses[i].outputSize.x, 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);
|
|
GLint internal_format;
|
|
glBindTexture(GL_TEXTURE_2D, pass.tex);
|
|
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &internal_format);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, origTex);
|
|
glTexImage2D(GL_TEXTURE_2D,
|
|
0,
|
|
internal_format,
|
|
textureSize.x,
|
|
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
|
|
*/
|
|
|
|
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 (unsigned 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 (unsigned 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);
|
|
}
|
|
}
|
|
|
|
/* PASSPREV parameter */
|
|
for (int i = 0; i < pass; 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, "PASSPREV%d.video_size", pass - i);
|
|
setProgram2fv(pass, varname, pass_videoSize);
|
|
sprintf(varname, "PASSPREV%d.texture_size", pass - i);
|
|
setProgram2fv(pass, varname, pass_textureSize);
|
|
sprintf(varname, "PASSPREV%d.texture", pass - i);
|
|
setTextureParameter(pass, varname, shaderPasses[i].tex);
|
|
sprintf(varname, "PASSPREV%d.tex_coord", pass - i);
|
|
setTexCoordsParameter(pass, varname, shaderPasses[i + 1].texcoords);
|
|
}
|
|
}
|
|
|
|
void CGLCG::resetAttribParams()
|
|
{
|
|
for (unsigned int i = 0; i < cgAttribParams.size(); i++)
|
|
cgGLDisableClientState(cgAttribParams[i]);
|
|
cgAttribParams.clear();
|
|
}
|
|
|