mirror of https://github.com/snes9xgit/snes9x.git
1259 lines
40 KiB
C++
1259 lines
40 KiB
C++
/*****************************************************************************\
|
|
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
|
|
This file is licensed under the Snes9x License.
|
|
For further information, consult the LICENSE file in the root directory.
|
|
\*****************************************************************************/
|
|
|
|
#include <vector>
|
|
#include <string>
|
|
#include <sstream>
|
|
#include <fstream>
|
|
#include <map>
|
|
#include "glsl.h"
|
|
#include "shader_helpers.h"
|
|
#include "../vulkan/slang_helpers.hpp"
|
|
#include "shader_platform.h"
|
|
#ifndef _MSC_VER
|
|
#include <unistd.h>
|
|
#endif
|
|
|
|
static const GLfloat tex_coords[16] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
|
0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f };
|
|
static const GLfloat mvp_ortho[16] = { 2.0f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, 2.0f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, -1.0f, 0.0f,
|
|
-1.0f, -1.0f, 0.0f, 1.0f };
|
|
|
|
static int scale_string_to_enum(std::string string)
|
|
{
|
|
const struct { const char *string; int value; } map[] =
|
|
{
|
|
{ "source", GLSL_SOURCE },
|
|
{ "viewport", GLSL_VIEWPORT },
|
|
{ "absolute", GLSL_ABSOLUTE }
|
|
};
|
|
|
|
for (size_t i = 0; i < 3; i++)
|
|
if (string == map[i].string)
|
|
return map[i].value;
|
|
return GLSL_NONE;
|
|
}
|
|
|
|
static const char *scale_enum_to_string(int val)
|
|
{
|
|
switch (val)
|
|
{
|
|
case GLSL_SOURCE:
|
|
return "source";
|
|
case GLSL_VIEWPORT:
|
|
return "viewport";
|
|
case GLSL_ABSOLUTE:
|
|
return "absolute";
|
|
default:
|
|
return "undefined";
|
|
}
|
|
}
|
|
|
|
static int wrap_mode_string_to_enum(std::string string)
|
|
{
|
|
if (string == "repeat")
|
|
{
|
|
return GL_REPEAT;
|
|
}
|
|
else if (string == "clamp_to_edge")
|
|
{
|
|
return GL_CLAMP_TO_EDGE;
|
|
}
|
|
else if (string == "clamp")
|
|
{
|
|
return GL_CLAMP;
|
|
}
|
|
else
|
|
return GL_CLAMP_TO_BORDER;
|
|
}
|
|
|
|
static const char *wrap_mode_enum_to_string(int val)
|
|
{
|
|
switch (val)
|
|
{
|
|
case GL_REPEAT:
|
|
return "repeat";
|
|
case GL_CLAMP_TO_EDGE:
|
|
return "clamp_to_edge";
|
|
case GL_CLAMP:
|
|
return "clamp";
|
|
default:
|
|
return "clamp_to_border";
|
|
}
|
|
}
|
|
|
|
|
|
bool GLSLShader::load_shader_preset_file(const char *filename)
|
|
{
|
|
this->using_slang = false;
|
|
if (ends_with(filename, ".slang") || ends_with(filename, ".slangp"))
|
|
{
|
|
#ifdef USE_SLANG
|
|
this->using_slang = true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
if (ends_with(filename, ".glsl") || ends_with(filename, ".slang"))
|
|
{
|
|
GLSLPass pass;
|
|
this->pass.push_back(GLSLPass());
|
|
|
|
pass.scale_type_x = pass.scale_type_y = GLSL_VIEWPORT;
|
|
pass.filter = GLSL_UNDEFINED;
|
|
pass.wrap_mode = GL_CLAMP_TO_BORDER;
|
|
strcpy(pass.filename, filename);
|
|
pass.frame_count_mod = 0;
|
|
pass.frame_count = 0;
|
|
pass.fp = 0;
|
|
pass.scale_x = 1.0;
|
|
pass.scale_y = 1.0;
|
|
this->pass.push_back(pass);
|
|
|
|
return true;
|
|
}
|
|
|
|
ini.load_file(filename);
|
|
|
|
int shader_count = ini.get_int("shaders", 0);
|
|
|
|
if (shader_count < 1)
|
|
return false;
|
|
|
|
this->pass.push_back(GLSLPass());
|
|
|
|
for (int i = 0; i < shader_count; i++)
|
|
{
|
|
GLSLPass pass;
|
|
|
|
std::string num = std::to_string(i);
|
|
std::string key = "filter_linear" + num;
|
|
pass.filter = ini.exists(key) ? (ini.get_bool(key, true) ? GL_LINEAR : GL_NEAREST) : GLSL_UNDEFINED;
|
|
|
|
std::string scaleType = ini.get_string("scale_type" + num, "");
|
|
|
|
if (scaleType == "")
|
|
{
|
|
std::string scaleTypeX = ini.get_string("scale_type_x" + num, "");
|
|
pass.scale_type_x = scale_string_to_enum(scaleTypeX);
|
|
|
|
std::string scaleTypeY = ini.get_string("scale_type_y" + num, "");
|
|
pass.scale_type_y = scale_string_to_enum(scaleTypeY);
|
|
}
|
|
else
|
|
{
|
|
int scale_type = scale_string_to_enum(scaleType);
|
|
pass.scale_type_x = scale_type;
|
|
pass.scale_type_y = scale_type;
|
|
}
|
|
|
|
auto scaleFloat = ini.get_float("scale" + num, 1.0f);
|
|
pass.scale_x = ini.get_float("scale_x" + num, scaleFloat);
|
|
pass.scale_y = ini.get_float("scale_y" + num, scaleFloat);
|
|
|
|
strcpy(pass.filename, ini.get_string("shader" + num, "").c_str());
|
|
|
|
pass.wrap_mode = wrap_mode_string_to_enum(ini.get_string("wrap_mode" + num, ""));
|
|
pass.mipmap_input = ini.get_bool("mipmap_input" + num, true);
|
|
pass.frame_count_mod = ini.get_int("frame_count_mod" + num, 1);
|
|
|
|
pass.fp = false;
|
|
if (gl_float_texture_available())
|
|
{
|
|
pass.fp = ini.get_bool("float_framebuffer" + num, false);
|
|
}
|
|
|
|
pass.srgb = false;
|
|
if (gl_srgb_available())
|
|
pass.srgb = ini.get_bool("srgb_framebuffer" + num, false);
|
|
|
|
strcpy(pass.alias, ini.get_string("alias" + num, "").c_str());
|
|
|
|
this->pass.push_back(pass);
|
|
}
|
|
|
|
auto ids_string = ini.get_string("textures", "");
|
|
auto ids = split_string(ids_string, ';');
|
|
|
|
for (auto &id : ids)
|
|
{
|
|
GLSLLut lut;
|
|
|
|
strcpy(lut.id, id.c_str());
|
|
strcpy(lut.filename, ini.get_string(id, "").c_str());
|
|
|
|
lut.wrap_mode = wrap_mode_string_to_enum(ini.get_string(id + "_wrap_mode", ""));
|
|
lut.mipmap = ini.get_bool(id + "_mipmap", false);
|
|
lut.filter = (ini.get_bool(id + "_linear", false)) ? GL_LINEAR : GL_NEAREST;
|
|
|
|
if (lut.mipmap)
|
|
lut.filter = (lut.filter == GL_LINEAR) ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
|
|
|
|
this->lut.push_back(lut);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static std::string folder_from_path(std::string filename)
|
|
{
|
|
for (int i = filename.length() - 1; i >= 0; i--)
|
|
if (filename[i] == '\\' || filename[i] == '/')
|
|
return filename.substr(0, i);
|
|
|
|
return std::string(".");
|
|
}
|
|
|
|
static std::string canonicalize(const std::string &noncanonical)
|
|
{
|
|
char *temp = realpath(noncanonical.c_str(), NULL);
|
|
std::string filename_string(temp);
|
|
free(temp);
|
|
return filename_string;
|
|
}
|
|
|
|
#ifdef USE_SLANG
|
|
static GLuint string_to_format(char *format)
|
|
{
|
|
const std::map<const char *, int> map =
|
|
{
|
|
{ "R8_UNORM", GL_R8 },
|
|
{ "R8_UINT", GL_R8UI },
|
|
{ "R8_SINT", GL_R8I },
|
|
{ "R8G8_UNORM", GL_RG8 },
|
|
{ "R8G8_UINT", GL_RG8UI },
|
|
{ "R8G8_SINT", GL_RG8I },
|
|
{ "R8G8B8A8_UNORM", GL_RGBA8 },
|
|
{ "R8G8B8A8_UINT", GL_RGBA8UI },
|
|
{ "R8G8B8A8_SINT", GL_RGBA8I },
|
|
{ "R8G8B8A8_SRGB", GL_SRGB8_ALPHA8 },
|
|
|
|
{ "R16_UINT", GL_R16UI },
|
|
{ "R16_SINT", GL_R16I },
|
|
{ "R16_SFLOAT", GL_R16F },
|
|
{ "R16G16_UINT", GL_RG16UI },
|
|
{ "R16G16_SINT", GL_RG16I },
|
|
{ "R16G16_SFLOAT", GL_RG16F },
|
|
{ "R16G16B16A16_UINT", GL_RGBA16UI },
|
|
{ "R16G16B16A16_SINT", GL_RGBA16I },
|
|
{ "R16G16B16A16_SFLOAT", GL_RGBA16F },
|
|
|
|
{ "R32_UINT", GL_R32UI },
|
|
{ "R32_SINT", GL_R32I },
|
|
{ "R32_SFLOAT", GL_R32F },
|
|
{ "R32G32_UINT", GL_RG32UI },
|
|
{ "R32G32_SINT", GL_RG32I },
|
|
{ "R32G32_SFLOAT", GL_RG32F },
|
|
{ "R32G32B32A32_UINT", GL_RGBA32UI },
|
|
{ "R32G32B32A32_SINT", GL_RGBA32I },
|
|
{ "R32G32B32A32_SFLOAT", GL_RGBA32F }
|
|
};
|
|
|
|
auto iter = map.find(format);
|
|
if (iter != map.end())
|
|
return iter->second;
|
|
return GL_RGBA;
|
|
}
|
|
#endif
|
|
|
|
// filename must be canonical
|
|
void GLSLShader::read_shader_file_with_includes(std::string filename,
|
|
std::vector<std::string> &lines,
|
|
int p)
|
|
{
|
|
std::ifstream ss(filename.c_str());
|
|
|
|
if (ss.fail())
|
|
{
|
|
printf ("Couldn't open file \"%s\"\n", filename.c_str());
|
|
return;
|
|
}
|
|
|
|
std::string line;
|
|
|
|
while (std::getline(ss, line, '\n'))
|
|
{
|
|
if (line.empty())
|
|
continue;
|
|
|
|
if (line.compare(0, 8, "#include") == 0)
|
|
{
|
|
char tmp[PATH_MAX];
|
|
sscanf(line.c_str(), "#include \"%[^\"]\"", tmp);
|
|
|
|
std::string fullpath = canonicalize(folder_from_path(filename) + "/" + tmp);
|
|
read_shader_file_with_includes(fullpath.c_str(), lines, p);
|
|
continue;
|
|
}
|
|
else if (line.compare(0, 17, "#pragma parameter") == 0)
|
|
{
|
|
char id[PATH_MAX];
|
|
char name[PATH_MAX];
|
|
GLSLParam par;
|
|
|
|
sscanf(line.c_str(), "#pragma parameter %s \"%[^\"]\" %f %f %f %f",
|
|
id, name, &par.val, &par.min, &par.max, &par.step);
|
|
par.id = id;
|
|
par.name = name;
|
|
|
|
unsigned int last_decimal = line.rfind(".") + 1;
|
|
unsigned int index = last_decimal;
|
|
while (isdigit(line[index]) && index < line.length())
|
|
index++;
|
|
par.digits = index - last_decimal;
|
|
if (line[index - 1] == '0' && line[index - 2] == '.')
|
|
par.digits = 0;
|
|
|
|
if (par.step == 0.0f)
|
|
par.step = 1.0f;
|
|
|
|
unsigned int i = 0;
|
|
for (; i < param.size(); i++)
|
|
{
|
|
if (param[i].id == par.id)
|
|
break;
|
|
}
|
|
if (i >= param.size())
|
|
param.push_back(par);
|
|
continue;
|
|
}
|
|
#ifdef USE_SLANG
|
|
else if (line.compare(0, 12, "#pragma name") == 0)
|
|
{
|
|
sscanf(line.c_str(), "#pragma name %255s", pass[p].alias);
|
|
continue;
|
|
}
|
|
else if (line.compare(0, 14, "#pragma format") == 0)
|
|
{
|
|
char format[256];
|
|
sscanf(line.c_str(), "#pragma format %255s", format);
|
|
pass[p].format = string_to_format(format);
|
|
if (pass[p].format == GL_RGBA16F || pass[p].format == GL_RGBA32F)
|
|
pass[p].fp = TRUE;
|
|
else if (pass[p].format == GL_SRGB8_ALPHA8)
|
|
pass[p].srgb = TRUE;
|
|
continue;
|
|
}
|
|
#endif
|
|
lines.push_back(line);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
GLuint GLSLShader::compile_shader(std::vector<std::string> &lines,
|
|
const char *aliases,
|
|
const char *defines,
|
|
GLuint type,
|
|
GLuint *out)
|
|
{
|
|
char info_log[1024];
|
|
std::string source;
|
|
unsigned int first_line = 0;
|
|
|
|
if (lines.empty())
|
|
return 0;
|
|
|
|
if (lines[0].find("#version") == std::string::npos)
|
|
{
|
|
int version = gl_version();
|
|
if (version >= 33)
|
|
version *= 10;
|
|
else
|
|
version = 150;
|
|
source += "#version " + std::to_string(version) + "\n";
|
|
}
|
|
else
|
|
{
|
|
source += lines[0] + "\n";
|
|
first_line++;
|
|
}
|
|
|
|
source += aliases;
|
|
source += defines;
|
|
for (unsigned int i = first_line; i < lines.size(); i++)
|
|
source += lines[i] + "\n";
|
|
|
|
GLuint shader = glCreateShader(type);
|
|
GLint status;
|
|
GLint length = source.length();
|
|
GLchar *prog = (GLchar *)source.c_str();
|
|
|
|
glShaderSource(shader, 1, &prog, &length);
|
|
glCompileShader(shader);
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
|
|
info_log[0] = '\0';
|
|
glGetShaderInfoLog(shader, 1024, NULL, info_log);
|
|
if (*info_log)
|
|
printf("%s\n", info_log);
|
|
*out = shader;
|
|
|
|
return status;
|
|
}
|
|
|
|
bool GLSLShader::load_shader(const char *filename)
|
|
{
|
|
char shader_path[PATH_MAX];
|
|
char temp[PATH_MAX];
|
|
std::string aliases = "";
|
|
GLint status;
|
|
char log[1024];
|
|
|
|
if (this->pass.size())
|
|
return false;
|
|
|
|
if (!filename || *filename == '\0')
|
|
return false;
|
|
|
|
strcpy(shader_path, filename);
|
|
reduce_to_path(shader_path);
|
|
|
|
chdir(shader_path);
|
|
if (!load_shader_preset_file(filename))
|
|
return false;
|
|
|
|
for (unsigned int i = 1; i < pass.size(); i++)
|
|
{
|
|
GLSLPass *p = &pass[i];
|
|
GLuint vertex_shader = 0, fragment_shader = 0;
|
|
|
|
realpath(p->filename, temp);
|
|
strcpy(p->filename, temp);
|
|
|
|
std::vector<std::string> lines;
|
|
read_shader_file_with_includes(p->filename, lines, i);
|
|
|
|
if (lines.empty())
|
|
{
|
|
printf("Couldn't read shader file \"%s\"\n", temp);
|
|
return false;
|
|
}
|
|
|
|
#ifdef USE_SLANG
|
|
if (using_slang)
|
|
{
|
|
GLint retval;
|
|
retval = slang_compile(lines, "vertex");
|
|
if (retval < 0)
|
|
{
|
|
printf("Vertex shader in \"%s\" failed to compile.\n", p->filename);
|
|
return false;
|
|
}
|
|
vertex_shader = retval;
|
|
|
|
retval = slang_compile(lines, "fragment");
|
|
if (retval < 0)
|
|
{
|
|
printf ("Fragment shader in \"%s\" failed to compile.\n", p->filename);
|
|
return false;
|
|
}
|
|
fragment_shader = retval;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if (!compile_shader(lines,
|
|
"#define VERTEX\n#define PARAMETER_UNIFORM\n",
|
|
aliases.c_str(),
|
|
GL_VERTEX_SHADER,
|
|
&vertex_shader) || !vertex_shader)
|
|
{
|
|
printf("Couldn't compile vertex shader in \"%s\".\n", p->filename);
|
|
return false;
|
|
}
|
|
|
|
if (!compile_shader(lines,
|
|
"#define FRAGMENT\n#define PARAMETER_UNIFORM\n",
|
|
aliases.c_str(),
|
|
GL_FRAGMENT_SHADER,
|
|
&fragment_shader) || !fragment_shader)
|
|
{
|
|
printf("Couldn't compile fragment shader in \"%s\".\n", p->filename);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
p->program = glCreateProgram();
|
|
|
|
glAttachShader(p->program, vertex_shader);
|
|
glAttachShader(p->program, fragment_shader);
|
|
|
|
glLinkProgram(p->program);
|
|
glGetProgramiv(p->program, GL_LINK_STATUS, &status);
|
|
log[0] = '\0';
|
|
glGetProgramInfoLog(p->program, 1024, NULL, log);
|
|
if (*log)
|
|
printf("%s\n", log);
|
|
|
|
glDeleteShader(vertex_shader);
|
|
glDeleteShader(fragment_shader);
|
|
|
|
if (status != GL_TRUE)
|
|
{
|
|
printf("Failed to link program\n");
|
|
glDeleteProgram(p->program);
|
|
|
|
return false;
|
|
}
|
|
|
|
glGenFramebuffers(1, &p->fbo);
|
|
glGenTextures(1, &p->texture);
|
|
glBindTexture(GL_TEXTURE_2D, p->texture);
|
|
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);
|
|
|
|
p->frame_count = 0;
|
|
}
|
|
|
|
for (unsigned int i = 0; i < lut.size(); i++)
|
|
{
|
|
GLSLLut *l = &lut[i];
|
|
// generate texture for the lut and apply specified filter setting
|
|
glGenTextures(1, &l->texture);
|
|
glBindTexture(GL_TEXTURE_2D, l->texture);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, l->wrap_mode);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, l->wrap_mode);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, l->filter);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, l->filter);
|
|
|
|
realpath(l->filename, temp);
|
|
strcpy(l->filename, temp);
|
|
|
|
// simple file extension png/tga decision
|
|
int length = strlen(temp);
|
|
if (length > 4)
|
|
{
|
|
if (!strcasecmp(&temp[length - 4], ".png"))
|
|
{
|
|
int width, height;
|
|
bool hasAlpha;
|
|
bool grayscale;
|
|
GLubyte* texData;
|
|
|
|
if (loadPngImage(temp, width, height, grayscale, hasAlpha,
|
|
&texData))
|
|
{
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
|
|
if (grayscale)
|
|
glTexImage2D(GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA,
|
|
width,
|
|
height,
|
|
0,
|
|
GL_LUMINANCE,
|
|
GL_UNSIGNED_BYTE,
|
|
texData);
|
|
else
|
|
glTexImage2D(GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA,
|
|
width,
|
|
height,
|
|
0,
|
|
hasAlpha ? GL_RGBA : GL_RGB,
|
|
GL_UNSIGNED_BYTE,
|
|
texData);
|
|
l->width = width;
|
|
l->height = height;
|
|
free(texData);
|
|
}
|
|
else
|
|
{
|
|
printf ("Failed to load PNG LUT: %s\n", temp);
|
|
}
|
|
}
|
|
else if (!strcasecmp(&temp[length - 4], ".tga"))
|
|
{
|
|
STGA stga;
|
|
|
|
if (loadTGA(temp, 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);
|
|
l->width = stga.width;
|
|
l->height = stga.height;
|
|
}
|
|
else
|
|
{
|
|
printf("Failed to load TGA LUT: %s\n", temp);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (l->mipmap)
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
}
|
|
|
|
// Check for parameters specified in file
|
|
for (unsigned int i = 0; i < param.size(); i++)
|
|
{
|
|
param[i].val = ini.get_float(param[i].id, param[i].val);
|
|
if (param[i].val < param[i].min)
|
|
param[i].val = param[i].min;
|
|
if (param[i].val > param[i].max)
|
|
param[i].val = param[i].max;
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
#ifdef USE_SLANG
|
|
if (using_slang)
|
|
slang_introspect();
|
|
else
|
|
#endif
|
|
register_uniforms();
|
|
|
|
prev_frame.resize(max_prev_frame);
|
|
|
|
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;
|
|
|
|
#ifdef USE_SLANG
|
|
if (using_slang && using_feedback)
|
|
for (int i = 1; i < (int)pass.size(); i++)
|
|
{
|
|
if (!pass[i].uses_feedback)
|
|
continue;
|
|
GLuint tmp = pass[i].texture;
|
|
pass[i].texture = pass[i].feedback_texture;
|
|
pass[i].feedback_texture = tmp;
|
|
}
|
|
#endif
|
|
|
|
// 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 = (GLuint)pass[i].scale_x;
|
|
break;
|
|
case GLSL_SOURCE:
|
|
pass[i].width = (GLuint)(pass[i-1].width * pass[i].scale_x);
|
|
break;
|
|
case GLSL_VIEWPORT:
|
|
pass[i].width = (GLuint)(viewport_width * pass[i].scale_x);
|
|
break;
|
|
default:
|
|
if (lastpass)
|
|
pass[i].width = viewport_width;
|
|
else
|
|
pass[i].width = (GLuint)(pass[i - 1].width * pass[i].scale_x);
|
|
}
|
|
|
|
switch (pass[i].scale_type_y)
|
|
{
|
|
case GLSL_ABSOLUTE:
|
|
pass[i].height = (GLuint)pass[i].scale_y;
|
|
break;
|
|
case GLSL_SOURCE:
|
|
pass[i].height = (GLuint)(pass[i - 1].height * pass[i].scale_y);
|
|
break;
|
|
case GLSL_VIEWPORT:
|
|
pass[i].height = (GLuint)(viewport_height * pass[i].scale_y);
|
|
break;
|
|
default:
|
|
if (lastpass)
|
|
pass[i].height = viewport_height;
|
|
else
|
|
pass[i].height = (GLuint)(pass[i - 1].height * pass[i].scale_y);
|
|
}
|
|
|
|
bool direct_lastpass = true;
|
|
#ifdef USE_SLANG
|
|
if (lastpass && using_feedback && pass[i].scale_type_x != GLSL_NONE &&
|
|
pass[i].scale_type_y != GLSL_NONE && pass[i].uses_feedback)
|
|
{
|
|
direct_lastpass = false;
|
|
}
|
|
#endif
|
|
if (!lastpass || !direct_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;
|
|
if (filter == GLSL_UNDEFINED)
|
|
{
|
|
if (lastpass && Settings.BilinearFilter)
|
|
filter = GL_LINEAR;
|
|
else
|
|
filter = GL_NEAREST;
|
|
}
|
|
|
|
if (pass[i].mipmap_input)
|
|
{
|
|
if (filter == GL_LINEAR)
|
|
filter = GL_LINEAR_MIPMAP_LINEAR;
|
|
else
|
|
filter = GL_NEAREST_MIPMAP_NEAREST;
|
|
}
|
|
|
|
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);
|
|
|
|
if (pass[i].mipmap_input)
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
glUseProgram(pass[i].program);
|
|
#ifdef USE_SLANG
|
|
if (using_slang)
|
|
slang_set_shader_vars(i, lastpass && direct_lastpass);
|
|
else
|
|
#endif
|
|
set_shader_vars(i, lastpass && direct_lastpass);
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
#ifdef USE_SLANG
|
|
if (lastpass && !direct_lastpass)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, pass[i].texture);
|
|
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);
|
|
|
|
int out_x = 0, out_y = 0, out_width = 0, out_height = 0;
|
|
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);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, saved_framebuffer);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, pass[i].fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, saved_framebuffer);
|
|
glBlitFramebuffer(0, 0, pass[i].width, pass[i].height, out_x,
|
|
out_height + out_y, out_x + out_width, out_y,
|
|
GL_COLOR_BUFFER_BIT,
|
|
Settings.BilinearFilter ? GL_LINEAR : GL_NEAREST);
|
|
}
|
|
// reset vertex attribs set in set_shader_vars
|
|
if (using_slang)
|
|
slang_clear_shader_vars();
|
|
else
|
|
#endif
|
|
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 = new GLSLPass;
|
|
newprevframe->width = width;
|
|
newprevframe->height = height;
|
|
newprevframe->texture = pass[0].texture;
|
|
|
|
prev_frame.push_front(*newprevframe);
|
|
glBindTexture(GL_TEXTURE_2D, newprevframe->texture);
|
|
delete newprevframe;
|
|
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);
|
|
}
|
|
|
|
void GLSLShader::register_uniforms()
|
|
{
|
|
max_prev_frame = 0;
|
|
char varname[100];
|
|
|
|
unif.resize(pass.size());
|
|
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);
|
|
}
|
|
|
|
unif[i].resize(param.size());
|
|
for (unsigned int param_num = 0; param_num < param.size(); param_num++)
|
|
{
|
|
unif[i][param_num] = glGetUniformLocation(program, param[param_num].id.c_str());
|
|
}
|
|
}
|
|
|
|
glUseProgram(0);
|
|
}
|
|
|
|
void GLSLShader::set_shader_vars(unsigned int p, bool inverted)
|
|
{
|
|
unsigned int texunit = 0;
|
|
unsigned int offset = 0;
|
|
|
|
if (inverted)
|
|
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, shaderFrameCnt);
|
|
setUniform1i(u->FrameDirection, Settings.Rewinding ? -1 : 1);
|
|
|
|
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(unif[p][i], param[i].val);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void GLSLShader::clear_shader_vars()
|
|
{
|
|
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));
|
|
if (p->alias[0])
|
|
outs("alias", p->alias);
|
|
outs("float_framebuffer", p->fp ? "true" : "false");
|
|
outs("srgb_framebuffer", p->srgb ? "true" : "false");
|
|
outs("mipmap_input", p->mipmap_input ? "true" : "false");
|
|
if (p->scale_type_x != GLSL_UNDEFINED)
|
|
{
|
|
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);
|
|
}
|
|
if (p->scale_type_y != GLSL_UNDEFINED)
|
|
{
|
|
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.c_str(), (i == param.size() - 1) ? '\"' : ';');
|
|
}
|
|
fprintf(file, "\n");
|
|
}
|
|
|
|
for (unsigned int i = 0; i < param.size(); i++)
|
|
{
|
|
fprintf(file, "%s = \"%f\"\n", param[i].id.c_str(), 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()
|
|
{
|
|
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);
|
|
#ifdef USE_SLANG
|
|
if (using_slang)
|
|
{
|
|
if (pass[i].uses_feedback)
|
|
glDeleteTextures(1, &pass[i].feedback_texture);
|
|
if (pass[i].ubo_buffer.size() > 0)
|
|
glDeleteBuffers(1, &pass[i].ubo);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
glDeleteBuffers(1, &vbo);
|
|
|
|
param.clear();
|
|
pass.clear();
|
|
lut.clear();
|
|
prev_frame.clear();
|
|
}
|