mirror of https://github.com/snes9xgit/snes9x.git
204 lines
4.6 KiB
C++
204 lines
4.6 KiB
C++
/*****************************************************************************\
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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This file is licensed under the Snes9x License.
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For further information, consult the LICENSE file in the root directory.
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\*****************************************************************************/
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#ifndef __GLSL_H
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#define __GLSL_H
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#include "snes9x.h"
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#include "../vulkan/slang_preset_ini.hpp"
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#include "shader_platform.h"
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#include <deque>
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#include <limits.h>
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#include <vector>
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static const unsigned int glsl_max_passes = 20;
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typedef void (*GLSLViewportCallback)(int source_width, int source_height,
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int viewport_x, int viewport_y,
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int viewport_width, int viewport_height,
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int *out_dst_x, int *out_dst_y,
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int *out_dst_width, int *out_dst_height);
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enum GLSLScaleType
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{
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GLSL_NONE = 0,
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GLSL_SOURCE,
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GLSL_VIEWPORT,
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GLSL_ABSOLUTE
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};
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enum GLSLFilter
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{
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GLSL_UNDEFINED = 0,
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};
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struct GLSLUniformMetrics
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{
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GLint Texture;
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GLint InputSize;
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GLint TextureSize;
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GLint TexCoord;
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};
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struct GLSLUniforms
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{
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GLint Texture;
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GLint InputSize;
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GLint OutputSize;
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GLint TextureSize;
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GLint FrameCount;
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GLint FrameDirection;
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GLint TexCoord;
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GLint LUTTexCoord;
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GLint VertexCoord;
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GLint OrigTexture;
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GLint OrigInputSize;
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GLint OrigTextureSize;
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GLint OrigTexCoord;
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unsigned int max_pass;
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unsigned int max_prevpass;
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GLSLUniformMetrics Prev[7];
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GLSLUniformMetrics Pass[glsl_max_passes];
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GLSLUniformMetrics PassPrev[glsl_max_passes];
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GLint Lut[9];
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};
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// Size must always follow texture type
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enum
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{
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SL_INVALID = 0,
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SL_PASSTEXTURE = 1,
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SL_PASSSIZE = 2,
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SL_PREVIOUSFRAMETEXTURE = 3,
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SL_PREVIOUSFRAMESIZE = 4,
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SL_LUTTEXTURE = 5,
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SL_LUTSIZE = 6,
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SL_MVP = 7,
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SL_FRAMECOUNT = 8,
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SL_PARAM = 9,
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SL_FEEDBACK = 10
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};
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struct SlangUniform
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{
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// Source
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int type;
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int num;
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// Output
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GLint location; // -1 Indicates UBO
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GLint offset;
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};
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struct GLSLPass
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{
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char filename[PATH_MAX];
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char alias[256];
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int scale_type_x;
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int scale_type_y;
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float scale_x;
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float scale_y;
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bool fp;
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bool srgb;
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int frame_count_mod;
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unsigned int frame_count;
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GLuint program;
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint texture;
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GLuint wrap_mode;
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GLuint fbo;
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GLuint width;
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GLuint height;
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GLuint filter;
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bool mipmap_input;
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GLSLUniforms unif;
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#ifdef USE_SLANG
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GLuint format;
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std::vector<SlangUniform> uniforms;
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std::vector<uint8_t> ubo_buffer;
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GLuint ubo;
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bool uses_feedback = false;
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GLuint feedback_texture;
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#endif
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};
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struct GLSLLut
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{
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char id[256];
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char filename[PATH_MAX];
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GLuint filter;
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GLuint texture;
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GLuint wrap_mode;
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bool mipmap;
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int width;
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int height;
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};
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struct GLSLParam
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{
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std::string name;
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std::string id;
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float min;
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float max;
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float val;
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float step;
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int digits;
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};
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struct GLSLShader
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{
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bool load_shader(const char *filename);
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bool load_shader_preset_file(const char *filename);
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void render(GLuint &orig, int width, int height, int viewport_x,
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int viewport_y, int viewport_width, int viewport_height,
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GLSLViewportCallback vpcallback);
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void set_shader_vars(unsigned int pass, bool inverted);
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void clear_shader_vars();
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void read_shader_file_with_includes(std::string filename,
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std::vector<std::string> &lines,
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int p);
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GLuint compile_shader(std::vector<std::string> &lines, const char *aliases,
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const char *defines, GLuint type, GLuint *out);
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void save(const char *filename);
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void destroy();
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void register_uniforms();
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IniFile ini;
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std::vector<GLSLPass> pass;
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std::vector<GLSLLut> lut;
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std::vector<GLSLParam> param;
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std::vector<std::vector<GLint>> unif;
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int max_prev_frame;
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std::deque<GLSLPass> prev_frame;
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std::vector<GLuint> vaos;
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unsigned int frame_count;
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GLuint vbo;
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bool using_slang;
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#ifdef USE_SLANG
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std::string slang_get_stage(std::vector<std::string> &lines,
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std::string name);
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GLint slang_compile(std::vector<std::string> &lines, std::string stage);
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void slang_introspect();
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void slang_set_shader_vars(int p, bool inverted);
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void slang_clear_shader_vars();
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bool using_feedback;
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#endif
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};
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#endif
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