/*****************************************************************************\ 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 #include #include #include "glsl.h" #include "../../conffile.h" #include "shader_helpers.h" #include "shader_platform.h" 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(const char *string) { if (!strcasecmp(string, "source")) { return GLSL_SOURCE; } else if (!strcasecmp(string, "viewport")) { return GLSL_VIEWPORT; } else if (!strcasecmp(string, "absolute")) { return GLSL_ABSOLUTE; } else 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(const char *string) { if (!strcasecmp(string, "repeat")) { return GL_REPEAT; } else if (!strcasecmp(string, "clamp_to_edge")) { return GL_CLAMP_TO_EDGE; } else if (!strcasecmp(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(char *filename) { char key[256]; int length = strlen(filename); bool singlepass = false; if (length > 6 && (!strcasecmp(&filename[length - 5], ".glsl") || !strcasecmp(&filename[length - 6], ".slang"))) singlepass = true; if (length > 7 && (!strcasecmp(&filename[length - 6], ".slang") || !strcasecmp(&filename[length - 7], ".slangp"))) { #ifdef USE_SLANG this->using_slang = true; #else return false; #endif } if (singlepass) { 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; } else { conf.LoadFile(filename); } int shader_count = conf.GetInt("::shaders", 0); if (shader_count < 1) return false; this->pass.push_back(GLSLPass()); for (int i = 0; i < shader_count; i++) { GLSLPass pass; snprintf(key, 256, "::filter_linear%u", i); pass.filter = conf.Exists(key) ? (conf.GetBool(key) ? GL_LINEAR : GL_NEAREST) : GLSL_UNDEFINED; sprintf(key, "::scale_type%u", i); const char* scaleType = conf.GetString(key, ""); if (!strcasecmp(scaleType, "")) { sprintf(key, "::scale_type_x%u", i); const char* scaleTypeX = conf.GetString(key, ""); pass.scale_type_x = scale_string_to_enum(scaleTypeX); sprintf(key, "::scale_type_y%u", i); const char* scaleTypeY = conf.GetString(key, ""); 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; } sprintf(key, "::scale%u", i); const char* scaleFloat = conf.GetString(key, ""); if (!strcasecmp(scaleFloat, "")) { sprintf(key, "::scale_x%u", i); const char* scaleFloatX = conf.GetString(key, "1.0"); pass.scale_x = atof(scaleFloatX); sprintf(key, "::scale_y%u", i); const char* scaleFloatY = conf.GetString(key, "1.0"); pass.scale_y = atof(scaleFloatY); } else { pass.scale_x = pass.scale_y = atof(scaleFloat); } sprintf(key, "::shader%u", i); strcpy(pass.filename, conf.GetString(key, "")); sprintf(key, "::wrap_mode%u", i); pass.wrap_mode = wrap_mode_string_to_enum (conf.GetString (key ,"")); sprintf(key, "::frame_count_mod%u", i); pass.frame_count_mod = conf.GetInt(key, 0); if (gl_float_texture_available()) { sprintf(key, "::float_framebuffer%u", i); pass.fp = conf.GetBool(key); } else pass.fp = false; if (gl_srgb_available()) { sprintf(key, "::srgb_framebuffer%u", i); pass.srgb = conf.GetBool(key); } else pass.srgb = false; sprintf(key, "::alias%u", i); strcpy(pass.alias, conf.GetString(key, "")); this->pass.push_back(pass); } char* ids = conf.GetStringDup("::textures", ""); char* id = strtok(ids, ";"); while (id != NULL) { GLSLLut lut; sprintf(key, "::%s", id); strcpy(lut.id, id); strcpy(lut.filename, conf.GetString(key, "")); sprintf(key, "::%s_wrap_mode", id); lut.wrap_mode = wrap_mode_string_to_enum (conf.GetString (key, "")); sprintf(key, "::%s_mipmap", id); lut.mipmap = conf.GetBool (key); sprintf(key, "::%s_linear", id); lut.filter = (conf.GetBool(key, 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); id = strtok(NULL, ";"); } free(ids); return true; } void GLSLShader::strip_parameter_pragmas(std::vector &lines) { // #pragma parameter lines tend to have " characters in them, // which is not legal GLSL. auto it = lines.begin(); while (it != lines.end()) { if (it->find("#pragma parameter") != std::string::npos) { GLSLParam par; sscanf(it->c_str(), "#pragma parameter %s \"%[^\"]\" %f %f %f %f", par.id, par.name, &par.val, &par.min, &par.max, &par.step); if (par.step == 0.0f) par.step = 1.0f; unsigned int i = 0; for (; i < param.size(); i++) { if (!strcmp(param[i].id, par.id)) break; } if (i >= param.size()) param.push_back(par); it = lines.erase(it); } else ++it; } } GLuint GLSLShader::compile_shader(std::vector &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(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 lines; read_shader_file_with_includes(p->filename, lines); if (lines.empty()) { printf("Couldn't read shader file \"%s\"\n", temp); return false; } strip_parameter_pragmas(lines); #ifdef USE_SLANG if (using_slang) { slang_parse_pragmas(lines, i); 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++) { char key[266]; const char *value; snprintf (key, 266, "::%s", param[i].id); value = conf.GetString (key, NULL); if (value) { param[i].val = atof(value); 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 = pass[i].scale_x; break; case GLSL_SOURCE: pass[i].width = pass[i-1].width * pass[i].scale_x; break; case GLSL_VIEWPORT: pass[i].width = viewport_width * pass[i].scale_x; break; default: if (lastpass) pass[i].width = viewport_width; else pass[i].width = pass[i - 1].width * pass[i].scale_x; } switch (pass[i].scale_type_y) { case GLSL_ABSOLUTE: pass[i].height = pass[i].scale_y; break; case GLSL_SOURCE: pass[i].height = pass[i - 1].height * pass[i].scale_y; break; case GLSL_VIEWPORT: pass[i].height = viewport_height * pass[i].scale_y; break; default: pass[i].height = viewport_height; } 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; } 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); 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]; for (unsigned int i = 1; i < pass.size(); i++) { GLSLUniforms *u = &pass[i].unif; GLuint program = pass[i].program; glUseProgram (program); GLint mvp = glGetUniformLocation(program, "MVPMatrix"); if (mvp > -1) glUniformMatrix4fv(mvp, 1, GL_FALSE, mvp_ortho); u->Texture = glGetUniformLocation(program, "Texture"); u->InputSize = glGetUniformLocation(program, "InputSize"); u->OutputSize = glGetUniformLocation(program, "OutputSize"); u->TextureSize = glGetUniformLocation(program, "TextureSize"); u->TexCoord = glGetAttribLocation(program, "TexCoord"); u->LUTTexCoord = glGetAttribLocation(program, "LUTTexCoord"); u->VertexCoord = glGetAttribLocation(program, "VertexCoord"); u->FrameCount = glGetUniformLocation(program, "FrameCount"); u->FrameDirection = glGetUniformLocation(program, "FrameDirection"); u->OrigTexture = glGetUniformLocation(program, "OrigTexture"); u->OrigInputSize = glGetUniformLocation(program, "OrigInputSize"); u->OrigTextureSize = glGetUniformLocation(program, "OrigTextureSize"); u->OrigTexCoord = glGetAttribLocation(program, "OrigTexCoord"); u->Prev[0].Texture = glGetUniformLocation(program, "PrevTexture"); u->Prev[0].InputSize = glGetUniformLocation(program, "PrevInputSize"); u->Prev[0].TextureSize = glGetUniformLocation(program, "PrevTextureSize"); u->Prev[0].TexCoord = glGetAttribLocation(program, "PrevTexCoord"); if (u->Prev[0].Texture > -1) max_prev_frame = 1; for (unsigned int j = 1; j < 7; j++) { sprintf(varname, "Prev%dTexture", j); u->Prev[j].Texture = glGetUniformLocation(program, varname); sprintf(varname, "Prev%dInputSize", j); u->Prev[j].InputSize = glGetUniformLocation(program, varname); sprintf(varname, "Prev%dTextureSize", j); u->Prev[j].TextureSize = glGetUniformLocation(program, varname); sprintf(varname, "Prev%dTexCoord", j); u->Prev[j].TexCoord = glGetAttribLocation(program, varname); if (u->Prev[j].Texture > -1) max_prev_frame = j + 1; } for (unsigned int j = 0; j < pass.size(); j++) { sprintf(varname, "Pass%dTexture", j); u->Pass[j].Texture = glGetUniformLocation(program, varname); sprintf(varname, "Pass%dInputSize", j); u->Pass[j].InputSize = glGetUniformLocation(program, varname); sprintf(varname, "Pass%dTextureSize", j); u->Pass[j].TextureSize = glGetUniformLocation(program, varname); sprintf(varname, "Pass%dTexCoord", j); u->Pass[j].TexCoord = glGetAttribLocation(program, varname); if (u->Pass[j].Texture) u->max_pass = j; sprintf(varname, "PassPrev%dTexture", j); u->PassPrev[j].Texture = glGetUniformLocation(program, varname); sprintf(varname, "PassPrev%dInputSize", j); u->PassPrev[j].InputSize = glGetUniformLocation(program, varname); sprintf(varname, "PassPrev%dTextureSize", j); u->PassPrev[j].TextureSize = glGetUniformLocation(program, varname); sprintf(varname, "PassPrev%dTexCoord", j); u->PassPrev[j].TexCoord = glGetAttribLocation(program, varname); if (u->PassPrev[j].Texture > -1) u->max_prevpass = j; } for (unsigned int j = 0; j < lut.size(); j++) { u->Lut[j] = glGetUniformLocation(program, lut[j].id); } for (unsigned int j = 0; j < param.size(); j++) { param[j].unif[i] = glGetUniformLocation(program, param[j].id); } } glUseProgram(0); } void GLSLShader::set_shader_vars(unsigned int p, 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, (float)shaderFrameCnt); setUniform1i(u->FrameDirection, Settings.Rewinding ? -1.0f : 1.0f); setTexCoords(u->TexCoord); setTexCoords(u->LUTTexCoord); setTexCoordsNoOffset(u->VertexCoord); // Orig parameter float orig_videoSize[2] = { (float)pass[0].width, (float)pass[0].height }; setUniform2fv(u->OrigInputSize, orig_videoSize); setUniform2fv(u->OrigTextureSize, orig_videoSize); setTexture1i(u->OrigTexture, pass[0].texture); setTexCoords(u->OrigTexCoord); // Prev parameter if (max_prev_frame >= 1 && prev_frame[0].width > 0) { float prevSize[2] = { (float)prev_frame[0].width, (float)prev_frame[0].height }; setUniform2fv(u->Prev[0].InputSize, prevSize); setUniform2fv(u->Prev[0].TextureSize, prevSize); setTexture1i(u->Prev[0].Texture, prev_frame[0].texture); setTexCoords(u->Prev[0].TexCoord); } // Prev[1-6] parameters for (unsigned int i = 1; i < prev_frame.size(); i++) { if (prev_frame[i].width <= 0) break; float prevSize[2] = { (float)prev_frame[i].width, (float)prev_frame[i].height }; setUniform2fv(u->Prev[i].InputSize, prevSize); setUniform2fv(u->Prev[i].TextureSize, prevSize); setTexture1i(u->Prev[i].Texture, prev_frame[i].texture); setTexCoords(u->Prev[i].TexCoord); } // LUT parameters for (unsigned int i = 0; i < lut.size(); i++) { setTexture1i(u->Lut[i], lut[i].texture); } // PassX parameters, only for third pass and up if (p > 2) { for (unsigned int i = 1; i < p - 1; i++) { float passSize[2] = { (float)pass[i].width, (float)pass[i].height }; setUniform2fv(u->Pass[i].InputSize, passSize); setUniform2fv(u->Pass[i].TextureSize, passSize); setTexture1i(u->Pass[i].Texture, pass[i].texture); setTexCoords(u->Pass[i].TexCoord); } } // PassPrev parameter for (unsigned int i = 0; i < p; i++) { float passSize[2] = { (float)pass[i].width, (float)pass[i].height }; setUniform2fv(u->PassPrev[p - i].InputSize, passSize); setUniform2fv(u->PassPrev[p - i].TextureSize, passSize); setTexture1i(u->PassPrev[p - i].Texture, pass[i].texture); setTexCoords(u->PassPrev[p - i].TexCoord); } // User and Preset Parameters for (unsigned int i = 0; i < param.size(); i++) { setUniform1f(param[i].unif[p], param[i].val); } glActiveTexture(GL_TEXTURE0); glBindBuffer(GL_ARRAY_BUFFER, 0); } void GLSLShader::clear_shader_vars() { for (unsigned int i = 0; i < vaos.size(); i++) glDisableVertexAttribArray(vaos[i]); vaos.clear(); } #define outs(s, v) fprintf (file, "%s%d = \"%s\"\n", s, i, v) #define outf(s, v) fprintf (file, "%s%d = \"%f\"\n", s, i, v) #define outd(s, v) fprintf (file, "%s%d = \"%d\"\n", s, i, v) void GLSLShader::save(const char *filename) { FILE *file = fopen(filename, "wb"); if (!file) { printf("Couldn't save shader config to %s\n", filename); } fprintf(file, "shaders = \"%d\"\n", (unsigned int)pass.size() - 1); for (unsigned int pn = 1; pn < pass.size(); pn++) { GLSLPass *p = &pass[pn]; unsigned int i = pn - 1; outs("shader", p->filename); if (p->filter != GLSL_UNDEFINED) { outs("filter_linear", p->filter == GL_LINEAR ? "true" : "false"); } outs("wrap_mode", wrap_mode_enum_to_string(p->wrap_mode)); outs("alias", p->alias); outs("float_framebuffer", p->fp ? "true" : "false"); outs("srgb_framebuffer", p->srgb ? "true" : "false"); outs("scale_type_x", scale_enum_to_string(p->scale_type_x)); if (p->scale_type_x == GLSL_ABSOLUTE) outd("scale_x", (int)p->scale_x); else outf("scale_x", p->scale_x); outs("scale_type_y", scale_enum_to_string(p->scale_type_y)); if (p->scale_type_y == GLSL_ABSOLUTE) outd("scale_y", (int)p->scale_y); else outf("scale_y", p->scale_y); if (p->frame_count_mod) outd("frame_count_mod", p->frame_count_mod); } if (param.size() > 0) { fprintf(file, "parameters = \""); for (unsigned int i = 0; i < param.size(); i++) { fprintf(file, "%s%c", param[i].id, (i == param.size() - 1) ? '\"' : ';'); } fprintf(file, "\n"); } for (unsigned int i = 0; i < param.size(); i++) { fprintf(file, "%s = \"%f\"\n", param[i].id, param[i].val); } if (lut.size() > 0) { fprintf(file, "textures = \""); for (unsigned int i = 0; i < lut.size(); i++) { fprintf(file, "%s%c", lut[i].id, (i == lut.size() - 1) ? '\"' : ';'); } fprintf(file, "\n"); } for (unsigned int i = 0; i < lut.size(); i++) { fprintf(file, "%s = \"%s\"\n", lut[i].id, lut[i].filename); fprintf(file, "%s_linear = \"%s\"\n", lut[i].id, lut[i].filter == GL_LINEAR || lut[i].filter == GL_LINEAR_MIPMAP_LINEAR ? "true" : "false"); fprintf(file, "%s_wrap_mode = \"%s\"\n", lut[i].id, wrap_mode_enum_to_string(lut[i].wrap_mode)); fprintf(file, "%s_mipmap = \"%s\"\n", lut[i].id, lut[i].mipmap ? "true" : "false"); } fclose(file); } #undef outf #undef outs #undef outd void GLSLShader::destroy() { glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); glActiveTexture(GL_TEXTURE0); for (unsigned int i = 1; i < pass.size(); i++) { glDeleteProgram(pass[i].program); glDeleteTextures(1, &pass[i].texture); glDeleteFramebuffers(1, &pass[i].fbo); } for (unsigned int i = 0; i < lut.size(); i++) { glDeleteTextures(1, &lut[i].texture); } for (unsigned int i = 0; i < prev_frame.size(); i++) { glDeleteTextures(1, &prev_frame[i].texture); } param.clear(); pass.clear(); lut.clear(); prev_frame.clear(); conf.Clear(); }