/*  SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
 *  Copyright (C) 2010-2012 - Hans-Kristian Arntzen
 *
 *  Some code herein may be based on code found in BSNES.
 * 
 *  SSNES is free software: you can redistribute it and/or modify it under the terms
 *  of the GNU General Public License as published by the Free Software Found-
 *  ation, either version 3 of the License, or (at your option) any later version.
 *
 *  SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
 *  without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
 *  PURPOSE.  See the GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License along with SSNES.
 *  If not, see <http://www.gnu.org/licenses/>.
 */


#ifndef __SSNES_CG_H
#define __SSNES_CG_H

#include "../boolean.h"
#include "gl_common.h"
#include <stdint.h>

bool gl_cg_init(const char *path);
bool gl_cg_reinit(const char *path);

void gl_cg_deinit(void);

void gl_cg_set_proj_matrix(void);

void gl_cg_set_params(unsigned width, unsigned height, 
      unsigned tex_width, unsigned tex_height, 
      unsigned out_width, unsigned out_height,
      unsigned frame_count,
      const struct gl_tex_info *info,
      const struct gl_tex_info *prev_info,
      const struct gl_tex_info *fbo_info,
      unsigned fbo_info_cnt);

void gl_cg_use(unsigned index);

unsigned gl_cg_num(void);

bool gl_cg_filter_type(unsigned index, bool *smooth);
void gl_cg_shader_scale(unsigned index, struct gl_fbo_scale *scale);

// Used on PS3, but not really platform specific.

#define SSNES_CG_MAX_SHADERS 16
#define SSNES_CG_MENU_SHADER_INDEX (SSNES_CG_MAX_SHADERS - 1)
void gl_cg_set_menu_shader(const char *path);
void gl_cg_set_compiler_args(const char **argv);

bool gl_cg_load_shader(unsigned index, const char *path);

struct gl_cg_cgp_info
{
   const char *shader[2];
   bool filter_linear[2];
   bool render_to_texture;
   float fbo_scale;

   const char *lut_texture_path;
   const char *lut_texture_id;
   bool lut_texture_absolute;
};

bool gl_cg_save_cgp(const char *path, const struct gl_cg_cgp_info *info);
void gl_cg_invalidate_context(void); // Call when resetting GL context on PS3.

struct gl_cg_lut_info
{
   char id[64];
   GLuint tex;
};

unsigned gl_cg_get_lut_info(struct gl_cg_lut_info *info, unsigned elems);

#endif