mirror of
https://github.com/libretro/RetroArch.git
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7b711214a7
Adds support for sub-frame shaders to vulkan/glcore/dx10-11-12. Builds on the concept already present for frame duplication in use for BFI, to present multiple 'sub' frames per real frame to the shaders, so they can run at a higher framerate than the content framerate. Must be enabled via subframe shaders setting under synchronization settings to be active. Will allow BFI to be implemented inside of the shaders, among any other use for the higher framerate shader authors can devise. CurrentSubFrame and TotalSubFrames have been available inside the shaders to track what they want to do on an given subframe. TotalSubFrames will always be 1 when the setting is disabled (and when in menu/ff/pause). Framecount will not increment on sub-frames, as it does not for injected bfi frames now. Should not interfere with any existing shaders that do not check for subframes.
385 lines
8.3 KiB
C
385 lines
8.3 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2017 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __VIDEO_DEFINES__H
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#define __VIDEO_DEFINES__H
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#include <retro_common_api.h>
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RETRO_BEGIN_DECLS
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enum
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{
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TEXTURES = 8,
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TEXTURESMASK = TEXTURES - 1
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};
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enum texture_filter_type
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{
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TEXTURE_FILTER_LINEAR = 0,
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TEXTURE_FILTER_NEAREST,
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TEXTURE_FILTER_MIPMAP_LINEAR,
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TEXTURE_FILTER_MIPMAP_NEAREST
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};
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enum aspect_ratio
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{
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ASPECT_RATIO_4_3 = 0,
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ASPECT_RATIO_16_9,
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ASPECT_RATIO_16_10,
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ASPECT_RATIO_16_15,
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ASPECT_RATIO_21_9,
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ASPECT_RATIO_1_1,
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ASPECT_RATIO_2_1,
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ASPECT_RATIO_3_2,
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ASPECT_RATIO_3_4,
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ASPECT_RATIO_4_1,
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ASPECT_RATIO_4_4,
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ASPECT_RATIO_5_4,
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ASPECT_RATIO_6_5,
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ASPECT_RATIO_7_9,
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ASPECT_RATIO_8_3,
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ASPECT_RATIO_8_7,
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ASPECT_RATIO_19_12,
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ASPECT_RATIO_19_14,
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ASPECT_RATIO_30_17,
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ASPECT_RATIO_32_9,
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ASPECT_RATIO_CONFIG,
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ASPECT_RATIO_SQUARE,
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ASPECT_RATIO_CORE,
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ASPECT_RATIO_CUSTOM,
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ASPECT_RATIO_FULL,
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ASPECT_RATIO_END
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};
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enum rotation
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{
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ORIENTATION_NORMAL = 0,
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ORIENTATION_VERTICAL,
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ORIENTATION_FLIPPED,
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ORIENTATION_FLIPPED_ROTATED,
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ORIENTATION_END
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};
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enum video_rotation_type
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{
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VIDEO_ROTATION_NORMAL = 0,
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VIDEO_ROTATION_90_DEG,
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VIDEO_ROTATION_180_DEG,
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VIDEO_ROTATION_270_DEG
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};
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enum autoswitch_refresh_rate
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{
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AUTOSWITCH_REFRESH_RATE_EXCLUSIVE_FULLSCREEN = 0,
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AUTOSWITCH_REFRESH_RATE_WINDOWED_FULLSCREEN,
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AUTOSWITCH_REFRESH_RATE_ALL_FULLSCREEN,
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AUTOSWITCH_REFRESH_RATE_OFF,
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AUTOSWITCH_REFRESH_RATE_LAST
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};
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enum rarch_display_type
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{
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/* Non-bindable types like consoles, KMS, VideoCore, etc. */
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RARCH_DISPLAY_NONE = 0,
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/* video_display => Display*, video_window => Window */
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RARCH_DISPLAY_X11,
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/* video_display => N/A, video_window => HWND */
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RARCH_DISPLAY_WIN32,
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RARCH_DISPLAY_WAYLAND,
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RARCH_DISPLAY_OSX,
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RARCH_DISPLAY_KMS
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};
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enum font_driver_render_api
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{
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FONT_DRIVER_RENDER_DONT_CARE,
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FONT_DRIVER_RENDER_OPENGL_API,
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FONT_DRIVER_RENDER_OPENGL_CORE_API,
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FONT_DRIVER_RENDER_OPENGL1_API,
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FONT_DRIVER_RENDER_D3D8_API,
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FONT_DRIVER_RENDER_D3D9_API,
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FONT_DRIVER_RENDER_D3D10_API,
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FONT_DRIVER_RENDER_D3D11_API,
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FONT_DRIVER_RENDER_D3D12_API,
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FONT_DRIVER_RENDER_PS2,
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FONT_DRIVER_RENDER_VITA2D,
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FONT_DRIVER_RENDER_CTR,
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FONT_DRIVER_RENDER_WIIU,
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FONT_DRIVER_RENDER_VULKAN_API,
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FONT_DRIVER_RENDER_METAL_API,
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FONT_DRIVER_RENDER_CACA,
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FONT_DRIVER_RENDER_SIXEL,
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FONT_DRIVER_RENDER_NETWORK_VIDEO,
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FONT_DRIVER_RENDER_GDI,
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FONT_DRIVER_RENDER_VGA,
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FONT_DRIVER_RENDER_SWITCH,
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FONT_DRIVER_RENDER_RSX
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};
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enum text_alignment
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{
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TEXT_ALIGN_LEFT = 0,
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TEXT_ALIGN_RIGHT,
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TEXT_ALIGN_CENTER
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};
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#ifndef COLOR_ABGR
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#define COLOR_ABGR(r, g, b, a) (((unsigned)(a) << 24) | ((b) << 16) | ((g) << 8) | ((r) << 0))
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#endif
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#define LAST_ASPECT_RATIO ASPECT_RATIO_FULL
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/* ABGR color format defines */
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#define WHITE 0xffffffffu
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#define RED 0xff0000ffu
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#define GREEN 0xff00ff00u
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#define BLUE 0xffff0000u
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#define YELLOW 0xff00ffffu
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#define PURPLE 0xffff00ffu
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#define CYAN 0xffffff00u
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#define ORANGE 0xff0063ffu
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#define SILVER 0xff8c848cu
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#define LIGHTBLUE 0xFFFFE0E0U
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#define LIGHTORANGE 0xFFE0EEFFu
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#define FONT_COLOR_RGBA(r, g, b, a) (((unsigned)(r) << 24) | ((g) << 16) | ((b) << 8) | ((a) << 0))
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#define FONT_COLOR_GET_RED(col) (((col) >> 24) & 0xff)
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#define FONT_COLOR_GET_GREEN(col) (((col) >> 16) & 0xff)
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#define FONT_COLOR_GET_BLUE(col) (((col) >> 8) & 0xff)
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#define FONT_COLOR_GET_ALPHA(col) (((col) >> 0) & 0xff)
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#define FONT_COLOR_ARGB_TO_RGBA(col) ( (((col) >> 24) & 0xff) | (((unsigned)(col) << 8) & 0xffffff00) )
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typedef struct video_viewport
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{
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int x;
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int y;
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unsigned width;
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unsigned height;
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unsigned full_width;
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unsigned full_height;
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} video_viewport_t;
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typedef struct gfx_ctx_flags
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{
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uint32_t flags;
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} gfx_ctx_flags_t;
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struct Size2D
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{
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unsigned width, height;
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};
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enum gfx_ctx_api
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{
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GFX_CTX_NONE = 0,
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GFX_CTX_OPENGL_API,
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GFX_CTX_OPENGL_ES_API,
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GFX_CTX_DIRECT3D8_API,
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GFX_CTX_DIRECT3D9_API,
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GFX_CTX_DIRECT3D10_API,
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GFX_CTX_DIRECT3D11_API,
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GFX_CTX_DIRECT3D12_API,
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GFX_CTX_OPENVG_API,
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GFX_CTX_VULKAN_API,
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GFX_CTX_METAL_API,
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GFX_CTX_RSX_API
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};
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enum display_metric_types
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{
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DISPLAY_METRIC_NONE = 0,
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DISPLAY_METRIC_MM_WIDTH,
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DISPLAY_METRIC_MM_HEIGHT,
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DISPLAY_METRIC_DPI,
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DISPLAY_METRIC_PIXEL_WIDTH,
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DISPLAY_METRIC_PIXEL_HEIGHT
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};
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enum display_flags
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{
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GFX_CTX_FLAGS_NONE = 0,
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GFX_CTX_FLAGS_GL_CORE_CONTEXT,
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GFX_CTX_FLAGS_MULTISAMPLING,
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GFX_CTX_FLAGS_CUSTOMIZABLE_SWAPCHAIN_IMAGES,
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GFX_CTX_FLAGS_CUSTOMIZABLE_FRAME_LATENCY,
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GFX_CTX_FLAGS_HARD_SYNC,
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GFX_CTX_FLAGS_BLACK_FRAME_INSERTION,
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GFX_CTX_FLAGS_MENU_FRAME_FILTERING,
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GFX_CTX_FLAGS_ADAPTIVE_VSYNC,
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GFX_CTX_FLAGS_SHADERS_GLSL,
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GFX_CTX_FLAGS_SHADERS_CG,
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GFX_CTX_FLAGS_SHADERS_HLSL,
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GFX_CTX_FLAGS_SHADERS_SLANG,
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GFX_CTX_FLAGS_SCREENSHOTS_SUPPORTED,
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GFX_CTX_FLAGS_OVERLAY_BEHIND_MENU_SUPPORTED,
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GFX_CTX_FLAGS_CRT_SWITCHRES,
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GFX_CTX_FLAGS_SUBFRAME_SHADERS
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};
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enum shader_uniform_type
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{
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UNIFORM_1F = 0,
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UNIFORM_2F,
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UNIFORM_3F,
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UNIFORM_4F,
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UNIFORM_1FV,
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UNIFORM_2FV,
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UNIFORM_3FV,
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UNIFORM_4FV,
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UNIFORM_1I
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};
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enum shader_program_type
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{
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SHADER_PROGRAM_VERTEX = 0,
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SHADER_PROGRAM_FRAGMENT,
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SHADER_PROGRAM_COMBINED
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};
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/* All coordinates and offsets are top-left oriented.
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*
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* This is a texture-atlas approach which allows text to
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* be drawn in a single draw call.
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*
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* It is up to the code using this interface to actually
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* generate proper vertex buffers and upload the atlas texture to GPU. */
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struct font_glyph
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{
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unsigned width;
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unsigned height;
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/* Texel coordinate offset for top-left pixel of this glyph. */
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unsigned atlas_offset_x;
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unsigned atlas_offset_y;
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/* When drawing this glyph, apply an offset to
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* current X/Y draw coordinate. */
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int draw_offset_x;
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int draw_offset_y;
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/* Advance X/Y draw coordinates after drawing this glyph. */
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int advance_x;
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int advance_y;
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};
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struct font_atlas
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{
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uint8_t *buffer; /* Alpha channel. */
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unsigned width;
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unsigned height;
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bool dirty;
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};
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struct font_params
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{
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/* Drop shadow offset.
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* If both are 0, no drop shadow will be rendered. */
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int drop_x, drop_y;
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/* ABGR. Use the macros. */
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uint32_t color;
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float x;
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float y;
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float scale;
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/* Drop shadow color multiplier. */
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float drop_mod;
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/* Drop shadow alpha */
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float drop_alpha;
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enum text_alignment text_align;
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bool full_screen;
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};
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struct font_line_metrics
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{
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float height;
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float ascender;
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float descender;
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};
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struct video_fbo_rect
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{
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unsigned img_width;
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unsigned img_height;
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unsigned max_img_width;
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unsigned max_img_height;
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unsigned width;
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unsigned height;
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};
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struct video_ortho
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{
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float left;
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float right;
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float bottom;
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float top;
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float znear;
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float zfar;
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};
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struct video_tex_info
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{
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unsigned int tex;
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float input_size[2];
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float tex_size[2];
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float coord[8];
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};
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typedef struct video_coords
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{
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const float *vertex;
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const float *color;
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const float *tex_coord;
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const float *lut_tex_coord;
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const unsigned *index;
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unsigned vertices;
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unsigned indexes;
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} video_coords_t;
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typedef struct video_mut_coords
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{
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float *vertex;
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float *color;
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float *tex_coord;
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float *lut_tex_coord;
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unsigned *index;
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unsigned vertices;
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unsigned indexes;
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} video_mut_coords_t;
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typedef struct video_coord_array
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{
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video_mut_coords_t coords; /* ptr alignment */
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unsigned allocated;
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} video_coord_array_t;
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typedef struct video_font_raster_block
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{
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video_coord_array_t carr; /* ptr alignment */
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bool fullscreen;
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} video_font_raster_block_t;
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RETRO_END_DECLS
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#endif
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