mirror of
https://github.com/libretro/RetroArch.git
synced 2024-12-03 13:51:02 +00:00
bb58b0d6e3
and into glslang_util.h
155 lines
4.1 KiB
C
155 lines
4.1 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2019 - Hans-Kristian Arntzen
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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 SHADER_GL_CORE_H
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#define SHADER_GL_CORE_H
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#include <stdint.h>
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#include <stddef.h>
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#include <boolean.h>
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#include <retro_common_api.h>
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#include <glsym/glsym.h>
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#include "glslang_util.h"
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RETRO_BEGIN_DECLS
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typedef struct gl_core_filter_chain gl_core_filter_chain_t;
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struct gl_core_filter_chain_texture
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{
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GLuint image;
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unsigned width;
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unsigned height;
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unsigned padded_width;
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unsigned padded_height;
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GLenum format;
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};
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struct gl_core_viewport
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{
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GLint x;
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GLint y;
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GLsizei width;
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GLsizei height;
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};
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struct gl_core_filter_chain_pass_info
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{
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/* For the last pass, make sure VIEWPORT scale
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* with scale factors of 1 are used. */
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enum glslang_filter_chain_scale scale_type_x;
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enum glslang_filter_chain_scale scale_type_y;
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float scale_x;
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float scale_y;
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/* Ignored for the last pass, swapchain info
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* will be used instead. */
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GLenum rt_format;
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/* The filter to use for source in this pass. */
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enum glslang_filter_chain_filter source_filter;
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enum glslang_filter_chain_filter mip_filter;
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enum glslang_filter_chain_address address;
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/* Maximum number of mip-levels to use. */
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unsigned max_levels;
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};
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struct gl_core_buffer_locations
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{
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GLint flat_ubo_vertex;
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GLint flat_ubo_fragment;
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GLint flat_push_vertex;
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GLint flat_push_fragment;
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GLuint buffer_index_ubo_vertex;
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GLuint buffer_index_ubo_fragment;
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};
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gl_core_filter_chain_t *gl_core_filter_chain_new(void);
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void gl_core_filter_chain_free(
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gl_core_filter_chain_t *chain);
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void gl_core_filter_chain_set_shader(
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gl_core_filter_chain_t *chain,
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unsigned pass,
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GLenum shader_type,
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const uint32_t *spirv,
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size_t spirv_words);
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void gl_core_filter_chain_set_pass_info(
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gl_core_filter_chain_t *chain,
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unsigned pass,
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const struct gl_core_filter_chain_pass_info *info);
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bool gl_core_filter_chain_init(gl_core_filter_chain_t *chain);
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void gl_core_filter_chain_set_input_texture(
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gl_core_filter_chain_t *chain,
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const struct gl_core_filter_chain_texture *texture);
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void gl_core_filter_chain_set_frame_count(
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gl_core_filter_chain_t *chain,
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uint64_t count);
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void gl_core_filter_chain_set_frame_count_period(
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gl_core_filter_chain_t *chain,
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unsigned pass,
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unsigned period);
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void gl_core_filter_chain_set_frame_direction(
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gl_core_filter_chain_t *chain,
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int32_t direction);
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void gl_core_filter_chain_set_pass_name(
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gl_core_filter_chain_t *chain,
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unsigned pass,
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const char *name);
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void gl_core_filter_chain_build_offscreen_passes(
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gl_core_filter_chain_t *chain,
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const struct gl_core_viewport *vp);
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void gl_core_filter_chain_build_viewport_pass(
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gl_core_filter_chain_t *chain,
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const struct gl_core_viewport *vp,
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const float *mvp);
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gl_core_filter_chain_t *gl_core_filter_chain_create_default(
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enum glslang_filter_chain_filter filter);
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gl_core_filter_chain_t *gl_core_filter_chain_create_from_preset(
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const char *path,
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enum glslang_filter_chain_filter filter);
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struct video_shader *gl_core_filter_chain_get_preset(
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gl_core_filter_chain_t *chain);
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void gl_core_filter_chain_end_frame(gl_core_filter_chain_t *chain);
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GLuint gl_core_cross_compile_program(
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const uint32_t *vertex,
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size_t vertex_size,
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const uint32_t *fragment,
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size_t fragment_size,
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struct gl_core_buffer_locations *loc,
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bool flatten);
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RETRO_END_DECLS
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#endif
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