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https://github.com/libretro/snes9x.git
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5f56cadafb
This points to the full license in the root directory.
87 lines
2.2 KiB
C++
87 lines
2.2 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 CGGLCG_H
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#define CGGLCG_H
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#include <windows.h>
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#include "gl_core_3_1.h"
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#include "cgFunctions.h"
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#include "CCGShader.h"
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#include <vector>
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#include <deque>
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#include "image_functions.h"
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typedef struct _xySize {
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double x;
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double y;
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} xySize;
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class CGLCG
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{
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private:
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typedef struct _shaderPass {
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cgScaleParams scaleParams;
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bool linearFilter;
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unsigned frameCounterMod;
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bool floatFbo;
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CGprogram cgVertexProgram, cgFragmentProgram;
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GLuint tex;
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GLuint fbo;
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xySize outputSize;
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xySize textureSize;
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GLfloat texcoords[8];
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_shaderPass() {cgVertexProgram=NULL;
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cgFragmentProgram=NULL;
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fbo=NULL;
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tex=NULL;}
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} shaderPass;
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typedef struct _prevPass {
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GLuint tex;
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xySize videoSize;
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xySize textureSize;
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GLfloat texCoords[8];
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_prevPass() {tex=0;}
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} prevPass;
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typedef struct _lookupTexture {
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char id[PATH_MAX];
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GLuint tex;
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_lookupTexture() {tex=NULL;}
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} lookupTexture;
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typedef std::vector<shaderPass> glPassVector;
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typedef std::vector<lookupTexture> glLutVector;
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typedef std::deque<prevPass> glPrevDeque;
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typedef std::vector<CGparameter> glAttribParams;
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glPassVector shaderPasses;
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glLutVector lookupTextures;
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glPrevDeque prevPasses;
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glAttribParams cgAttribParams;
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bool fboFunctionsLoaded;
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bool shaderLoaded;
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bool LoadFBOFunctions();
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void checkForCgError(const char *situation);
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void setTexCoords(int pass,xySize inputSize,xySize textureSize,bool topdown=false);
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void setShaderVars(int pass);
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void resetAttribParams();
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CGcontext cgContext;
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unsigned int frameCnt;
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static const GLfloat lut_coords[8];
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public:
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CGLCG(CGcontext cgContext);
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~CGLCG(void);
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bool LoadShader(const TCHAR *shaderFile);
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void Render(GLuint &origTex, xySize textureSize, xySize inputSize, xySize viewportSize, xySize windowSize);
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void ClearPasses();
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};
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#endif
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