(PS3) Streamline ps3_video_psgl.c with gl.c

This commit is contained in:
Twinaphex 2012-05-26 16:09:43 +02:00
parent 7ec17f1437
commit 7ddad8ade9

View File

@ -202,6 +202,51 @@ static bool gl_shader_init(void)
return true;
}
static void gl_shader_use(unsigned index)
{
#ifdef HAVE_CG
gl_cg_use(index);
#endif
#ifdef HAVE_XML
gl_glsl_use(index);
#endif
}
static void gl_shader_deinit(void)
{
#ifdef HAVE_CG
gl_cg_deinit();
#endif
#ifdef HAVE_XML
gl_glsl_deinit();
#endif
}
static void gl_shader_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)
{
#ifdef HAVE_CG
gl_cg_set_params(width, height,
tex_width, tex_height,
out_width, out_height,
frame_count, info, prev_info, fbo_info, fbo_info_cnt);
#endif
#ifdef HAVE_XML
gl_glsl_set_params(width, height,
tex_width, tex_height,
out_width, out_height,
frame_count, info, prev_info, fbo_info, fbo_info_cnt);
#endif
}
static unsigned gl_shader_num(void)
{
#ifdef HAVE_CG
@ -568,11 +613,13 @@ static void set_lut_texture_coords(const GLfloat *coords)
pglClientActiveTexture(GL_TEXTURE0);
}
#define set_texture_coords(coords, xamt, yamt) \
coords[1] = yamt; \
coords[4] = xamt; \
coords[6] = xamt; \
static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yamt)
{
coords[1] = yamt;
coords[4] = xamt;
coords[6] = xamt;
coords[7] = yamt;
}
void gl_frame_menu (void)
{
@ -583,9 +630,9 @@ void gl_frame_menu (void)
if(!gl)
return;
gl_cg_use(RARCH_CG_MENU_SHADER_INDEX);
gl_shader_use(RARCH_CG_MENU_SHADER_INDEX);
gl_cg_set_params(gl->win_width, gl->win_height, gl->win_width,
gl_shader_set_params(gl->win_width, gl->win_height, gl->win_width,
gl->win_height, gl->win_width, gl->win_height, g_frame_count,
NULL, NULL, NULL, 0);
@ -643,7 +690,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
{
gl_t *gl = data;
gl_cg_use(1);
gl_shader_use(1);
g_frame_count++;
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
@ -700,7 +747,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords));
glClear(GL_COLOR_BUFFER_BIT);
gl_cg_set_params(width, height,
gl_shader_set_params(width, height,
gl->tex_w, gl->tex_h,
gl->vp_width, gl->vp_height,
g_frame_count, &tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
@ -739,14 +786,14 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
gl_cg_use(i + 1);
gl_shader_use(i + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
glClear(GL_COLOR_BUFFER_BIT);
// Render to FBO with certain size.
set_viewport_force_full(gl, rect->img_width, rect->img_height);
gl_cg_set_params(prev_rect->img_width, prev_rect->img_height,
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, g_frame_count,
&tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
@ -765,13 +812,13 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
// Render our FBO texture to back buffer.
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_cg_use(gl->fbo_pass + 1);
gl_shader_use(gl->fbo_pass + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
glClear(GL_COLOR_BUFFER_BIT);
set_viewport(gl, gl->win_width, gl->win_height);
gl_cg_set_params(prev_rect->img_width, prev_rect->img_height,
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, g_frame_count,
&tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
@ -816,7 +863,7 @@ static void gl_free(void *data)
gl_t *gl = data;
gl_cg_deinit();
gl_shader_deinit();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
@ -956,9 +1003,9 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
gl->keep_aspect = video->force_aspect;
// Apparently need to set viewport for passes when we aren't using FBOs.
gl_cg_use(0);
gl_shader_use(0);
set_viewport(gl, gl->win_width, gl->win_height);
gl_cg_use(1);
gl_shader_use(1);
set_viewport(gl, gl->win_width, gl->win_height);
bool force_smooth = false;