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mirror of https://github.com/libretro/RetroArch synced 2025-03-27 23:37:39 +00:00

Experimental support for PassPrev/PASSPREV.

Allows to access passes in a "negative index"
way. Helps stitching together multipass shaders from
other multipass shaders.

Also adds new, cleaner symbols, IN.mvp_matrix, IN.tex_coord, etc.
This commit is contained in:
Themaister 2013-07-06 10:40:24 +02:00
parent f00394e0af
commit b292caf92b
2 changed files with 103 additions and 38 deletions

@ -37,27 +37,33 @@
// Used when we call deactivate() since just unbinding the program didn't seem to work... :(
static const char *stock_cg_program =
"struct input"
"{"
" float2 tex_coord;"
" float4 color;"
" float4 vertex_coord;"
" uniform float4x4 mvp_matrix;"
" uniform sampler2D texture;"
"};"
"struct vertex_data"
"{"
" float2 tex;"
" float4 color;"
"};"
"void main_vertex"
"("
" float4 position : POSITION,"
" float2 texCoord : TEXCOORD0,"
" float4 color : COLOR,"
""
" uniform float4x4 modelViewProj,"
""
" out float4 oPosition : POSITION,"
" out float2 otexCoord : TEXCOORD0,"
" out float4 oColor : COLOR"
" input IN,"
" out vertex_data vert"
")"
"{"
" oPosition = mul(modelViewProj, position);"
" otexCoord = texCoord;"
" oColor = color;"
" oPosition = mul(IN.mvp_matrix, IN.vertex_coord);"
" vert = vertex_data(IN.tex_coord, IN.color);"
"}"
""
"float4 main_fragment(in float4 color : COLOR, float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0) : COLOR"
"float4 main_fragment(input IN, vertex_data vert, uniform sampler2D s0 : TEXUNIT0) : COLOR"
"{"
" return color * tex2D(s0, tex);"
" return vert.color * tex2D(s0, vert.tex);"
"}";
#ifdef RARCH_CG_DEBUG
@ -678,6 +684,41 @@ static void set_program_base_attrib(unsigned i)
else if (strcmp(semantic, "TEXCOORD1") == 0)
prg[i].lut_tex = param;
}
if (!prg[i].tex)
prg[i].tex = cgGetNamedParameter(prg[i].vprg, "IN.tex_coord");
if (!prg[i].color)
prg[i].color = cgGetNamedParameter(prg[i].vprg, "IN.color");
if (!prg[i].vertex)
prg[i].vertex = cgGetNamedParameter(prg[i].vprg, "IN.vertex_coord");
if (!prg[i].lut_tex)
prg[i].lut_tex = cgGetNamedParameter(prg[i].vprg, "IN.lut_tex_coord");
}
static void set_pass_attrib(struct cg_program *prg, struct cg_fbo_params *fbo,
const char *attr)
{
char attr_buf[64];
snprintf(attr_buf, sizeof(attr_buf), "%s.texture", attr);
if (!fbo->tex)
fbo->tex = cgGetNamedParameter(prg->fprg, attr_buf);
snprintf(attr_buf, sizeof(attr_buf), "%s.video_size", attr);
if (!fbo->vid_size_v)
fbo->vid_size_v = cgGetNamedParameter(prg->vprg, attr_buf);
if (!fbo->vid_size_f)
fbo->vid_size_f = cgGetNamedParameter(prg->fprg, attr_buf);
snprintf(attr_buf, sizeof(attr_buf), "%s.texture_size", attr);
if (!fbo->tex_size_v)
fbo->tex_size_v = cgGetNamedParameter(prg->vprg, attr_buf);
if (!fbo->tex_size_f)
fbo->tex_size_f = cgGetNamedParameter(prg->fprg, attr_buf);
snprintf(attr_buf, sizeof(attr_buf), "%s.tex_coord", attr);
if (!fbo->coord)
fbo->coord = cgGetNamedParameter(prg->vprg, attr_buf);
}
static void set_program_attributes(unsigned i)
@ -697,7 +738,10 @@ static void set_program_attributes(unsigned i)
prg[i].out_size_v = cgGetNamedParameter(prg[i].vprg, "IN.output_size");
prg[i].frame_cnt_v = cgGetNamedParameter(prg[i].vprg, "IN.frame_count");
prg[i].frame_dir_v = cgGetNamedParameter(prg[i].vprg, "IN.frame_direction");
prg[i].mvp = cgGetNamedParameter(prg[i].vprg, "modelViewProj");
if (!prg[i].mvp)
prg[i].mvp = cgGetNamedParameter(prg[i].vprg, "IN.mvp_matrix");
prg[i].orig.tex = cgGetNamedParameter(prg[i].fprg, "ORIG.texture");
prg[i].orig.vid_size_v = cgGetNamedParameter(prg[i].vprg, "ORIG.video_size");
@ -706,6 +750,13 @@ static void set_program_attributes(unsigned i)
prg[i].orig.tex_size_f = cgGetNamedParameter(prg[i].fprg, "ORIG.texture_size");
prg[i].orig.coord = cgGetNamedParameter(prg[i].vprg, "ORIG.tex_coord");
if (i > 1)
{
char pass_str[64];
snprintf(pass_str, sizeof(pass_str), "PASSPREV%u", i);
set_pass_attrib(&prg[i], &prg[i].orig, pass_str);
}
for (unsigned j = 0; j < PREV_TEXTURES; j++)
{
char attr_buf_tex[64];
@ -740,21 +791,11 @@ static void set_program_attributes(unsigned i)
for (unsigned j = 0; j < i - 1; j++)
{
char attr_buf[64];
snprintf(attr_buf, sizeof(attr_buf), "PASS%u.texture", j + 1);
prg[i].fbo[j].tex = cgGetNamedParameter(prg[i].fprg, attr_buf);
snprintf(attr_buf, sizeof(attr_buf), "PASS%u.video_size", j + 1);
prg[i].fbo[j].vid_size_v = cgGetNamedParameter(prg[i].vprg, attr_buf);
prg[i].fbo[j].vid_size_f = cgGetNamedParameter(prg[i].fprg, attr_buf);
snprintf(attr_buf, sizeof(attr_buf), "PASS%u.texture_size", j + 1);
prg[i].fbo[j].tex_size_v = cgGetNamedParameter(prg[i].vprg, attr_buf);
prg[i].fbo[j].tex_size_f = cgGetNamedParameter(prg[i].fprg, attr_buf);
snprintf(attr_buf, sizeof(attr_buf), "PASS%u.tex_coord", j + 1);
prg[i].fbo[j].coord = cgGetNamedParameter(prg[i].vprg, attr_buf);
char pass_str[64];
snprintf(pass_str, sizeof(pass_str), "PASS%u", j + 1);
set_pass_attrib(&prg[i], &prg[i].fbo[j], pass_str);
snprintf(pass_str, sizeof(pass_str), "PASSPREV%u", i - j);
set_pass_attrib(&prg[i], &prg[i].fbo[j], pass_str);
}
}
@ -805,7 +846,7 @@ static bool gl_cg_init(const char *path)
goto error;
}
prg[0].mvp = cgGetNamedParameter(prg[0].vprg, "modelViewProj");
prg[0].mvp = cgGetNamedParameter(prg[0].vprg, "IN.mvp_matrix");
for (unsigned i = 1; i <= cg_shader->passes; i++)
set_program_attributes(i);

@ -548,6 +548,14 @@ static void gl_glsl_set_attribs(GLuint vbo, GLfloat *buffer, size_t *buffer_elem
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
static void clear_uniforms_frame(struct shader_uniforms_frame *frame)
{
frame->texture = -1;
frame->texture_size = -1;
frame->input_size = -1;
frame->tex_coord = -1;
}
static void find_uniforms_frame(GLuint prog, struct shader_uniforms_frame *frame, const char *base)
{
char texture[64];
@ -560,13 +568,17 @@ static void find_uniforms_frame(GLuint prog, struct shader_uniforms_frame *frame
snprintf(input_size, sizeof(input_size), "%s%s", base, "InputSize");
snprintf(tex_coord, sizeof(tex_coord), "%s%s", base, "TexCoord");
frame->texture = get_uniform(prog, texture);
frame->texture_size = get_uniform(prog, texture_size);
frame->input_size = get_uniform(prog, input_size);
frame->tex_coord = get_attrib(prog, tex_coord);
if (frame->texture < 0)
frame->texture = get_uniform(prog, texture);
if (frame->texture_size < 0)
frame->texture_size = get_uniform(prog, texture_size);
if (frame->input_size < 0)
frame->input_size = get_uniform(prog, input_size);
if (frame->tex_coord < 0)
frame->tex_coord = get_attrib(prog, tex_coord);
}
static void find_uniforms(GLuint prog, struct shader_uniforms *uni)
static void find_uniforms(unsigned pass, GLuint prog, struct shader_uniforms *uni)
{
glUseProgram(prog);
@ -586,19 +598,31 @@ static void find_uniforms(GLuint prog, struct shader_uniforms *uni)
for (unsigned i = 0; i < glsl_shader->luts; i++)
uni->lut_texture[i] = glGetUniformLocation(prog, glsl_shader->lut[i].id);
find_uniforms_frame(prog, &uni->orig, "Orig");
char frame_base[64];
clear_uniforms_frame(&uni->orig);
find_uniforms_frame(prog, &uni->orig, "Orig");
if (pass > 1)
{
snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass);
find_uniforms_frame(prog, &uni->orig, frame_base);
}
for (unsigned i = 0; i < GFX_MAX_SHADERS; i++)
{
snprintf(frame_base, sizeof(frame_base), "Pass%u", i + 1);
find_uniforms_frame(prog, &uni->pass[i], frame_base);
if (i && pass > i + 1)
{
snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass - i);
find_uniforms_frame(prog, &uni->pass[i], frame_base);
}
}
find_uniforms_frame(prog, &uni->prev[0], "Prev");
for (unsigned i = 1; i < PREV_TEXTURES; i++)
{
snprintf(frame_base, sizeof(frame_base), "Prev%u", i);
clear_uniforms_frame(&uni->prev[i]);
find_uniforms_frame(prog, &uni->prev[i], frame_base);
}
@ -774,7 +798,7 @@ static bool gl_glsl_init(const char *path)
}
for (unsigned i = 0; i <= glsl_shader->passes; i++)
find_uniforms(gl_program[i], &gl_uniforms[i]);
find_uniforms(i, gl_program[i], &gl_uniforms[i]);
#ifdef GLSL_DEBUG
if (!gl_check_error())
@ -813,7 +837,7 @@ static bool gl_glsl_init(const char *path)
glsl_core ? stock_fragment_modern_blend : stock_fragment_modern_blend, GL_SHADER_STOCK_BLEND);
#endif
find_uniforms(gl_program[GL_SHADER_STOCK_BLEND], &gl_uniforms[GL_SHADER_STOCK_BLEND]);
find_uniforms(0, gl_program[GL_SHADER_STOCK_BLEND], &gl_uniforms[GL_SHADER_STOCK_BLEND]);
}
else
{