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(PS3) Made local PS3 copy of shader_cg.c
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@ -56,7 +56,7 @@ PPU_SRCS = fifo_buffer.c \
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movie.c \
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netplay.c \
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ps3/ps3_video_psgl.c \
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gfx/shader_cg.c \
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ps3/shader_cg.c \
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gfx/snes_state.c \
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patch.c \
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audio/hermite.c \
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1219
ps3/shader_cg.c
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1219
ps3/shader_cg.c
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81
ps3/shader_cg.h
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81
ps3/shader_cg.h
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/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
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*
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* Some code herein may be based on code found in BSNES.
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*
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* SSNES 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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* SSNES 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 SSNES.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __SSNES_CG_H
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#define __SSNES_CG_H
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#include "../boolean.h"
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#include "../gfx/gl_common.h"
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#include <stdint.h>
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bool gl_cg_init(const char *path);
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bool gl_cg_reinit(const char *path);
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void gl_cg_deinit(void);
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void gl_cg_set_proj_matrix(void);
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void gl_cg_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count,
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const struct gl_tex_info *info,
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const struct gl_tex_info *prev_info,
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const struct gl_tex_info *fbo_info,
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unsigned fbo_info_cnt);
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void gl_cg_use(unsigned index);
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unsigned gl_cg_num(void);
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bool gl_cg_filter_type(unsigned index, bool *smooth);
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void gl_cg_shader_scale(unsigned index, struct gl_fbo_scale *scale);
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// Used on PS3, but not really platform specific.
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#define SSNES_CG_MAX_SHADERS 16
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#define SSNES_CG_MENU_SHADER_INDEX (SSNES_CG_MAX_SHADERS - 1)
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void gl_cg_set_menu_shader(const char *path);
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void gl_cg_set_compiler_args(const char **argv);
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bool gl_cg_load_shader(unsigned index, const char *path);
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struct gl_cg_cgp_info
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{
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const char *shader[2];
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bool filter_linear[2];
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bool render_to_texture;
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float fbo_scale;
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const char *lut_texture_path;
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const char *lut_texture_id;
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bool lut_texture_absolute;
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};
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bool gl_cg_save_cgp(const char *path, const struct gl_cg_cgp_info *info);
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void gl_cg_invalidate_context(void); // Call when resetting GL context on PS3.
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struct gl_cg_lut_info
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{
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char id[64];
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GLuint tex;
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};
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unsigned gl_cg_get_lut_info(struct gl_cg_lut_info *info, unsigned elems);
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#endif
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