Antonio Orefice 2a56a827e8
Add Frametime Uniforms (#17155)
* Initial implementation of CoreAspect uniform

* float -> float_t

* Possibly fix wii_u building

* vulkan: use float instead of float_t;

* slangp: Advertise support of CoreAspect uniform
by defining _RARCH_HAS_COREASPECT_UNIFORM early in the shader source, just after "#extension GL_GOOGLE_cpp_style_line_directive : require"

* CoreAspect + glsl fix: use glUniform1f()

* Add CoreAspectRot uniform.
It reports CoreAspect value or 1/CoreAspect when the content is rotated by 90 or 270 deg.

* Fixed stupid typo

* Just use _HAS_COREASPECT_UNIFORMS to check for CoreAspect uniforms support (was _RARCH_HAS_COREASPECT_UNIFORMS)

* Rename CoreAspect, CoreAspectRot, _HAS_COREASPECT_UNIFORMS to OriginalAspect, OriginlAspectRot, _HAS_ORIGINALASPECT_UNIFORMS

* GLCore: void Pass::build_semantic_float needs glUniform1f.
...how on earth did it worked for UBO !?

* d3d10,11,12, wrong function called by overlook.

* Add test shader, will remove that before PR

* Fix metal rotated aspect reporting

* remove test shader

* Fix C89 Build

* Use OriginalAspectRotated instead of OriginalAspectRot

* Add CoreFPS and FrameTimeDelta Uniforms.
_HAS_ORIGINALASPECT_UNIFORMS is (#)defined and can be used to query for them.

* add test shader

* remote test shader

* Wrong paste.

* gx2: use float

* wrong indentation

* resolved merge conflict

* fix indentation

* Fix comment/Formatting

* Change uniform name from CoreFPS to OriginalFPS

* underliyng references: core_fps -> original_fps
2024-11-12 19:50:59 -08:00

189 lines
4.9 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2019 - Hans-Kristian Arntzen
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SHADER_GL_CORE_H
#define SHADER_GL_CORE_H
#include <stdint.h>
#include <stddef.h>
#include <boolean.h>
#include <retro_common_api.h>
#include <glsym/glsym.h>
#include "glslang_util.h"
#define GL3_ROLLING_SCANLINE_SIMULATION
RETRO_BEGIN_DECLS
typedef struct gl3_filter_chain gl3_filter_chain_t;
struct gl3_filter_chain_texture
{
GLuint image;
unsigned width;
unsigned height;
unsigned padded_width;
unsigned padded_height;
GLenum format;
};
struct gl3_viewport
{
GLint x;
GLint y;
GLsizei width;
GLsizei height;
};
struct gl3_filter_chain_pass_info
{
/* Maximum number of mip-levels to use. */
unsigned max_levels;
float scale_x;
float scale_y;
/* Ignored for the last pass, swapchain info
* will be used instead. */
GLenum rt_format;
/* For the last pass, make sure VIEWPORT scale
* with scale factors of 1 are used. */
enum glslang_filter_chain_scale scale_type_x;
enum glslang_filter_chain_scale scale_type_y;
/* The filter to use for source in this pass. */
enum glslang_filter_chain_filter source_filter;
enum glslang_filter_chain_filter mip_filter;
enum glslang_filter_chain_address address;
};
struct gl3_buffer_locations
{
GLint flat_ubo_vertex;
GLint flat_ubo_fragment;
GLint flat_push_vertex;
GLint flat_push_fragment;
GLuint buffer_index_ubo_vertex;
GLuint buffer_index_ubo_fragment;
};
gl3_filter_chain_t *gl3_filter_chain_new(void);
void gl3_filter_chain_free(
gl3_filter_chain_t *chain);
void gl3_filter_chain_set_shader(
gl3_filter_chain_t *chain,
unsigned pass,
GLenum shader_type,
const uint32_t *spirv,
size_t spirv_words);
void gl3_filter_chain_set_pass_info(
gl3_filter_chain_t *chain,
unsigned pass,
const struct gl3_filter_chain_pass_info *info);
bool gl3_filter_chain_init(gl3_filter_chain_t *chain);
void gl3_filter_chain_set_input_texture(
gl3_filter_chain_t *chain,
const struct gl3_filter_chain_texture *texture);
void gl3_filter_chain_set_frame_count(
gl3_filter_chain_t *chain,
uint64_t count);
void gl3_filter_chain_set_frame_count_period(
gl3_filter_chain_t *chain,
unsigned pass,
unsigned period);
void gl3_filter_chain_set_frame_direction(
gl3_filter_chain_t *chain,
int32_t direction);
void gl3_filter_chain_set_frame_time_delta(
gl3_filter_chain_t *chain,
uint32_t time_delta);
void gl3_filter_chain_set_original_fps(
gl3_filter_chain_t *chain,
float fps);
void gl3_filter_chain_set_rotation(
gl3_filter_chain_t *chain,
uint32_t rotation);
void gl3_filter_chain_set_core_aspect(
gl3_filter_chain_t *chain,
float coreaspect);
void gl3_filter_chain_set_core_aspect_rot(
gl3_filter_chain_t *chain,
float coreaspectrot);
void gl3_filter_chain_set_shader_subframes(
gl3_filter_chain_t *chain,
uint32_t tot_subframes);
void gl3_filter_chain_set_current_shader_subframe(
gl3_filter_chain_t *chain,
uint32_t cur_subframe);
#ifdef GL3_ROLLING_SCANLINE_SIMULATION
void gl3_filter_chain_set_simulate_scanline(
gl3_filter_chain_t *chain,
bool simulate_scanline);
#endif // GL3_ROLLING_SCANLINE_SIMULATION
void gl3_filter_chain_set_pass_name(
gl3_filter_chain_t *chain,
unsigned pass,
const char *name);
void gl3_filter_chain_build_offscreen_passes(
gl3_filter_chain_t *chain,
const struct gl3_viewport *vp);
void gl3_filter_chain_build_viewport_pass(
gl3_filter_chain_t *chain,
const struct gl3_viewport *vp,
const float *mvp);
gl3_filter_chain_t *gl3_filter_chain_create_default(
enum glslang_filter_chain_filter filter);
gl3_filter_chain_t *gl3_filter_chain_create_from_preset(
const char *path,
enum glslang_filter_chain_filter filter);
struct video_shader *gl3_filter_chain_get_preset(
gl3_filter_chain_t *chain);
void gl3_filter_chain_end_frame(gl3_filter_chain_t *chain);
GLuint gl3_cross_compile_program(
const uint32_t *vertex,
size_t vertex_size,
const uint32_t *fragment,
size_t fragment_size,
struct gl3_buffer_locations *loc,
bool flatten);
RETRO_END_DECLS
#endif