示例#1
0
static bool gl_glsl_set_coords(void *handle_data, void *shader_data, const struct video_coords *coords)
{
   /* Avoid hitting malloc on every single regular quad draw. */
   GLfloat short_buffer[4 * (2 + 2 + 4 + 2)];
   GLfloat *buffer;
   struct glsl_attrib attribs[4];
   size_t attribs_size = 0, size = 0;
   struct glsl_attrib *attr = NULL;
   const struct shader_uniforms *uni = NULL;
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data;

   if (!glsl || !glsl->shader->modern || !coords)
      goto fallback;

   buffer = short_buffer;
   if (coords->vertices > 4)
      buffer = (GLfloat*)calloc(coords->vertices * 
            (2 + 2 + 4 + 2), sizeof(*buffer));

   if (!buffer)
      goto fallback;

   attr = attribs;
   uni  = &glsl->uniforms[glsl->active_idx];

   if (uni->tex_coord >= 0)
      gl_glsl_set_coord_array(attr, uni->tex_coord, coords->tex_coord, coords, size, 2);

   if (uni->vertex_coord >= 0)
      gl_glsl_set_coord_array(attr, uni->vertex_coord, coords->vertex, coords, size, 2);

   if (uni->color >= 0)
      gl_glsl_set_coord_array(attr, uni->color, coords->color, coords, size, 4);

   if (uni->lut_tex_coord >= 0)
      gl_glsl_set_coord_array(attr, uni->lut_tex_coord, coords->lut_tex_coord, coords, size, 2);

   if (size)
      gl_glsl_set_attribs(glsl,
            glsl->vbo[glsl->active_idx].vbo_primary,
            &glsl->vbo[glsl->active_idx].buffer_primary,
            &glsl->vbo[glsl->active_idx].size_primary,
            buffer, size,
            attribs, attribs_size);

   if (buffer != short_buffer)
      free(buffer);

   return true;

fallback:
   if (coords)
      gl_ff_vertex(coords);
   return false;
}
示例#2
0
static bool gl_glsl_set_coords(void *handle_data, void *shader_data,
      const struct video_coords *coords)
{
   GLfloat short_buffer[4 * (2 + 2 + 4 + 2)];
   struct glsl_attrib attribs[4];
   size_t               attribs_size = 0;
   size_t                       size = 0;
   GLfloat *buffer                   = short_buffer;
   glsl_shader_data_t          *glsl = (glsl_shader_data_t*)shader_data;
   const struct shader_uniforms *uni = glsl 
      ? &glsl->uniforms[glsl->active_idx] : NULL;

   if (!glsl || !glsl->shader->modern || !coords)
   {
      if (coords)
         return false;
      return true;
   }

   if (coords->vertices > 4)
   {
      /* Avoid hitting malloc on every single regular quad draw. */

      size_t elems  = 0;
      elems        += (uni->color >= 0)         * 4;
      elems        += (uni->tex_coord >= 0)     * 2;
      elems        += (uni->vertex_coord >= 0)  * 2;
      elems        += (uni->lut_tex_coord >= 0) * 2;

      elems        *= coords->vertices * sizeof(GLfloat);

      buffer        = (GLfloat*)malloc(elems);
   }

   if (!buffer)
      return false;

   if (uni->tex_coord >= 0)
   {
      gl_glsl_set_coord_array(attribs, uni->tex_coord,
            coords->tex_coord, coords, size, 2);
      attribs_size++;
   }

   if (uni->vertex_coord >= 0)
   {
      gl_glsl_set_coord_array(attribs, uni->vertex_coord,
            coords->vertex, coords, size, 2);
      attribs_size++;
   }

   if (uni->color >= 0)
   {
      gl_glsl_set_coord_array(attribs, uni->color,
            coords->color, coords, size, 4);
      attribs_size++;
   }

   if (uni->lut_tex_coord >= 0)
   {
      gl_glsl_set_coord_array(attribs, uni->lut_tex_coord,
            coords->lut_tex_coord, coords, size, 2);
      attribs_size++;
   }

   if (size)
      gl_glsl_set_attribs(glsl,
            glsl->vbo[glsl->active_idx].vbo_primary,
            &glsl->vbo[glsl->active_idx].buffer_primary,
            &glsl->vbo[glsl->active_idx].size_primary,
            buffer, size,
            attribs, attribs_size);

   if (buffer != short_buffer)
      free(buffer);

   return true;
}
示例#3
0
static void gl_glsl_set_params(void *data, void *shader_data,
      unsigned width, unsigned height,
      unsigned tex_width, unsigned tex_height,
      unsigned out_width, unsigned out_height,
      unsigned frame_count,
      const void *_info,
      const void *_prev_info,
      const void *_feedback_info,
      const void *_fbo_info, unsigned fbo_info_cnt)
{
   unsigned i;
   GLfloat buffer[512];
   struct glsl_attrib attribs[32];
   float input_size[2], output_size[2], texture_size[2];
   unsigned                           texunit = 1;
   const struct          shader_uniforms *uni = NULL;
   size_t                                size = 0;
   size_t                        attribs_size = 0;
   const struct video_tex_info          *info = (const struct video_tex_info*)_info;
   const struct video_tex_info     *prev_info = (const struct video_tex_info*)_prev_info;
   const struct video_tex_info *feedback_info = (const struct video_tex_info*)_feedback_info;
   const struct video_tex_info      *fbo_info = (const struct video_tex_info*)_fbo_info;
   struct glsl_attrib                   *attr = (struct glsl_attrib*)attribs;
   glsl_shader_data_t                   *glsl = (glsl_shader_data_t*)shader_data;

   if (!glsl)
      return;

   uni = (const struct shader_uniforms*)&glsl->uniforms[glsl->active_idx];

   if (glsl->prg[glsl->active_idx].id == 0)
      return;

   input_size [0]  = (float)width;
   input_size [1]  = (float)height;
   output_size[0]  = (float)out_width;
   output_size[1]  = (float)out_height;
   texture_size[0] = (float)tex_width;
   texture_size[1] = (float)tex_height;

   if (uni->input_size >= 0)
      glUniform2fv(uni->input_size, 1, input_size);

   if (uni->output_size >= 0)
      glUniform2fv(uni->output_size, 1, output_size);

   if (uni->texture_size >= 0)
      glUniform2fv(uni->texture_size, 1, texture_size);

   if (uni->frame_count >= 0 && glsl->active_idx)
   {
      unsigned modulo = glsl->shader->pass[glsl->active_idx - 1].frame_count_mod;

      if (modulo)
         frame_count %= modulo;

      glUniform1i(uni->frame_count, frame_count);
   }

   if (uni->frame_direction >= 0)
      glUniform1i(uni->frame_direction, state_manager_frame_is_reversed() ? -1 : 1);

   /* Set lookup textures. */
   for (i = 0; i < glsl->shader->luts; i++)
   {
      if (uni->lut_texture[i] < 0)
         continue;

      /* Have to rebind as HW render could override this. */
      glActiveTexture(GL_TEXTURE0 + texunit);
      glBindTexture(GL_TEXTURE_2D, glsl->lut_textures[i]);
      glUniform1i(uni->lut_texture[i], texunit);
      texunit++;
   }

   if (glsl->active_idx)
   {
      /* Set original texture. */
      if (uni->orig.texture >= 0)
      {
         /* Bind original texture. */
         glActiveTexture(GL_TEXTURE0 + texunit);
         glUniform1i(uni->orig.texture, texunit);
         glBindTexture(GL_TEXTURE_2D, info->tex);
         texunit++;
      }

      if (uni->orig.texture_size >= 0)
         glUniform2fv(uni->orig.texture_size, 1, info->tex_size);

      if (uni->orig.input_size >= 0)
         glUniform2fv(uni->orig.input_size, 1, info->input_size);

      /* Pass texture coordinates. */
      if (uni->orig.tex_coord >= 0)
      {
         attr->loc    = uni->orig.tex_coord;
         attr->size   = 2;
         attr->offset = (GLsizei)(size * sizeof(GLfloat));
         attribs_size++;
         attr++;

         buffer[size ]       = info->coord[0];
         buffer[size + 1]    = info->coord[1];
         buffer[size + 2]    = info->coord[2];
         buffer[size + 3]    = info->coord[3];
         buffer[size + 4]    = info->coord[4];
         buffer[size + 5]    = info->coord[5];
         buffer[size + 6]    = info->coord[6];
         buffer[size + 7]    = info->coord[7];
         size += 8;
      }

      /* Set feedback texture. */
      if (uni->feedback.texture >= 0)
      {
         /* Bind original texture. */
         glActiveTexture(GL_TEXTURE0 + texunit);
         glUniform1i(uni->feedback.texture, texunit);
         glBindTexture(GL_TEXTURE_2D, feedback_info->tex);
         texunit++;
      }

      if (uni->feedback.texture_size >= 0)
         glUniform2fv(uni->feedback.texture_size, 1, feedback_info->tex_size);

      if (uni->feedback.input_size >= 0)
         glUniform2fv(uni->feedback.input_size, 1, feedback_info->input_size);

      /* Pass texture coordinates. */
      if (uni->feedback.tex_coord >= 0)
      {
         attr->loc    = uni->feedback.tex_coord;
         attr->size   = 2;
         attr->offset = (GLsizei)(size * sizeof(GLfloat));
         attribs_size++;
         attr++;

         buffer[size  ]      = feedback_info->coord[0];
         buffer[size + 1]    = feedback_info->coord[1];
         buffer[size + 2]    = feedback_info->coord[2];
         buffer[size + 3]    = feedback_info->coord[3];
         buffer[size + 4]    = feedback_info->coord[4];
         buffer[size + 5]    = feedback_info->coord[5];
         buffer[size + 6]    = feedback_info->coord[6];
         buffer[size + 7]    = feedback_info->coord[7];
         size += 8;
      }

      /* Bind FBO textures. */
      for (i = 0; i < fbo_info_cnt; i++)
      {
         if (uni->pass[i].texture)
         {
            glActiveTexture(GL_TEXTURE0 + texunit);
            glBindTexture(GL_TEXTURE_2D, fbo_info[i].tex);
            glUniform1i(uni->pass[i].texture, texunit);
            texunit++;
         }

          if (uni->pass[i].texture_size >= 0)
            glUniform2fv(uni->pass[i].texture_size, 1, fbo_info[i].tex_size);

         if (uni->pass[i].input_size >= 0)
            glUniform2fv(uni->pass[i].input_size, 1, fbo_info[i].input_size);

         if (uni->pass[i].tex_coord >= 0)
         {
            attr->loc    = uni->pass[i].tex_coord;
            attr->size   = 2;
            attr->offset = (GLsizei)(size * sizeof(GLfloat));
            attribs_size++;
            attr++;

            buffer[size  ]      = fbo_info[i].coord[0];
            buffer[size + 1]    = fbo_info[i].coord[1];
            buffer[size + 2]    = fbo_info[i].coord[2];
            buffer[size + 3]    = fbo_info[i].coord[3];
            buffer[size + 4]    = fbo_info[i].coord[4];
            buffer[size + 5]    = fbo_info[i].coord[5];
            buffer[size + 6]    = fbo_info[i].coord[6];
            buffer[size + 7]    = fbo_info[i].coord[7];
            size += 8;
         }
      }
   }

   /* Set previous textures. Only bind if they're actually used. */
   for (i = 0; i < PREV_TEXTURES; i++)
   {
      if (uni->prev[i].texture >= 0)
      {
         glActiveTexture(GL_TEXTURE0 + texunit);
         glBindTexture(GL_TEXTURE_2D, prev_info[i].tex);
         glUniform1i(uni->prev[i].texture, texunit);
         texunit++;
      }


      if (uni->prev[i].texture_size >= 0)
         glUniform2fv(uni->prev[i].texture_size, 1, prev_info[i].tex_size);

      if (uni->prev[i].input_size >= 0)
         glUniform2fv(uni->prev[i].input_size, 1, prev_info[i].input_size);

      /* Pass texture coordinates. */
      if (uni->prev[i].tex_coord >= 0)
      {
         attr->loc    = uni->prev[i].tex_coord;
         attr->size   = 2;
         attr->offset = (GLsizei)(size * sizeof(GLfloat));
         attribs_size++;
         attr++;

         buffer[size  ]      = prev_info[i].coord[0];
         buffer[size + 1]    = prev_info[i].coord[1];
         buffer[size + 2]    = prev_info[i].coord[2];
         buffer[size + 3]    = prev_info[i].coord[3];
         buffer[size + 4]    = prev_info[i].coord[4];
         buffer[size + 5]    = prev_info[i].coord[5];
         buffer[size + 6]    = prev_info[i].coord[6];
         buffer[size + 7]    = prev_info[i].coord[7];
         size += 8;
      }
   }

   if (size)
      gl_glsl_set_attribs(glsl, glsl->vbo[glsl->active_idx].vbo_secondary,
            &glsl->vbo[glsl->active_idx].buffer_secondary,
            &glsl->vbo[glsl->active_idx].size_secondary,
            buffer, size, attribs, attribs_size);

   glActiveTexture(GL_TEXTURE0);

   /* #pragma parameters. */
   for (i = 0; i < glsl->shader->num_parameters; i++)
   {

      int location = glGetUniformLocation(
            glsl->prg[glsl->active_idx].id,
            glsl->shader->parameters[i].id);
      glUniform1f(location, glsl->shader->parameters[i].current);
   }

   /* Set state parameters. */
   if (glsl->state_tracker)
   {
      static struct state_tracker_uniform state_info[GFX_MAX_VARIABLES];
      static unsigned cnt = 0;

      if (glsl->active_idx == 1)
         cnt = state_tracker_get_uniform(glsl->state_tracker, state_info,
               GFX_MAX_VARIABLES, frame_count);

      for (i = 0; i < cnt; i++)
      {
         int location = glGetUniformLocation(
               glsl->prg[glsl->active_idx].id,
               state_info[i].id);
         glUniform1f(location, state_info[i].value);
      }
   }
}
示例#4
0
static void gl_glsl_set_params(void *data, 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)
{
   (void)data;
   // We enforce a certain layout for our various texture types in the texunits.
   // - Regular frame (Texture) (always bound).
   // - LUT textures (always bound).
   // - Original texture (always bound if meaningful).
   // - FBO textures (always bound if available).
   // - Previous textures.

   if (!glsl_enable || (gl_program[active_index] == 0))
      return;

   GLfloat buffer[128];
   unsigned i;
   size_t size = 0;
   struct glsl_attrib attribs[32];
   size_t attribs_size = 0;
   struct glsl_attrib *attr = attribs;

   const struct shader_uniforms *uni = &gl_uniforms[active_index];

   float input_size[2] = {(float)width, (float)height};
   float output_size[2] = {(float)out_width, (float)out_height};
   float texture_size[2] = {(float)tex_width, (float)tex_height};

   if (uni->input_size >= 0)
      glUniform2fv(uni->input_size, 1, input_size);

   if (uni->output_size >= 0)
      glUniform2fv(uni->output_size, 1, output_size);

   if (uni->texture_size >= 0)
      glUniform2fv(uni->texture_size, 1, texture_size);

   if (uni->frame_count >= 0 && active_index)
   {
      unsigned modulo = glsl_shader->pass[active_index - 1].frame_count_mod;
      if (modulo)
         frame_count %= modulo;
      glUniform1i(uni->frame_count, frame_count);
   }

   if (uni->frame_direction >= 0)
      glUniform1i(uni->frame_direction, g_extern.frame_is_reverse ? -1 : 1);

   for (i = 0; i < glsl_shader->luts; i++)
   {
      if (uni->lut_texture[i] >= 0)
      {
         // Have to rebind as HW render could override this.
         glActiveTexture(GL_TEXTURE0 + i + 1);
         glBindTexture(GL_TEXTURE_2D, gl_teximage[i]);
         glUniform1i(uni->lut_texture[i], i + 1);
      }
   }

   unsigned texunit = glsl_shader->luts + 1;

   // Set original texture unless we're in first pass (pointless).
   if (active_index > 1)
   {
      if (uni->orig.texture >= 0)
      {
         // Bind original texture.
         glActiveTexture(GL_TEXTURE0 + texunit);
         glUniform1i(uni->orig.texture, texunit);
         glBindTexture(GL_TEXTURE_2D, info->tex);
      }

      texunit++;

      if (uni->orig.texture_size >= 0)
         glUniform2fv(uni->orig.texture_size, 1, info->tex_size);

      if (uni->orig.input_size >= 0)
         glUniform2fv(uni->orig.input_size, 1, info->input_size);

      // Pass texture coordinates.
      if (uni->orig.tex_coord >= 0)
      {
         attr->loc = uni->orig.tex_coord;
         attr->size = 2;
         attr->offset = size * sizeof(GLfloat);
         attribs_size++;
         attr++;

         memcpy(buffer + size, info->coord, 8 * sizeof(GLfloat));
         size += 8;
      }

      // Bind new texture in the chain.
      if (fbo_info_cnt > 0)
      {
         glActiveTexture(GL_TEXTURE0 + texunit + fbo_info_cnt - 1);
         glBindTexture(GL_TEXTURE_2D, fbo_info[fbo_info_cnt - 1].tex);
      }

      // Bind FBO textures.
      for (i = 0; i < fbo_info_cnt; i++)
      {
         if (uni->pass[i].texture)
            glUniform1i(uni->pass[i].texture, texunit);

         texunit++;

         if (uni->pass[i].texture_size >= 0)
            glUniform2fv(uni->pass[i].texture_size, 1, fbo_info[i].tex_size);

         if (uni->pass[i].input_size >= 0)
            glUniform2fv(uni->pass[i].input_size, 1, fbo_info[i].input_size);

         if (uni->pass[i].tex_coord >= 0)
         {
            attr->loc = uni->pass[i].tex_coord;
            attr->size = 2;
            attr->offset = size * sizeof(GLfloat);
            attribs_size++;
            attr++;

            memcpy(buffer + size, fbo_info[i].coord, 8 * sizeof(GLfloat));
            size += 8;
         }
      }
   }
   else
   {
      // First pass, so unbind everything to avoid collitions.
      // Unbind ORIG.
      glActiveTexture(GL_TEXTURE0 + texunit);
      glBindTexture(GL_TEXTURE_2D, 0);

      GLuint base_tex = texunit + 1;
      // Unbind any lurking FBO passes.
      // Rendering to a texture that is bound to a texture unit
      // sounds very shaky ... ;)
      for (i = 0; i < glsl_shader->passes; i++)
      {
         glActiveTexture(GL_TEXTURE0 + base_tex + i);
         glBindTexture(GL_TEXTURE_2D, 0);
      }
   }

   // Set previous textures. Only bind if they're actually used.
   for (i = 0; i < PREV_TEXTURES; i++)
   {
      if (uni->prev[i].texture >= 0)
      {
         glActiveTexture(GL_TEXTURE0 + texunit);
         glBindTexture(GL_TEXTURE_2D, prev_info[i].tex);
         glUniform1i(uni->prev[i].texture, texunit++);
      }

      texunit++;

      if (uni->prev[i].texture_size >= 0)
         glUniform2fv(uni->prev[i].texture_size, 1, prev_info[i].tex_size);

      if (uni->prev[i].input_size >= 0)
         glUniform2fv(uni->prev[i].input_size, 1, prev_info[i].input_size);

      // Pass texture coordinates.
      if (uni->prev[i].tex_coord >= 0)
      {
         attr->loc = uni->prev[i].tex_coord;
         attr->size = 2;
         attr->offset = size * sizeof(GLfloat);
         attribs_size++;
         attr++;

         memcpy(buffer + size, prev_info[i].coord, 8 * sizeof(GLfloat));
         size += 8;
      }
   }

   if (size)
   {
      gl_glsl_set_attribs(glsl_vbo[active_index].vbo_secondary,
            glsl_vbo[active_index].buffer_secondary,
            &glsl_vbo[active_index].size_secondary,
            buffer, size, attribs, attribs_size);
   }

   glActiveTexture(GL_TEXTURE0);

   if (gl_state_tracker)
   {
      static struct state_tracker_uniform info[GFX_MAX_VARIABLES];
      static unsigned cnt = 0;

      if (active_index == 1)
         cnt = state_get_uniform(gl_state_tracker, info, GFX_MAX_VARIABLES, frame_count);

      for (i = 0; i < cnt; i++)
      {
         int location = glGetUniformLocation(gl_program[active_index], info[i].id);
         glUniform1f(location, info[i].value);
      }
   }
}
示例#5
0
static bool gl_glsl_set_coords(const struct gl_coords *coords)
{
   if (!glsl_enable || !glsl_shader->modern)
      return false;

   GLfloat buffer[128];
   size_t size = 0;

   struct glsl_attrib attribs[4];
   size_t attribs_size = 0;
   struct glsl_attrib *attr = attribs;

   const struct shader_uniforms *uni = &gl_uniforms[active_index];
   if (uni->tex_coord >= 0)
   {
      attr->loc    = uni->tex_coord;
      attr->size   = 2;
      attr->offset = size * sizeof(GLfloat);
      attribs_size++;
      attr++;

      memcpy(buffer + size, coords->tex_coord, 8 * sizeof(GLfloat));
      size += 8;
   }

   if (uni->vertex_coord >= 0)
   {
      attr->loc    = uni->vertex_coord;
      attr->size   = 2;
      attr->offset = size * sizeof(GLfloat);
      attribs_size++;
      attr++;

      memcpy(buffer + size, coords->vertex, 8 * sizeof(GLfloat));
      size += 8;
   }

   if (uni->color >= 0)
   {
      attr->loc    = uni->color;
      attr->size   = 4;
      attr->offset = size * sizeof(GLfloat);
      attribs_size++;
      attr++;

      memcpy(buffer + size, coords->color, 16 * sizeof(GLfloat));
      size += 16;
   }

   if (uni->lut_tex_coord >= 0)
   {
      attr->loc    = uni->lut_tex_coord;
      attr->size   = 2;
      attr->offset = size * sizeof(GLfloat);
      attribs_size++;
      attr++;

      memcpy(buffer + size, coords->lut_tex_coord, 8 * sizeof(GLfloat));
      size += 8;
   }

   if (size)
   {
      gl_glsl_set_attribs(glsl_vbo[active_index].vbo_primary,
            glsl_vbo[active_index].buffer_primary,
            &glsl_vbo[active_index].size_primary,
            buffer, size,
            attribs, attribs_size);
   }

   return true;
}
示例#6
0
static bool gl_glsl_set_coords(const void *data)
{
    /* Avoid hitting malloc on every single regular quad draw. */
    GLfloat short_buffer[4 * (2 + 2 + 4 + 2)];
    GLfloat *buffer;
    struct glsl_attrib attribs[4];
    size_t attribs_size = 0, size = 0;
    struct glsl_attrib *attr = NULL;
    const struct shader_uniforms *uni = NULL;
    const struct gfx_coords *coords = (const struct gfx_coords*)data;
    driver_t *driver = driver_get_ptr();
    glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;

    if (!glsl || !glsl->shader->modern || !coords)
    {
        gl_ff_vertex(coords);
        return false;
    }

    buffer = short_buffer;
    if (coords->vertices > 4)
        buffer = (GLfloat*)calloc(coords->vertices *
                                  (2 + 2 + 4 + 2), sizeof(*buffer));

    if (!buffer)
    {
        gl_ff_vertex(coords);
        return false;
    }

    attr = attribs;
    uni  = &glsl->gl_uniforms[glsl->glsl_active_index];

    if (uni->tex_coord >= 0)
    {
        attr->loc    = uni->tex_coord;
        attr->size   = 2;
        attr->offset = size * sizeof(GLfloat);
        attribs_size++;
        attr++;

        memcpy(buffer + size, coords->tex_coord,
               2 * coords->vertices * sizeof(GLfloat));
        size += 2 * coords->vertices;
    }

    if (uni->vertex_coord >= 0)
    {
        attr->loc    = uni->vertex_coord;
        attr->size   = 2;
        attr->offset = size * sizeof(GLfloat);
        attribs_size++;
        attr++;

        memcpy(buffer + size, coords->vertex,
               2 * coords->vertices * sizeof(GLfloat));
        size += 2 * coords->vertices;
    }

    if (uni->color >= 0)
    {
        attr->loc    = uni->color;
        attr->size   = 4;
        attr->offset = size * sizeof(GLfloat);
        attribs_size++;
        attr++;

        memcpy(buffer + size, coords->color,
               4 * coords->vertices * sizeof(GLfloat));
        size += 4 * coords->vertices;
    }

    if (uni->lut_tex_coord >= 0)
    {
        attr->loc    = uni->lut_tex_coord;
        attr->size   = 2;
        attr->offset = size * sizeof(GLfloat);
        attribs_size++;
        attr++;

        memcpy(buffer + size, coords->lut_tex_coord,
               2 * coords->vertices * sizeof(GLfloat));
        size += 2 * coords->vertices;
    }

    if (size)
    {
        gl_glsl_set_attribs(glsl,
                            glsl->glsl_vbo[glsl->glsl_active_index].vbo_primary,
                            &glsl->glsl_vbo[glsl->glsl_active_index].buffer_primary,
                            &glsl->glsl_vbo[glsl->glsl_active_index].size_primary,
                            buffer, size,
                            attribs, attribs_size);
    }

    if (buffer != short_buffer)
        free(buffer);

    return true;
}
示例#7
0
static void gl_glsl_set_params(void *data, void *shader_data,
      unsigned width, unsigned height, 
      unsigned tex_width, unsigned tex_height, 
      unsigned out_width, unsigned out_height,
      unsigned frame_count,
      const void *_info, 
      const void *_prev_info, 
      const void *_feedback_info,
      const void *_fbo_info, unsigned fbo_info_cnt)
{
   unsigned i;
   struct uniform_info uniform_params[10] = {{0}};
   GLfloat buffer[512];
   struct glsl_attrib attribs[32];
   float input_size[2], output_size[2], texture_size[2];
   unsigned uniform_count = 0;
   unsigned texunit = 1;
   const struct shader_uniforms *uni = NULL;
   size_t size = 0, attribs_size = 0;
   const struct gfx_tex_info *info = (const struct gfx_tex_info*)_info;
   const struct gfx_tex_info *prev_info = (const struct gfx_tex_info*)_prev_info;
   const struct gfx_tex_info *feedback_info = (const struct gfx_tex_info*)_feedback_info;
   const struct gfx_tex_info *fbo_info = (const struct gfx_tex_info*)_fbo_info;
   struct glsl_attrib *attr = (struct glsl_attrib*)attribs;
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data;

   if (!glsl)
      return;

   uni = (const struct shader_uniforms*)&glsl->uniforms[glsl->active_idx];

   if (glsl->prg[glsl->active_idx].id == 0)
      return;

   input_size [0]  = (float)width;
   input_size [1]  = (float)height;
   output_size[0]  = (float)out_width;
   output_size[1]  = (float)out_height;
   texture_size[0] = (float)tex_width;
   texture_size[1] = (float)tex_height;

   uniform_params[0].enabled       = false;
   uniform_params[0].location      = uni->input_size;
   uniform_params[0].type          = UNIFORM_2FV;
   uniform_params[0].result.floatv = input_size;

   if (uni->input_size >= 0)
      uniform_params[0].enabled       = true;

   uniform_params[1].enabled       = false;
   uniform_params[1].location      = uni->output_size;
   uniform_params[1].type          = UNIFORM_2FV;
   uniform_params[1].result.floatv = output_size;

   if (uni->output_size >= 0)
      uniform_params[1].enabled       = true;

   uniform_params[2].enabled       = false;
   uniform_params[2].location      = uni->texture_size;
   uniform_params[2].type          = UNIFORM_2FV;
   uniform_params[2].result.floatv = texture_size;

   if (uni->texture_size >= 0)
      uniform_params[2].enabled       = true;

   uniform_count += 3;
   
   if (uni->frame_count >= 0 && glsl->active_idx)
   {
      unsigned modulo = glsl->shader->pass[glsl->active_idx - 1].frame_count_mod;

      if (modulo)
         frame_count %= modulo;

      uniform_params[uniform_count].enabled  = true;
      uniform_params[uniform_count].location = uni->frame_count;
      uniform_params[uniform_count].type     = UNIFORM_1I;
      uniform_params[uniform_count].result.integer.v0 = frame_count;

      uniform_count++;
   }

   uniform_params[uniform_count].enabled  = true;
   uniform_params[uniform_count].location = uni->frame_direction;
   uniform_params[uniform_count].type     = UNIFORM_1I;
   uniform_params[uniform_count].result.integer.v0 = 
      state_manager_frame_is_reversed() ? -1 : 1;
   uniform_count++;

   for (i = 0; i < uniform_count; i++)
      gl_glsl_set_uniform_parameter(glsl, &uniform_params[i], NULL);

   /* Set lookup textures. */
   for (i = 0; i < glsl->shader->luts; i++)
   {
      struct uniform_info lut_uniform = {0};
      if (uni->lut_texture[i] < 0)
         continue;

      /* Have to rebind as HW render could override this. */
      glActiveTexture(GL_TEXTURE0 + texunit);
      glBindTexture(GL_TEXTURE_2D, glsl->lut_textures[i]);

      lut_uniform.enabled           = true;
      lut_uniform.location          = uni->lut_texture[i];
      lut_uniform.type              = UNIFORM_1I;
      lut_uniform.result.integer.v0 = texunit;

      gl_glsl_set_uniform_parameter(glsl, &lut_uniform, NULL);
      texunit++;
   }

   if (glsl->active_idx)
   {
      unsigned j;
      struct uniform_info orig_uniforms[2]     = {{0}};
      struct uniform_info feedback_uniforms[2] = {{0}};

      /* Set original texture. */
      if (uni->orig.texture >= 0)
      {
         struct uniform_info orig_tex_uniform = {0};
         /* Bind original texture. */
         glActiveTexture(GL_TEXTURE0 + texunit);

         orig_tex_uniform.enabled           = true;
         orig_tex_uniform.location          = uni->orig.texture;
         orig_tex_uniform.type              = UNIFORM_1I;
         orig_tex_uniform.result.integer.v0 = texunit;

         gl_glsl_set_uniform_parameter(glsl, &orig_tex_uniform, NULL);

         glBindTexture(GL_TEXTURE_2D, info->tex);
         texunit++;
      }

      orig_uniforms[0].enabled           = false;
      orig_uniforms[0].location          = uni->orig.texture_size;
      orig_uniforms[0].type              = UNIFORM_2FV;
      orig_uniforms[0].result.floatv     = (float*)info->tex_size;

      if (uni->orig.texture_size >= 0)
         orig_uniforms[0].enabled        = true;

      orig_uniforms[1].enabled           = false;
      orig_uniforms[1].location          = uni->orig.input_size;
      orig_uniforms[1].type              = UNIFORM_2FV;
      orig_uniforms[1].result.floatv     = (float*)info->input_size;

      if (uni->orig.input_size >= 0)
         orig_uniforms[1].enabled        = true;

      for (j = 0; j < 2; j++)
         gl_glsl_set_uniform_parameter(glsl, &orig_uniforms[j], NULL);

      /* Pass texture coordinates. */
      if (uni->orig.tex_coord >= 0)
      {
         attr->loc    = uni->orig.tex_coord;
         attr->size   = 2;
         attr->offset = size * sizeof(GLfloat);
         attribs_size++;
         attr++;

         memcpy(buffer + size, info->coord, 8 * sizeof(GLfloat));
         size += 8;
      }

      /* Set feedback texture. */
      if (uni->feedback.texture >= 0)
      {
         struct uniform_info feedback_texture_param = {0};

         /* Bind original texture. */
         glActiveTexture(GL_TEXTURE0 + texunit);

         feedback_texture_param.enabled  = true;
         feedback_texture_param.location = uni->pass[i].texture;
         feedback_texture_param.type     = UNIFORM_1I;
         feedback_texture_param.result.integer.v0 = texunit;

         gl_glsl_set_uniform_parameter(glsl, &feedback_texture_param, NULL);

         glBindTexture(GL_TEXTURE_2D, feedback_info->tex);
         texunit++;
      }

      feedback_uniforms[0].enabled           = false;
      feedback_uniforms[0].location          = uni->feedback.texture_size;
      feedback_uniforms[0].type              = UNIFORM_2FV;
      feedback_uniforms[0].result.floatv     = (float*)feedback_info->tex_size;

      if (uni->feedback.texture_size >= 0)
         feedback_uniforms[0].enabled        = true;

      feedback_uniforms[1].enabled           = false;
      feedback_uniforms[1].location          = uni->feedback.input_size;
      feedback_uniforms[1].type              = UNIFORM_2FV;
      feedback_uniforms[1].result.floatv     = (float*)feedback_info->input_size;

      if (uni->feedback.input_size >= 0)
         feedback_uniforms[1].enabled        = true;

      for (j = 0; j < 2; j++)
         gl_glsl_set_uniform_parameter(glsl, &feedback_uniforms[j], NULL);

      /* Pass texture coordinates. */
      if (uni->feedback.tex_coord >= 0)
      {
         attr->loc    = uni->feedback.tex_coord;
         attr->size   = 2;
         attr->offset = size * sizeof(GLfloat);
         attribs_size++;
         attr++;

         memcpy(buffer + size, feedback_info->coord, 8 * sizeof(GLfloat));
         size += 8;
      }

      /* Bind FBO textures. */
      for (i = 0; i < fbo_info_cnt; i++)
      {
         unsigned j;
         struct uniform_info fbo_tex_params[3] = {{0}};

         if (uni->pass[i].texture)
         {
            glActiveTexture(GL_TEXTURE0 + texunit);
            glBindTexture(GL_TEXTURE_2D, fbo_info[i].tex);

            fbo_tex_params[0].enabled  = true;
            fbo_tex_params[0].location = uni->pass[i].texture;
            fbo_tex_params[0].type     = UNIFORM_1I;
            fbo_tex_params[0].result.integer.v0 = texunit;

            texunit++;
         }

         fbo_tex_params[1].enabled  = false;
         fbo_tex_params[1].location = uni->pass[i].texture_size;
         fbo_tex_params[1].type     = UNIFORM_2FV;
         fbo_tex_params[1].result.floatv = (float*)fbo_info[i].tex_size;

         if (uni->pass[i].texture_size >= 0)
            fbo_tex_params[1].enabled  = true;

         fbo_tex_params[2].enabled  = false;
         fbo_tex_params[2].location = uni->pass[i].input_size;
         fbo_tex_params[2].type     = UNIFORM_2FV;
         fbo_tex_params[2].result.floatv = (float*)fbo_info[i].input_size;

         if (uni->pass[i].input_size >= 0)
            fbo_tex_params[2].enabled  = true;

         for (j = 0; j < 3; j++)
            gl_glsl_set_uniform_parameter(glsl, &fbo_tex_params[j], NULL);

         if (uni->pass[i].tex_coord >= 0)
         {
            attr->loc    = uni->pass[i].tex_coord;
            attr->size   = 2;
            attr->offset = size * sizeof(GLfloat);
            attribs_size++;
            attr++;

            memcpy(buffer + size, fbo_info[i].coord, 8 * sizeof(GLfloat));
            size += 8;
         }
      }
   }

   /* Set previous textures. Only bind if they're actually used. */
   for (i = 0; i < PREV_TEXTURES; i++)
   {
      unsigned j;
      struct uniform_info prev_tex_params[3] = {{0}};

      if (uni->prev[i].texture >= 0)
      {
         glActiveTexture(GL_TEXTURE0 + texunit);
         glBindTexture(GL_TEXTURE_2D, prev_info[i].tex);

         prev_tex_params[0].enabled  = true;
         prev_tex_params[0].location = uni->prev[i].texture;
         prev_tex_params[0].type     = UNIFORM_1I;
         prev_tex_params[0].result.integer.v0 = texunit;

         texunit++;
      }

      prev_tex_params[1].enabled  = false;
      prev_tex_params[1].location = uni->prev[i].texture_size;
      prev_tex_params[1].type     = UNIFORM_2FV;
      prev_tex_params[1].result.floatv = (float*)prev_info[i].tex_size;

      if (uni->prev[i].texture_size >= 0)
         prev_tex_params[1].enabled  = true;

      prev_tex_params[2].enabled  = false;
      prev_tex_params[2].location = uni->prev[i].input_size;
      prev_tex_params[2].type     = UNIFORM_2FV;
      prev_tex_params[2].result.floatv = (float*)prev_info[i].input_size;

      if (uni->prev[i].input_size >= 0)
         prev_tex_params[2].enabled  = true;

      for (j = 0; j < 3; j++)
         gl_glsl_set_uniform_parameter(glsl, &prev_tex_params[j], NULL);

      /* Pass texture coordinates. */
      if (uni->prev[i].tex_coord >= 0)
      {
         attr->loc    = uni->prev[i].tex_coord;
         attr->size   = 2;
         attr->offset = size * sizeof(GLfloat);
         attribs_size++;
         attr++;

         memcpy(buffer + size, prev_info[i].coord, 8 * sizeof(GLfloat));
         size += 8;
      }
   }

   if (size)
      gl_glsl_set_attribs(glsl, glsl->vbo[glsl->active_idx].vbo_secondary,
            &glsl->vbo[glsl->active_idx].buffer_secondary,
            &glsl->vbo[glsl->active_idx].size_secondary,
            buffer, size, attribs, attribs_size);

   glActiveTexture(GL_TEXTURE0);

   /* #pragma parameters. */
   for (i = 0; i < glsl->shader->num_parameters; i++)
   {
      struct uniform_info pragma_param = {0};

      pragma_param.lookup.enable  = true;
      pragma_param.lookup.idx     = glsl->active_idx;
      pragma_param.lookup.ident   = glsl->shader->parameters[i].id;
      pragma_param.lookup.type    = SHADER_PROGRAM_COMBINED;
      pragma_param.enabled        = true;
      pragma_param.type           = UNIFORM_1F;
      pragma_param.result.f.v0    = glsl->shader->parameters[i].current;

      gl_glsl_set_uniform_parameter(glsl, &pragma_param, NULL);
   }

   /* Set state parameters. */
   if (glsl->state_tracker)
   {
      static struct state_tracker_uniform state_info[GFX_MAX_VARIABLES];
      static unsigned cnt = 0;

      if (glsl->active_idx == 1)
         cnt = state_tracker_get_uniform(glsl->state_tracker, state_info,
               GFX_MAX_VARIABLES, frame_count);

      for (i = 0; i < cnt; i++)
      {
         struct uniform_info state_param = {0};

         state_param.lookup.enable = true;
         state_param.lookup.idx    = glsl->active_idx;
         state_param.lookup.ident  = state_info[i].id;
         state_param.lookup.type   = SHADER_PROGRAM_COMBINED;
         state_param.enabled       = true;
         state_param.type          = UNIFORM_1F;
         state_param.result.f.v0   = state_info[i].value;

         gl_glsl_set_uniform_parameter(glsl, &state_param, NULL);
      }
   }
}
示例#8
0
static void gl_glsl_set_params(void *data, unsigned width, unsigned height, 
      unsigned tex_width, unsigned tex_height, 
      unsigned out_width, unsigned out_height,
      unsigned frame_count,
      const void *_info, 
      const void *_prev_info, 
      const void *_fbo_info, unsigned fbo_info_cnt)
{
   GLfloat buffer[512];
   struct glsl_attrib attribs[32];
   float input_size[2], output_size[2], texture_size[2];
   unsigned i, texunit = 1;
   const struct shader_uniforms *uni = NULL;
   size_t size = 0, attribs_size = 0;
   const struct gl_tex_info *info = (const struct gl_tex_info*)_info;
   const struct gl_tex_info *prev_info = (const struct gl_tex_info*)_prev_info;
   const struct gl_tex_info *fbo_info = (const struct gl_tex_info*)_fbo_info;
   struct glsl_attrib *attr = (struct glsl_attrib*)attribs;
   driver_t *driver = driver_get_ptr();
   global_t *global = global_get_ptr();
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;

   if (!glsl)
      return;

   uni = (const struct shader_uniforms*)&glsl->gl_uniforms[glsl->glsl_active_index];

   (void)data;

   if (glsl->gl_program[glsl->glsl_active_index] == 0)
      return;

   input_size [0]  = (float)width;
   input_size [1]  = (float)height;
   output_size[0]  = (float)out_width;
   output_size[1]  = (float)out_height;
   texture_size[0] = (float)tex_width;
   texture_size[1] = (float)tex_height;

   if (uni->input_size >= 0)
      glUniform2fv(uni->input_size, 1, input_size);

   if (uni->output_size >= 0)
      glUniform2fv(uni->output_size, 1, output_size);

   if (uni->texture_size >= 0)
      glUniform2fv(uni->texture_size, 1, texture_size);

   if (uni->frame_count >= 0 && glsl->glsl_active_index)
   {
      unsigned modulo = glsl->glsl_shader->pass[glsl->glsl_active_index - 1].frame_count_mod;

      if (modulo)
         frame_count %= modulo;
      glUniform1i(uni->frame_count, frame_count);
   }

   if (uni->frame_direction >= 0)
      glUniform1i(uni->frame_direction, global->rewind.frame_is_reverse ? -1 : 1);


   for (i = 0; i < glsl->glsl_shader->luts; i++)
   {
      if (uni->lut_texture[i] < 0)
         continue;

      /* Have to rebind as HW render could override this. */
      glActiveTexture(GL_TEXTURE0 + texunit);
      glBindTexture(GL_TEXTURE_2D, glsl->gl_teximage[i]);
      glUniform1i(uni->lut_texture[i], texunit);
      texunit++;
   }

   /* Set original texture. */
   if (glsl->glsl_active_index)
   {
      if (uni->orig.texture >= 0)
      {
         /* Bind original texture. */
         glActiveTexture(GL_TEXTURE0 + texunit);
         glUniform1i(uni->orig.texture, texunit);
         glBindTexture(GL_TEXTURE_2D, info->tex);
         texunit++;
      }

      if (uni->orig.texture_size >= 0)
         glUniform2fv(uni->orig.texture_size, 1, info->tex_size);

      if (uni->orig.input_size >= 0)
         glUniform2fv(uni->orig.input_size, 1, info->input_size);

      /* Pass texture coordinates. */
      if (uni->orig.tex_coord >= 0)
      {
         attr->loc = uni->orig.tex_coord;
         attr->size = 2;
         attr->offset = size * sizeof(GLfloat);
         attribs_size++;
         attr++;

         memcpy(buffer + size, info->coord, 8 * sizeof(GLfloat));
         size += 8;
      }

      /* Bind FBO textures. */
      for (i = 0; i < fbo_info_cnt; i++)
      {
         if (uni->pass[i].texture)
         {
            glActiveTexture(GL_TEXTURE0 + texunit);
            glBindTexture(GL_TEXTURE_2D, fbo_info[i].tex);
            glUniform1i(uni->pass[i].texture, texunit);
            texunit++;
         }

         if (uni->pass[i].texture_size >= 0)
            glUniform2fv(uni->pass[i].texture_size, 1, fbo_info[i].tex_size);

         if (uni->pass[i].input_size >= 0)
            glUniform2fv(uni->pass[i].input_size, 1, fbo_info[i].input_size);

         if (uni->pass[i].tex_coord >= 0)
         {
            attr->loc = uni->pass[i].tex_coord;
            attr->size = 2;
            attr->offset = size * sizeof(GLfloat);
            attribs_size++;
            attr++;

            memcpy(buffer + size, fbo_info[i].coord, 8 * sizeof(GLfloat));
            size += 8;
         }
      }
   }

   /* Set previous textures. Only bind if they're actually used. */
   for (i = 0; i < PREV_TEXTURES; i++)
   {
      if (uni->prev[i].texture >= 0)
      {
         glActiveTexture(GL_TEXTURE0 + texunit);
         glBindTexture(GL_TEXTURE_2D, prev_info[i].tex);
         glUniform1i(uni->prev[i].texture, texunit);
         texunit++;
      }

      if (uni->prev[i].texture_size >= 0)
         glUniform2fv(uni->prev[i].texture_size, 1, prev_info[i].tex_size);

      if (uni->prev[i].input_size >= 0)
         glUniform2fv(uni->prev[i].input_size, 1, prev_info[i].input_size);

      /* Pass texture coordinates. */
      if (uni->prev[i].tex_coord >= 0)
      {
         attr->loc = uni->prev[i].tex_coord;
         attr->size = 2;
         attr->offset = size * sizeof(GLfloat);
         attribs_size++;
         attr++;

         memcpy(buffer + size, prev_info[i].coord, 8 * sizeof(GLfloat));
         size += 8;
      }
   }

   if (size)
   {
      gl_glsl_set_attribs(glsl, glsl->glsl_vbo[glsl->glsl_active_index].vbo_secondary,
            &glsl->glsl_vbo[glsl->glsl_active_index].buffer_secondary,
            &glsl->glsl_vbo[glsl->glsl_active_index].size_secondary,
            buffer, size, attribs, attribs_size);
   }

   glActiveTexture(GL_TEXTURE0);

   /* #pragma parameters. */
   for (i = 0; i < glsl->glsl_shader->num_parameters; i++)
   {
      int location = glGetUniformLocation(
            glsl->gl_program[glsl->glsl_active_index],
            glsl->glsl_shader->parameters[i].id);
      glUniform1f(location, glsl->glsl_shader->parameters[i].current);
   }

   /* Set state parameters. */
   if (glsl->gl_state_tracker)
   {
      static struct state_tracker_uniform state_info[GFX_MAX_VARIABLES];
      static unsigned cnt = 0;

      if (glsl->glsl_active_index == 1)
         cnt = state_tracker_get_uniform(glsl->gl_state_tracker, state_info,
               GFX_MAX_VARIABLES, frame_count);

      for (i = 0; i < cnt; i++)
      {
         int location = glGetUniformLocation(
               glsl->gl_program[glsl->glsl_active_index],
               state_info[i].id);
         glUniform1f(location, state_info[i].value);
      }
   }
}