Files
86Box/src/include/86box/qt-glsl.h
2025-03-08 02:13:14 +06:00

158 lines
3.2 KiB
C

#ifndef SRC_WX_GLSL_H_
#define SRC_WX_GLSL_H_
#define MAX_PREV 7
#define MAX_SHADERS 20
#define MAX_TEXTURES 20
#define MAX_PARAMETERS 100
#define MAX_USER_SHADERS 20
//#define SDL2_SHADER_DEBUG
struct shader_scale {
int mode[2];
float value[2];
};
struct shader_state {
float input_size[2];
float input_texture_size[2];
float output_texture_size[2];
float output_size[2];
float tex_coords[8];
};
struct shader_vbo {
int vertex_coord;
int tex_coord;
int color;
};
struct shader_texture {
int id;
int width;
int height;
int type;
int internal_format;
int format;
int min_filter;
int mag_filter;
int wrap_mode;
void *data;
int mipmap;
};
struct shader_lut_texture {
char name[50];
struct shader_texture texture;
};
struct shader_fbo {
int id;
struct shader_texture texture;
int srgb;
int mipmap_input;
};
struct shader_prev {
struct shader_fbo fbo;
struct shader_vbo vbo;
};
struct shader_input {
int texture;
int input_size;
int texture_size;
int tex_coord;
};
struct shader_uniforms {
int mvp_matrix;
int vertex_coord;
int tex_coord;
int color;
int texture;
int input_size;
int texture_size;
int output_size;
int frame_count;
int frame_direction;
struct shader_input orig;
struct shader_input pass[MAX_SHADERS];
struct shader_input prev_pass[MAX_SHADERS];
struct shader_input prev[MAX_PREV];
int parameters[MAX_PARAMETERS];
int lut_textures[MAX_TEXTURES];
};
struct shader_program {
int vertex_shader;
int fragment_shader;
int id;
};
struct shader_parameter {
char id[64];
char description[64];
float default_value;
float value;
float min;
float max;
float step;
};
struct shader_pass {
int active;
char alias[64];
int vertex_array;
int frame_count_mod;
struct shader_program program;
struct shader_uniforms uniforms;
struct shader_fbo fbo;
struct shader_vbo vbo;
struct shader_state state;
struct shader_scale scale;
};
struct glsl_shader {
int active;
char name[64];
int num_passes;
struct shader_pass passes[MAX_SHADERS];
int num_lut_textures;
struct shader_lut_texture lut_textures[MAX_TEXTURES];
int num_parameters;
struct shader_parameter parameters[MAX_PARAMETERS];
struct shader_pass prev_scene;
struct shader_prev prev[MAX_PREV + 1];
int last_prev_update;
int has_prev;
float shader_refresh_rate;
int input_filter_linear;
};
typedef struct glsl_t {
int num_shaders;
struct glsl_shader shaders[MAX_USER_SHADERS];
struct shader_pass scene;
struct shader_pass final_pass;
struct shader_pass fs_color;
#ifdef SDL2_SHADER_DEBUG
struct shader_pass debug;
#endif
int srgb;
} glsl_t;
#endif