winamp/src/util/postprocessing_shader_glsl.h
2024-07-03 15:44:12 +10:00

63 lines
2.0 KiB
C++

// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "postprocessing_shader.h"
namespace PostProcessing {
class GLSLShader final : public Shader
{
public:
GLSLShader();
GLSLShader(std::string name, std::string code);
~GLSLShader();
ALWAYS_INLINE const std::string& GetCode() const { return m_code; }
bool IsValid() const override;
bool WantsDepthBuffer() const override;
bool LoadFromFile(std::string name, const char* filename, Error* error);
bool LoadFromString(std::string name, std::string code, Error* error);
bool ResizeOutput(GPUTexture::Format format, u32 width, u32 height) override;
bool CompilePipeline(GPUTexture::Format format, u32 width, u32 height, ProgressCallback* progress) override;
bool Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target, GSVector4i final_rect,
s32 orig_width, s32 orig_height, s32 native_width, s32 native_height, u32 target_width,
u32 target_height) override;
private:
struct CommonUniforms
{
float src_rect[4];
float src_size[2];
float window_size[2];
float rcp_window_size[2];
float viewport_size[2];
float window_to_viewport_ratio[2];
float internal_size[2];
float internal_pixel_size[2];
float norm_internal_pixel_size[2];
float native_size[2];
float native_pixel_size[2];
float norm_native_pixel_size[2];
float upscale_multiplier;
float time;
};
void LoadOptions();
u32 GetUniformsSize() const;
void FillUniformBuffer(void* buffer, s32 viewport_x, s32 viewport_y, s32 viewport_width, s32 viewport_height,
u32 window_width, u32 window_height, s32 original_width, s32 original_height, s32 native_width,
s32 native_height, float time) const;
std::string m_code;
std::unique_ptr<GPUPipeline> m_pipeline;
std::unique_ptr<GPUSampler> m_sampler;
};
} // namespace PostProcessing