mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 05:27:20 +00:00
[client] egl: add ffx_cas post process filter
This commit is contained in:
parent
9b1d03fcfe
commit
92de467edc
@ -52,6 +52,8 @@ build_shaders(
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shader/splash_bg.frag
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shader/splash_logo.vert
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shader/splash_logo.frag
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shader/basic.vert
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shader/ffx_cas.frag
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)
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make_defines(
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@ -38,6 +38,9 @@
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#include "desktop_rgb.frag.h"
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#include "desktop_rgb.def.h"
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#include "basic.vert.h"
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#include "ffx_cas.frag.h"
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struct DesktopShader
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{
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EGL_Shader * shader;
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@ -75,6 +78,10 @@ struct EGL_Desktop
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bool useDMA;
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LG_RendererFormat format;
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EGL_Shader * ffxCAS;
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bool enableCAS;
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PostProcessHandle ffxCASHandle;
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};
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// forwards
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@ -106,6 +113,12 @@ static bool egl_initDesktopShader(
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return true;
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}
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static void setupFilters(EGL_Desktop * desktop)
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{
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desktop->ffxCASHandle =
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egl_textureAddFilter(desktop->texture, desktop->ffxCAS, 1.0f, false);
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}
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bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop, EGLDisplay * display,
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bool useDMA, int maxRects)
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{
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@ -156,6 +169,13 @@ bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop, EGLDisplay * display,
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(*desktop)->scaleAlgo = option_get_int("egl", "scale" );
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(*desktop)->useDMA = useDMA;
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egl_shaderInit(&(*desktop)->ffxCAS);
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egl_shaderCompile((*desktop)->ffxCAS,
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b_shader_basic_vert , b_shader_basic_vert_size,
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b_shader_ffx_cas_frag, b_shader_ffx_cas_frag_size);
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setupFilters(*desktop);
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return true;
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}
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@ -190,6 +210,7 @@ void egl_desktopFree(EGL_Desktop ** desktop)
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egl_shaderFree (&(*desktop)->shader.shader);
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egl_desktopRectsFree(&(*desktop)->mesh );
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countedBufferRelease(&(*desktop)->matrix );
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egl_shaderFree(&(*desktop)->ffxCAS);
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free(*desktop);
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*desktop = NULL;
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@ -232,6 +253,14 @@ void egl_desktopConfigUI(EGL_Desktop * desktop)
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}
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igSliderInt("##nvgain", &desktop->nvGain, 0, desktop->nvMax, format, 0);
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igPopItemWidth();
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bool cas = desktop->enableCAS;
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igCheckbox("AMD FidelityFX CAS", &cas);
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if (cas != desktop->enableCAS)
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{
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desktop->enableCAS = cas;
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egl_textureEnableFilter(desktop->ffxCASHandle, cas);
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}
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}
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bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
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@ -299,6 +328,8 @@ bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dm
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return false;
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}
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setupFilters(desktop);
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if (!egl_desktopSetup(desktop, desktop->format))
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return false;
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}
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1907
client/renderers/EGL/shader/ffx_a.h
Normal file
1907
client/renderers/EGL/shader/ffx_a.h
Normal file
File diff suppressed because it is too large
Load Diff
68
client/renderers/EGL/shader/ffx_cas.frag
Normal file
68
client/renderers/EGL/shader/ffx_cas.frag
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@ -0,0 +1,68 @@
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#version 300 es
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precision mediump float;
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in vec2 iFragCoord;
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out vec4 fragColor;
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uniform sampler2D iChannel0;
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uniform uvec2 uInRes[8];
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uniform uvec2 uOutRes;
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// the following are not available until verion 400 or later
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// so we implement our own versions of them
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uint bitfieldExtract(uint val, int off, int size)
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{
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uint mask = uint((1 << size) - 1);
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return uint(val >> off) & mask;
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}
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uint bitfieldInsert(uint a, uint b, int c, int d)
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{
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uint mask = ~(0xffffffffu << d) << c;
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mask = ~mask;
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a &= mask;
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return a | (b << c);
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}
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#define A_GPU 1
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#define A_GLSL 1
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#include "ffx_a.h"
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vec3 imageLoad(ivec2 point)
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{
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return texelFetch(iChannel0, point, 0).rgb;
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}
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AF3 CasLoad(ASU2 p)
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{
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return imageLoad(p).rgb;
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}
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void CasInput(inout AF1 r,inout AF1 g,inout AF1 b) {}
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#include "ffx_cas.h"
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void main()
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{
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uvec2 point = uvec2(iFragCoord * vec2(uInRes[0].xy));
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vec4 color;
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vec2 inputResolution = vec2(uInRes[0]);
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vec2 outputResolution = vec2(uOutRes);
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float sharpnessTuning = 1.0f;
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uvec4 const0;
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uvec4 const1;
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CasSetup(const0, const1, sharpnessTuning,
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inputResolution.x, inputResolution.y,
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outputResolution.x, outputResolution.y);
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CasFilter(
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fragColor.r, fragColor.g, fragColor.b,
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point,
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const0, const1,
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true);
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}
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1445
client/renderers/EGL/shader/ffx_cas.h
Normal file
1445
client/renderers/EGL/shader/ffx_cas.h
Normal file
File diff suppressed because it is too large
Load Diff
@ -39,6 +39,7 @@ extern const EGL_TextureOps EGL_TextureDMABUF;
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typedef struct RenderStep
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{
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bool enabled;
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GLuint fb;
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GLuint tex;
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EGL_Shader * shader;
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@ -300,11 +301,12 @@ enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
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BindData * bd = (BindData *)this->bindData;
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RenderStep * step;
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ringbuffer_reset(this->textures);
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/* if the postProcessing has not yet been done */
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if (!this->postProcessed)
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{
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ringbuffer_reset(this->textures);
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if ((status = this->ops.get(this, &tex)) != EGL_TEX_STATUS_OK)
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return status;
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@ -316,8 +318,14 @@ enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
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ringbuffer_forEach(this->textures, rbBindTexture, bd, true);
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bool cleanup = false;
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for(ll_reset(this->render); ll_walk(this->render, (void **)&step); )
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{
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if (!step->enabled)
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continue;
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cleanup = true;
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/* create the framebuffer here as it must be in the same gl context as
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* it's usage */
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if (!step->fb)
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@ -361,26 +369,29 @@ enum EGL_TexStatus egl_textureBind(EGL_Texture * this)
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}
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/* restore the state and the viewport */
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glUseProgram(0);
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egl_resetViewport(this->egl);
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if (cleanup)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glUseProgram(0);
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egl_resetViewport(this->egl);
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}
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this->postProcessed = true;
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}
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else
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{
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/* bind the last texture */
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ll_peek_tail(this->render, (void **)&step);
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BindInfo * bi = (BindInfo *)ringBuffer_getLastValue(this->textures);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, step->tex);
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glBindTexture(GL_TEXTURE_2D, bi->tex);
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glBindSampler(0, this->sampler);
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}
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return EGL_TEX_STATUS_OK;
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}
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enum EGL_TexStatus egl_textureAddShader(EGL_Texture * this, EGL_Shader * shader,
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float outputScale)
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PostProcessHandle egl_textureAddFilter(EGL_Texture * this, EGL_Shader * shader,
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float outputScale, bool enabled)
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{
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if (!this->render)
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{
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@ -396,6 +407,7 @@ enum EGL_TexStatus egl_textureAddShader(EGL_Texture * this, EGL_Shader * shader,
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step->scale = outputScale;
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step->uInRes = egl_shaderGetUniform(shader, "uInRes" );
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step->uOutRes = egl_shaderGetUniform(shader, "uOutRes");
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step->enabled = enabled;
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this->scale = outputScale;
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@ -404,11 +416,17 @@ enum EGL_TexStatus egl_textureAddShader(EGL_Texture * this, EGL_Shader * shader,
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{
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glDeleteTextures(1, &step->tex);
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free(step);
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return EGL_TEX_STATUS_ERROR;
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return NULL;
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}
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ll_push(this->render, step);
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return EGL_TEX_STATUS_OK;
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return (PostProcessHandle)step;
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}
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void egl_textureEnableFilter(PostProcessHandle * handle, bool enable)
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{
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RenderStep * step = (RenderStep *)handle;
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step->enabled = enable;
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}
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float egl_textureGetScale(EGL_Texture * this)
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@ -170,7 +170,10 @@ enum EGL_TexStatus egl_textureProcess(EGL_Texture * texture);
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enum EGL_TexStatus egl_textureBind(EGL_Texture * texture);
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enum EGL_TexStatus egl_textureAddShader(EGL_Texture * texture,
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EGL_Shader * shader, float outputScale);
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typedef void * PostProcessHandle;
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PostProcessHandle egl_textureAddFilter(EGL_Texture * texture,
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EGL_Shader * shader, float outputScale, bool enabled);
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void egl_textureEnableFilter(PostProcessHandle * handle, bool enable);
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float egl_textureGetScale(EGL_Texture * texture);
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@ -33,6 +33,7 @@ int ringbuffer_getLength(const RingBuffer rb);
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int ringbuffer_getStart (const RingBuffer rb);
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int ringbuffer_getCount (const RingBuffer rb);
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void * ringbuffer_getValues(const RingBuffer rb);
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void * ringBuffer_getLastValue(const RingBuffer rb);
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typedef void (*RingBufferValueFn)(void * value, void * udata);
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@ -99,6 +99,18 @@ void * ringbuffer_getValues(const RingBuffer rb)
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return rb->values;
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}
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void * ringBuffer_getLastValue(const RingBuffer rb)
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{
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if (rb->count == 0)
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return NULL;
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int index = rb->start + rb->count - 1;
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if (index >= rb->length)
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index -= rb->length;
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return rb->values + index * rb->valueSize;
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}
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void ringbuffer_setPreOverwriteFn(const RingBuffer rb, RingBufferValueFn fn,
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void * udata)
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{
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