Initial removal of Nvidia CG. Still some more cleanup to go

This commit is contained in:
Ryan Houdek
2012-12-24 11:09:52 -06:00
parent cf8f936abb
commit 9209253e0d
28 changed files with 197 additions and 2570 deletions

View File

@ -61,69 +61,45 @@ static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
void CreateRgbToYuyvProgram()
{
// Output is BGRA because that is slightly faster than RGBA.
if (g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
const char *FProgram =
"#version 330 compatibility\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(binding = 0) uniform sampler2DRect samp0;\n"
"void main()\n"
"{\n"
" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
" vec3 c01 = (c0 + c1) * 0.5f;\n"
" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
}
else
{
const char *FProgram =
"#version 120\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect samp0;\n"
"void main()\n"
"{\n"
" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
" vec3 c01 = (c0 + c1) * 0.5f;\n"
" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
}
const char *FProgram =
"#version 330 compatibility\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(binding = 0) uniform sampler2DRect samp0;\n"
"void main()\n"
"{\n"
" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
" vec3 c01 = (c0 + c1) * 0.5f;\n"
" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
}
else
{
const char *FProgram =
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"#version 120\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect samp0;\n"
"void main()\n"
"{\n"
" float2 uv1 = float2(uv0.x + 1.0f, uv0.y);\n"
" float3 c0 = texRECT(samp0, uv0).rgb;\n"
" float3 c1 = texRECT(samp0, uv1).rgb;\n"
" float3 y_const = float3(0.257f,0.504f,0.098f);\n"
" float3 u_const = float3(-0.148f,-0.291f,0.439f);\n"
" float3 v_const = float3(0.439f,-0.368f,-0.071f);\n"
" float4 const3 = float4(0.0625f,0.5f,0.0625f,0.5f);\n"
" float3 c01 = (c0 + c1) * 0.5f;\n"
" ocol0 = float4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
" vec3 c01 = (c0 + c1) * 0.5f;\n"
" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
@ -132,82 +108,54 @@ void CreateRgbToYuyvProgram()
void CreateYuyvToRgbProgram()
{
if (g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
const char *FProgram =
"#version 330 compatibility\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(binding = 0) uniform sampler2DRect samp0;\n"
"void main()\n"
"{\n"
" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
const char *FProgram =
"#version 330 compatibility\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(binding = 0) uniform sampler2DRect samp0;\n"
"void main()\n"
"{\n"
" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
" float y = mix(c0.b, c0.r, f);\n"
" float yComp = 1.164f * (y - 0.0625f);\n"
" float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n"
" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
" float y = mix(c0.b, c0.r, f);\n"
" float yComp = 1.164f * (y - 0.0625f);\n"
" float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n"
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
}
else
{
const char *FProgram =
"#version 120\n"
"#ifdef GL_ARB_texture_rectangle\n"
"#extension GL_ARB_texture_rectangle : require\n"
"#endif\n"
"uniform sampler2DRect samp0;\n"
"void main()\n"
"{\n"
" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
" float y = mix(c0.b, c0.r, f);\n"
" float yComp = 1.164f * (y - 0.0625f);\n"
" float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n"
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
}
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
}
else
{
const char *FProgram =
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float4 c0 = texRECT(samp0, uv0).rgba;\n"
"#version 120\n"
"#ifdef GL_ARB_texture_rectangle\n"
"#extension GL_ARB_texture_rectangle : require\n"
"#endif\n"
"uniform sampler2DRect samp0;\n"
"void main()\n"
"{\n"
" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
" float f = step(0.5, frac(uv0.x));\n"
" float y = lerp(c0.b, c0.r, f);\n"
" float yComp = 1.164f * (y - 0.0625f);\n"
" float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n"
" ocol0 = float4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n";
" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
" float y = mix(c0.b, c0.r, f);\n"
" float yComp = 1.164f * (y - 0.0625f);\n"
" float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n"
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
}
@ -223,7 +171,7 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
if (s_encodingPrograms[format].glprogid == 0)
{
const char* shader = TextureConversionShader::GenerateEncodingShader(format, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL);
const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_GLSL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
@ -390,10 +338,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH);
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
float sampleStride = bScaleByHalf ? 2.f : 1.f;
TextureConversionShader::SetShaderParameters((float)expandedWidth,
@ -425,10 +370,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
{
g_renderer->ResetAPIState();
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(s_rgbToYuyvProgram.glprogid);
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, 0);
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
FramebufferManager::SetFramebuffer(0);
@ -486,10 +428,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
}
glViewport(0, 0, srcWidth, srcHeight);
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
GL_REPORT_ERRORD();