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path: root/xbmc/rendering/gles/GLESShader.h
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/*
 *  Copyright (C) 2005-2018 Team Kodi
 *  This file is part of Kodi - https://kodi.tv
 *
 *  SPDX-License-Identifier: GPL-2.0-or-later
 *  See LICENSES/README.md for more information.
 */

#pragma once

#include "guilib/Shader.h"

#include <string>

class CGLESShader : public Shaders::CGLSLShaderProgram
{
public:
  CGLESShader(const char* shader, const std::string& prefix);
  CGLESShader(const char* vshader, const char* fshader, const std::string& prefix);
  void OnCompiledAndLinked() override;
  bool OnEnabled() override;
  void Free();

  GLint GetPosLoc()   { return m_hPos;   }
  GLint GetColLoc()   { return m_hCol;   }
  GLint GetCord0Loc() { return m_hCord0; }
  GLint GetCord1Loc() { return m_hCord1; }
  GLint GetUniColLoc() { return m_hUniCol; }
  GLint GetCoord0MatrixLoc() { return m_hCoord0Matrix; }
  GLint GetFieldLoc() { return m_hField; }
  GLint GetStepLoc() { return m_hStep; }
  GLint GetContrastLoc() { return m_hContrast; }
  GLint GetBrightnessLoc() { return m_hBrightness; }
  GLint GetModelLoc() { return m_hModel; }
  GLint GetMatrixLoc() { return m_hMatrix; }
  GLint GetShaderClipLoc() { return m_hShaderClip; }
  GLint GetShaderCoordStepLoc() { return m_hCoordStep; }
  bool HardwareClipIsPossible() { return m_clipPossible; }
  GLfloat GetClipXFactor() { return m_clipXFactor; }
  GLfloat GetClipXOffset() { return m_clipXOffset; }
  GLfloat GetClipYFactor() { return m_clipYFactor; }
  GLfloat GetClipYOffset() { return m_clipYOffset; }

protected:
  GLint m_hTex0 = 0;
  GLint m_hTex1 = 0;
  GLint m_hUniCol = 0;
  GLint m_hProj = 0;
  GLint m_hModel = 0;
  GLint m_hMatrix{0}; // m_hProj * m_hModel
  GLint m_hShaderClip{0}; // clipping rect vec4(x1,y1,x2,y2)
  GLint m_hCoordStep{0}; // step (1/resolution) for the two textures vec4(t1.x,t1.y,t2.x,t2.y)
  GLint m_hPos = 0;
  GLint m_hCol = 0;
  GLint m_hCord0 = 0;
  GLint m_hCord1 = 0;
  GLint m_hCoord0Matrix = 0;
  GLint m_hField = 0;
  GLint m_hStep = 0;
  GLint m_hContrast = 0;
  GLint m_hBrightness = 0;

  const GLfloat *m_proj;
  const GLfloat *m_model;

  bool m_clipPossible;
  GLfloat m_clipXFactor;
  GLfloat m_clipXOffset;
  GLfloat m_clipYFactor;
  GLfloat m_clipYOffset;

  GLfloat m_sdrPeak;
};