Shaders no longer need glew
Originally committed to SVN as r900.
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3b9afa126e
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6 changed files with 6800 additions and 36 deletions
6711
aegisub/gl/glext.h
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6711
aegisub/gl/glext.h
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@ -36,16 +36,35 @@
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///////////
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// Headers
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#include <GL/glew.h>
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#include <wx/wxprec.h>
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#include <GL/gl.h>
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#include "gl/glext.h"
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#include "gl_wrap.h"
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#include "options.h"
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//////////////////////////////////////
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// OpenGL extension function pointers
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#ifdef __WIN32__
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PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
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PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
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PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
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PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
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PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
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PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
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PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
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PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
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PFNGLUNIFORM1IARBPROC glUniform1iARB = NULL;
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PFNGLUNIFORM2FARBPROC glUniform2fARB = NULL;
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#endif
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////////////////
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// GLEW library
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#if __VISUALC__ >= 1200
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#pragma comment(lib,"glew32.lib")
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#endif
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//#if __VISUALC__ >= 1200
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//#pragma comment(lib,"glew32.lib")
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//#endif
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/////////////
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@ -235,18 +254,47 @@ void OpenGLWrapper::SetModeFill() {
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//////////////////////////
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// Are shaders available?
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bool OpenGLWrapper::ShadersAvailable() {
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if (GLEW_VERSION_2_0) return true;
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return false;
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return IsExtensionSupported("GL_ARB_vertex_shader") && IsExtensionSupported("GL_ARB_fragment_shader");
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}
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////////////////
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// Use shaders?
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bool OpenGLWrapper::UseShaders() {
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return Options.AsBool(_T("Video Use Pixel Shaders")) && ShadersAvailable();
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}
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///////////////////////////
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// Is extension supported?
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bool OpenGLWrapper::IsExtensionSupported(const char *ext) {
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char *extList = (char*) glGetString(GL_EXTENSIONS);
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if (!extList) return false;
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return strstr(extList, ext) != NULL;
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}
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///////////////////
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// Initialize GLEW
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void OpenGLWrapper::InitializeGLEW() {
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void OpenGLWrapper::Initialize() {
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static bool initialized = false;
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if (!initialized) {
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initialized = true;
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glewInit();
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//glewInit();
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#ifdef __WIN32__
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glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) wglGetProcAddress("glUseProgramObjectARB");
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glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) wglGetProcAddress("glDeleteObjectARB");
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glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) wglGetProcAddress("glCreateProgramObjectARB");
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glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) wglGetProcAddress("glAttachObjectARB");
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glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) wglGetProcAddress("glLinkProgramARB");
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glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) wglGetProcAddress("glCreateShaderObjectARB");
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glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) wglGetProcAddress("glShaderSourceARB");
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glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) wglGetProcAddress("glCompileShaderARB");
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glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) wglGetProcAddress("glGetUniformLocationARB");
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glUniform1iARB = (PFNGLUNIFORM1IARBPROC) wglGetProcAddress("glUniform1iARB");
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glUniform2fARB = (PFNGLUNIFORM2FARBPROC) wglGetProcAddress("glUniform2fARB");
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#endif
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}
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}
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@ -254,17 +302,17 @@ void OpenGLWrapper::InitializeGLEW() {
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//////////////////////
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// Set current shader
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void OpenGLWrapper::SetShader(GLuint i) {
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InitializeGLEW();
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glUseProgram(i);
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Initialize();
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glUseProgramObjectARB(i);
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}
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//////////////////////////
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// Destroy shader program
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void OpenGLWrapper::DestroyShaderProgram(GLuint i) {
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InitializeGLEW();
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Initialize();
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SetShader(0);
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glDeleteProgram(i);
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glDeleteObjectARB(i);
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}
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@ -272,15 +320,15 @@ void OpenGLWrapper::DestroyShaderProgram(GLuint i) {
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// Create shader program from vertex and pixel shaders
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GLuint OpenGLWrapper::CreateShaderProgram(GLuint vertex,GLuint pixel) {
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// Create instance
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InitializeGLEW();
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GLuint program = glCreateProgram();
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Initialize();
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GLuint program = glCreateProgramObjectARB();
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// Attach shaders
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glAttachShader(program,vertex);
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glAttachShader(program,pixel);
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glAttachObjectARB(program,vertex);
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glAttachObjectARB(program,pixel);
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// Link
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glLinkProgram(program);
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glLinkProgramARB(program);
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// Return
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return program;
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@ -291,8 +339,8 @@ GLuint OpenGLWrapper::CreateShaderProgram(GLuint vertex,GLuint pixel) {
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// Create standard Vertex shader
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GLuint OpenGLWrapper::CreateStandardVertexShader() {
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// Create instance
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InitializeGLEW();
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GLuint shader = glCreateShader(GL_VERTEX_SHADER);
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Initialize();
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GLuint shader = glCreateShaderObjectARB(GL_VERTEX_SHADER);
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// Read source
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char source[] =
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@ -300,11 +348,11 @@ GLuint OpenGLWrapper::CreateStandardVertexShader() {
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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" gl_Position = ftransform();\n"
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"}";
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const GLchar *src = source;
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glShaderSource(shader,1,&src,NULL);
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// Compile
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glCompileShader(shader);
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const GLchar *src = source;
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glShaderSourceARB(shader,1,&src,NULL);
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glCompileShaderARB(shader);
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// Return
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return shader;
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@ -315,8 +363,8 @@ GLuint OpenGLWrapper::CreateStandardVertexShader() {
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// Create YV12->RGB32 Pixel Shader
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GLuint OpenGLWrapper::CreateYV12PixelShader() {
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// Create instance
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InitializeGLEW();
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GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
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Initialize();
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GLuint shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
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// Read source
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char source[] =
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@ -339,11 +387,11 @@ GLuint OpenGLWrapper::CreateYV12PixelShader() {
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" vec4 color_v = (texture2D(tex,pos + off2) + uv_bias) * uv_mult;\n"
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" gl_FragColor = color_y + color_u + color_v;\n"
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"}";
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const GLchar *src = source;
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glShaderSource(shader,1,&src,NULL);
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// Compile
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glCompileShader(shader);
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const GLchar *src = source;
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glShaderSourceARB(shader,1,&src,NULL);
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glCompileShaderARB(shader);
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// Return
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return shader;
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@ -370,12 +418,12 @@ GLuint OpenGLWrapper::CreateYV12Shader(float tw,float th) {
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if (glGetError() != 0) throw _T("Error setting shader");
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// Set uniform variables
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GLuint address = glGetUniformLocation(program,"tex");
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glUniform1i(address, 0);
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address = glGetUniformLocation(program,"off1");
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glUniform2f(address, 0.0f, th);
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address = glGetUniformLocation(program,"off2");
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glUniform2f(address, tw*0.5f, th);
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GLuint address = glGetUniformLocationARB(program,"tex");
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glUniform1iARB(address, 0);
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address = glGetUniformLocationARB(program,"off1");
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glUniform2fARB(address, 0.0f, th);
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address = glGetUniformLocationARB(program,"off2");
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glUniform2fARB(address, tw*0.5f, th);
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// Return shader
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return program;
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@ -45,7 +45,7 @@ private:
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float r2,g2,b2,a2;
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int lw;
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static void InitializeGLEW();
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static void Initialize();
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static GLuint CreateStandardVertexShader();
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static GLuint CreateYV12PixelShader();
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static GLuint CreateShaderProgram(GLuint vertex,GLuint pixel);
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@ -61,6 +61,8 @@ public:
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void DrawRectangle(float x1,float y1,float x2,float y2);
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void DrawRing(float x,float y,float r1,float r2,float ar=1.0f,float arcStart=0.0f,float arcEnd=0.0f);
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static bool UseShaders();
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static bool IsExtensionSupported(const char *ext);
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static bool ShadersAvailable();
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static void SetShader(GLuint i);
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static void DestroyShaderProgram(GLuint i);
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@ -78,7 +78,7 @@
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#include <wx/event.h>
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#include <wx/wxscintilla.h>
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#include <wx/string.h>
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#include <GL/glew.h>
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//#include <GL/glew.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <wx/glcanvas.h>
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@ -257,6 +257,9 @@ void VideoContext::SetVideo(const wxString &filename) {
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}
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#endif
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// Set GL context
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GetGLContext(displayList.front())->SetCurrent(*displayList.front());
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// Choose a provider
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provider = VideoProviderFactory::GetProvider(filename,overFps);
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loaded = provider != NULL;
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@ -294,7 +294,7 @@ PClip AvisynthVideoProvider::OpenVideo(wxString _filename, bool mpeg2dec3_priori
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}
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// Convert to RGB32
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if (OpenGLWrapper::ShadersAvailable() && !Options.AsBool(_T("Video Use Pixel Shaders"))) {
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if (!OpenGLWrapper::UseShaders()) {
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script = env->Invoke("ConvertToRGB32", script);
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AVSTRACE(_T("AvisynthVideoProvider::OpenVideo: Converted to RGB32"));
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}
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