FilterProgram BuildDefaultChain(Size chainInSize, Size chainOutSize, bool includeOSD) { // select user special FX shader chain var selectedChainProperties = new Dictionary <string, object>(); Filters.RetroShaderChain selectedChain = null; if (Global.Config.TargetDisplayFilter == 1 && ShaderChain_hq2x != null && ShaderChain_hq2x.Available) { selectedChain = ShaderChain_hq2x; } if (Global.Config.TargetDisplayFilter == 2 && ShaderChain_scanlines != null && ShaderChain_scanlines.Available) { selectedChain = ShaderChain_scanlines; selectedChainProperties["uIntensity"] = 1.0f - Global.Config.TargetScanlineFilterIntensity / 256.0f; } if (Global.Config.TargetDisplayFilter == 3 && ShaderChain_user != null && ShaderChain_user.Available) { selectedChain = ShaderChain_user; } var fPresent = new Filters.FinalPresentation(chainOutSize); var fInput = new Filters.SourceImage(chainInSize); var fOSD = new Filters.OSD(); fOSD.RenderCallback = () => { if (!includeOSD) { return; } var size = fOSD.FindInput().SurfaceFormat.Size; Renderer.Begin(size.Width, size.Height); var myBlitter = new MyBlitter(this) { ClipBounds = new Rectangle(0, 0, size.Width, size.Height) }; Renderer.SetBlendState(GL.BlendNormal); GlobalWin.OSD.Begin(myBlitter); GlobalWin.OSD.DrawScreenInfo(myBlitter); GlobalWin.OSD.DrawMessages(myBlitter); Renderer.End(); }; var chain = new FilterProgram(); //add the first filter, encompassing output from the emulator core chain.AddFilter(fInput, "input"); // if a non-zero padding is required, add a filter to allow for that // note, we have two sources of padding right now.. one can come from the VideoProvider and one from the user. // we're combining these now and just using black, for sake of being lean, despite the discussion below: // keep in mind, the VideoProvider design in principle might call for another color. // we haven't really been using this very hard, but users will probably want black there (they could fill it to another color if needed tho) var padding = CalculateCompleteContentPadding(true, true); if (padding.Vertical != 0 || padding.Horizontal != 0) { // TODO - add another filter just for this, its cumbersome to use final presentation... I think. but maybe there's enough similarities to justify it. Size size = chainInSize; size.Width += padding.Horizontal; size.Height += padding.Vertical; Filters.FinalPresentation fPadding = new Filters.FinalPresentation(size); chain.AddFilter(fPadding, "padding"); fPadding.GuiRenderer = Renderer; fPadding.GL = GL; fPadding.Config_PadOnly = true; fPadding.Padding = padding; } //add lua layer 'emu' AppendLuaLayer(chain, "emu"); if (Global.Config.DispPrescale != 1) { var fPrescale = new Filters.PrescaleFilter() { Scale = Global.Config.DispPrescale }; chain.AddFilter(fPrescale, "user_prescale"); } // add user-selected retro shader if (selectedChain != null) { AppendRetroShaderChain(chain, "retroShader", selectedChain, selectedChainProperties); } // AutoPrescale makes no sense for a None final filter if (Global.Config.DispAutoPrescale && Global.Config.DispFinalFilter != (int)Filters.FinalPresentation.eFilterOption.None) { var apf = new Filters.AutoPrescaleFilter(); chain.AddFilter(apf, "auto_prescale"); } //choose final filter var finalFilter = Filters.FinalPresentation.eFilterOption.None; if (Global.Config.DispFinalFilter == 1) { finalFilter = Filters.FinalPresentation.eFilterOption.Bilinear; } if (Global.Config.DispFinalFilter == 2) { finalFilter = Filters.FinalPresentation.eFilterOption.Bicubic; } //if bicubic is selected and unavailable, don't use it. use bilinear instead I guess if (finalFilter == Filters.FinalPresentation.eFilterOption.Bicubic) { if (ShaderChain_bicubic == null || !ShaderChain_bicubic.Available) { finalFilter = Filters.FinalPresentation.eFilterOption.Bilinear; } } fPresent.FilterOption = finalFilter; // now if bicubic is chosen, insert it if (finalFilter == Filters.FinalPresentation.eFilterOption.Bicubic) { AppendRetroShaderChain(chain, "bicubic", ShaderChain_bicubic, null); } // add final presentation chain.AddFilter(fPresent, "presentation"); //add lua layer 'native' AppendLuaLayer(chain, "native"); // and OSD goes on top of that // TODO - things break if this isn't present (the final presentation filter gets messed up when used with prescaling) // so, always include it (we'll handle this flag in the callback to do no rendering) //if (includeOSD) chain.AddFilter(fOSD, "osd"); return(chain); }
FilterProgram BuildDefaultChain(Size chain_insize, Size chain_outsize, bool includeOSD) { //select user special FX shader chain Dictionary<string, object> selectedChainProperties = new Dictionary<string, object>(); Filters.RetroShaderChain selectedChain = null; if (Global.Config.TargetDisplayFilter == 1 && ShaderChain_hq2x != null && ShaderChain_hq2x.Available) selectedChain = ShaderChain_hq2x; if (Global.Config.TargetDisplayFilter == 2 && ShaderChain_scanlines != null && ShaderChain_scanlines.Available) { selectedChain = ShaderChain_scanlines; selectedChainProperties["uIntensity"] = 1.0f - Global.Config.TargetScanlineFilterIntensity / 256.0f; } if (Global.Config.TargetDisplayFilter == 3 && ShaderChain_user != null && ShaderChain_user.Available) selectedChain = ShaderChain_user; Filters.FinalPresentation fPresent = new Filters.FinalPresentation(chain_outsize); Filters.SourceImage fInput = new Filters.SourceImage(chain_insize); Filters.OSD fOSD = new Filters.OSD(); fOSD.RenderCallback = () => { if (!includeOSD) return; var size = fOSD.FindInput().SurfaceFormat.Size; Renderer.Begin(size.Width, size.Height); MyBlitter myBlitter = new MyBlitter(this); myBlitter.ClipBounds = new Rectangle(0, 0, size.Width, size.Height); Renderer.SetBlendState(GL.BlendNormal); GlobalWin.OSD.Begin(myBlitter); GlobalWin.OSD.DrawScreenInfo(myBlitter); GlobalWin.OSD.DrawMessages(myBlitter); Renderer.End(); }; var chain = new FilterProgram(); //add the first filter, encompassing output from the emulator core chain.AddFilter(fInput, "input"); //if a non-zero padding is required, add a filter to allow for that //note, we have two sources of padding right now.. one can come from the videoprovider and one from the user. //we're combining these now and just using black, for sake of being lean, despite the discussion below: //keep in mind, the videoprovider design in principle might call for another color. //we havent really been using this very hard, but users will probably want black there (they could fill it to another color if needed tho) var padding = CalculateCompleteContentPadding(true,true); if (padding.Vertical != 0 || padding.Horizontal != 0) { //TODO - add another filter just for this, its cumbersome to use final presentation... I think. but maybe theres enough similarities to justify it. Size size = chain_insize; size.Width += padding.Horizontal; size.Height += padding.Vertical; Filters.FinalPresentation fPadding = new Filters.FinalPresentation(size); chain.AddFilter(fPadding, "padding"); fPadding.GuiRenderer = Renderer; fPadding.GL = GL; fPadding.Config_PadOnly = true; fPadding.Padding = padding; } //add lua layer 'emu' AppendLuaLayer(chain, "emu"); if (Global.Config.DispPrescale != 1) { Filters.PrescaleFilter fPrescale = new Filters.PrescaleFilter() { Scale = Global.Config.DispPrescale }; chain.AddFilter(fPrescale, "prescale"); } //add user-selected retro shader if (selectedChain != null) AppendRetroShaderChain(chain, "retroShader", selectedChain, selectedChainProperties); //choose final filter Filters.FinalPresentation.eFilterOption finalFilter = Filters.FinalPresentation.eFilterOption.None; if (Global.Config.DispFinalFilter == 1) finalFilter = Filters.FinalPresentation.eFilterOption.Bilinear; if (Global.Config.DispFinalFilter == 2) finalFilter = Filters.FinalPresentation.eFilterOption.Bicubic; //if bicubic is selected and unavailable, dont use it. use bilinear instead I guess if (finalFilter == Filters.FinalPresentation.eFilterOption.Bicubic) { if (ShaderChain_bicubic == null || !ShaderChain_bicubic.Available) finalFilter = Filters.FinalPresentation.eFilterOption.Bilinear; } fPresent.FilterOption = finalFilter; //now if bicubic is chosen, insert it if (finalFilter == Filters.FinalPresentation.eFilterOption.Bicubic) AppendRetroShaderChain(chain, "bicubic", ShaderChain_bicubic, null); //add final presentation chain.AddFilter(fPresent, "presentation"); //add lua layer 'native' AppendLuaLayer(chain, "native"); //and OSD goes on top of that //TODO - things break if this isnt present (the final presentation filter gets messed up when used with prescaling) //so, always include it (we'll handle this flag in the callback to do no rendering) //if (includeOSD) chain.AddFilter(fOSD, "osd"); return chain; }