2011-01-05 18:07:12 +00:00
|
|
|
/* SSNES - A Super Ninteno Entertainment System (SNES) Emulator frontend for libsnes.
|
|
|
|
* Copyright (C) 2010 - Hans-Kristian Arntzen
|
|
|
|
*
|
|
|
|
* Some code herein may be based on code found in BSNES.
|
|
|
|
*
|
|
|
|
* SSNES is free software: you can redistribute it and/or modify it under the terms
|
|
|
|
* of the GNU General Public License as published by the Free Software Found-
|
|
|
|
* ation, either version 3 of the License, or (at your option) any later version.
|
|
|
|
*
|
|
|
|
* SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
|
|
|
|
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
|
|
|
* PURPOSE. See the GNU General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License along with SSNES.
|
|
|
|
* If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
*/
|
|
|
|
|
|
|
|
//
|
|
|
|
// GLSL code here is mostly copypasted from bSNES.
|
|
|
|
//
|
|
|
|
|
|
|
|
#include <stdbool.h>
|
|
|
|
#include <string.h>
|
|
|
|
#include "general.h"
|
|
|
|
|
2011-01-06 17:34:11 +00:00
|
|
|
#define NO_SDL_GLEXT
|
2011-01-05 18:07:12 +00:00
|
|
|
#include <GL/gl.h>
|
2011-01-07 17:11:06 +00:00
|
|
|
#include "SDL.h"
|
|
|
|
#include "SDL_opengl.h"
|
2011-01-05 18:07:12 +00:00
|
|
|
#include <stdlib.h>
|
|
|
|
#include <libxml/parser.h>
|
|
|
|
#include <libxml/tree.h>
|
2011-01-07 17:26:19 +00:00
|
|
|
#include <GL/glext.h>
|
2011-01-05 18:07:12 +00:00
|
|
|
|
|
|
|
static PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
|
|
|
|
static PFNGLUSEPROGRAMPROC glUseProgram = NULL;
|
|
|
|
static PFNGLCREATESHADERPROC glCreateShader = NULL;
|
|
|
|
static PFNGLDELETESHADERPROC glDeleteShader = NULL;
|
|
|
|
static PFNGLSHADERSOURCEPROC glShaderSource = NULL;
|
|
|
|
static PFNGLCOMPILESHADERPROC glCompileShader = NULL;
|
|
|
|
static PFNGLATTACHSHADERPROC glAttachShader = NULL;
|
|
|
|
static PFNGLDETACHSHADERPROC glDetachShader = NULL;
|
|
|
|
static PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
|
|
|
|
static PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL;
|
|
|
|
static PFNGLUNIFORM1IPROC glUniform1i = NULL;
|
|
|
|
static PFNGLUNIFORM2FVPROC glUniform2fv = NULL;
|
|
|
|
static PFNGLUNIFORM4FVPROC glUniform4fv = NULL;
|
|
|
|
|
|
|
|
static bool glsl_enable = false;
|
|
|
|
static GLuint gl_program;
|
|
|
|
static GLuint fragment_shader;
|
|
|
|
static GLuint vertex_shader;
|
|
|
|
|
|
|
|
static bool get_xml_shaders(const char *path, char **vertex_shader, char **fragment_shader)
|
|
|
|
{
|
|
|
|
LIBXML_TEST_VERSION;
|
|
|
|
|
|
|
|
xmlParserCtxtPtr ctx = xmlNewParserCtxt();
|
|
|
|
if (!ctx)
|
|
|
|
{
|
|
|
|
SSNES_ERR("Failed to load libxml2 context.\n");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
SSNES_LOG("Loading XML shader: %s\n", path);
|
|
|
|
xmlDocPtr doc = xmlCtxtReadFile(ctx, path, NULL, 0);
|
|
|
|
if (!doc)
|
|
|
|
{
|
|
|
|
SSNES_ERR("Failed to parse XML file: %s\n", path);
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ctx->valid == 0)
|
|
|
|
{
|
|
|
|
SSNES_ERR("Cannot validate XML shader: %s\n", path);
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
xmlNodePtr head = xmlDocGetRootElement(doc);
|
|
|
|
xmlNodePtr cur = NULL;
|
|
|
|
for (cur = head; cur; cur = cur->next)
|
|
|
|
{
|
|
|
|
if (cur->type == XML_ELEMENT_NODE && strcmp((const char*)cur->name, "shader") == 0)
|
|
|
|
{
|
|
|
|
xmlChar *attr;
|
|
|
|
if ((attr = xmlGetProp(cur, (const xmlChar*)"language")) && strcmp((const char*)attr, "GLSL") == 0)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!cur) // We couldn't find any GLSL shader :(
|
|
|
|
goto error;
|
|
|
|
|
|
|
|
bool vertex_found = false;
|
|
|
|
bool fragment_found = false;
|
|
|
|
// Iterate to check if we find fragment and/or vertex shaders.
|
|
|
|
for (cur = cur->children; cur; cur = cur->next)
|
|
|
|
{
|
|
|
|
if (cur->type != XML_ELEMENT_NODE)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
xmlChar *content = xmlNodeGetContent(cur);
|
|
|
|
if (!content)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (strcmp((const char*)cur->name, "vertex") == 0 && !vertex_found)
|
|
|
|
{
|
|
|
|
*vertex_shader = malloc(xmlStrlen(content) + 1);
|
|
|
|
strcpy(*vertex_shader, (const char*)content);
|
|
|
|
vertex_found = true;
|
|
|
|
}
|
|
|
|
else if (strcmp((const char*)cur->name, "fragment") == 0 && !fragment_found)
|
|
|
|
{
|
|
|
|
*fragment_shader = malloc(xmlStrlen(content) + 1);
|
|
|
|
strcpy(*fragment_shader, (const char*)content);
|
|
|
|
fragment_found = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!vertex_found && !fragment_found)
|
|
|
|
{
|
|
|
|
SSNES_ERR("Couldn't find vertex shader nor fragment shader in XML file.\n");
|
|
|
|
goto error;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
xmlFreeDoc(doc);
|
|
|
|
xmlFreeParserCtxt(ctx);
|
|
|
|
return true;
|
|
|
|
|
|
|
|
error:
|
|
|
|
if (doc)
|
|
|
|
xmlFreeDoc(doc);
|
|
|
|
xmlFreeParserCtxt(ctx);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool gl_glsl_init(const char *path)
|
|
|
|
{
|
|
|
|
// Load shader functions.
|
2011-01-06 17:34:11 +00:00
|
|
|
glCreateProgram = SDL_GL_GetProcAddress("glCreateProgram");
|
|
|
|
glUseProgram = SDL_GL_GetProcAddress("glUseProgram");
|
|
|
|
glCreateShader = SDL_GL_GetProcAddress("glCreateShader");
|
|
|
|
glDeleteShader = SDL_GL_GetProcAddress("glDeleteShader");
|
|
|
|
glShaderSource = SDL_GL_GetProcAddress("glShaderSource");
|
|
|
|
glCompileShader = SDL_GL_GetProcAddress("glCompileShader");
|
|
|
|
glAttachShader = SDL_GL_GetProcAddress("glAttachShader");
|
|
|
|
glDetachShader = SDL_GL_GetProcAddress("glDetachShader");
|
|
|
|
glLinkProgram = SDL_GL_GetProcAddress("glLinkProgram");
|
|
|
|
glGetUniformLocation = SDL_GL_GetProcAddress("glGetUniformLocation");
|
|
|
|
glUniform1i = SDL_GL_GetProcAddress("glUniform1i");
|
|
|
|
glUniform2fv = SDL_GL_GetProcAddress("glUniform2fv");
|
|
|
|
glUniform4fv = SDL_GL_GetProcAddress("glUniform4fv");
|
2011-01-05 18:07:12 +00:00
|
|
|
|
|
|
|
SSNES_LOG("Checking GLSL shader support ...\n");
|
|
|
|
bool shader_support = glCreateProgram && glUseProgram && glCreateShader
|
|
|
|
&& glDeleteShader && glShaderSource && glCompileShader && glAttachShader
|
|
|
|
&& glDetachShader && glLinkProgram && glGetUniformLocation
|
|
|
|
&& glUniform1i && glUniform2fv && glUniform4fv;
|
|
|
|
|
|
|
|
if (!shader_support)
|
|
|
|
{
|
|
|
|
SSNES_ERR("GLSL shaders aren't supported by your GL driver.\n");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
gl_program = glCreateProgram();
|
|
|
|
|
|
|
|
char *vertex_prog = NULL;
|
|
|
|
char *fragment_prog = NULL;
|
|
|
|
if (!get_xml_shaders(path, &vertex_prog, &fragment_prog))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (vertex_prog)
|
|
|
|
{
|
|
|
|
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
|
|
|
glShaderSource(vertex_shader, 1, (const char**)&vertex_prog, 0);
|
|
|
|
glCompileShader(vertex_shader);
|
|
|
|
glAttachShader(gl_program, vertex_shader);
|
|
|
|
free(vertex_prog);
|
|
|
|
}
|
|
|
|
if (fragment_prog)
|
|
|
|
{
|
|
|
|
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
glShaderSource(fragment_shader, 1, (const char**)&fragment_prog, 0);
|
|
|
|
glCompileShader(fragment_shader);
|
|
|
|
glAttachShader(gl_program, fragment_shader);
|
|
|
|
free(fragment_prog);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (vertex_prog || fragment_prog)
|
|
|
|
{
|
|
|
|
glLinkProgram(gl_program);
|
|
|
|
glUseProgram(gl_program);
|
|
|
|
}
|
|
|
|
|
|
|
|
glsl_enable = true;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_glsl_deinit(void)
|
|
|
|
{}
|
|
|
|
|
|
|
|
void gl_glsl_set_params(unsigned width, unsigned height,
|
|
|
|
unsigned tex_width, unsigned tex_height,
|
|
|
|
unsigned out_width, unsigned out_height)
|
|
|
|
{
|
|
|
|
if (glsl_enable)
|
|
|
|
{
|
|
|
|
GLint location;
|
|
|
|
|
|
|
|
float inputSize[2] = {width, height};
|
|
|
|
location = glGetUniformLocation(gl_program, "rubyInputSize");
|
|
|
|
glUniform2fv(location, 1, inputSize);
|
|
|
|
|
|
|
|
float outputSize[2] = {out_width, out_height};
|
|
|
|
location = glGetUniformLocation(gl_program, "rubyOutputSize");
|
|
|
|
glUniform2fv(location, 1, outputSize);
|
|
|
|
|
|
|
|
float textureSize[2] = {tex_width, tex_height};
|
|
|
|
location = glGetUniformLocation(gl_program, "rubyTextureSize");
|
|
|
|
glUniform2fv(location, 1, textureSize);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_glsl_set_proj_matrix(void)
|
|
|
|
{}
|