RetroArch/gfx/video_shader_driver.c

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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2017 - Daniel De Matteis
*
* RetroArch 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.
*
* RetroArch 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 RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <string.h>
#include <string/stdstring.h>
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#ifdef HAVE_CONFIG_H
#include "../config.h"
#endif
#include "video_shader_driver.h"
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#include "../verbosity.h"
static const shader_backend_t *shader_ctx_drivers[] = {
#ifdef HAVE_GLSL
&gl_glsl_backend,
#endif
#ifdef HAVE_CG
&gl_cg_backend,
#endif
#ifdef HAVE_HLSL
&hlsl_backend,
#endif
&shader_null_backend,
NULL
};
const shader_backend_t *current_shader = NULL;
void *shader_data = NULL;
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static const shader_backend_t *video_shader_set_backend(enum rarch_shader_type type)
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{
switch (type)
{
case RARCH_SHADER_CG:
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{
#ifdef HAVE_CG
gfx_ctx_flags_t flags;
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video_context_driver_get_flags(&flags);
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if (BIT32_GET(flags.flags, GFX_CTX_FLAGS_GL_CORE_CONTEXT))
{
RARCH_ERR("[Shader driver]: Cg cannot be used with core GL context. Trying to fall back to GLSL...\n");
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return video_shader_set_backend(RARCH_SHADER_GLSL);
}
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RARCH_LOG("[Shader driver]: Using Cg shader backend.\n");
return &gl_cg_backend;
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#else
break;
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#endif
}
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case RARCH_SHADER_GLSL:
#ifdef HAVE_GLSL
RARCH_LOG("[Shader driver]: Using GLSL shader backend.\n");
return &gl_glsl_backend;
#else
break;
#endif
case RARCH_SHADER_NONE:
default:
break;
}
return NULL;
}
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bool video_shader_driver_get_prev_textures(video_shader_ctx_texture_t *texture)
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{
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if (!texture || !current_shader)
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{
if (texture)
texture->id = 0;
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return false;
}
texture->id = current_shader->get_prev_textures(shader_data);
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return true;
}
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bool video_shader_driver_get_ident(video_shader_ctx_ident_t *ident)
{
if (!current_shader || !ident)
return false;
ident->ident = current_shader->ident;
return true;
}
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bool video_shader_driver_get_current_shader(video_shader_ctx_t *shader)
{
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void *video_driver = video_driver_get_ptr(true);
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const video_poke_interface_t *video_poke = video_driver_get_poke();
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shader->data = NULL;
if (!video_poke || !video_driver)
return false;
if (!video_poke->get_current_shader)
return false;
shader->data = video_poke->get_current_shader(video_driver);
return true;
}
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bool video_shader_driver_direct_get_current_shader(video_shader_ctx_t *shader)
{
shader->data = NULL;
if (!current_shader || !current_shader->get_current_shader)
return false;
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shader->data = current_shader->get_current_shader(shader_data);
return true;
}
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bool video_shader_driver_deinit(void)
{
if (!current_shader)
return false;
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if (current_shader->deinit)
current_shader->deinit(shader_data);
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shader_data = NULL;
current_shader = NULL;
return true;
}
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/* Finds first suitable shader context driver. */
bool video_shader_driver_init_first(void)
{
unsigned i;
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for (i = 0; shader_ctx_drivers[i]; i++)
{
current_shader = shader_ctx_drivers[i];
return true;
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}
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return false;
}
bool video_shader_driver_init(video_shader_ctx_init_t *init)
{
void *tmp = NULL;
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if (!init->shader || !init->shader->init)
{
init->shader = video_shader_set_backend(init->shader_type);
if (!init->shader)
return false;
}
tmp = init->shader->init(init->data, init->path);
if (!tmp)
return false;
shader_data = tmp;
current_shader = init->shader;
return true;
}
bool video_shader_driver_get_feedback_pass(unsigned *data)
{
if ( current_shader
&& current_shader->get_feedback_pass
&& current_shader->get_feedback_pass(shader_data, data))
return true;
return false;
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}
bool video_shader_driver_mipmap_input(unsigned *index)
{
if ( current_shader
&& current_shader->mipmap_input(shader_data, *index))
return true;
return false;
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}
bool video_shader_driver_scale(video_shader_ctx_scale_t *scaler)
{
if (!scaler || !scaler->scale)
return false;
scaler->scale->valid = false;
if (!current_shader || !current_shader->shader_scale)
return false;
current_shader->shader_scale(shader_data, scaler->idx, scaler->scale);
return true;
}
bool video_shader_driver_info(video_shader_ctx_info_t *shader_info)
{
if (!shader_info || !current_shader)
return false;
shader_info->num = 0;
if (current_shader->num_shaders)
shader_info->num = current_shader->num_shaders(shader_data);
return true;
}
bool video_shader_driver_filter_type(video_shader_ctx_filter_t *filter)
{
if ( filter
&& current_shader
&& current_shader->filter_type
&& current_shader->filter_type(shader_data,
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filter->index, filter->smooth))
return true;
return false;
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}
bool video_shader_driver_compile_program(struct shader_program_info *program_info)
{
if (!current_shader || !program_info)
return false;
return current_shader->compile_program(program_info->data,
program_info->idx, NULL, program_info);
}
bool video_shader_driver_wrap_type(video_shader_ctx_wrap_t *wrap)
{
if (!current_shader || !current_shader->wrap_type)
return false;
wrap->type = current_shader->wrap_type(shader_data, wrap->idx);
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return true;
}