Remove XML stuff.

This commit is contained in:
Themaister 2011-12-04 18:44:23 +01:00
parent 77f110c23e
commit 909b25c7ac

View File

@ -45,10 +45,6 @@
#include "../gfx/shader_cg.h"
#endif
#ifdef HAVE_XML
#include "shader_glsl.h"
#endif
#define BLUE 0xffff0000u
#define WHITE 0xffffffffu
@ -88,22 +84,9 @@ static const GLfloat white_color[] = {
static bool load_fbo_proc(void) { return true; }
#endif
#if defined(HAVE_XML)
PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture = NULL;
PFNGLACTIVETEXTUREPROC pglActiveTexture = NULL;
static inline bool load_gl_proc(void)
{
LOAD_SYM(glClientActiveTexture);
LOAD_SYM(glActiveTexture);
return pglClientActiveTexture && pglActiveTexture;
}
#else
static inline bool load_gl_proc(void) { return true; }
#endif
#define MAX_SHADERS 16
#if defined(HAVE_XML) || defined(HAVE_CG)
#if defined(HAVE_CG)
#define TEXTURES 8
#else
#define TEXTURES 1
@ -171,11 +154,6 @@ static bool gl_shader_init(void)
if (strlen(g_settings.video.cg_shader_path) > 0)
return gl_cg_init(g_settings.video.cg_shader_path);
#endif
#ifdef HAVE_XML
if (strlen(g_settings.video.bsnes_shader_path) > 0)
return gl_glsl_init(g_settings.video.bsnes_shader_path);
#endif
break;
}
@ -187,14 +165,6 @@ static bool gl_shader_init(void)
}
#endif
#ifdef HAVE_XML
case SSNES_SHADER_BSNES:
{
return gl_glsl_init(g_settings.video.bsnes_shader_path);
break;
}
#endif
default:
break;
}
@ -207,10 +177,6 @@ static void gl_shader_use(unsigned index)
#ifdef HAVE_CG
gl_cg_use(index);
#endif
#ifdef HAVE_XML
gl_glsl_use(index);
#endif
}
static void gl_shader_deinit(void)
@ -218,10 +184,6 @@ static void gl_shader_deinit(void)
#ifdef HAVE_CG
gl_cg_deinit();
#endif
#ifdef HAVE_XML
gl_glsl_deinit();
#endif
}
static void gl_shader_set_proj_matrix(void)
@ -229,10 +191,6 @@ static void gl_shader_set_proj_matrix(void)
#ifdef HAVE_CG
gl_cg_set_proj_matrix();
#endif
#ifdef HAVE_XML
gl_glsl_set_proj_matrix();
#endif
}
static void gl_shader_set_params(unsigned width, unsigned height,
@ -249,13 +207,6 @@ static void gl_shader_set_params(unsigned width, unsigned height,
out_width, out_height,
frame_count, info, prev_info, fbo_info, fbo_info_cnt);
#endif
#ifdef HAVE_XML
gl_glsl_set_params(width, height,
tex_width, tex_height,
out_width, out_height,
frame_count, info, prev_info, fbo_info, fbo_info_cnt);
#endif
}
static unsigned gl_shader_num(void)
@ -267,12 +218,6 @@ static unsigned gl_shader_num(void)
num = cg_num;
#endif
#ifdef HAVE_XML
unsigned glsl_num = gl_glsl_num();
if (glsl_num > num)
num = glsl_num;
#endif
return num;
}
@ -284,11 +229,6 @@ static bool gl_shader_filter_type(unsigned index, bool *smooth)
valid = gl_cg_filter_type(index, smooth);
#endif
#ifdef HAVE_XML
if (!valid)
valid = gl_glsl_filter_type(index, smooth);
#endif
return valid;
}
@ -300,11 +240,6 @@ static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
if (!scale->valid)
gl_cg_shader_scale(index, scale);
#endif
#ifdef HAVE_XML
if (!scale->valid)
gl_glsl_shader_scale(index, scale);
#endif
}
#endif
///////////////////
@ -553,7 +488,7 @@ static void set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_f
static inline void set_lut_texture_coords(const GLfloat *coords)
{
#if defined(HAVE_XML) || defined(HAVE_CG)
#if defined(HAVE_CG)
// For texture images.
pglClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@ -579,7 +514,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
gl_shader_use(1);
gl->frame_count++;
#if defined(HAVE_XML) || defined(HAVE_CG)
#if defined(HAVE_CG)
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
#endif
@ -710,7 +645,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
set_texture_coords(gl->tex_coords, xamt, yamt);
}
#if defined(HAVE_XML) || defined(HAVE_CG)
#if defined(HAVE_CG)
// We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly.
else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] || height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK])
{
@ -835,7 +770,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
}
#endif
#if defined(HAVE_XML) || defined(HAVE_CG)
#if defined(HAVE_CG)
memmove(gl->prev_info + 1, gl->prev_info, sizeof(tex_info) * (TEXTURES - 1));
memcpy(&gl->prev_info[0], &tex_info, sizeof(tex_info));
gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
@ -988,16 +923,6 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
video->vsync ? glEnable(GL_VSYNC_SCE) : glDisable(GL_VSYNC_SCE);
#if defined(HAVE_XML)
// Win32 GL lib doesn't have some functions needed for XML shaders.
// Need to load dynamically :(
if (!load_gl_proc())
{
psgl_deinit(gl);
return NULL;
}
#endif
gl->vsync = video->vsync;
SSNES_LOG("GL: Using resolution %ux%u\n", gl->win_width, gl->win_height);
@ -1135,54 +1060,6 @@ static bool gl_focus(void *data)
return true;
}
#ifdef HAVE_XML
static bool gl_xml_shader(void *data, const char *path)
{
gl_t *gl = data;
//if (!gl_check_error())
// SSNES_WARN("Error happened before deinit!\n");
//if (!gl_check_error())
// SSNES_WARN("Error happened in deinit!\n");
#ifdef HAVE_FBO
if (gl->fbo_inited)
{
glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo);
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
memset(gl->fbo, 0, sizeof(gl->fbo));
gl->fbo_inited = false;
gl->render_to_tex = false;
gl->fbo_pass = 0;
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
#endif
gl_shader_deinit();
//if (!gl_check_error())
// SSNES_WARN("Failed to deinit rendering path properly!\n");
if (!gl_glsl_init(path))
return false;
// Set up render to texture.
gl_init_fbo(gl, gl->tex_w, gl->tex_h);
// Apparently need to set viewport for passes when we aren't using FBOs.
gl_shader_use(0);
set_viewport(gl, gl->win_width, gl->win_height, false);
gl_shader_use(1);
set_viewport(gl, gl->win_width, gl->win_height, false);
return true;
}
#endif
const video_driver_t video_gl = {
.init = gl_init,
.frame = gl_frame,
@ -1190,8 +1067,6 @@ const video_driver_t video_gl = {
.set_nonblock_state = gl_set_nonblock_state,
.focus = gl_focus,
.free = gl_free,
#ifdef HAVE_XML
.xml_shader = gl_xml_shader,
#endif
.ident = "gl"
};