/* 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 . */ // // GLSL code here is mostly copypasted from bSNES. // #include #include #include "general.h" #include #include #include #include #include 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. glCreateProgram = glfwGetProcAddress("glCreateProgram"); glUseProgram = glfwGetProcAddress("glUseProgram"); glCreateShader = glfwGetProcAddress("glCreateShader"); glDeleteShader = glfwGetProcAddress("glDeleteShader"); glShaderSource = glfwGetProcAddress("glShaderSource"); glCompileShader = glfwGetProcAddress("glCompileShader"); glAttachShader = glfwGetProcAddress("glAttachShader"); glDetachShader = glfwGetProcAddress("glDetachShader"); glLinkProgram = glfwGetProcAddress("glLinkProgram"); glGetUniformLocation = glfwGetProcAddress("glGetUniformLocation"); glUniform1i = glfwGetProcAddress("glUniform1i"); glUniform2fv = glfwGetProcAddress("glUniform2fv"); glUniform4fv = glfwGetProcAddress("glUniform4fv"); 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) {}