/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
* Copyright (C) 2010-2011 - 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 .
*/
#include
#include
#include "general.h"
#ifdef __APPLE__
#include
#else
#define GL_GLEXT_PROTOTYPES
#include
#include
#endif
#define NO_SDL_GLEXT
#include "SDL.h"
#include "SDL_opengl.h"
#include
#include
#include
#include "gl_common.h"
#ifdef __APPLE__
#define pglCreateProgram glCreateProgram
#define pglUseProgram glUseProgram
#define pglCreateShader glCreateShader
#define pglDeleteShader glDeleteShader
#define pglShaderSource glShaderSource
#define pglCompileShader glCompileShader
#define pglAttachShader glAttachShader
#define pglDetachShader glDetachShader
#define pglLinkProgram glLinkProgram
#define pglGetUniformLocation glGetUniformLocation
#define pglUniform1i glUniform1i
#define pglUniform2fv glUniform2fv
#define pglUniform4fv glUniform4fv
#define pglGetShaderiv glGetShaderiv
#define pglGetShaderInfoLog glGetShaderInfoLog
#define pglGetProgramiv glGetProgramiv
#define pglGetProgramInfoLog glGetProgramInfoLog
#else
static PFNGLCREATEPROGRAMPROC pglCreateProgram = NULL;
static PFNGLUSEPROGRAMPROC pglUseProgram = NULL;
static PFNGLCREATESHADERPROC pglCreateShader = NULL;
static PFNGLDELETESHADERPROC pglDeleteShader = NULL;
static PFNGLSHADERSOURCEPROC pglShaderSource = NULL;
static PFNGLCOMPILESHADERPROC pglCompileShader = NULL;
static PFNGLATTACHSHADERPROC pglAttachShader = NULL;
static PFNGLDETACHSHADERPROC pglDetachShader = NULL;
static PFNGLLINKPROGRAMPROC pglLinkProgram = NULL;
static PFNGLGETUNIFORMLOCATIONPROC pglGetUniformLocation = NULL;
static PFNGLUNIFORM1IPROC pglUniform1i = NULL;
static PFNGLUNIFORM2FVPROC pglUniform2fv = NULL;
static PFNGLUNIFORM4FVPROC pglUniform4fv = NULL;
static PFNGLGETSHADERIVPROC pglGetShaderiv = NULL;
static PFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog = NULL;
static PFNGLGETPROGRAMIVPROC pglGetProgramiv = NULL;
static PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog = NULL;
#endif
#define MAX_PROGRAMS 16
enum filter_type
{
SSNES_GL_NOFORCE,
SSNES_GL_LINEAR,
SSNES_GL_NEAREST
};
static bool glsl_enable = false;
static GLuint gl_program[MAX_PROGRAMS] = {0};
static enum filter_type gl_filter_type[MAX_PROGRAMS] = {SSNES_GL_NOFORCE};
static unsigned gl_num_programs = 0;
static unsigned active_index = 0;
struct shader_program
{
char *vertex;
char *fragment;
enum filter_type filter;
};
static unsigned get_xml_shaders(const char *path, struct shader_program *prog, size_t size)
{
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;
unsigned num = 0;
memset(prog, 0, sizeof(struct shader_program) * size);
// Iterate to check if we find fragment and/or vertex shaders.
for (cur = cur->children; cur && num < size; 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)
{
if (prog[num].vertex)
{
SSNES_ERR("Cannot have more than one vertex shader in a program.\n");
goto error;
}
prog[num].vertex = strdup((const char*)content);
}
else if (strcmp((const char*)cur->name, "fragment") == 0)
{
prog[num].fragment = strdup((const char*)content);
// Check if shader forces a certain texture filtering.
xmlChar *attr = xmlGetProp(cur, (const xmlChar*)"filter");
if (attr)
{
if (strcmp((const char*)attr, "nearest") == 0)
{
prog[num].filter = SSNES_GL_NEAREST;
SSNES_LOG("XML: Shader forces GL_NEAREST.\n");
}
else if (strcmp((const char*)attr, "linear") == 0)
{
prog[num].filter = SSNES_GL_LINEAR;
SSNES_LOG("XML: Shader forces GL_LINEAR.\n");
}
else
SSNES_WARN("XML: Invalid property for filter.\n");
}
else
prog[num].filter = SSNES_GL_NOFORCE;
num++;
}
}
if (num == 0)
{
SSNES_ERR("Couldn't find vertex shader nor fragment shader in XML file.\n");
goto error;
}
xmlFreeDoc(doc);
xmlFreeParserCtxt(ctx);
return num;
error:
SSNES_ERR("Failed to load XML shader ...\n");
if (doc)
xmlFreeDoc(doc);
xmlFreeParserCtxt(ctx);
return 0;
}
static void print_shader_log(GLuint obj)
{
int info_len = 0;
int max_len;
pglGetShaderiv(obj, GL_INFO_LOG_LENGTH, &max_len);
char info_log[max_len];
pglGetShaderInfoLog(obj, max_len, &info_len, info_log);
if (info_len > 0)
SSNES_LOG("Shader log: %s\n", info_log);
}
static void print_linker_log(GLuint obj)
{
int info_len = 0;
int max_len;
pglGetProgramiv(obj, GL_INFO_LOG_LENGTH, &max_len);
char info_log[max_len];
pglGetProgramInfoLog(obj, max_len, &info_len, info_log);
if (info_len > 0)
SSNES_LOG("Linker log: %s\n", info_log);
}
static void compile_programs(GLuint *gl_prog, struct shader_program *progs, size_t num)
{
for (unsigned i = 0; i < num; i++)
{
gl_prog[i] = pglCreateProgram();
if (progs[i].vertex)
{
SSNES_LOG("Found GLSL vertex shader.\n");
GLuint shader = pglCreateShader(GL_VERTEX_SHADER);
pglShaderSource(shader, 1, (const char**)&progs[i].vertex, 0);
pglCompileShader(shader);
print_shader_log(shader);
pglAttachShader(gl_prog[i], shader);
free(progs[i].vertex);
}
if (progs[i].fragment)
{
SSNES_LOG("Found GLSL fragment shader.\n");
GLuint shader = pglCreateShader(GL_FRAGMENT_SHADER);
pglShaderSource(shader, 1, (const char**)&progs[i].fragment, 0);
pglCompileShader(shader);
print_shader_log(shader);
pglAttachShader(gl_prog[i], shader);
free(progs[i].fragment);
}
if (progs[i].vertex || progs[i].fragment)
{
SSNES_LOG("Linking GLSL program.\n");
pglLinkProgram(gl_prog[i]);
pglUseProgram(gl_prog[i]);
print_linker_log(gl_prog[i]);
GLint location = pglGetUniformLocation(gl_prog[i], "rubyTexture");
pglUniform1i(location, 0);
pglUseProgram(0);
}
}
}
bool gl_glsl_init(const char *path)
{
#ifndef __APPLE__
// Load shader functions.
pglCreateProgram = SDL_GL_GetProcAddress("glCreateProgram");
pglUseProgram = SDL_GL_GetProcAddress("glUseProgram");
pglCreateShader = SDL_GL_GetProcAddress("glCreateShader");
pglDeleteShader = SDL_GL_GetProcAddress("glDeleteShader");
pglShaderSource = SDL_GL_GetProcAddress("glShaderSource");
pglCompileShader = SDL_GL_GetProcAddress("glCompileShader");
pglAttachShader = SDL_GL_GetProcAddress("glAttachShader");
pglDetachShader = SDL_GL_GetProcAddress("glDetachShader");
pglLinkProgram = SDL_GL_GetProcAddress("glLinkProgram");
pglGetUniformLocation = SDL_GL_GetProcAddress("glGetUniformLocation");
pglUniform1i = SDL_GL_GetProcAddress("glUniform1i");
pglUniform2fv = SDL_GL_GetProcAddress("glUniform2fv");
pglUniform4fv = SDL_GL_GetProcAddress("glUniform4fv");
pglGetShaderiv = SDL_GL_GetProcAddress("glGetShaderiv");
pglGetShaderInfoLog = SDL_GL_GetProcAddress("glGetShaderInfoLog");
pglGetProgramiv = SDL_GL_GetProcAddress("glGetProgramiv");
pglGetProgramInfoLog = SDL_GL_GetProcAddress("glGetProgramInfoLog");
#endif
SSNES_LOG("Checking GLSL shader support ...\n");
#ifdef __APPLE__
const bool shader_support = true;
#else
bool shader_support = pglCreateProgram && pglUseProgram && pglCreateShader
&& pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader
&& pglDetachShader && pglLinkProgram && pglGetUniformLocation
&& pglUniform1i && pglUniform2fv && pglUniform4fv
&& pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog;
#endif
if (!shader_support)
{
SSNES_ERR("GLSL shaders aren't supported by your GL driver.\n");
return false;
}
struct shader_program progs[MAX_PROGRAMS];
unsigned num_progs = get_xml_shaders(path, progs, MAX_PROGRAMS - 1);
if (num_progs == 0)
{
SSNES_ERR("Couldn't find any valid shaders in XML file.\n");
return false;
}
for (unsigned i = 0; i < num_progs; i++)
gl_filter_type[i + 1] = progs[i].filter;
compile_programs(&gl_program[1], progs, num_progs);
// SSNES custom two-pass with two different files.
if (num_progs == 1 && *g_settings.video.second_pass_shader)
{
unsigned secondary_progs = get_xml_shaders(g_settings.video.second_pass_shader, progs, 1);
if (secondary_progs == 1)
{
compile_programs(&gl_program[2], progs, 1);
num_progs++;
}
else
{
SSNES_ERR("Did not find valid shader in secondary shader file.\n");
return false;
}
}
if (!gl_check_error())
return false;
glsl_enable = true;
gl_num_programs = num_progs;
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 && gl_program[active_index] > 0)
{
GLint location;
float inputSize[2] = {width, height};
location = pglGetUniformLocation(gl_program[active_index], "rubyInputSize");
pglUniform2fv(location, 1, inputSize);
float outputSize[2] = {out_width, out_height};
location = pglGetUniformLocation(gl_program[active_index], "rubyOutputSize");
pglUniform2fv(location, 1, outputSize);
float textureSize[2] = {tex_width, tex_height};
location = pglGetUniformLocation(gl_program[active_index], "rubyTextureSize");
pglUniform2fv(location, 1, textureSize);
}
}
void gl_glsl_set_proj_matrix(void)
{}
void gl_glsl_use(unsigned index)
{
if (glsl_enable)
{
active_index = index;
pglUseProgram(gl_program[index]);
}
}
unsigned gl_glsl_num(void)
{
return gl_num_programs;
}
bool gl_glsl_filter_type(unsigned index, bool *smooth)
{
if (!glsl_enable)
return false;
switch (gl_filter_type[index])
{
case SSNES_GL_NOFORCE:
return false;
case SSNES_GL_NEAREST:
*smooth = false;
return true;
case SSNES_GL_LINEAR:
*smooth = true;
return true;
default:
return false;
}
}
bool gl_glsl_shader_rect(unsigned index, struct gl_fbo_rect *rect)
{
(void)index;
(void)rect;
return false;
}