mirror of
https://github.com/CTCaer/RetroArch.git
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166 lines
5.3 KiB
C
166 lines
5.3 KiB
C
/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010-2011 - Hans-Kristian Arntzen
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*
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* Some code herein may be based on code found in BSNES.
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*
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* SSNES is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with SSNES.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "shader_cg.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#include "general.h"
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// Used when we call deactivate() since just unbinding the program didn't seem to work... :(
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static const char* stock_cg_program =
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"void main_vertex"
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"("
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" float4 position : POSITION,"
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" float4 color : COLOR,"
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" float2 texCoord : TEXCOORD0,"
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""
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" uniform float4x4 modelViewProj,"
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""
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" out float4 oPosition : POSITION,"
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" out float4 oColor : COLOR,"
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" out float2 otexCoord : TEXCOORD"
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")"
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"{"
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" oPosition = mul(modelViewProj, position);"
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" oColor = color;"
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" otexCoord = texCoord;"
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"}"
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""
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""
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"struct output "
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"{"
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" float4 color : COLOR;"
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"};"
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""
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"output main_fragment(float2 texCoord : TEXCOORD0, uniform sampler2D decal : TEXUNIT0) "
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"{"
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" output OUT;"
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" OUT.color = tex2D(decal, texCoord);"
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" return OUT;"
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"}";
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static CGcontext cgCtx;
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static CGprogram cgFPrg;
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static CGprogram cgVPrg;
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static CGprogram cgSFPrg;
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static CGprogram cgSVPrg;
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static CGprofile cgFProf;
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static CGprofile cgVProf;
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static CGparameter cg_video_size, cg_texture_size, cg_output_size;
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static CGparameter cg_Vvideo_size, cg_Vtexture_size, cg_Voutput_size; // Vertexes
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static CGparameter cg_mvp_matrix;
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static bool cg_active = false;
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void gl_cg_set_proj_matrix(void)
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{
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if (cg_active)
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cgGLSetStateMatrixParameter(cg_mvp_matrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
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}
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void gl_cg_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height)
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{
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if (cg_active)
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{
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cgGLSetParameter2f(cg_video_size, width, height);
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cgGLSetParameter2f(cg_texture_size, tex_width, tex_height);
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cgGLSetParameter2f(cg_output_size, out_width, out_height);
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cgGLSetParameter2f(cg_Vvideo_size, width, height);
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cgGLSetParameter2f(cg_Vtexture_size, tex_width, tex_height);
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cgGLSetParameter2f(cg_Voutput_size, out_width, out_height);
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}
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}
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void gl_cg_deinit(void)
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{
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if (cg_active)
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cgDestroyContext(cgCtx);
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}
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bool gl_cg_init(const char *path)
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{
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SSNES_LOG("Loading Cg file: %s\n", path);
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cgCtx = cgCreateContext();
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if (cgCtx == NULL)
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{
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SSNES_ERR("Failed to create Cg context\n");
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return false;
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}
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cgFProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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cgVProf = cgGLGetLatestProfile(CG_GL_VERTEX);
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if (cgFProf == CG_PROFILE_UNKNOWN || cgVProf == CG_PROFILE_UNKNOWN)
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{
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SSNES_ERR("Invalid profile type\n");
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return false;
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}
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cgGLSetOptimalOptions(cgFProf);
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cgGLSetOptimalOptions(cgVProf);
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cgFPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE, path, cgFProf, "main_fragment", 0);
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cgVPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE, path, cgVProf, "main_vertex", 0);
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cgSFPrg = cgCreateProgram(cgCtx, CG_SOURCE, stock_cg_program, cgFProf, "main_fragment", 0);
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cgSVPrg = cgCreateProgram(cgCtx, CG_SOURCE, stock_cg_program, cgVProf, "main_vertex", 0);
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if (cgFPrg == NULL || cgVPrg == NULL || cgSFPrg == NULL || cgSVPrg == NULL)
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{
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CGerror err = cgGetError();
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SSNES_ERR("CG error: %s\n", cgGetErrorString(err));
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return false;
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}
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cgGLLoadProgram(cgFPrg);
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cgGLLoadProgram(cgVPrg);
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cgGLLoadProgram(cgSFPrg);
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cgGLLoadProgram(cgSVPrg);
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cgGLEnableProfile(cgFProf);
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cgGLEnableProfile(cgVProf);
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cgGLBindProgram(cgFPrg);
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cgGLBindProgram(cgVPrg);
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cg_video_size = cgGetNamedParameter(cgFPrg, "IN.video_size");
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cg_texture_size = cgGetNamedParameter(cgFPrg, "IN.texture_size");
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cg_output_size = cgGetNamedParameter(cgFPrg, "IN.output_size");
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cg_Vvideo_size = cgGetNamedParameter(cgVPrg, "IN.video_size");
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cg_Vtexture_size = cgGetNamedParameter(cgVPrg, "IN.texture_size");
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cg_Voutput_size = cgGetNamedParameter(cgVPrg, "IN.output_size");
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cg_mvp_matrix = cgGetNamedParameter(cgVPrg, "modelViewProj");
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cgGLSetStateMatrixParameter(cg_mvp_matrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
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cg_mvp_matrix = cgGetNamedParameter(cgSVPrg, "modelViewProj");
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cgGLSetStateMatrixParameter(cg_mvp_matrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
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cg_active = true;
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return true;
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}
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void gl_cg_activate(void)
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{
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if (cg_active)
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{
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cgGLBindProgram(cgFPrg);
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cgGLBindProgram(cgVPrg);
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}
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}
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// Just load a dummy shader.
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void gl_cg_deactivate(void)
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{
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if (cg_active)
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{
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cgGLBindProgram(cgSFPrg);
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cgGLBindProgram(cgSVPrg);
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}
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}
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