mirror of
https://github.com/CTCaer/RetroArch.git
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391 lines
10 KiB
C
391 lines
10 KiB
C
/* SSNES - A Super Ninteno Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010 - 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 "driver.h"
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#include <stdint.h>
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#include "libsnes.hpp"
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#include <stdio.h>
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#include <sys/time.h>
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#include <string.h>
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#include "general.h"
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#include "config.h"
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#define NO_SDL_GLEXT
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#include <SDL/SDL.h>
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#include <SDL/SDL_opengl.h>
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#include "input/sdl_input.h"
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#define GL_GLEXT_PROTOTYPES
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#include <GL/glext.h>
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#ifdef HAVE_CG
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#include "shader_cg.h"
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#endif
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#ifdef HAVE_XML
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#include "shader_glsl.h"
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#endif
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static const GLfloat vertexes[] = {
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0, 0, 0,
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0, 1, 0,
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1, 1, 0,
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1, 0, 0
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};
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static const GLfloat tex_coords[] = {
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0, 1,
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0, 0,
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1, 0,
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1, 1
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};
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static bool keep_aspect = true;
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static GLuint gl_width = 0, gl_height = 0;
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typedef struct gl
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{
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bool vsync;
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GLuint texture;
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GLuint tex_filter;
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bool should_resize;
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bool quitting;
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unsigned win_width;
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unsigned win_height;
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unsigned vp_width;
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unsigned vp_height;
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unsigned last_width;
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unsigned last_height;
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unsigned tex_w, tex_h;
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GLfloat tex_coords[8];
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} gl_t;
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static inline bool gl_shader_init(void)
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{
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if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0)
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SSNES_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
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#ifdef HAVE_CG
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if (strlen(g_settings.video.cg_shader_path) > 0)
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return gl_cg_init(g_settings.video.cg_shader_path);
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#endif
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#ifdef HAVE_XML
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if (strlen(g_settings.video.bsnes_shader_path) > 0)
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return gl_glsl_init(g_settings.video.bsnes_shader_path);
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#endif
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return true;
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}
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static inline void gl_shader_deinit(void)
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{
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#ifdef HAVE_CG
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gl_cg_deinit();
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#endif
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#ifdef HAVE_XML
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gl_glsl_deinit();
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#endif
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}
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static inline void gl_shader_set_proj_matrix(void)
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{
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#ifdef HAVE_CG
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gl_cg_set_proj_matrix();
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#endif
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#ifdef HAVE_XML
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gl_glsl_set_proj_matrix();
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#endif
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}
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static inline void gl_shader_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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#ifdef HAVE_CG
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gl_cg_set_params(width, height, tex_width, tex_height, out_width, out_height);
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#endif
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#ifdef HAVE_XML
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gl_glsl_set_params(width, height, tex_width, tex_height, out_width, out_height);
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#endif
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}
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static void set_viewport(gl_t *gl)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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GLuint out_width = gl->win_width, out_height = gl->win_height;
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if ( keep_aspect )
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{
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float desired_aspect = g_settings.video.aspect_ratio;
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float device_aspect = (float)gl->win_width / gl->win_height;
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// If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff),
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// assume they are actually equal.
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if ( (int)(device_aspect*1000) > (int)(desired_aspect*1000) )
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{
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float delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
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glViewport(gl->win_width * (0.5 - delta), 0, 2.0 * gl->win_width * delta, gl->win_height);
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out_width = (int)(2.0 * gl->win_width * delta);
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}
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else if ( (int)(device_aspect*1000) < (int)(desired_aspect*1000) )
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{
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float delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5;
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glViewport(0, gl->win_height * (0.5 - delta), gl->win_width, 2.0 * gl->win_height * delta);
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out_height = (int)(2.0 * gl->win_height * delta);
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}
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else
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glViewport(0, 0, gl->win_width, gl->win_height);
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}
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else
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glViewport(0, 0, gl->win_width, gl->win_height);
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glOrtho(0, 1, 0, 1, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gl_shader_set_proj_matrix();
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gl->vp_width = out_width;
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gl->vp_height = out_height;
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}
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static float tv_to_fps(const struct timeval *tv, const struct timeval *new_tv, int frames)
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{
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float time = new_tv->tv_sec - tv->tv_sec + (new_tv->tv_usec - tv->tv_usec)/1000000.0;
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return frames/time;
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}
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static void show_fps(void)
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{
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// Shows FPS in taskbar.
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static int frames = 0;
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static struct timeval tv;
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struct timeval new_tv;
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if (frames == 0)
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gettimeofday(&tv, NULL);
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if ((frames % 180) == 0 && frames > 0)
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{
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gettimeofday(&new_tv, NULL);
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struct timeval tmp_tv = tv;
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gettimeofday(&tv, NULL);
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char tmpstr[256] = {0};
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float fps = tv_to_fps(&tmp_tv, &new_tv, 180);
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snprintf(tmpstr, sizeof(tmpstr), "SSNES || FPS: %6.1f || Frames: %d", fps, frames);
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SDL_WM_SetCaption(tmpstr, NULL);
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}
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frames++;
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}
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static bool gl_frame(void *data, const uint16_t* frame, int width, int height, int pitch)
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{
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gl_t *gl = data;
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if (gl->should_resize)
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{
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gl->should_resize = false;
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SDL_SetVideoMode(gl->win_width, gl->win_height, 32, SDL_OPENGL | SDL_RESIZABLE | (g_settings.video.fullscreen ? SDL_FULLSCREEN : 0));
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set_viewport(gl);
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}
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glClear(GL_COLOR_BUFFER_BIT);
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gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl_width, gl_height);
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if (width != gl->last_width || height != gl->last_height) // res change. need to clear out texture.
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{
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gl->last_width = width;
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gl->last_height = height;
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glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
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uint8_t *tmp = calloc(1, gl->tex_w * gl->tex_h * sizeof(uint16_t));
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0, gl->tex_w, gl->tex_h, GL_BGRA,
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GL_UNSIGNED_SHORT_1_5_5_5_REV, tmp);
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free(tmp);
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gl->tex_coords[0] = 0;
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gl->tex_coords[1] = (GLfloat)height / gl->tex_h;
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gl->tex_coords[2] = 0;
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gl->tex_coords[3] = 0;
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gl->tex_coords[4] = (GLfloat)width / gl->tex_w;
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gl->tex_coords[5] = 0;
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gl->tex_coords[6] = (GLfloat)width / gl->tex_w;
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gl->tex_coords[7] = (GLfloat)height / gl->tex_h;
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 1);
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0, width, height, GL_BGRA,
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GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
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glDrawArrays(GL_QUADS, 0, 4);
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show_fps();
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glFlush();
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SDL_GL_SwapBuffers();
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return true;
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}
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static void gl_free(void *data)
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{
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gl_t *gl = data;
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gl_shader_deinit();
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDeleteTextures(1, &gl->texture);
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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}
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static void gl_set_nonblock_state(void *data, bool state)
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{
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gl_t *gl = data;
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if (gl->vsync)
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{
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SSNES_LOG("GL VSync => %s\n", state ? "off" : "on");
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, state ? 0 : 1);
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//SDL_SetVideoMode(gl->win_width, gl->win_height, 32, SDL_OPENGL | SDL_RESIZABLE | (g_settings.video.fullscreen ? SDL_FULLSCREEN : 0));
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}
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}
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static void* gl_init(video_info_t *video, const input_driver_t **input, void **input_data)
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{
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if (SDL_Init(SDL_INIT_VIDEO) < 0)
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return NULL;
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, video->vsync ? 1 : 0);
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if (!SDL_SetVideoMode(video->width, video->height, 32, SDL_OPENGL | SDL_RESIZABLE | (video->fullscreen ? SDL_FULLSCREEN : 0)))
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return NULL;
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int attr = 0;
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SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL, &attr);
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if (attr <= 0 && video->vsync)
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SSNES_WARN("GL VSync has not been enabled!\n");
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attr = 0;
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SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &attr);
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if (attr <= 0)
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SSNES_WARN("GL double buffer has not been enabled!\n");
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// Remove that ugly mouse :D
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SDL_ShowCursor(SDL_DISABLE);
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gl_t *gl = calloc(1, sizeof(gl_t));
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if (!gl)
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return NULL;
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gl->win_width = video->width;
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gl->win_height = video->height;
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gl->vsync = video->vsync;
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keep_aspect = video->force_aspect;
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if ( video->smooth )
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gl->tex_filter = GL_LINEAR;
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else
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gl->tex_filter = GL_NEAREST;
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set_viewport(gl);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DITHER);
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glDisable(GL_DEPTH_TEST);
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glColor3f(1, 1, 1);
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glClearColor(0, 0, 0, 0);
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SDL_WM_SetCaption("SSNES", NULL);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glGenTextures(1, &gl->texture);
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glBindTexture(GL_TEXTURE_2D, gl->texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), vertexes);
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memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords));
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
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gl->tex_w = 256 * video->input_scale;
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gl->tex_h = 256 * video->input_scale;
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uint8_t *tmp = calloc(1, gl->tex_w * gl->tex_h * sizeof(uint16_t));
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glTexImage2D(GL_TEXTURE_2D,
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0, GL_RGBA, gl->tex_w, gl->tex_h, 0, GL_BGRA,
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GL_UNSIGNED_SHORT_1_5_5_5_REV, tmp);
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free(tmp);
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gl->last_width = gl->tex_w;
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gl->last_height = gl->tex_h;
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gl_shader_init();
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// Hook up SDL input driver to get SDL_QUIT events and RESIZE.
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sdl_input_t *sdl_input = input_sdl.init();
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if (sdl_input)
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{
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sdl_input->quitting = &gl->quitting;
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sdl_input->should_resize = &gl->should_resize;
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sdl_input->new_width = &gl->win_width;
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sdl_input->new_height = &gl->win_height;
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*input = &input_sdl;
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*input_data = sdl_input;
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}
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else
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*input = NULL;
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return gl;
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}
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static bool gl_alive(void *data)
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{
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gl_t *gl = data;
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return !gl->quitting;
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}
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const video_driver_t video_gl = {
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.init = gl_init,
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.frame = gl_frame,
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.alive = gl_alive,
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.set_nonblock_state = gl_set_nonblock_state,
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.free = gl_free,
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.ident = "gl"
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};
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