RetroArch/gfx/drivers_shader/shader_glsl.c
2015-03-21 05:55:31 +01:00

1390 lines
37 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
*
* RetroArch 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.
*
* RetroArch 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 RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <string.h>
#include <file/file_path.h>
#include "../../general.h"
#include "shader_glsl.h"
#include <compat/strl.h>
#include <compat/posix_string.h>
#include "../video_state_tracker.h"
#include "../../dynamic.h"
#include "../../file_ops.h"
#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif
#include <stdlib.h>
#ifdef HAVE_OPENGL
#include "../gl_common.h"
#endif
#ifdef HAVE_OPENGLES2
#define BORDER_FUNC GL_CLAMP_TO_EDGE
#else
#define BORDER_FUNC GL_CLAMP_TO_BORDER
#endif
#define PREV_TEXTURES (MAX_TEXTURES - 1)
/* Cache the VBO. */
struct cache_vbo
{
GLuint vbo_primary;
GLfloat *buffer_primary;
size_t size_primary;
GLuint vbo_secondary;
GLfloat *buffer_secondary;
size_t size_secondary;
};
struct glsl_attrib
{
GLint loc;
GLsizei size;
GLsizei offset;
};
static gfx_ctx_proc_t (*glsl_get_proc_address)(const char*);
struct shader_uniforms_frame
{
int texture;
int input_size;
int texture_size;
int tex_coord;
};
struct shader_uniforms
{
int mvp;
int tex_coord;
int vertex_coord;
int color;
int lut_tex_coord;
int input_size;
int output_size;
int texture_size;
int frame_count;
unsigned frame_count_mod;
int frame_direction;
int lut_texture[GFX_MAX_TEXTURES];
struct shader_uniforms_frame orig;
struct shader_uniforms_frame pass[GFX_MAX_SHADERS];
struct shader_uniforms_frame prev[PREV_TEXTURES];
};
static const char *glsl_prefixes[] = {
"",
"ruby",
};
/* Need to duplicate these to work around broken stuff on Android.
* Must enforce alpha = 1.0 or 32-bit games can potentially go black. */
static const char *stock_vertex_modern =
"attribute vec2 TexCoord;\n"
"attribute vec2 VertexCoord;\n"
"attribute vec4 Color;\n"
"uniform mat4 MVPMatrix;\n"
"varying vec2 tex_coord;\n"
"void main() {\n"
" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
" tex_coord = TexCoord;\n"
"}";
static const char *stock_fragment_modern =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D Texture;\n"
"varying vec2 tex_coord;\n"
"void main() {\n"
" gl_FragColor = vec4(texture2D(Texture, tex_coord).rgb, 1.0);\n"
"}";
static const char *stock_vertex_core =
"in vec2 TexCoord;\n"
"in vec2 VertexCoord;\n"
"in vec4 Color;\n"
"uniform mat4 MVPMatrix;\n"
"out vec2 tex_coord;\n"
"void main() {\n"
" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
" tex_coord = TexCoord;\n"
"}";
static const char *stock_fragment_core =
"uniform sampler2D Texture;\n"
"in vec2 tex_coord;\n"
"out vec4 FragColor;\n"
"void main() {\n"
" FragColor = vec4(texture(Texture, tex_coord).rgb, 1.0);\n"
"}";
static const char *stock_vertex_legacy =
"varying vec4 color;\n"
"void main() {\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
" color = gl_Color;\n"
"}";
static const char *stock_fragment_legacy =
"uniform sampler2D Texture;\n"
"varying vec4 color;\n"
"void main() {\n"
" gl_FragColor = color * texture2D(Texture, gl_TexCoord[0].xy);\n"
"}";
static const char *stock_vertex_modern_blend =
"attribute vec2 TexCoord;\n"
"attribute vec2 VertexCoord;\n"
"attribute vec4 Color;\n"
"uniform mat4 MVPMatrix;\n"
"varying vec2 tex_coord;\n"
"varying vec4 color;\n"
"void main() {\n"
" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
" tex_coord = TexCoord;\n"
" color = Color;\n"
"}";
static const char *stock_fragment_modern_blend =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D Texture;\n"
"varying vec2 tex_coord;\n"
"varying vec4 color;\n"
"void main() {\n"
" gl_FragColor = color * texture2D(Texture, tex_coord);\n"
"}";
static const char *stock_vertex_core_blend =
"in vec2 TexCoord;\n"
"in vec2 VertexCoord;\n"
"in vec4 Color;\n"
"uniform mat4 MVPMatrix;\n"
"out vec2 tex_coord;\n"
"out vec4 color;\n"
"void main() {\n"
" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
" tex_coord = TexCoord;\n"
" color = Color;\n"
"}";
static const char *stock_fragment_core_blend =
"uniform sampler2D Texture;\n"
"in vec2 tex_coord;\n"
"in vec4 color;\n"
"out vec4 FragColor;\n"
"void main() {\n"
" FragColor = color * texture(Texture, tex_coord);\n"
"}";
typedef struct glsl_shader_data
{
struct video_shader *glsl_shader;
struct shader_uniforms gl_uniforms[GFX_MAX_SHADERS];
struct cache_vbo glsl_vbo[GFX_MAX_SHADERS];
char glsl_alias_define[1024];
unsigned glsl_active_index;
unsigned gl_attrib_index;
GLuint gl_program[GFX_MAX_SHADERS];
GLuint gl_teximage[GFX_MAX_TEXTURES];
GLint gl_attribs[PREV_TEXTURES + 1 + 4 + GFX_MAX_SHADERS];
state_tracker_t *gl_state_tracker;
} glsl_shader_data_t;
static bool glsl_core;
static unsigned glsl_major;
static unsigned glsl_minor;
static GLint get_uniform(glsl_shader_data_t *glsl,
GLuint prog, const char *base)
{
unsigned i;
char buf[64];
GLint loc;
snprintf(buf, sizeof(buf), "%s%s", glsl->glsl_shader->prefix, base);
loc = glGetUniformLocation(prog, buf);
if (loc >= 0)
return loc;
for (i = 0; i < ARRAY_SIZE(glsl_prefixes); i++)
{
snprintf(buf, sizeof(buf), "%s%s", glsl_prefixes[i], base);
loc = glGetUniformLocation(prog, buf);
if (loc >= 0)
return loc;
}
return -1;
}
static GLint get_attrib(glsl_shader_data_t *glsl,
GLuint prog, const char *base)
{
unsigned i;
char buf[64];
GLint loc;
snprintf(buf, sizeof(buf), "%s%s", glsl->glsl_shader->prefix, base);
loc = glGetUniformLocation(prog, buf);
if (loc >= 0)
return loc;
for (i = 0; i < ARRAY_SIZE(glsl_prefixes); i++)
{
snprintf(buf, sizeof(buf), "%s%s", glsl_prefixes[i], base);
loc = glGetAttribLocation(prog, buf);
if (loc >= 0)
return loc;
}
return -1;
}
static void print_shader_log(GLuint obj)
{
char *info_log;
GLint max_len, info_len = 0;
glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &max_len);
if (max_len == 0)
return;
info_log = (char*)malloc(max_len);
if (!info_log)
return;
glGetShaderInfoLog(obj, max_len, &info_len, info_log);
if (info_len > 0)
RARCH_LOG("Shader log: %s\n", info_log);
free(info_log);
}
static void print_linker_log(GLuint obj)
{
char *info_log;
GLint max_len, info_len = 0;
glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &max_len);
if (max_len == 0)
return;
info_log = (char*)malloc(max_len);
if (!info_log)
return;
glGetProgramInfoLog(obj, max_len, &info_len, info_log);
if (info_len > 0)
RARCH_LOG("Linker log: %s\n", info_log);
free(info_log);
}
static bool compile_shader(glsl_shader_data_t *glsl,
GLuint shader,
const char *define, const char *program)
{
char version[32] = {0};
if (glsl_core && !strstr(program, "#version"))
{
unsigned version_no = 0;
unsigned gl_ver = glsl_major * 100 + glsl_minor * 10;
switch (gl_ver)
{
case 300:
version_no = 130;
break;
case 310:
version_no = 140;
break;
case 320:
version_no = 150;
break;
default:
version_no = gl_ver;
break;
}
snprintf(version, sizeof(version), "#version %u\n", version_no);
RARCH_LOG("[GL]: Using GLSL version %u.\n", version_no);
}
const char *source[] = { version, define, glsl->glsl_alias_define, program };
glShaderSource(shader, ARRAY_SIZE(source), source, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
print_shader_log(shader);
return status == GL_TRUE;
}
static bool link_program(GLuint prog)
{
glLinkProgram(prog);
GLint status;
glGetProgramiv(prog, GL_LINK_STATUS, &status);
print_linker_log(prog);
if (status != GL_TRUE)
return false;
glUseProgram(prog);
return true;
}
static GLuint compile_program(glsl_shader_data_t *glsl,
const char *vertex,
const char *fragment, unsigned i)
{
GLuint vert = 0, frag = 0, prog = glCreateProgram();
if (!prog)
return 0;
if (vertex)
{
RARCH_LOG("Found GLSL vertex shader.\n");
vert = glCreateShader(GL_VERTEX_SHADER);
if (!compile_shader(
glsl,
vert, "#define VERTEX\n#define PARAMETER_UNIFORM\n", vertex))
{
RARCH_ERR("Failed to compile vertex shader #%u\n", i);
return 0;
}
glAttachShader(prog, vert);
}
if (fragment)
{
RARCH_LOG("Found GLSL fragment shader.\n");
frag = glCreateShader(GL_FRAGMENT_SHADER);
if (!compile_shader(glsl, frag,
"#define FRAGMENT\n#define PARAMETER_UNIFORM\n", fragment))
{
RARCH_ERR("Failed to compile fragment shader #%u\n", i);
return 0;
}
glAttachShader(prog, frag);
}
if (vertex || fragment)
{
RARCH_LOG("Linking GLSL program.\n");
if (!link_program(prog))
{
RARCH_ERR("Failed to link program #%u.\n", i);
return 0;
}
/* Clean up dead memory. We're not going to relink the program.
* Detaching first seems to kill some mobile drivers
* (according to the intertubes anyways). */
if (vert)
glDeleteShader(vert);
if (frag)
glDeleteShader(frag);
glUseProgram(prog);
GLint location = get_uniform(glsl, prog, "Texture");
glUniform1i(location, 0);
glUseProgram(0);
}
return prog;
}
static bool load_source_path(struct video_shader_pass *pass,
const char *path)
{
ssize_t len;
bool ret = read_file(path, (void**)&pass->source.string.vertex, &len);
if (!ret || len <= 0)
return false;
pass->source.string.fragment = strdup(pass->source.string.vertex);
return pass->source.string.fragment && pass->source.string.vertex;
}
static bool compile_programs(glsl_shader_data_t *glsl, GLuint *gl_prog)
{
unsigned i;
for (i = 0; i < glsl->glsl_shader->passes; i++)
{
const char *vertex = NULL;
const char *fragment = NULL;
struct video_shader_pass *pass = (struct video_shader_pass*)
&glsl->glsl_shader->pass[i];
/* If we load from GLSLP (CGP),
* load the file here, and pretend
* we were really using XML all along.
*/
if (*pass->source.path && !load_source_path(pass, pass->source.path))
{
RARCH_ERR("Failed to load GLSL shader: %s.\n", pass->source.path);
return false;
}
*pass->source.path = '\0';
vertex = pass->source.string.vertex;
fragment = pass->source.string.fragment;
gl_prog[i] = compile_program(glsl, vertex, fragment, i);
if (!gl_prog[i])
{
RARCH_ERR("Failed to create GL program #%u.\n", i);
return false;
}
}
return true;
}
static void gl_glsl_reset_attrib(glsl_shader_data_t *glsl)
{
unsigned i;
/* Add sanity check that we did not overflow. */
rarch_assert(glsl->gl_attrib_index <= ARRAY_SIZE(glsl->gl_attribs));
for (i = 0; i < glsl->gl_attrib_index; i++)
glDisableVertexAttribArray(glsl->gl_attribs[i]);
glsl->gl_attrib_index = 0;
}
static void gl_glsl_set_vbo(GLfloat **buffer, size_t *buffer_elems,
const GLfloat *data, size_t elems)
{
if (elems != *buffer_elems ||
memcmp(data, *buffer, elems * sizeof(GLfloat)))
{
if (elems > *buffer_elems)
{
GLfloat *new_buffer = (GLfloat*)
realloc(*buffer, elems * sizeof(GLfloat));
rarch_assert(new_buffer);
*buffer = new_buffer;
}
memcpy(*buffer, data, elems * sizeof(GLfloat));
glBufferData(GL_ARRAY_BUFFER, elems * sizeof(GLfloat),
data, GL_STATIC_DRAW);
*buffer_elems = elems;
}
}
static void gl_glsl_set_attribs(glsl_shader_data_t *glsl,
GLuint vbo,
GLfloat **buffer, size_t *buffer_elems,
const GLfloat *data, size_t elems,
const struct glsl_attrib *attrs, size_t num_attrs)
{
size_t i;
glBindBuffer(GL_ARRAY_BUFFER, vbo);
gl_glsl_set_vbo(buffer, buffer_elems, data, elems);
for (i = 0; i < num_attrs; i++)
{
GLint loc = attrs[i].loc;
if (glsl->gl_attrib_index < ARRAY_SIZE(glsl->gl_attribs))
{
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, attrs[i].size, GL_FLOAT, GL_FALSE, 0,
(const GLvoid*)(uintptr_t)attrs[i].offset);
glsl->gl_attribs[glsl->gl_attrib_index++] = loc;
}
else
RARCH_WARN("Attrib array buffer was overflown!\n");
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
static void clear_uniforms_frame(struct shader_uniforms_frame *frame)
{
frame->texture = -1;
frame->texture_size = -1;
frame->input_size = -1;
frame->tex_coord = -1;
}
static void find_uniforms_frame(glsl_shader_data_t *glsl,
GLuint prog,
struct shader_uniforms_frame *frame, const char *base)
{
char texture[64], texture_size[64];
char input_size[64], tex_coord[64];
snprintf(texture, sizeof(texture), "%s%s", base, "Texture");
snprintf(texture_size, sizeof(texture_size), "%s%s", base, "TextureSize");
snprintf(input_size, sizeof(input_size), "%s%s", base, "InputSize");
snprintf(tex_coord, sizeof(tex_coord), "%s%s", base, "TexCoord");
if (frame->texture < 0)
frame->texture = get_uniform(glsl, prog, texture);
if (frame->texture_size < 0)
frame->texture_size = get_uniform(glsl, prog, texture_size);
if (frame->input_size < 0)
frame->input_size = get_uniform(glsl, prog, input_size);
if (frame->tex_coord < 0)
frame->tex_coord = get_attrib(glsl, prog, tex_coord);
}
static void find_uniforms(glsl_shader_data_t *glsl,
unsigned pass, GLuint prog,
struct shader_uniforms *uni)
{
char frame_base[64];
unsigned i;
glUseProgram(prog);
uni->mvp = get_uniform(glsl, prog, "MVPMatrix");
uni->tex_coord = get_attrib(glsl, prog, "TexCoord");
uni->vertex_coord = get_attrib(glsl, prog, "VertexCoord");
uni->color = get_attrib(glsl, prog, "Color");
uni->lut_tex_coord = get_attrib(glsl, prog, "LUTTexCoord");
uni->input_size = get_uniform(glsl, prog, "InputSize");
uni->output_size = get_uniform(glsl, prog, "OutputSize");
uni->texture_size = get_uniform(glsl, prog, "TextureSize");
uni->frame_count = get_uniform(glsl, prog, "FrameCount");
uni->frame_direction = get_uniform(glsl, prog, "FrameDirection");
for (i = 0; i < glsl->glsl_shader->luts; i++)
uni->lut_texture[i] = glGetUniformLocation(prog, glsl->glsl_shader->lut[i].id);
clear_uniforms_frame(&uni->orig);
find_uniforms_frame(glsl, prog, &uni->orig, "Orig");
if (pass > 1)
{
snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass);
find_uniforms_frame(glsl, prog, &uni->orig, frame_base);
}
for (i = 0; i + 1 < pass; i++)
{
snprintf(frame_base, sizeof(frame_base), "Pass%u", i + 1);
clear_uniforms_frame(&uni->pass[i]);
find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base);
snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass - (i + 1));
find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base);
if (*glsl->glsl_shader->pass[i].alias)
find_uniforms_frame(glsl, prog, &uni->pass[i], glsl->glsl_shader->pass[i].alias);
}
clear_uniforms_frame(&uni->prev[0]);
find_uniforms_frame(glsl, prog, &uni->prev[0], "Prev");
for (i = 1; i < PREV_TEXTURES; i++)
{
snprintf(frame_base, sizeof(frame_base), "Prev%u", i);
clear_uniforms_frame(&uni->prev[i]);
find_uniforms_frame(glsl, prog, &uni->prev[i], frame_base);
}
glUseProgram(0);
}
static void gl_glsl_deinit_shader(glsl_shader_data_t *glsl)
{
unsigned i;
if (!glsl || !glsl->glsl_shader)
return;
for (i = 0; i < glsl->glsl_shader->passes; i++)
{
free(glsl->glsl_shader->pass[i].source.string.vertex);
free(glsl->glsl_shader->pass[i].source.string.fragment);
}
free(glsl->glsl_shader->script);
free(glsl->glsl_shader);
glsl->glsl_shader = NULL;
}
static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl)
{
unsigned i;
if (!glsl)
return;
glUseProgram(0);
for (i = 0; i < GFX_MAX_SHADERS; i++)
{
if (glsl->gl_program[i] == 0 || (i && glsl->gl_program[i] == glsl->gl_program[0]))
continue;
glDeleteProgram(glsl->gl_program[i]);
}
if (glsl->glsl_shader && glsl->glsl_shader->luts)
glDeleteTextures(glsl->glsl_shader->luts, glsl->gl_teximage);
memset(glsl->gl_program, 0, sizeof(glsl->gl_program));
memset(glsl->gl_uniforms, 0, sizeof(glsl->gl_uniforms));
glsl->glsl_active_index = 0;
gl_glsl_deinit_shader(glsl);
if (glsl->gl_state_tracker)
state_tracker_free(glsl->gl_state_tracker);
glsl->gl_state_tracker = NULL;
gl_glsl_reset_attrib(glsl);
for (i = 0; i < GFX_MAX_SHADERS; i++)
{
if (glsl->glsl_vbo[i].vbo_primary)
glDeleteBuffers(1, &glsl->glsl_vbo[i].vbo_primary);
if (glsl->glsl_vbo[i].vbo_secondary)
glDeleteBuffers(1, &glsl->glsl_vbo[i].vbo_secondary);
free(glsl->glsl_vbo[i].buffer_primary);
free(glsl->glsl_vbo[i].buffer_secondary);
}
memset(&glsl->glsl_vbo, 0, sizeof(glsl->glsl_vbo));
}
static void gl_glsl_deinit(void)
{
driver_t *driver = driver_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
if (!glsl)
return;
gl_glsl_destroy_resources(glsl);
if (driver->video_shader_data)
free(driver->video_shader_data);
driver->video_shader_data = NULL;
}
static bool gl_glsl_init(void *data, const char *path)
{
unsigned i;
config_file_t *conf = NULL;
glsl_shader_data_t *glsl = NULL;
const char *stock_vertex = NULL;
const char *stock_fragment = NULL;
driver_t *driver = driver_get_ptr();
(void)data;
glsl = (glsl_shader_data_t*)calloc(1, sizeof(glsl_shader_data_t));
if (!glsl)
return false;
#ifndef HAVE_OPENGLES2
RARCH_LOG("Checking GLSL shader support ...\n");
bool shader_support = glCreateProgram && glUseProgram && glCreateShader
&& glDeleteShader && glShaderSource && glCompileShader && glAttachShader
&& glDetachShader && glLinkProgram && glGetUniformLocation
&& glUniform1i && glUniform1f && glUniform2fv && glUniform4fv
&& glUniformMatrix4fv
&& glGetShaderiv && glGetShaderInfoLog && glGetProgramiv
&& glGetProgramInfoLog
&& glDeleteProgram && glGetAttachedShaders
&& glGetAttribLocation && glEnableVertexAttribArray
&& glDisableVertexAttribArray
&& glVertexAttribPointer
&& glGenBuffers && glBufferData && glDeleteBuffers && glBindBuffer;
if (!shader_support)
{
RARCH_ERR("GLSL shaders aren't supported by your OpenGL driver.\n");
free(glsl);
return false;
}
#endif
glsl->glsl_shader = (struct video_shader*)calloc(1, sizeof(*glsl->glsl_shader));
if (!glsl->glsl_shader)
{
free(glsl);
return false;
}
if (path)
{
bool ret;
if (strcmp(path_get_extension(path), "glsl") == 0)
{
strlcpy(glsl->glsl_shader->pass[0].source.path, path,
sizeof(glsl->glsl_shader->pass[0].source.path));
glsl->glsl_shader->passes = 1;
glsl->glsl_shader->modern = true;
ret = true;
}
else if (strcmp(path_get_extension(path), "glslp") == 0)
{
conf = config_file_new(path);
if (conf)
{
ret = video_shader_read_conf_cgp(conf, glsl->glsl_shader);
glsl->glsl_shader->modern = true;
}
else
ret = false;
}
else
ret = false;
if (!ret)
{
RARCH_ERR("[GL]: Failed to parse GLSL shader.\n");
free(glsl->glsl_shader);
free(glsl);
return false;
}
}
else
{
RARCH_WARN("[GL]: Stock GLSL shaders will be used.\n");
glsl->glsl_shader->passes = 1;
glsl->glsl_shader->pass[0].source.string.vertex =
strdup(glsl_core ? stock_vertex_core : stock_vertex_modern);
glsl->glsl_shader->pass[0].source.string.fragment =
strdup(glsl_core ? stock_fragment_core : stock_fragment_modern);
glsl->glsl_shader->modern = true;
}
video_shader_resolve_relative(glsl->glsl_shader, path);
video_shader_resolve_parameters(conf, glsl->glsl_shader);
if (conf)
{
config_file_free(conf);
conf = NULL;
}
stock_vertex = (glsl->glsl_shader->modern) ?
stock_vertex_modern : stock_vertex_legacy;
stock_fragment = (glsl->glsl_shader->modern) ?
stock_fragment_modern : stock_fragment_legacy;
if (glsl_core)
{
stock_vertex = stock_vertex_core;
stock_fragment = stock_fragment_core;
}
#ifdef HAVE_OPENGLES2
if (!glsl->glsl_shader->modern)
{
RARCH_ERR("[GL]: GLES context is used, but shader is not modern. Cannot use it.\n");
goto error;
}
#else
if (glsl_core && !glsl->glsl_shader->modern)
{
RARCH_ERR("[GL]: GL core context is used, but shader is not core compatible. Cannot use it.\n");
goto error;
}
#endif
/* Find all aliases we use in our GLSLP and add #defines for them so
* that a shader can choose a fallback if we are not using a preset. */
*glsl->glsl_alias_define = '\0';
for (i = 0; i < glsl->glsl_shader->passes; i++)
{
if (*glsl->glsl_shader->pass[i].alias)
{
char define[128];
snprintf(define, sizeof(define), "#define %s_ALIAS\n",
glsl->glsl_shader->pass[i].alias);
strlcat(glsl->glsl_alias_define, define, sizeof(glsl->glsl_alias_define));
}
}
if (!(glsl->gl_program[0] = compile_program(glsl, stock_vertex, stock_fragment, 0)))
{
RARCH_ERR("GLSL stock programs failed to compile.\n");
goto error;
}
if (!compile_programs(glsl, &glsl->gl_program[1]))
goto error;
if (!gl_load_luts(glsl->glsl_shader, glsl->gl_teximage))
{
RARCH_ERR("[GL]: Failed to load LUTs.\n");
goto error;
}
for (i = 0; i <= glsl->glsl_shader->passes; i++)
find_uniforms(glsl, i, glsl->gl_program[i], &glsl->gl_uniforms[i]);
#ifdef GLSL_DEBUG
if (!gl_check_error())
RARCH_WARN("Detected GL error in GLSL.\n");
#endif
if (glsl->glsl_shader->variables)
{
struct state_tracker_info info = {0};
info.wram = (uint8_t*)pretro_get_memory_data(RETRO_MEMORY_SYSTEM_RAM);
info.info = glsl->glsl_shader->variable;
info.info_elem = glsl->glsl_shader->variables;
#ifdef HAVE_PYTHON
info.script = glsl->glsl_shader->script;
info.script_class = *glsl->glsl_shader->script_class ?
glsl->glsl_shader->script_class : NULL;
#endif
glsl->gl_state_tracker = state_tracker_init(&info);
if (!glsl->gl_state_tracker)
RARCH_WARN("Failed to init state tracker.\n");
}
glsl->gl_program[glsl->glsl_shader->passes + 1] = glsl->gl_program[0];
glsl->gl_uniforms[glsl->glsl_shader->passes + 1] = glsl->gl_uniforms[0];
if (glsl->glsl_shader->modern)
{
glsl->gl_program[GL_SHADER_STOCK_BLEND] = compile_program(
glsl,
glsl_core ?
stock_vertex_core_blend : stock_vertex_modern_blend,
glsl_core ?
stock_fragment_core_blend : stock_fragment_modern_blend,
GL_SHADER_STOCK_BLEND);
find_uniforms(glsl, 0, glsl->gl_program[GL_SHADER_STOCK_BLEND],
&glsl->gl_uniforms[GL_SHADER_STOCK_BLEND]);
}
else
{
glsl->gl_program [GL_SHADER_STOCK_BLEND] = glsl->gl_program[0];
glsl->gl_uniforms[GL_SHADER_STOCK_BLEND] = glsl->gl_uniforms[0];
}
gl_glsl_reset_attrib(glsl);
for (i = 0; i < GFX_MAX_SHADERS; i++)
{
glGenBuffers(1, &glsl->glsl_vbo[i].vbo_primary);
glGenBuffers(1, &glsl->glsl_vbo[i].vbo_secondary);
}
driver->video_shader_data = glsl;
return true;
error:
gl_glsl_destroy_resources(glsl);
if (glsl)
free(glsl);
return false;
}
static void gl_glsl_set_params(void *data, unsigned width, unsigned height,
unsigned tex_width, unsigned tex_height,
unsigned out_width, unsigned out_height,
unsigned frame_count,
const void *_info,
const void *_prev_info,
const void *_fbo_info, unsigned fbo_info_cnt)
{
GLfloat buffer[512];
struct glsl_attrib attribs[32];
float input_size[2], output_size[2], texture_size[2];
unsigned i, texunit = 1;
const struct shader_uniforms *uni = NULL;
size_t size = 0, attribs_size = 0;
const struct gl_tex_info *info = (const struct gl_tex_info*)_info;
const struct gl_tex_info *prev_info = (const struct gl_tex_info*)_prev_info;
const struct gl_tex_info *fbo_info = (const struct gl_tex_info*)_fbo_info;
struct glsl_attrib *attr = (struct glsl_attrib*)attribs;
driver_t *driver = driver_get_ptr();
global_t *global = global_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
if (!glsl)
return;
uni = (const struct shader_uniforms*)&glsl->gl_uniforms[glsl->glsl_active_index];
(void)data;
if (glsl->gl_program[glsl->glsl_active_index] == 0)
return;
input_size [0] = (float)width;
input_size [1] = (float)height;
output_size[0] = (float)out_width;
output_size[1] = (float)out_height;
texture_size[0] = (float)tex_width;
texture_size[1] = (float)tex_height;
if (uni->input_size >= 0)
glUniform2fv(uni->input_size, 1, input_size);
if (uni->output_size >= 0)
glUniform2fv(uni->output_size, 1, output_size);
if (uni->texture_size >= 0)
glUniform2fv(uni->texture_size, 1, texture_size);
if (uni->frame_count >= 0 && glsl->glsl_active_index)
{
unsigned modulo = glsl->glsl_shader->pass[glsl->glsl_active_index - 1].frame_count_mod;
if (modulo)
frame_count %= modulo;
glUniform1i(uni->frame_count, frame_count);
}
if (uni->frame_direction >= 0)
glUniform1i(uni->frame_direction, global->rewind.frame_is_reverse ? -1 : 1);
for (i = 0; i < glsl->glsl_shader->luts; i++)
{
if (uni->lut_texture[i] < 0)
continue;
/* Have to rebind as HW render could override this. */
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, glsl->gl_teximage[i]);
glUniform1i(uni->lut_texture[i], texunit);
texunit++;
}
/* Set original texture. */
if (glsl->glsl_active_index)
{
if (uni->orig.texture >= 0)
{
/* Bind original texture. */
glActiveTexture(GL_TEXTURE0 + texunit);
glUniform1i(uni->orig.texture, texunit);
glBindTexture(GL_TEXTURE_2D, info->tex);
texunit++;
}
if (uni->orig.texture_size >= 0)
glUniform2fv(uni->orig.texture_size, 1, info->tex_size);
if (uni->orig.input_size >= 0)
glUniform2fv(uni->orig.input_size, 1, info->input_size);
/* Pass texture coordinates. */
if (uni->orig.tex_coord >= 0)
{
attr->loc = uni->orig.tex_coord;
attr->size = 2;
attr->offset = size * sizeof(GLfloat);
attribs_size++;
attr++;
memcpy(buffer + size, info->coord, 8 * sizeof(GLfloat));
size += 8;
}
/* Bind FBO textures. */
for (i = 0; i < fbo_info_cnt; i++)
{
if (uni->pass[i].texture)
{
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, fbo_info[i].tex);
glUniform1i(uni->pass[i].texture, texunit);
texunit++;
}
if (uni->pass[i].texture_size >= 0)
glUniform2fv(uni->pass[i].texture_size, 1, fbo_info[i].tex_size);
if (uni->pass[i].input_size >= 0)
glUniform2fv(uni->pass[i].input_size, 1, fbo_info[i].input_size);
if (uni->pass[i].tex_coord >= 0)
{
attr->loc = uni->pass[i].tex_coord;
attr->size = 2;
attr->offset = size * sizeof(GLfloat);
attribs_size++;
attr++;
memcpy(buffer + size, fbo_info[i].coord, 8 * sizeof(GLfloat));
size += 8;
}
}
}
/* Set previous textures. Only bind if they're actually used. */
for (i = 0; i < PREV_TEXTURES; i++)
{
if (uni->prev[i].texture >= 0)
{
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, prev_info[i].tex);
glUniform1i(uni->prev[i].texture, texunit);
texunit++;
}
if (uni->prev[i].texture_size >= 0)
glUniform2fv(uni->prev[i].texture_size, 1, prev_info[i].tex_size);
if (uni->prev[i].input_size >= 0)
glUniform2fv(uni->prev[i].input_size, 1, prev_info[i].input_size);
/* Pass texture coordinates. */
if (uni->prev[i].tex_coord >= 0)
{
attr->loc = uni->prev[i].tex_coord;
attr->size = 2;
attr->offset = size * sizeof(GLfloat);
attribs_size++;
attr++;
memcpy(buffer + size, prev_info[i].coord, 8 * sizeof(GLfloat));
size += 8;
}
}
if (size)
{
gl_glsl_set_attribs(glsl, glsl->glsl_vbo[glsl->glsl_active_index].vbo_secondary,
&glsl->glsl_vbo[glsl->glsl_active_index].buffer_secondary,
&glsl->glsl_vbo[glsl->glsl_active_index].size_secondary,
buffer, size, attribs, attribs_size);
}
glActiveTexture(GL_TEXTURE0);
/* #pragma parameters. */
for (i = 0; i < glsl->glsl_shader->num_parameters; i++)
{
int location = glGetUniformLocation(
glsl->gl_program[glsl->glsl_active_index],
glsl->glsl_shader->parameters[i].id);
glUniform1f(location, glsl->glsl_shader->parameters[i].current);
}
/* Set state parameters. */
if (glsl->gl_state_tracker)
{
static struct state_tracker_uniform state_info[GFX_MAX_VARIABLES];
static unsigned cnt = 0;
if (glsl->glsl_active_index == 1)
cnt = state_tracker_get_uniform(glsl->gl_state_tracker, state_info,
GFX_MAX_VARIABLES, frame_count);
for (i = 0; i < cnt; i++)
{
int location = glGetUniformLocation(
glsl->gl_program[glsl->glsl_active_index],
state_info[i].id);
glUniform1f(location, state_info[i].value);
}
}
}
static bool gl_glsl_set_mvp(void *data, const math_matrix_4x4 *mat)
{
int loc;
driver_t *driver = driver_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
(void)data;
if (!glsl || !glsl->glsl_shader->modern)
{
#ifndef NO_GL_FF_MATRIX
gl_ff_matrix(mat);
#endif
return false;
}
loc = glsl->gl_uniforms[glsl->glsl_active_index].mvp;
if (loc >= 0)
glUniformMatrix4fv(loc, 1, GL_FALSE, mat->data);
return true;
}
static bool gl_glsl_set_coords(const void *data)
{
/* Avoid hitting malloc on every single regular quad draw. */
GLfloat short_buffer[4 * (2 + 2 + 4 + 2)];
GLfloat *buffer;
struct glsl_attrib attribs[4];
size_t attribs_size = 0, size = 0;
struct glsl_attrib *attr = NULL;
const struct shader_uniforms *uni = NULL;
const struct gl_coords *coords = (const struct gl_coords*)data;
driver_t *driver = driver_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
if (!glsl || !glsl->glsl_shader->modern || !coords)
{
#ifndef NO_GL_FF_VERTEX
gl_ff_vertex(coords);
#endif
return false;
}
buffer = short_buffer;
if (coords->vertices > 4)
buffer = (GLfloat*)calloc(coords->vertices *
(2 + 2 + 4 + 2), sizeof(*buffer));
if (!buffer)
{
#ifndef NO_GL_FF_VERTEX
gl_ff_vertex(coords);
#endif
return false;
}
attr = attribs;
uni = &glsl->gl_uniforms[glsl->glsl_active_index];
if (uni->tex_coord >= 0)
{
attr->loc = uni->tex_coord;
attr->size = 2;
attr->offset = size * sizeof(GLfloat);
attribs_size++;
attr++;
memcpy(buffer + size, coords->tex_coord,
2 * coords->vertices * sizeof(GLfloat));
size += 2 * coords->vertices;
}
if (uni->vertex_coord >= 0)
{
attr->loc = uni->vertex_coord;
attr->size = 2;
attr->offset = size * sizeof(GLfloat);
attribs_size++;
attr++;
memcpy(buffer + size, coords->vertex,
2 * coords->vertices * sizeof(GLfloat));
size += 2 * coords->vertices;
}
if (uni->color >= 0)
{
attr->loc = uni->color;
attr->size = 4;
attr->offset = size * sizeof(GLfloat);
attribs_size++;
attr++;
memcpy(buffer + size, coords->color,
4 * coords->vertices * sizeof(GLfloat));
size += 4 * coords->vertices;
}
if (uni->lut_tex_coord >= 0)
{
attr->loc = uni->lut_tex_coord;
attr->size = 2;
attr->offset = size * sizeof(GLfloat);
attribs_size++;
attr++;
memcpy(buffer + size, coords->lut_tex_coord,
2 * coords->vertices * sizeof(GLfloat));
size += 2 * coords->vertices;
}
if (size)
{
gl_glsl_set_attribs(glsl,
glsl->glsl_vbo[glsl->glsl_active_index].vbo_primary,
&glsl->glsl_vbo[glsl->glsl_active_index].buffer_primary,
&glsl->glsl_vbo[glsl->glsl_active_index].size_primary,
buffer, size,
attribs, attribs_size);
}
if (buffer != short_buffer)
free(buffer);
return true;
}
static void gl_glsl_use(void *data, unsigned idx)
{
driver_t *driver = driver_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
(void)data;
if (!glsl)
return;
gl_glsl_reset_attrib(glsl);
glsl->glsl_active_index = idx;
glUseProgram(glsl->gl_program[idx]);
}
static unsigned gl_glsl_num(void)
{
driver_t *driver = driver_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
if (glsl && glsl->glsl_shader)
return glsl->glsl_shader->passes;
return 0;
}
static bool gl_glsl_filter_type(unsigned idx, bool *smooth)
{
driver_t *driver = driver_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
if (glsl && idx
&& (glsl->glsl_shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC)
)
{
*smooth = (glsl->glsl_shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR);
return true;
}
return false;
}
static enum gfx_wrap_type gl_glsl_wrap_type(unsigned idx)
{
driver_t *driver = driver_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
if (glsl && idx)
return glsl->glsl_shader->pass[idx - 1].wrap;
return RARCH_WRAP_BORDER;
}
static void gl_glsl_shader_scale(unsigned idx, struct gfx_fbo_scale *scale)
{
driver_t *driver = driver_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
if (glsl && idx)
*scale = glsl->glsl_shader->pass[idx - 1].fbo;
else
scale->valid = false;
}
static unsigned gl_glsl_get_prev_textures(void)
{
unsigned i, j;
unsigned max_prev = 0;
driver_t *driver = driver_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
if (!glsl)
return 0;
for (i = 1; i <= glsl->glsl_shader->passes; i++)
for (j = 0; j < PREV_TEXTURES; j++)
if (glsl->gl_uniforms[i].prev[j].texture >= 0)
max_prev = max(j + 1, max_prev);
return max_prev;
}
static bool gl_glsl_mipmap_input(unsigned idx)
{
driver_t *driver = driver_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
if (glsl && idx)
return glsl->glsl_shader->pass[idx - 1].mipmap;
return false;
}
static struct video_shader *gl_glsl_get_current_shader(void)
{
driver_t *driver = driver_get_ptr();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;
if (!glsl)
return NULL;
return glsl->glsl_shader;
}
void gl_glsl_set_get_proc_address(gfx_ctx_proc_t (*proc)(const char*))
{
glsl_get_proc_address = proc;
}
void gl_glsl_set_context_type(bool core_profile,
unsigned major, unsigned minor)
{
glsl_core = core_profile;
glsl_major = major;
glsl_minor = minor;
}
const shader_backend_t gl_glsl_backend = {
gl_glsl_init,
gl_glsl_deinit,
gl_glsl_set_params,
gl_glsl_use,
gl_glsl_num,
gl_glsl_filter_type,
gl_glsl_wrap_type,
gl_glsl_shader_scale,
gl_glsl_set_coords,
gl_glsl_set_mvp,
gl_glsl_get_prev_textures,
gl_glsl_mipmap_input,
gl_glsl_get_current_shader,
RARCH_SHADER_GLSL,
"glsl"
};