RetroArch/gfx/gl.c

426 lines
11 KiB
C

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "driver.h"
#include <stdint.h>
#include "libsnes.hpp"
#include <stdio.h>
#include <sys/time.h>
#include <string.h>
#include "general.h"
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#define NO_SDL_GLEXT
#include "SDL.h"
#include "SDL_opengl.h"
#include "input/ssnes_sdl_input.h"
#define GL_GLEXT_PROTOTYPES
#include <GL/glext.h>
#ifndef _WIN32
#include <GL/glx.h>
#endif
#ifdef HAVE_CG
#include "shader_cg.h"
#endif
#ifdef HAVE_XML
#include "shader_glsl.h"
#endif
#include "gl_common.h"
static const GLfloat vertexes[] = {
0, 0, 0,
0, 1, 0,
1, 1, 0,
1, 0, 0
};
static const GLfloat tex_coords[] = {
0, 1,
0, 0,
1, 0,
1, 1
};
static bool keep_aspect = true;
typedef struct gl
{
bool vsync;
GLuint texture;
GLuint tex_filter;
bool should_resize;
bool quitting;
unsigned win_width;
unsigned win_height;
unsigned vp_width;
unsigned vp_height;
unsigned last_width;
unsigned last_height;
unsigned tex_w, tex_h;
GLfloat tex_coords[8];
} gl_t;
static inline bool gl_shader_init(void)
{
if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0)
SSNES_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
#ifdef HAVE_CG
if (strlen(g_settings.video.cg_shader_path) > 0)
return gl_cg_init(g_settings.video.cg_shader_path);
#endif
#ifdef HAVE_XML
if (strlen(g_settings.video.bsnes_shader_path) > 0)
return gl_glsl_init(g_settings.video.bsnes_shader_path);
#endif
return true;
}
static inline void gl_shader_deinit(void)
{
#ifdef HAVE_CG
gl_cg_deinit();
#endif
#ifdef HAVE_XML
gl_glsl_deinit();
#endif
}
static inline void gl_shader_set_proj_matrix(void)
{
#ifdef HAVE_CG
gl_cg_set_proj_matrix();
#endif
#ifdef HAVE_XML
gl_glsl_set_proj_matrix();
#endif
}
static inline void gl_shader_set_params(unsigned width, unsigned height,
unsigned tex_width, unsigned tex_height,
unsigned out_width, unsigned out_height)
{
#ifdef HAVE_CG
gl_cg_set_params(width, height, tex_width, tex_height, out_width, out_height);
#endif
#ifdef HAVE_XML
gl_glsl_set_params(width, height, tex_width, tex_height, out_width, out_height);
#endif
}
static void set_viewport(gl_t *gl)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLuint out_width = gl->win_width, out_height = gl->win_height;
if ( keep_aspect )
{
float desired_aspect = g_settings.video.aspect_ratio;
float device_aspect = (float)gl->win_width / gl->win_height;
// If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff),
// assume they are actually equal.
if ( (int)(device_aspect*1000) > (int)(desired_aspect*1000) )
{
float delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
glViewport(gl->win_width * (0.5 - delta), 0, 2.0 * gl->win_width * delta, gl->win_height);
out_width = (int)(2.0 * gl->win_width * delta);
}
else if ( (int)(device_aspect*1000) < (int)(desired_aspect*1000) )
{
float delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5;
glViewport(0, gl->win_height * (0.5 - delta), gl->win_width, 2.0 * gl->win_height * delta);
out_height = (int)(2.0 * gl->win_height * delta);
}
else
glViewport(0, 0, gl->win_width, gl->win_height);
}
else
glViewport(0, 0, gl->win_width, gl->win_height);
glOrtho(0, 1, 0, 1, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gl_shader_set_proj_matrix();
gl->vp_width = out_width;
gl->vp_height = out_height;
}
static float tv_to_fps(const struct timeval *tv, const struct timeval *new_tv, int frames)
{
float time = new_tv->tv_sec - tv->tv_sec + (new_tv->tv_usec - tv->tv_usec)/1000000.0;
return frames/time;
}
static void show_fps(void)
{
// Shows FPS in taskbar.
static int frames = 0;
static struct timeval tv;
struct timeval new_tv;
if (frames == 0)
gettimeofday(&tv, NULL);
if ((frames % 180) == 0 && frames > 0)
{
gettimeofday(&new_tv, NULL);
struct timeval tmp_tv = tv;
gettimeofday(&tv, NULL);
char tmpstr[256] = {0};
float fps = tv_to_fps(&tmp_tv, &new_tv, 180);
snprintf(tmpstr, sizeof(tmpstr), "SSNES || FPS: %6.1f || Frames: %d", fps, frames);
SDL_WM_SetCaption(tmpstr, NULL);
}
frames++;
}
static bool gl_frame(void *data, const uint16_t* frame, int width, int height, int pitch)
{
gl_t *gl = data;
if (gl->should_resize)
{
gl->should_resize = false;
SDL_SetVideoMode(gl->win_width, gl->win_height, 0, SDL_OPENGL | SDL_RESIZABLE | (g_settings.video.fullscreen ? SDL_FULLSCREEN : 0));
set_viewport(gl);
}
glClear(GL_COLOR_BUFFER_BIT);
gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height);
if (width != gl->last_width || height != gl->last_height) // res change. need to clear out texture.
{
gl->last_width = width;
gl->last_height = height;
glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w);
uint8_t *tmp = calloc(1, gl->tex_w * gl->tex_h * sizeof(uint16_t));
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, gl->tex_w, gl->tex_h, GL_BGRA,
GL_UNSIGNED_SHORT_1_5_5_5_REV, tmp);
free(tmp);
gl->tex_coords[0] = 0;
gl->tex_coords[1] = (GLfloat)height / gl->tex_h;
gl->tex_coords[2] = 0;
gl->tex_coords[3] = 0;
gl->tex_coords[4] = (GLfloat)width / gl->tex_w;
gl->tex_coords[5] = 0;
gl->tex_coords[6] = (GLfloat)width / gl->tex_w;
gl->tex_coords[7] = (GLfloat)height / gl->tex_h;
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 1);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, GL_BGRA,
GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
glDrawArrays(GL_QUADS, 0, 4);
show_fps();
glFlush();
SDL_GL_SwapBuffers();
return true;
}
static void gl_free(void *data)
{
gl_t *gl = data;
gl_shader_deinit();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteTextures(1, &gl->texture);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
static void gl_set_nonblock_state(void *data, bool state)
{
gl_t *gl = data;
if (gl->vsync)
{
SSNES_LOG("GL VSync => %s\n", state ? "off" : "on");
#ifdef _WIN32
static BOOL (APIENTRY *wgl_swap_interval)(int) = NULL;
if (!wgl_swap_interval)
SSNES_WARN("SDL VSync toggling seems to be broken, attempting to use WGL VSync call directly instead.\n");
if (!wgl_swap_interval) wgl_swap_interval = (BOOL (APIENTRY*)(int)) wglGetProcAddress("wglSwapIntervalEXT");
if (wgl_swap_interval) wgl_swap_interval(state ? 0 : 1);
#else
static int (*glx_swap_interval)(int) = NULL;
if (!glx_swap_interval)
SSNES_WARN("SDL VSync toggling seems to be broken, attempting to use GLX VSync call directly instead.\n");
if (!glx_swap_interval) glx_swap_interval = (int (*)(int))glXGetProcAddressARB((const GLubyte*)"glXSwapIntervalSGI");
if (!glx_swap_interval) glx_swap_interval = (int (*)(int))glXGetProcAddressARB((const GLubyte*)"glXSwapIntervalMESA");
if (glx_swap_interval) glx_swap_interval(state ? 0 : 1);
#endif
}
}
static void* gl_init(video_info_t *video, const input_driver_t **input, void **input_data)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
return NULL;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, video->vsync ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
if (!SDL_SetVideoMode(video->width, video->height, 0, SDL_OPENGL | SDL_RESIZABLE | (video->fullscreen ? SDL_FULLSCREEN : 0)))
return NULL;
int attr = 0;
SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL, &attr);
if (attr <= 0 && video->vsync)
SSNES_WARN("GL VSync has not been enabled!\n");
attr = 0;
SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &attr);
if (attr <= 0)
SSNES_WARN("GL double buffer has not been enabled!\n");
gl_t *gl = calloc(1, sizeof(gl_t));
if (!gl)
return NULL;
gl->win_width = video->width;
gl->win_height = video->height;
gl->vsync = video->vsync;
set_viewport(gl);
if (!gl_shader_init())
{
SSNES_ERR("Shader init failed.\n");
SDL_QuitSubSystem(SDL_INIT_VIDEO);
free(gl);
return NULL;
}
// Remove that ugly mouse :D
SDL_ShowCursor(SDL_DISABLE);
keep_aspect = video->force_aspect;
if ( video->smooth )
gl->tex_filter = GL_LINEAR;
else
gl->tex_filter = GL_NEAREST;
glEnable(GL_TEXTURE_2D);
glDisable(GL_DITHER);
glDisable(GL_DEPTH_TEST);
glColor3f(1, 1, 1);
glClearColor(0, 0, 0, 0);
SDL_WM_SetCaption("SSNES", NULL);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glGenTextures(1, &gl->texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gl->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), vertexes);
memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords));
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
gl->tex_w = 256 * video->input_scale;
gl->tex_h = 256 * video->input_scale;
uint8_t *tmp = calloc(1, gl->tex_w * gl->tex_h * sizeof(uint16_t));
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, gl->tex_w, gl->tex_h, 0, GL_BGRA,
GL_UNSIGNED_SHORT_1_5_5_5_REV, tmp);
free(tmp);
gl->last_width = gl->tex_w;
gl->last_height = gl->tex_h;
// Hook up SDL input driver to get SDL_QUIT events and RESIZE.
sdl_input_t *sdl_input = input_sdl.init();
if (sdl_input)
{
sdl_input->quitting = &gl->quitting;
sdl_input->should_resize = &gl->should_resize;
sdl_input->new_width = &gl->win_width;
sdl_input->new_height = &gl->win_height;
*input = &input_sdl;
*input_data = sdl_input;
}
else
*input = NULL;
if (!gl_check_error())
{
SDL_QuitSubSystem(SDL_INIT_VIDEO);
free(gl);
return NULL;
}
return gl;
}
static bool gl_alive(void *data)
{
gl_t *gl = data;
return !gl->quitting;
}
const video_driver_t video_gl = {
.init = gl_init,
.frame = gl_frame,
.alive = gl_alive,
.set_nonblock_state = gl_set_nonblock_state,
.free = gl_free,
.ident = "gl"
};