RetroArch/gfx/shader_glsl.c

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/* 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/>.
*/
//
// GLSL code here is mostly copypasted from bSNES.
//
#include <stdbool.h>
#include <string.h>
#include "general.h"
#define NO_SDL_GLEXT
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#include <GL/gl.h>
#include "SDL.h"
#include "SDL_opengl.h"
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#include <stdlib.h>
#include <libxml/parser.h>
#include <libxml/tree.h>
#include <GL/glext.h>
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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;
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static bool glsl_enable = false;
static GLuint gl_program;
static GLuint fragment_shader;
static GLuint vertex_shader;
static bool get_xml_shaders(const char *path, char **vertex_shader, char **fragment_shader)
{
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;
bool vertex_found = false;
bool fragment_found = false;
// Iterate to check if we find fragment and/or vertex shaders.
for (cur = cur->children; cur; 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 && !vertex_found)
{
*vertex_shader = malloc(xmlStrlen(content) + 1);
strcpy(*vertex_shader, (const char*)content);
vertex_found = true;
}
else if (strcmp((const char*)cur->name, "fragment") == 0 && !fragment_found)
{
*fragment_shader = malloc(xmlStrlen(content) + 1);
strcpy(*fragment_shader, (const char*)content);
fragment_found = true;
}
}
if (!vertex_found && !fragment_found)
{
SSNES_ERR("Couldn't find vertex shader nor fragment shader in XML file.\n");
goto error;
}
xmlFreeDoc(doc);
xmlFreeParserCtxt(ctx);
return true;
error:
SSNES_ERR("Failed to load XML shader ...\n");
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if (doc)
xmlFreeDoc(doc);
xmlFreeParserCtxt(ctx);
return false;
}
bool gl_glsl_init(const char *path)
{
// Load shader functions.
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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");
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SSNES_LOG("Checking GLSL shader support ...\n");
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bool shader_support = pglCreateProgram && pglUseProgram && pglCreateShader
&& pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader
&& pglDetachShader && pglLinkProgram && pglGetUniformLocation
&& pglUniform1i && pglUniform2fv && pglUniform4fv;
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if (!shader_support)
{
SSNES_ERR("GLSL shaders aren't supported by your GL driver.\n");
return false;
}
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gl_program = pglCreateProgram();
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char *vertex_prog = NULL;
char *fragment_prog = NULL;
if (!get_xml_shaders(path, &vertex_prog, &fragment_prog))
return false;
if (vertex_prog)
{
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vertex_shader = pglCreateShader(GL_VERTEX_SHADER);
pglShaderSource(vertex_shader, 1, (const char**)&vertex_prog, 0);
pglCompileShader(vertex_shader);
pglAttachShader(gl_program, vertex_shader);
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free(vertex_prog);
}
if (fragment_prog)
{
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fragment_shader = pglCreateShader(GL_FRAGMENT_SHADER);
pglShaderSource(fragment_shader, 1, (const char**)&fragment_prog, 0);
pglCompileShader(fragment_shader);
pglAttachShader(gl_program, fragment_shader);
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free(fragment_prog);
}
if (vertex_prog || fragment_prog)
{
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pglLinkProgram(gl_program);
pglUseProgram(gl_program);
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}
glsl_enable = true;
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)
{
GLint location;
float inputSize[2] = {width, height};
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location = pglGetUniformLocation(gl_program, "rubyInputSize");
pglUniform2fv(location, 1, inputSize);
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float outputSize[2] = {out_width, out_height};
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location = pglGetUniformLocation(gl_program, "rubyOutputSize");
pglUniform2fv(location, 1, outputSize);
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float textureSize[2] = {tex_width, tex_height};
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location = pglGetUniformLocation(gl_program, "rubyTextureSize");
pglUniform2fv(location, 1, textureSize);
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}
}
void gl_glsl_set_proj_matrix(void)
{}