/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes. * Copyright (C) 2010-2011 - 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 . */ #include "../driver.h" #include #include "../libsnes.hpp" #include #include #include #include "../general.h" #include #include #include #include #include #include #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "../gfx/gl_common.h" #include "../gfx/gfx_common.h" #include "../strl.h" #ifdef HAVE_CG #include "../gfx/shader_cg.h" #endif #ifdef HAVE_XML #include "shader_glsl.h" #endif #define BLUE 0xffff0000u #define WHITE 0xffffffffu // Used for the last pass when rendering to the back buffer. static const GLfloat vertexes_flipped[] = { 0, 0, 0, 1, 1, 1, 1, 0 }; // Used when rendering to an FBO. // Texture coords have to be aligned with vertex coordinates. static const GLfloat vertexes[] = { 0, 1, 0, 0, 1, 0, 1, 1 }; static const GLfloat tex_coords[] = { 0, 1, 0, 0, 1, 0, 1, 1 }; static const GLfloat white_color[] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, }; #ifdef HAVE_FBO static bool load_fbo_proc(void) { return true; } #endif #if defined(HAVE_XML) PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture = NULL; PFNGLACTIVETEXTUREPROC pglActiveTexture = NULL; static inline bool load_gl_proc(void) { LOAD_SYM(glClientActiveTexture); LOAD_SYM(glActiveTexture); return pglClientActiveTexture && pglActiveTexture; } #else static inline bool load_gl_proc(void) { return true; } #endif #define MAX_SHADERS 16 #if defined(HAVE_XML) || defined(HAVE_CG) #define TEXTURES 8 #else #define TEXTURES 1 #endif #define TEXTURES_MASK (TEXTURES - 1) static bool g_quitting; typedef struct gl { GLuint pbo; PSGLdevice* gl_device; PSGLcontext* gl_context; bool vsync; GLuint texture[TEXTURES]; unsigned tex_index; // For use with PREV. struct gl_tex_info prev_info[TEXTURES]; GLuint tex_filter; void *empty_buf; unsigned frame_count; #ifdef HAVE_FBO // Render-to-texture, multipass shaders GLuint fbo[MAX_SHADERS]; GLuint fbo_texture[MAX_SHADERS]; struct gl_fbo_rect fbo_rect[MAX_SHADERS]; struct gl_fbo_scale fbo_scale[MAX_SHADERS]; bool render_to_tex; int fbo_pass; bool fbo_inited; #endif bool should_resize; bool keep_aspect; unsigned win_width; unsigned win_height; unsigned vp_width, vp_out_width; unsigned vp_height, vp_out_height; unsigned last_width[TEXTURES]; unsigned last_height[TEXTURES]; unsigned tex_w, tex_h; GLfloat tex_coords[8]; #ifdef HAVE_FBO GLfloat fbo_tex_coords[8]; #endif GLenum texture_type; // XBGR1555 or ARGB GLenum texture_fmt; unsigned base_size; // 2 or 4 } gl_t; ////////////////// Shaders static bool gl_shader_init(void) { switch (g_settings.video.shader_type) { case SSNES_SHADER_AUTO: { 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 break; } #ifdef HAVE_CG case SSNES_SHADER_CG: { return gl_cg_init(g_settings.video.cg_shader_path); break; } #endif #ifdef HAVE_XML case SSNES_SHADER_BSNES: { return gl_glsl_init(g_settings.video.bsnes_shader_path); break; } #endif default: break; } return true; } static void gl_shader_use(unsigned index) { #ifdef HAVE_CG gl_cg_use(index); #endif #ifdef HAVE_XML gl_glsl_use(index); #endif } static void gl_shader_deinit(void) { #ifdef HAVE_CG gl_cg_deinit(); #endif #ifdef HAVE_XML gl_glsl_deinit(); #endif } static 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 void gl_shader_set_params(unsigned width, unsigned height, unsigned tex_width, unsigned tex_height, unsigned out_width, unsigned out_height, unsigned frame_count, const struct gl_tex_info *info, const struct gl_tex_info *prev_info, const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt) { #ifdef HAVE_CG gl_cg_set_params(width, height, tex_width, tex_height, out_width, out_height, frame_count, info, prev_info, fbo_info, fbo_info_cnt); #endif #ifdef HAVE_XML gl_glsl_set_params(width, height, tex_width, tex_height, out_width, out_height, frame_count, info, prev_info, fbo_info, fbo_info_cnt); #endif } static unsigned gl_shader_num(void) { unsigned num = 0; #ifdef HAVE_CG unsigned cg_num = gl_cg_num(); if (cg_num > num) num = cg_num; #endif #ifdef HAVE_XML unsigned glsl_num = gl_glsl_num(); if (glsl_num > num) num = glsl_num; #endif return num; } static bool gl_shader_filter_type(unsigned index, bool *smooth) { bool valid = false; #ifdef HAVE_CG if (!valid) valid = gl_cg_filter_type(index, smooth); #endif #ifdef HAVE_XML if (!valid) valid = gl_glsl_filter_type(index, smooth); #endif return valid; } #ifdef HAVE_FBO static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale) { scale->valid = false; #ifdef HAVE_CG if (!scale->valid) gl_cg_shader_scale(index, scale); #endif #ifdef HAVE_XML if (!scale->valid) gl_glsl_shader_scale(index, scale); #endif } #endif /////////////////// // Horribly long and complex FBO init :D static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height) { #ifdef HAVE_FBO if (!g_settings.video.render_to_texture && gl_shader_num() == 0) return; struct gl_fbo_scale scale, scale_last; gl_shader_scale(1, &scale); gl_shader_scale(gl_shader_num(), &scale_last); // No need to use FBOs. if (gl_shader_num() == 1 && !scale.valid && !g_settings.video.render_to_texture) return; if (!load_fbo_proc()) { SSNES_ERR("Failed to locate FBO functions. Won't be able to use render-to-texture.\n"); return; } gl->fbo_pass = gl_shader_num() - 1; if (scale_last.valid) gl->fbo_pass++; if (gl->fbo_pass <= 0) gl->fbo_pass = 1; if (!scale.valid) { scale.scale_x = g_settings.video.fbo_scale_x; scale.scale_y = g_settings.video.fbo_scale_y; scale.type_x = scale.type_y = SSNES_SCALE_INPUT; } switch (scale.type_x) { case SSNES_SCALE_INPUT: gl->fbo_rect[0].width = width * next_pow2(ceil(scale.scale_x)); break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[0].width = next_pow2(scale.abs_x); break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[0].width = next_pow2(gl->win_width); break; default: break; } switch (scale.type_y) { case SSNES_SCALE_INPUT: gl->fbo_rect[0].height = height * next_pow2(ceil(scale.scale_y)); break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[0].height = next_pow2(scale.abs_y); break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[0].height = next_pow2(gl->win_height); break; default: break; } unsigned last_width = gl->fbo_rect[0].width, last_height = gl->fbo_rect[0].height; gl->fbo_scale[0] = scale; SSNES_LOG("Creating FBO 0 @ %ux%u\n", gl->fbo_rect[0].width, gl->fbo_rect[0].height); for (int i = 1; i < gl->fbo_pass; i++) { gl_shader_scale(i + 1, &gl->fbo_scale[i]); if (gl->fbo_scale[i].valid) { switch (gl->fbo_scale[i].type_x) { case SSNES_SCALE_INPUT: gl->fbo_rect[i].width = last_width * next_pow2(ceil(gl->fbo_scale[i].scale_x)); break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[i].width = next_pow2(gl->fbo_scale[i].abs_x); break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[i].width = next_pow2(gl->win_width); break; default: break; } switch (gl->fbo_scale[i].type_y) { case SSNES_SCALE_INPUT: gl->fbo_rect[i].height = last_height * next_pow2(ceil(gl->fbo_scale[i].scale_y)); break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[i].height = next_pow2(gl->fbo_scale[i].abs_y); break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[i].height = next_pow2(gl->win_height); break; default: break; } last_width = gl->fbo_rect[i].width; last_height = gl->fbo_rect[i].height; } else { // Use previous values, essentially a 1x scale compared to last shader in chain. gl->fbo_rect[i] = gl->fbo_rect[i - 1]; gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0; gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = SSNES_SCALE_INPUT; } SSNES_LOG("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height); } glGenTextures(gl->fbo_pass, gl->fbo_texture); GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST; for (int i = 0; i < gl->fbo_pass; i++) { glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); GLuint filter_type = base_filt; bool smooth; if (gl_shader_filter_type(i + 2, &smooth)) filter_type = smooth ? GL_LINEAR : GL_NEAREST; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, NULL); } glBindTexture(GL_TEXTURE_2D, 0); glGenFramebuffersOES(gl->fbo_pass, gl->fbo); for (int i = 0; i < gl->fbo_pass; i++) { glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[i]); glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, gl->fbo_texture[i], 0); GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES); if (status != GL_FRAMEBUFFER_COMPLETE_OES) goto error; } gl->fbo_inited = true; return; error: glDeleteTextures(gl->fbo_pass, gl->fbo_texture); glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo); SSNES_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n"); #else (void)gl; (void)width; (void)height; #endif } static inline unsigned get_alignment(unsigned pitch) { if (pitch & 1) return 1; if (pitch & 2) return 2; if (pitch & 4) return 4; return 8; } static void set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (gl->keep_aspect && !force_full) { float desired_aspect = g_settings.video.aspect_ratio; float device_aspect = (float)width / height; // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), // assume they are actually equal. if (fabs(device_aspect - desired_aspect) < 0.0001) { glViewport(0, 0, width, height); } else if (device_aspect > desired_aspect) { float delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; glViewport((GLint)(width * (0.5 - delta)), 0,(GLint)(2.0 * width * delta), height); width = (unsigned)(2.0 * width * delta); } else { float delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; glViewport(0, (GLint)(height * (0.5 - delta)), width,(GLint)(2.0 * height * delta)); height = (unsigned)(2.0 * height * delta); } } else glViewport(0, 0, width, height); glOrthof(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gl_shader_set_proj_matrix(); gl->vp_width = width; gl->vp_height = height; // Set last backbuffer viewport. if (!force_full) { gl->vp_out_width = width; gl->vp_out_height = height; } //SSNES_LOG("Setting viewport @ %ux%u\n", width, height); } static inline void set_lut_texture_coords(const GLfloat *coords) { #if defined(HAVE_XML) || defined(HAVE_CG) // For texture images. pglClientActiveTexture(GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, coords); pglClientActiveTexture(GL_TEXTURE0); #else (void)coords; #endif } static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yamt) { coords[1] = yamt; coords[4] = xamt; coords[6] = xamt; coords[7] = yamt; } static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { gl_t *gl = data; gl_shader_use(1); gl->frame_count++; #if defined(HAVE_XML) || defined(HAVE_CG) glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); #endif #ifdef HAVE_FBO // Render to texture in first pass. if (gl->fbo_inited) { unsigned last_width = width; unsigned last_height = height; unsigned last_max_width = gl->tex_w; unsigned last_max_height = gl->tex_h; // Calculate viewports for FBOs. for (int i = 0; i < gl->fbo_pass; i++) { switch (gl->fbo_scale[i].type_x) { case SSNES_SCALE_INPUT: gl->fbo_rect[i].img_width = last_width * gl->fbo_scale[i].scale_x; gl->fbo_rect[i].max_img_width = last_max_width * gl->fbo_scale[i].scale_x; break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].abs_x; break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * gl->vp_out_width; break; default: break; } switch (gl->fbo_scale[i].type_y) { case SSNES_SCALE_INPUT: gl->fbo_rect[i].img_height = last_height * gl->fbo_scale[i].scale_y; gl->fbo_rect[i].max_img_height = last_max_height * gl->fbo_scale[i].scale_y; break; case SSNES_SCALE_ABSOLUTE: gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].abs_y; break; case SSNES_SCALE_VIEWPORT: gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * gl->vp_out_height; break; default: break; } last_width = gl->fbo_rect[i].img_width; last_height = gl->fbo_rect[i].img_height; last_max_width = gl->fbo_rect[i].max_img_width; last_max_height = gl->fbo_rect[i].max_img_height; } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[0]); gl->render_to_tex = true; set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true); } #endif if (gl->should_resize) { gl->should_resize = false; //sdlwrap_set_resize(gl->win_width, gl->win_height); #ifdef HAVE_FBO if (!gl->render_to_tex) set_viewport(gl, gl->win_width, gl->win_height, false); else { // Check if we have to recreate our FBO textures. for (int i = 0; i < gl->fbo_pass; i++) { // Check proactively since we might suddently get sizes of tex_w width or tex_h height. if (gl->fbo_rect[i].max_img_width > gl->fbo_rect[i].width || gl->fbo_rect[i].max_img_height > gl->fbo_rect[i].height) { unsigned img_width = gl->fbo_rect[i].max_img_width; unsigned img_height = gl->fbo_rect[i].max_img_height; unsigned max = img_width > img_height ? img_width : img_height; unsigned pow2_size = next_pow2(max); gl->fbo_rect[i].width = gl->fbo_rect[i].height = pow2_size; glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[i]); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, NULL); glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, gl->fbo_texture[i], 0); GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES); if (status != GL_FRAMEBUFFER_COMPLETE_OES) SSNES_WARN("Failed to reinit FBO texture!\n"); SSNES_LOG("Recreating FBO texture #%d: %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height); } } // Go back to what we're supposed to do, render to FBO #0 :D glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[0]); set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true); } #else set_viewport(gl, gl->win_width, gl->win_height, false); #endif } if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf) // Res change. need to clear out texture. { gl->last_width[gl->tex_index] = width; gl->last_height[gl->tex_index] = height; glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size, gl->tex_w * gl->tex_h * gl->base_size, gl->empty_buf); GLfloat xamt = (GLfloat)width / gl->tex_w; GLfloat yamt = (GLfloat)height / gl->tex_h; set_texture_coords(gl->tex_coords, xamt, yamt); } #if defined(HAVE_XML) || defined(HAVE_CG) // We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly. else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] || height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK]) { GLfloat xamt = (GLfloat)width / gl->tex_w; GLfloat yamt = (GLfloat)height / gl->tex_h; set_texture_coords(gl->tex_coords, xamt, yamt); } #endif #ifdef HAVE_FBO // Need to preserve the "flipped" state when in FBO as well to have // consistent texture coordinates. if (gl->render_to_tex) glVertexPointer(2, GL_FLOAT, 0, vertexes); #endif { size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size; size_t buffer_stride = gl->tex_w * gl->base_size; const uint8_t *frame_copy = frame; size_t frame_copy_size = width * gl->base_size; for (unsigned h = 0; h < height; h++) { glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE, buffer_addr, frame_copy_size, frame_copy); frame_copy += pitch; buffer_addr += buffer_stride; } } struct gl_tex_info tex_info = { .tex = gl->texture[gl->tex_index], .input_size = {width, height}, .tex_size = {gl->tex_w, gl->tex_h} }; struct gl_tex_info fbo_tex_info[MAX_SHADERS]; unsigned fbo_tex_info_cnt = 0; memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords)); glClear(GL_COLOR_BUFFER_BIT); gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height, gl->frame_count, &tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt); glDrawArrays(GL_QUADS, 0, 4); #ifdef HAVE_FBO if (gl->fbo_inited) { // Render the rest of our passes. glTexCoordPointer(2, GL_FLOAT, 0, gl->fbo_tex_coords); // It's kinda handy ... :) const struct gl_fbo_rect *prev_rect; const struct gl_fbo_rect *rect; struct gl_tex_info *fbo_info; // Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO. for (int i = 1; i < gl->fbo_pass; i++) { prev_rect = &gl->fbo_rect[i - 1]; rect = &gl->fbo_rect[i]; fbo_info = &fbo_tex_info[i - 1]; GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width; GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height; set_texture_coords(gl->fbo_tex_coords, xamt, yamt); fbo_info->tex = gl->fbo_texture[i - 1]; fbo_info->input_size[0] = prev_rect->img_width; fbo_info->input_size[1] = prev_rect->img_height; fbo_info->tex_size[0] = prev_rect->width; fbo_info->tex_size[1] = prev_rect->height; memcpy(fbo_info->coord, gl->fbo_tex_coords, sizeof(gl->fbo_tex_coords)); glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[i]); gl_shader_use(i + 1); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]); glClear(GL_COLOR_BUFFER_BIT); // Render to FBO with certain size. set_viewport(gl, rect->img_width, rect->img_height, true); gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, prev_rect->width, prev_rect->height, gl->vp_width, gl->vp_height, gl->frame_count, &tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt); glDrawArrays(GL_QUADS, 0, 4); fbo_tex_info_cnt++; } // Render our last FBO texture directly to screen. prev_rect = &gl->fbo_rect[gl->fbo_pass - 1]; GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width; GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height; set_texture_coords(gl->fbo_tex_coords, xamt, yamt); // Render our FBO texture to back buffer. glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); gl_shader_use(gl->fbo_pass + 1); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]); glClear(GL_COLOR_BUFFER_BIT); gl->render_to_tex = false; set_viewport(gl, gl->win_width, gl->win_height, false); gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, prev_rect->width, prev_rect->height, gl->vp_width, gl->vp_height, gl->frame_count, &tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt); glVertexPointer(2, GL_FLOAT, 0, vertexes_flipped); glDrawArrays(GL_QUADS, 0, 4); glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords); } #endif #if defined(HAVE_XML) || defined(HAVE_CG) memmove(gl->prev_info + 1, gl->prev_info, sizeof(tex_info) * (TEXTURES - 1)); memcpy(&gl->prev_info[0], &tex_info, sizeof(tex_info)); gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK; #endif if (msg) { cellDbgFontPrintf(0.09f, 0.90f, 1.51f, BLUE, msg); cellDbgFontPrintf(0.09f, 0.90f, 1.50f, WHITE, msg); cellDbgFontDraw(); } psglSwap(); return true; } static void psgl_deinit(gl_t *gl) { glFinish(); cellDbgFontExit(); psglDestroyContext(gl->gl_context); psglDestroyDevice(gl->gl_device); #if(CELL_SDK_VERSION > 0x340000) // FIXME: It will crash here for 1.92 - termination of the PSGL library - works fine for 3.41 psglExit(); #else // For 1.92 gl->min_width = 0; gl->min_height = 0; gl->gl_context = NULL; gl->gl_device = NULL; #endif } static void gl_free(void *data) { gl_t *gl = data; gl_shader_deinit(); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDeleteTextures(TEXTURES, gl->texture); glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0); glDeleteBuffers(1, &gl->pbo); #ifdef HAVE_FBO if (gl->fbo_inited) { glDeleteTextures(gl->fbo_pass, gl->fbo_texture); glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo); } #endif psgl_deinit(gl); if (gl->empty_buf) free(gl->empty_buf); free(gl); } 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"); state ? glDisable(GL_VSYNC_SCE) : glEnable(GL_VSYNC_SCE); } } static bool psgl_init_device(gl_t * gl, const video_info_t *video, uint32_t resolution_id) { PSGLdeviceParameters params; PSGLinitOptions options; options.enable = PSGL_INIT_MAX_SPUS | PSGL_INIT_INITIALIZE_SPUS; #if(CELL_SDK_VERSION > 0x340000) options.enable |= PSGL_INIT_TRANSIENT_MEMORY_SIZE; #else options.enable |= PSGL_INIT_HOST_MEMORY_SIZE; #endif options.maxSPUs = 1; options.initializeSPUs = GL_FALSE; options.persistentMemorySize = 0; options.transientMemorySize = 0; options.errorConsole = 0; options.fifoSize = 0; options.hostMemorySize = 0; psglInit(&options); params.enable = PSGL_DEVICE_PARAMETERS_COLOR_FORMAT | \ PSGL_DEVICE_PARAMETERS_DEPTH_FORMAT | \ PSGL_DEVICE_PARAMETERS_MULTISAMPLING_MODE; params.colorFormat = GL_ARGB_SCE; params.depthFormat = GL_NONE; params.multisamplingMode = GL_MULTISAMPLING_NONE_SCE; params.enable |= PSGL_DEVICE_PARAMETERS_BUFFERING_MODE; params.bufferingMode = PSGL_BUFFERING_MODE_TRIPLE; gl->gl_device = psglCreateDeviceExtended(¶ms); psglGetDeviceDimensions(gl->gl_device, &gl->win_width, &gl->win_height); gl->gl_context = psglCreateContext(); psglMakeCurrent(gl->gl_context, gl->gl_device); psglResetCurrentContext(); return true; } void callback_sysutil_exit(uint64_t status, uint64_t param, void *userdata) { (void) param; (void) userdata; switch (status) { case CELL_SYSUTIL_REQUEST_EXITGAME: g_quitting = true; break; default: break; } } static void psgl_init_dbgfont(gl_t *gl) { CellDbgFontConfig cfg; memset(&cfg, 0, sizeof(cfg)); cfg.bufSize = 512; cfg.screenWidth = gl->win_width; cfg.screenHeight = gl->win_height; cellDbgFontInit(&cfg); } static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data) { gl_t *gl = calloc(1, sizeof(gl_t)); if (!gl) return NULL; if (!psgl_init_device(gl, video, 0)) return NULL; SSNES_LOG("Detecting resolution %ux%u.\n", gl->win_width, gl->win_height); video->vsync ? glEnable(GL_VSYNC_SCE) : glDisable(GL_VSYNC_SCE); #if defined(HAVE_XML) // Win32 GL lib doesn't have some functions needed for XML shaders. // Need to load dynamically :( if (!load_gl_proc()) { psgl_deinit(gl); return NULL; } #endif gl->vsync = video->vsync; SSNES_LOG("GL: Using resolution %ux%u\n", gl->win_width, gl->win_height); SSNES_LOG("GL: Initing debug fonts \n"); psgl_init_dbgfont(gl); if (!gl_shader_init()) { SSNES_ERR("Shader init failed.\n"); psgl_deinit(gl); free(gl); return NULL; } SSNES_LOG("GL: Loaded %u program(s).\n", gl_shader_num()); // Set up render to texture. gl_init_fbo(gl, SSNES_SCALE_BASE * video->input_scale, SSNES_SCALE_BASE * video->input_scale); SSNES_LOG("Registering Callback\n"); cellSysutilRegisterCallback(0, callback_sysutil_exit, NULL); gl->keep_aspect = video->force_aspect; // Apparently need to set viewport for passes when we aren't using FBOs. gl_shader_use(0); set_viewport(gl, gl->win_width, gl->win_height, false); gl_shader_use(1); set_viewport(gl, gl->win_width, gl->win_height, false); bool force_smooth; if (gl_shader_filter_type(1, &force_smooth)) gl->tex_filter = force_smooth ? GL_LINEAR : GL_NEAREST; else gl->tex_filter = video->smooth ? GL_LINEAR : GL_NEAREST; gl->texture_type = GL_BGRA; gl->texture_fmt = video->rgb32 ? GL_ARGB_SCE : GL_RGB5_A1; gl->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); glClearColor(0, 0, 0, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gl->tex_w = SSNES_SCALE_BASE * video->input_scale; gl->tex_h = SSNES_SCALE_BASE * video->input_scale; glGenBuffers(1, &gl->pbo); glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo); glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->tex_w * gl->tex_h * gl->base_size * TEXTURES, NULL, GL_STREAM_DRAW); glGenTextures(TEXTURES, gl->texture); for (unsigned i = 0; i < TEXTURES; i++) { glBindTexture(GL_TEXTURE_2D, gl->texture[i]); 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); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertexes_flipped); memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords)); glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords); glColorPointer(4, GL_FLOAT, 0, white_color); set_lut_texture_coords(tex_coords); // Empty buffer that we use to clear out the texture with on res change. gl->empty_buf = calloc(gl->tex_w * gl->tex_h, gl->base_size); for (unsigned i = 0; i < TEXTURES; i++) { glBindTexture(GL_TEXTURE_2D, gl->texture[i]); glTextureReferenceSCE(GL_TEXTURE_2D, 1, gl->tex_w, gl->tex_h, 0, gl->texture_fmt, gl->tex_w * gl->base_size, gl->tex_w * gl->tex_h * i * gl->base_size); } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); for (unsigned i = 0; i < TEXTURES; i++) { gl->last_width[i] = gl->tex_w; gl->last_height[i] = gl->tex_h; } for (unsigned i = 0; i < TEXTURES; i++) { gl->prev_info[i].tex = gl->texture[(gl->tex_index - (i + 1)) & TEXTURES_MASK]; gl->prev_info[i].input_size[0] = gl->tex_w; gl->prev_info[i].tex_size[0] = gl->tex_w; gl->prev_info[i].input_size[1] = gl->tex_h; gl->prev_info[i].tex_size[1] = gl->tex_h; memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords)); } if (!gl_check_error()) { psgl_deinit(gl); free(gl); return NULL; } *input = NULL; *input_data = NULL; return gl; } static bool gl_alive(void *data) { gl_t *gl = data; cellSysutilCheckCallback(); return !g_quitting; } static bool gl_focus(void *data) { (void)data; return true; } #ifdef HAVE_XML static bool gl_xml_shader(void *data, const char *path) { gl_t *gl = data; //if (!gl_check_error()) // SSNES_WARN("Error happened before deinit!\n"); //if (!gl_check_error()) // SSNES_WARN("Error happened in deinit!\n"); #ifdef HAVE_FBO if (gl->fbo_inited) { glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo); glDeleteTextures(gl->fbo_pass, gl->fbo_texture); memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture)); memset(gl->fbo, 0, sizeof(gl->fbo)); gl->fbo_inited = false; gl->render_to_tex = false; gl->fbo_pass = 0; glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); } #endif gl_shader_deinit(); //if (!gl_check_error()) // SSNES_WARN("Failed to deinit rendering path properly!\n"); if (!gl_glsl_init(path)) return false; // Set up render to texture. gl_init_fbo(gl, gl->tex_w, gl->tex_h); // Apparently need to set viewport for passes when we aren't using FBOs. gl_shader_use(0); set_viewport(gl, gl->win_width, gl->win_height, false); gl_shader_use(1); set_viewport(gl, gl->win_width, gl->win_height, false); return true; } #endif const video_driver_t video_gl = { .init = gl_init, .frame = gl_frame, .alive = gl_alive, .set_nonblock_state = gl_set_nonblock_state, .focus = gl_focus, .free = gl_free, #ifdef HAVE_XML .xml_shader = gl_xml_shader, #endif .ident = "gl" };