/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2012 - 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 . */ #include "../boolean.h" #include #include "../general.h" #include "shader_glsl.h" #include "../compat/strl.h" #include "../compat/posix_string.h" #include "state_tracker.h" #include "../dynamic.h" #include "../file.h" #ifdef HAVE_CONFIG_H #include "../config.h" #endif #if defined(__APPLE__) // Because they like to be "oh, so, special". #include #include #elif defined(HAVE_PSGL) #include #include #include #elif defined(HAVE_OPENGL_MODERN) #include #include #include #elif defined(HAVE_OPENGLES2) #include #elif defined(HAVE_OPENGLES1) #include #include #else #define GL_GLEXT_PROTOTYPES #include #include #endif #include "gfx_context.h" #include #ifdef HAVE_XML #include #include #endif #include "gl_common.h" #include "image.h" #if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGL_MODERN) || defined(__APPLE__) #define pglCreateProgram glCreateProgram #define pglUseProgram glUseProgram #define pglCreateShader glCreateShader #define pglDeleteShader glDeleteShader #define pglShaderSource glShaderSource #define pglCompileShader glCompileShader #define pglAttachShader glAttachShader #define pglDetachShader glDetachShader #define pglLinkProgram glLinkProgram #define pglGetUniformLocation glGetUniformLocation #define pglUniform1i glUniform1i #define pglUniform1f glUniform1f #define pglUniform2fv glUniform2fv #define pglUniform4fv glUniform4fv #define pglUniformMatrix4fv glUniformMatrix4fv #define pglGetShaderiv glGetShaderiv #define pglGetShaderInfoLog glGetShaderInfoLog #define pglGetProgramiv glGetProgramiv #define pglGetProgramInfoLog glGetProgramInfoLog #define pglDeleteProgram glDeleteProgram #define pglGetAttachedShaders glGetAttachedShaders #define pglGetAttribLocation glGetAttribLocation #define pglEnableVertexAttribArray glEnableVertexAttribArray #define pglDisableVertexAttribArray glDisableVertexAttribArray #define pglVertexAttribPointer glVertexAttribPointer #else static PFNGLCREATEPROGRAMPROC pglCreateProgram; static PFNGLUSEPROGRAMPROC pglUseProgram; static PFNGLCREATESHADERPROC pglCreateShader; static PFNGLDELETESHADERPROC pglDeleteShader; static PFNGLSHADERSOURCEPROC pglShaderSource; static PFNGLCOMPILESHADERPROC pglCompileShader; static PFNGLATTACHSHADERPROC pglAttachShader; static PFNGLDETACHSHADERPROC pglDetachShader; static PFNGLLINKPROGRAMPROC pglLinkProgram; static PFNGLGETUNIFORMLOCATIONPROC pglGetUniformLocation; static PFNGLUNIFORM1IPROC pglUniform1i; static PFNGLUNIFORM1FPROC pglUniform1f; static PFNGLUNIFORM2FVPROC pglUniform2fv; static PFNGLUNIFORM4FVPROC pglUniform4fv; static PFNGLUNIFORMMATRIX4FVPROC pglUniformMatrix4fv; static PFNGLGETSHADERIVPROC pglGetShaderiv; static PFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog; static PFNGLGETPROGRAMIVPROC pglGetProgramiv; static PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog; static PFNGLDELETEPROGRAMPROC pglDeleteProgram; static PFNGLGETATTACHEDSHADERSPROC pglGetAttachedShaders; static PFNGLGETATTRIBLOCATIONPROC pglGetAttribLocation; static PFNGLENABLEVERTEXATTRIBARRAYPROC pglEnableVertexAttribArray; static PFNGLDISABLEVERTEXATTRIBARRAYPROC pglDisableVertexAttribArray; static PFNGLVERTEXATTRIBPOINTERPROC pglVertexAttribPointer; #endif #ifdef HAVE_OPENGLES2 #define BORDER_FUNC GL_CLAMP_TO_EDGE #else #define BORDER_FUNC GL_CLAMP_TO_BORDER #endif #define MAX_VARIABLES 256 #ifdef RARCH_GPU_PERFORMANCE_MODE #define MAX_TEXTURES 4 #define PREV_TEXTURES 3 #else #define MAX_TEXTURES 8 #define PREV_TEXTURES 7 #endif enum filter_type { RARCH_GL_NOFORCE, RARCH_GL_LINEAR, RARCH_GL_NEAREST }; static bool glsl_enable; static bool glsl_modern; static GLuint gl_program[RARCH_GLSL_MAX_SHADERS]; static enum filter_type gl_filter_type[RARCH_GLSL_MAX_SHADERS]; static struct gl_fbo_scale gl_scale[RARCH_GLSL_MAX_SHADERS]; static unsigned gl_num_programs; static unsigned active_index; static GLuint gl_teximage[MAX_TEXTURES]; static unsigned gl_teximage_cnt; static char gl_teximage_uniforms[MAX_TEXTURES][64]; static state_tracker_t *gl_state_tracker; static struct state_tracker_uniform_info gl_tracker_info[MAX_VARIABLES]; static unsigned gl_tracker_info_cnt; static char gl_tracker_script_class[64]; static char *gl_script_program; static GLint gl_attribs[PREV_TEXTURES + 1 + 4 + RARCH_GLSL_MAX_SHADERS]; static unsigned gl_attrib_index; static gfx_ctx_proc_t (*glsl_get_proc_address)(const char*); struct shader_program { char *vertex; char *fragment; enum filter_type filter; float scale_x; float scale_y; unsigned abs_x; unsigned abs_y; enum gl_scale_type type_x; enum gl_scale_type type_y; bool valid_scale; }; 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; int frame_direction; int lut_texture[MAX_TEXTURES]; struct shader_uniforms_frame orig; struct shader_uniforms_frame pass[RARCH_GLSL_MAX_SHADERS]; struct shader_uniforms_frame prev[PREV_TEXTURES]; }; static struct shader_uniforms gl_uniforms[RARCH_GLSL_MAX_SHADERS]; 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 rubyTexture;\n" "varying vec4 color;\n" "void main() {\n" " gl_FragColor = color * texture2D(rubyTexture, gl_TexCoord[0].xy);\n" "}"; static const char *stock_vertex_modern = "attribute vec2 rubyTexCoord;\n" "attribute vec2 rubyVertexCoord;\n" "attribute vec4 rubyColor;\n" "uniform mat4 rubyMVPMatrix;\n" "varying vec2 tex_coord;\n" "varying vec4 color;\n" "void main() {\n" " gl_Position = rubyMVPMatrix * vec4(rubyVertexCoord, 0.0, 1.0);\n" " tex_coord = rubyTexCoord;\n" " color = rubyColor;\n" "}"; static const char *stock_fragment_modern = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "uniform sampler2D rubyTexture;\n" "varying vec2 tex_coord;\n" "varying vec4 color;\n" "void main() {\n" " gl_FragColor = color * texture2D(rubyTexture, tex_coord);\n" "}"; #ifdef HAVE_XML static bool xml_get_prop(char *buf, size_t size, xmlNodePtr node, const char *prop) { if (!size) return false; xmlChar *p = xmlGetProp(node, (const xmlChar*)prop); if (p) { bool ret = strlcpy(buf, (const char*)p, size) < size; xmlFree(p); return ret; } else { *buf = '\0'; return false; } } static char *xml_get_content(xmlNodePtr node) { xmlChar *content = xmlNodeGetContent(node); if (!content) return NULL; char *ret = strdup((const char*)content); xmlFree(content); return ret; } static char *xml_replace_if_file(char *content, const char *path, xmlNodePtr node, const char *src_prop) { char prop[64]; if (!xml_get_prop(prop, sizeof(prop), node, src_prop)) return content; free(content); content = NULL; char shader_path[PATH_MAX]; fill_pathname_resolve_relative(shader_path, path, (const char*)prop, sizeof(shader_path)); RARCH_LOG("Loading external source from \"%s\".\n", shader_path); if (read_file(shader_path, (void**)&content) >= 0) return content; else return NULL; } static bool get_xml_attrs(struct shader_program *prog, xmlNodePtr ptr) { prog->scale_x = 1.0; prog->scale_y = 1.0; prog->type_x = prog->type_y = RARCH_SCALE_INPUT; prog->valid_scale = false; // Check if shader forces a certain texture filtering. char attr[64]; if (xml_get_prop(attr, sizeof(attr), ptr, "filter")) { if (strcmp(attr, "nearest") == 0) { prog->filter = RARCH_GL_NEAREST; RARCH_LOG("XML: Shader forces GL_NEAREST.\n"); } else if (strcmp(attr, "linear") == 0) { prog->filter = RARCH_GL_LINEAR; RARCH_LOG("XML: Shader forces GL_LINEAR.\n"); } else RARCH_WARN("XML: Invalid property for filter.\n"); } else prog->filter = RARCH_GL_NOFORCE; // Check for scaling attributes *lots of code <_<* char attr_scale[64], attr_scale_x[64], attr_scale_y[64]; char attr_size[64], attr_size_x[64], attr_size_y[64]; char attr_outscale[64], attr_outscale_x[64], attr_outscale_y[64]; xml_get_prop(attr_scale, sizeof(attr_scale), ptr, "scale"); xml_get_prop(attr_scale_x, sizeof(attr_scale_x), ptr, "scale_x"); xml_get_prop(attr_scale_y, sizeof(attr_scale_y), ptr, "scale_y"); xml_get_prop(attr_size, sizeof(attr_size), ptr, "size"); xml_get_prop(attr_size_x, sizeof(attr_size_x), ptr, "size_x"); xml_get_prop(attr_size_y, sizeof(attr_size_y), ptr, "size_y"); xml_get_prop(attr_outscale, sizeof(attr_outscale), ptr, "outscale"); xml_get_prop(attr_outscale_x, sizeof(attr_outscale_x), ptr, "outscale_x"); xml_get_prop(attr_outscale_y, sizeof(attr_outscale_y), ptr, "outscale_y"); unsigned x_attr_cnt = 0, y_attr_cnt = 0; if (*attr_scale) { float scale = strtod(attr_scale, NULL); prog->scale_x = scale; prog->scale_y = scale; prog->valid_scale = true; prog->type_x = prog->type_y = RARCH_SCALE_INPUT; RARCH_LOG("Got scale attr: %.1f\n", scale); x_attr_cnt++; y_attr_cnt++; } if (*attr_scale_x) { float scale = strtod(attr_scale_x, NULL); prog->scale_x = scale; prog->valid_scale = true; prog->type_x = RARCH_SCALE_INPUT; RARCH_LOG("Got scale_x attr: %.1f\n", scale); x_attr_cnt++; } if (*attr_scale_y) { float scale = strtod(attr_scale_y, NULL); prog->scale_y = scale; prog->valid_scale = true; prog->type_y = RARCH_SCALE_INPUT; RARCH_LOG("Got scale_y attr: %.1f\n", scale); y_attr_cnt++; } if (*attr_size) { prog->abs_x = prog->abs_y = strtoul(attr_size, NULL, 0); prog->valid_scale = true; prog->type_x = prog->type_y = RARCH_SCALE_ABSOLUTE; RARCH_LOG("Got size attr: %u\n", prog->abs_x); x_attr_cnt++; y_attr_cnt++; } if (*attr_size_x) { prog->abs_x = strtoul(attr_size_x, NULL, 0); prog->valid_scale = true; prog->type_x = RARCH_SCALE_ABSOLUTE; RARCH_LOG("Got size_x attr: %u\n", prog->abs_x); x_attr_cnt++; } if (*attr_size_y) { prog->abs_y = strtoul(attr_size_y, NULL, 0); prog->valid_scale = true; prog->type_y = RARCH_SCALE_ABSOLUTE; RARCH_LOG("Got size_y attr: %u\n", prog->abs_y); y_attr_cnt++; } if (*attr_outscale) { float scale = strtod(attr_outscale, NULL); prog->scale_x = scale; prog->scale_y = scale; prog->valid_scale = true; prog->type_x = prog->type_y = RARCH_SCALE_VIEWPORT; RARCH_LOG("Got outscale attr: %.1f\n", scale); x_attr_cnt++; y_attr_cnt++; } if (*attr_outscale_x) { float scale = strtod(attr_outscale_x, NULL); prog->scale_x = scale; prog->valid_scale = true; prog->type_x = RARCH_SCALE_VIEWPORT; RARCH_LOG("Got outscale_x attr: %.1f\n", scale); x_attr_cnt++; } if (*attr_outscale_y) { float scale = strtod(attr_outscale_y, NULL); prog->scale_y = scale; prog->valid_scale = true; prog->type_y = RARCH_SCALE_VIEWPORT; RARCH_LOG("Got outscale_y attr: %.1f\n", scale); y_attr_cnt++; } if (x_attr_cnt > 1) return false; if (y_attr_cnt > 1) return false; return true; } static bool get_texture_image(const char *shader_path, xmlNodePtr ptr) { if (gl_teximage_cnt >= MAX_TEXTURES) { RARCH_WARN("Too many texture images. Ignoring ...\n"); return true; } bool linear = true; char filename[PATH_MAX]; char filter[64]; char id[64]; xml_get_prop(filename, sizeof(filename), ptr, "file"); xml_get_prop(filter, sizeof(filter), ptr, "filter"); xml_get_prop(id, sizeof(id), ptr, "id"); struct texture_image img; if (!*id) { RARCH_ERR("Could not find ID in texture.\n"); return false; } if (!*filename) { RARCH_ERR("Could not find filename in texture.\n"); return false; } if (strcmp(filter, "nearest") == 0) linear = false; char tex_path[PATH_MAX]; fill_pathname_resolve_relative(tex_path, shader_path, (const char*)filename, sizeof(tex_path)); RARCH_LOG("Loading texture image from: \"%s\" ...\n", tex_path); if (!texture_image_load(tex_path, &img)) { RARCH_ERR("Failed to load texture image from: \"%s\"\n", tex_path); return false; } strlcpy(gl_teximage_uniforms[gl_teximage_cnt], (const char*)id, sizeof(gl_teximage_uniforms[0])); glGenTextures(1, &gl_teximage[gl_teximage_cnt]); pglActiveTexture(GL_TEXTURE0 + gl_teximage_cnt + 1); glBindTexture(GL_TEXTURE_2D, gl_teximage[gl_teximage_cnt]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, BORDER_FUNC); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, BORDER_FUNC); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear ? GL_LINEAR : GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear ? GL_LINEAR : GL_NEAREST); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glTexImage2D(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT32, img.width, img.height, 0, RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, img.pixels); pglActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0); free(img.pixels); gl_teximage_cnt++; return true; } #ifdef HAVE_PYTHON static bool get_script(const char *path, xmlNodePtr ptr) { if (gl_script_program) { RARCH_ERR("Script already imported.\n"); return false; } char script_class[64]; xml_get_prop(script_class, sizeof(script_class), ptr, "class"); if (*script_class) strlcpy(gl_tracker_script_class, script_class, sizeof(gl_tracker_script_class)); char language[64]; xml_get_prop(language, sizeof(language), ptr, "language"); if (strcmp(language, "python") != 0) { RARCH_ERR("Script language is not Python.\n"); return false; } char *script = xml_get_content(ptr); if (!script) return false; gl_script_program = xml_replace_if_file(script, path, ptr, "src"); if (!gl_script_program) { RARCH_ERR("Cannot find Python script.\n"); return false; } return true; } #endif static bool get_import_value(xmlNodePtr ptr) { if (gl_tracker_info_cnt >= MAX_VARIABLES) { RARCH_ERR("Too many import variables ...\n"); return false; } char id[64], semantic[64], wram[64], input[64], bitmask[64], bitequal[64]; xml_get_prop(id, sizeof(id), ptr, "id"); xml_get_prop(semantic, sizeof(semantic), ptr, "semantic"); xml_get_prop(wram, sizeof(wram), ptr, "wram"); xml_get_prop(input, sizeof(input), ptr, "input_slot"); xml_get_prop(bitmask, sizeof(bitmask), ptr, "mask"); xml_get_prop(bitequal, sizeof(bitequal), ptr, "equal"); unsigned memtype; enum state_tracker_type tracker_type; enum state_ram_type ram_type = RARCH_STATE_NONE; uint32_t addr = 0; unsigned mask_value = 0; unsigned mask_equal = 0; if (!*semantic || !*id) { RARCH_ERR("No semantic or ID for import value.\n"); return false; } if (strcmp(semantic, "capture") == 0) tracker_type = RARCH_STATE_CAPTURE; else if (strcmp(semantic, "capture_previous") == 0) tracker_type = RARCH_STATE_CAPTURE_PREV; else if (strcmp(semantic, "transition") == 0) tracker_type = RARCH_STATE_TRANSITION; else if (strcmp(semantic, "transition_count") == 0) tracker_type = RARCH_STATE_TRANSITION_COUNT; else if (strcmp(semantic, "transition_previous") == 0) tracker_type = RARCH_STATE_TRANSITION_PREV; #ifdef HAVE_PYTHON else if (strcmp(semantic, "python") == 0) tracker_type = RARCH_STATE_PYTHON; #endif else { RARCH_ERR("Invalid semantic for import value.\n"); return false; } #ifdef HAVE_PYTHON if (tracker_type != RARCH_STATE_PYTHON) #endif { if (*input) { unsigned slot = strtoul(input, NULL, 0); switch (slot) { case 1: ram_type = RARCH_STATE_INPUT_SLOT1; break; case 2: ram_type = RARCH_STATE_INPUT_SLOT2; break; default: RARCH_ERR("Invalid input slot for import.\n"); return false; } } else if (*wram) { addr = strtoul(wram, NULL, 16); ram_type = RARCH_STATE_WRAM; } else { RARCH_ERR("No RAM address specificed for import value.\n"); return false; } } switch (ram_type) { case RARCH_STATE_WRAM: memtype = RETRO_MEMORY_SYSTEM_RAM; break; default: memtype = -1u; } if ((memtype != -1u) && (addr >= pretro_get_memory_size(memtype))) { RARCH_ERR("Address out of bounds.\n"); return false; } if (*bitmask) mask_value = strtoul(bitmask, NULL, 16); if (*bitequal) mask_equal = strtoul(bitequal, NULL, 16); strlcpy(gl_tracker_info[gl_tracker_info_cnt].id, id, sizeof(gl_tracker_info[0].id)); gl_tracker_info[gl_tracker_info_cnt].addr = addr; gl_tracker_info[gl_tracker_info_cnt].type = tracker_type; gl_tracker_info[gl_tracker_info_cnt].ram_type = ram_type; gl_tracker_info[gl_tracker_info_cnt].mask = mask_value; gl_tracker_info[gl_tracker_info_cnt].equal = mask_equal; gl_tracker_info_cnt++; return true; } static unsigned get_xml_shaders(const char *path, struct shader_program *prog, size_t size) { LIBXML_TEST_VERSION; xmlParserCtxtPtr ctx = xmlNewParserCtxt(); if (!ctx) { RARCH_ERR("Failed to load libxml2 context.\n"); return false; } RARCH_LOG("Loading XML shader: %s\n", path); xmlDocPtr doc = xmlCtxtReadFile(ctx, path, NULL, 0); xmlNodePtr head = NULL; xmlNodePtr cur = NULL; unsigned num = 0; if (!doc) { RARCH_ERR("Failed to parse XML file: %s\n", path); goto error; } if (ctx->valid == 0) { RARCH_ERR("Cannot validate XML shader: %s\n", path); goto error; } head = xmlDocGetRootElement(doc); for (cur = head; cur; cur = cur->next) { if (cur->type != XML_ELEMENT_NODE) continue; if (strcmp((const char*)cur->name, "shader") != 0) continue; char attr[64]; xml_get_prop(attr, sizeof(attr), cur, "language"); if (strcmp(attr, "GLSL") != 0) continue; xml_get_prop(attr, sizeof(attr), cur, "style"); glsl_modern = strcmp(attr, "GLES2") == 0; if (glsl_modern) RARCH_LOG("[GL]: Shader reports a GLES2 style shader.\n"); break; } if (!cur) // We couldn't find any GLSL shader :( goto error; memset(prog, 0, sizeof(struct shader_program) * size); // Iterate to check if we find fragment and/or vertex shaders. for (cur = cur->children; cur && num < size; cur = cur->next) { if (cur->type != XML_ELEMENT_NODE) continue; char *content = xml_get_content(cur); if (!content) continue; if (strcmp((const char*)cur->name, "vertex") == 0) { if (prog[num].vertex) { RARCH_ERR("Cannot have more than one vertex shader in a program.\n"); free(content); goto error; } content = xml_replace_if_file(content, path, cur, "src"); if (!content) { RARCH_ERR("Shader source file was provided, but failed to read.\n"); goto error; } prog[num].vertex = content; } else if (strcmp((const char*)cur->name, "fragment") == 0) { if (glsl_modern && !prog[num].vertex) { RARCH_ERR("Modern GLSL was chosen and vertex shader was not provided. This is an error.\n"); free(content); goto error; } content = xml_replace_if_file(content, path, cur, "src"); if (!content) { RARCH_ERR("Shader source file was provided, but failed to read.\n"); goto error; } prog[num].fragment = content; if (!get_xml_attrs(&prog[num], cur)) { RARCH_ERR("XML shader attributes do not comply with specifications.\n"); goto error; } num++; } else if (strcmp((const char*)cur->name, "texture") == 0) { free(content); if (!get_texture_image(path, cur)) { RARCH_ERR("Texture image failed to load.\n"); goto error; } } else if (strcmp((const char*)cur->name, "import") == 0) { free(content); if (!get_import_value(cur)) { RARCH_ERR("Import value is invalid.\n"); goto error; } } #ifdef HAVE_PYTHON else if (strcmp((const char*)cur->name, "script") == 0) { free(content); if (!get_script(path, cur)) { RARCH_ERR("Script is invalid.\n"); goto error; } } #endif } if (num == 0) { RARCH_ERR("Couldn't find vertex shader nor fragment shader in XML file.\n"); goto error; } xmlFreeDoc(doc); xmlFreeParserCtxt(ctx); return num; error: RARCH_ERR("Failed to load XML shader ...\n"); if (doc) xmlFreeDoc(doc); xmlFreeParserCtxt(ctx); return 0; } #endif // HAVE_XML static void print_shader_log(GLuint obj) { GLint info_len = 0; GLint max_len; pglGetShaderiv(obj, GL_INFO_LOG_LENGTH, &max_len); if (max_len == 0) return; char *info_log = (char*)malloc(max_len); if (!info_log) return; pglGetShaderInfoLog(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) { GLint info_len = 0; GLint max_len; pglGetProgramiv(obj, GL_INFO_LOG_LENGTH, &max_len); if (max_len == 0) return; char *info_log = (char*)malloc(max_len); if (!info_log) return; pglGetProgramInfoLog(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(GLuint shader, const char *program) { pglShaderSource(shader, 1, &program, 0); pglCompileShader(shader); GLint status; pglGetShaderiv(shader, GL_COMPILE_STATUS, &status); print_shader_log(shader); return status == GL_TRUE; } static bool link_program(GLuint prog) { pglLinkProgram(prog); GLint status; pglGetProgramiv(prog, GL_LINK_STATUS, &status); print_linker_log(prog); if (status == GL_TRUE) { pglUseProgram(prog); return true; } else return false; } static bool compile_programs(GLuint *gl_prog, struct shader_program *progs, size_t num) { for (unsigned i = 0; i < num; i++) { gl_prog[i] = pglCreateProgram(); if (gl_prog[i] == 0) { RARCH_ERR("Failed to create GL program #%u.\n", i); return false; } if (progs[i].vertex) { RARCH_LOG("Found GLSL vertex shader.\n"); GLuint shader = pglCreateShader(GL_VERTEX_SHADER); if (!compile_shader(shader, progs[i].vertex)) { RARCH_ERR("Failed to compile vertex shader #%u\n", i); return false; } pglAttachShader(gl_prog[i], shader); free(progs[i].vertex); } if (progs[i].fragment) { RARCH_LOG("Found GLSL fragment shader.\n"); GLuint shader = pglCreateShader(GL_FRAGMENT_SHADER); if (!compile_shader(shader, progs[i].fragment)) { RARCH_ERR("Failed to compile fragment shader #%u\n", i); return false; } pglAttachShader(gl_prog[i], shader); free(progs[i].fragment); } if (progs[i].vertex || progs[i].fragment) { RARCH_LOG("Linking GLSL program.\n"); if (!link_program(gl_prog[i])) { RARCH_ERR("Failed to link program #%u\n", i); return false; } GLint location = pglGetUniformLocation(gl_prog[i], "rubyTexture"); pglUniform1i(location, 0); pglUseProgram(0); } } return true; } static void gl_glsl_reset_attrib(void) { for (unsigned i = 0; i < gl_attrib_index; i++) pglDisableVertexAttribArray(gl_attribs[i]); gl_attrib_index = 0; } static void find_uniforms_frame(GLuint prog, struct shader_uniforms_frame *frame, const char *base) { char texture[64]; char texture_size[64]; char input_size[64]; char 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"); frame->texture = pglGetUniformLocation(prog, texture); frame->texture_size = pglGetUniformLocation(prog, texture_size); frame->input_size = pglGetUniformLocation(prog, input_size); frame->tex_coord = pglGetAttribLocation(prog, tex_coord); } static void find_uniforms(GLuint prog, struct shader_uniforms *uni) { pglUseProgram(prog); uni->mvp = pglGetUniformLocation(prog, "rubyMVPMatrix"); uni->tex_coord = pglGetAttribLocation(prog, "rubyTexCoord"); uni->vertex_coord = pglGetAttribLocation(prog, "rubyVertexCoord"); uni->color = pglGetAttribLocation(prog, "rubyColor"); uni->lut_tex_coord = pglGetAttribLocation(prog, "rubyLUTTexCoord"); uni->input_size = pglGetUniformLocation(prog, "rubyInputSize"); uni->output_size = pglGetUniformLocation(prog, "rubyOutputSize"); uni->texture_size = pglGetUniformLocation(prog, "rubyTextureSize"); uni->frame_count = pglGetUniformLocation(prog, "rubyFrameCount"); uni->frame_direction = pglGetUniformLocation(prog, "rubyFrameDirection"); for (unsigned i = 0; i < gl_teximage_cnt; i++) uni->lut_texture[i] = pglGetUniformLocation(prog, gl_teximage_uniforms[i]); find_uniforms_frame(prog, &uni->orig, "rubyOrig"); char frame_base[64]; for (unsigned i = 0; i < RARCH_GLSL_MAX_SHADERS; i++) { snprintf(frame_base, sizeof(frame_base), "rubyPass%u", i + 1); find_uniforms_frame(prog, &uni->pass[i], frame_base); } find_uniforms_frame(prog, &uni->prev[0], "rubyPrev"); for (unsigned i = 1; i < PREV_TEXTURES; i++) { snprintf(frame_base, sizeof(frame_base), "rubyPrev%u", i); find_uniforms_frame(prog, &uni->prev[i], frame_base); } pglUseProgram(0); } // Platforms with broken get_proc_address. // Assume functions are available without proc_address. #undef LOAD_GL_SYM #define LOAD_GL_SYM(SYM) if (!pgl##SYM) { \ gfx_ctx_proc_t sym = glsl_get_proc_address("gl" #SYM); \ memcpy(&(pgl##SYM), &sym, sizeof(sym)); \ } bool gl_glsl_init(const char *path) { #if !defined(HAVE_OPENGLES2) && !defined(HAVE_OPENGL_MODERN) && !defined(__APPLE__) // Load shader functions. LOAD_GL_SYM(CreateProgram); LOAD_GL_SYM(UseProgram); LOAD_GL_SYM(CreateShader); LOAD_GL_SYM(DeleteShader); LOAD_GL_SYM(ShaderSource); LOAD_GL_SYM(CompileShader); LOAD_GL_SYM(AttachShader); LOAD_GL_SYM(DetachShader); LOAD_GL_SYM(LinkProgram); LOAD_GL_SYM(GetUniformLocation); LOAD_GL_SYM(Uniform1i); LOAD_GL_SYM(Uniform1f); LOAD_GL_SYM(Uniform2fv); LOAD_GL_SYM(Uniform4fv); LOAD_GL_SYM(UniformMatrix4fv); LOAD_GL_SYM(GetShaderiv); LOAD_GL_SYM(GetShaderInfoLog); LOAD_GL_SYM(GetProgramiv); LOAD_GL_SYM(GetProgramInfoLog); LOAD_GL_SYM(DeleteProgram); LOAD_GL_SYM(GetAttachedShaders); LOAD_GL_SYM(GetAttribLocation); LOAD_GL_SYM(EnableVertexAttribArray); LOAD_GL_SYM(DisableVertexAttribArray); LOAD_GL_SYM(VertexAttribPointer); RARCH_LOG("Checking GLSL shader support ...\n"); bool shader_support = pglCreateProgram && pglUseProgram && pglCreateShader && pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader && pglDetachShader && pglLinkProgram && pglGetUniformLocation && pglUniform1i && pglUniform1f && pglUniform2fv && pglUniform4fv && pglUniformMatrix4fv && pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog && pglDeleteProgram && pglGetAttachedShaders && pglGetAttribLocation && pglEnableVertexAttribArray && pglDisableVertexAttribArray && pglVertexAttribPointer; if (!shader_support) { RARCH_ERR("GLSL shaders aren't supported by your OpenGL driver.\n"); return false; } #endif unsigned num_progs = 0; struct shader_program progs[RARCH_GLSL_MAX_SHADERS] = {{0}}; #ifdef HAVE_XML if (path) { num_progs = get_xml_shaders(path, progs, RARCH_GLSL_MAX_SHADERS - 1); if (num_progs == 0) { RARCH_ERR("Couldn't find any valid shaders in XML file.\n"); return false; } } else #endif { RARCH_WARN("[GL]: Stock GLSL shaders will be used.\n"); num_progs = 1; progs[0].vertex = strdup(stock_vertex_modern); progs[0].fragment = strdup(stock_fragment_modern); glsl_modern = true; } #ifdef HAVE_OPENGLES2 if (!glsl_modern) { RARCH_ERR("[GL]: GLES context is used, but shader is not modern. Cannot use it.\n"); return false; } #endif struct shader_program stock_prog = {0}; stock_prog.vertex = strdup(glsl_modern ? stock_vertex_modern : stock_vertex_legacy); stock_prog.fragment = strdup(glsl_modern ? stock_fragment_modern : stock_fragment_legacy); if (!compile_programs(&gl_program[0], &stock_prog, 1)) { RARCH_ERR("GLSL stock programs failed to compile.\n"); return false; } for (unsigned i = 0; i < num_progs; i++) { gl_filter_type[i + 1] = progs[i].filter; gl_scale[i + 1].type_x = progs[i].type_x; gl_scale[i + 1].type_y = progs[i].type_y; gl_scale[i + 1].scale_x = progs[i].scale_x; gl_scale[i + 1].scale_y = progs[i].scale_y; gl_scale[i + 1].abs_x = progs[i].abs_x; gl_scale[i + 1].abs_y = progs[i].abs_y; gl_scale[i + 1].valid = progs[i].valid_scale; } if (!compile_programs(&gl_program[1], progs, num_progs)) return false; #ifdef HAVE_XML // RetroArch custom two-pass with two different files. if (num_progs == 1 && *g_settings.video.second_pass_shader && g_settings.video.render_to_texture) { unsigned secondary_progs = get_xml_shaders(g_settings.video.second_pass_shader, progs, 1); if (secondary_progs == 1) { compile_programs(&gl_program[2], progs, 1); num_progs++; } else { RARCH_ERR("Did not find exactly one valid shader in secondary shader file.\n"); return false; } } #endif for (unsigned i = 0; i <= num_progs; i++) find_uniforms(gl_program[i], &gl_uniforms[i]); #ifdef GLSL_DEBUG if (!gl_check_error()) RARCH_WARN("Detected GL error in GLSL.\n"); #endif #ifdef HAVE_XML if (gl_tracker_info_cnt > 0) { struct state_tracker_info info = {0}; info.wram = (uint8_t*)pretro_get_memory_data(RETRO_MEMORY_SYSTEM_RAM); info.info = gl_tracker_info; info.info_elem = gl_tracker_info_cnt; #ifdef HAVE_PYTHON info.script = gl_script_program; info.script_class = *gl_tracker_script_class ? gl_tracker_script_class : NULL; info.script_is_file = false; #endif gl_state_tracker = state_tracker_init(&info); if (!gl_state_tracker) RARCH_WARN("Failed to init state tracker.\n"); } #endif glsl_enable = true; gl_num_programs = num_progs; gl_program[gl_num_programs + 1] = gl_program[0]; gl_uniforms[gl_num_programs + 1] = gl_uniforms[0]; gl_glsl_reset_attrib(); return true; } void gl_glsl_deinit(void) { if (glsl_enable) { pglUseProgram(0); for (unsigned i = 0; i <= gl_num_programs; i++) { if (gl_program[i] == 0 || (i && gl_program[i] == gl_program[0])) continue; GLsizei count; GLuint shaders[2]; pglGetAttachedShaders(gl_program[i], 2, &count, shaders); for (GLsizei j = 0; j < count; j++) { pglDetachShader(gl_program[i], shaders[j]); pglDeleteShader(shaders[j]); } pglDeleteProgram(gl_program[i]); } glDeleteTextures(gl_teximage_cnt, gl_teximage); gl_teximage_cnt = 0; memset(gl_teximage_uniforms, 0, sizeof(gl_teximage_uniforms)); } memset(gl_program, 0, sizeof(gl_program)); glsl_enable = false; active_index = 0; gl_tracker_info_cnt = 0; memset(gl_tracker_info, 0, sizeof(gl_tracker_info)); memset(gl_tracker_script_class, 0, sizeof(gl_tracker_script_class)); free(gl_script_program); gl_script_program = NULL; if (gl_state_tracker) { state_tracker_free(gl_state_tracker); gl_state_tracker = NULL; } gl_glsl_reset_attrib(); } void gl_glsl_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) { // We enforce a certain layout for our various texture types in the texunits. // - Regular frame (rubyTexture) (always bound). // - LUT textures (always bound). // - Original texture (always bound if meaningful). // - FBO textures (always bound if available). // - Previous textures. if (!glsl_enable || (gl_program[active_index] == 0)) return; const struct shader_uniforms *uni = &gl_uniforms[active_index]; float input_size[2] = {(float)width, (float)height}; float output_size[2] = {(float)out_width, (float)out_height}; float texture_size[2] = {(float)tex_width, (float)tex_height}; if (uni->input_size >= 0) pglUniform2fv(uni->input_size, 1, input_size); if (uni->output_size >= 0) pglUniform2fv(uni->output_size, 1, output_size); if (uni->texture_size >= 0) pglUniform2fv(uni->texture_size, 1, texture_size); if (uni->frame_count >= 0) pglUniform1i(uni->frame_count, frame_count); if (uni->frame_direction >= 0) pglUniform1i(uni->frame_direction, g_extern.frame_is_reverse ? -1 : 1); for (unsigned i = 0; i < gl_teximage_cnt; i++) { if (uni->lut_texture[i] >= 0) pglUniform1i(uni->lut_texture[i], i + 1); } unsigned texunit = gl_teximage_cnt + 1; // Set original texture unless we're in first pass (pointless). if (active_index > 1) { if (uni->orig.texture >= 0) { // Bind original texture. pglActiveTexture(GL_TEXTURE0 + texunit); pglUniform1i(uni->orig.texture, texunit); glBindTexture(GL_TEXTURE_2D, info->tex); } texunit++; if (uni->orig.texture_size >= 0) pglUniform2fv(uni->orig.texture_size, 1, info->tex_size); if (uni->orig.input_size >= 0) pglUniform2fv(uni->orig.input_size, 1, info->input_size); // Pass texture coordinates. if (uni->orig.tex_coord >= 0) { int loc = uni->orig.tex_coord; pglEnableVertexAttribArray(loc); pglVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, info->coord); gl_attribs[gl_attrib_index++] = loc; } // Bind new texture in the chain. if (fbo_info_cnt > 0) { pglActiveTexture(GL_TEXTURE0 + texunit + fbo_info_cnt - 1); glBindTexture(GL_TEXTURE_2D, fbo_info[fbo_info_cnt - 1].tex); } // Bind FBO textures. for (unsigned i = 0; i < fbo_info_cnt; i++) { if (uni->pass[i].texture) pglUniform1i(uni->pass[i].texture, texunit); texunit++; if (uni->pass[i].texture_size >= 0) pglUniform2fv(uni->pass[i].texture_size, 1, fbo_info[i].tex_size); if (uni->pass[i].input_size >= 0) pglUniform2fv(uni->pass[i].input_size, 1, fbo_info[i].input_size); if (uni->pass[i].tex_coord >= 0) { int loc = uni->pass[i].tex_coord; pglEnableVertexAttribArray(loc); pglVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, fbo_info[i].coord); gl_attribs[gl_attrib_index++] = loc; } } } else { // First pass, so unbind everything to avoid collitions. // Unbind ORIG. pglActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, 0); GLuint base_tex = texunit + 1; // Unbind any lurking FBO passes. // Rendering to a texture that is bound to a texture unit // sounds very shaky ... ;) for (unsigned i = 0; i < gl_num_programs; i++) { pglActiveTexture(GL_TEXTURE0 + base_tex + i); glBindTexture(GL_TEXTURE_2D, 0); } } // Set previous textures. Only bind if they're actually used. for (unsigned i = 0; i < PREV_TEXTURES; i++) { if (uni->prev[i].texture >= 0) { pglActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, prev_info[i].tex); pglUniform1i(uni->prev[i].texture, texunit++); } texunit++; if (uni->prev[i].texture_size >= 0) pglUniform2fv(uni->prev[i].texture_size, 1, prev_info[i].tex_size); if (uni->prev[i].input_size >= 0) pglUniform2fv(uni->prev[i].input_size, 1, prev_info[i].input_size); // Pass texture coordinates. if (uni->prev[i].tex_coord >= 0) { int loc = uni->prev[i].tex_coord; pglEnableVertexAttribArray(loc); pglVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, prev_info[i].coord); gl_attribs[gl_attrib_index++] = loc; } } pglActiveTexture(GL_TEXTURE0); if (gl_state_tracker) { static struct state_tracker_uniform info[MAX_VARIABLES]; static unsigned cnt = 0; if (active_index == 1) cnt = state_get_uniform(gl_state_tracker, info, MAX_VARIABLES, frame_count); for (unsigned i = 0; i < cnt; i++) { int location = pglGetUniformLocation(gl_program[active_index], info[i].id); pglUniform1f(location, info[i].value); } } } bool gl_glsl_set_mvp(const math_matrix *mat) { if (!glsl_enable || !glsl_modern) return false; int loc = gl_uniforms[active_index].mvp; if (loc >= 0) pglUniformMatrix4fv(loc, 1, GL_FALSE, mat->data); return true; } bool gl_glsl_set_coords(const struct gl_coords *coords) { if (!glsl_enable || !glsl_modern) return false; const struct shader_uniforms *uni = &gl_uniforms[active_index]; if (uni->tex_coord >= 0) { int loc = uni->tex_coord; pglEnableVertexAttribArray(loc); pglVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, coords->tex_coord); gl_attribs[gl_attrib_index++] = loc; } if (uni->vertex_coord >= 0) { int loc = uni->vertex_coord; pglEnableVertexAttribArray(loc); pglVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, coords->vertex); gl_attribs[gl_attrib_index++] = loc; } if (uni->color >= 0) { int loc = uni->color; pglEnableVertexAttribArray(loc); pglVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, 0, coords->color); gl_attribs[gl_attrib_index++] = loc; } if (uni->lut_tex_coord >= 0) { int loc = uni->lut_tex_coord; pglEnableVertexAttribArray(loc); pglVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, coords->lut_tex_coord); gl_attribs[gl_attrib_index++] = loc; } return true; } void gl_glsl_use(unsigned index) { if (glsl_enable) { gl_glsl_reset_attrib(); active_index = index; pglUseProgram(gl_program[index]); } } unsigned gl_glsl_num(void) { return gl_num_programs; } bool gl_glsl_filter_type(unsigned index, bool *smooth) { if (!glsl_enable) return false; switch (gl_filter_type[index]) { case RARCH_GL_NOFORCE: return false; case RARCH_GL_NEAREST: *smooth = false; return true; case RARCH_GL_LINEAR: *smooth = true; return true; default: return false; } } void gl_glsl_shader_scale(unsigned index, struct gl_fbo_scale *scale) { if (glsl_enable) *scale = gl_scale[index]; else scale->valid = false; } void gl_glsl_set_get_proc_address(gfx_ctx_proc_t (*proc)(const char*)) { glsl_get_proc_address = proc; } const gl_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_shader_scale, gl_glsl_set_coords, gl_glsl_set_mvp, };