RetroArch/ps3/ps3_video_psgl.c
2011-12-14 14:26:40 +01:00

1069 lines
30 KiB
C

/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
* Copyright (C) 2010-2011 - Hans-Kristian Arntzen
* Copyright (C) 2011 - Daniel De Matteis
*
* 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"
#include <assert.h>
#include <math.h>
#include <PSGL/psgl.h>
#include <PSGL/psglu.h>
#include <GLES/glext.h>
#include <cell/dbgfont.h>
#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
#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
#define MAX_SHADERS 16
#if 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
break;
}
#ifdef HAVE_CG
case SSNES_SHADER_CG:
{
return gl_cg_init(g_settings.video.cg_shader_path);
break;
}
#endif
default:
break;
}
return true;
}
static void gl_shader_use(unsigned index)
{
#ifdef HAVE_CG
gl_cg_use(index);
#endif
}
static void gl_shader_deinit(void)
{
#ifdef HAVE_CG
gl_cg_deinit();
#endif
}
static void gl_shader_set_proj_matrix(void)
{
#ifdef HAVE_CG
gl_cg_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
}
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
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
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
}
#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_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_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_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_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)
{
PSGLinitOptions options = {
.enable = PSGL_INIT_MAX_SPUS | PSGL_INIT_INITIALIZE_SPUS,
.maxSPUs = 1,
.initializeSPUs = GL_FALSE,
};
#if CELL_SDK_VERSION > 0x340000
options.enable |= PSGL_INIT_TRANSIENT_MEMORY_SIZE;
#else
options.enable |= PSGL_INIT_HOST_MEMORY_SIZE;
#endif
psglInit(&options);
PSGLdeviceParameters params = {
.enable = PSGL_DEVICE_PARAMETERS_COLOR_FORMAT |
PSGL_DEVICE_PARAMETERS_DEPTH_FORMAT |
PSGL_DEVICE_PARAMETERS_MULTISAMPLING_MODE |
PSGL_DEVICE_PARAMETERS_BUFFERING_MODE,
.colorFormat = GL_ARGB_SCE,
.depthFormat = GL_NONE,
.multisamplingMode = GL_MULTISAMPLING_NONE_SCE,
.bufferingMode = PSGL_BUFFERING_MODE_TRIPLE,
};
gl->gl_device = psglCreateDeviceExtended(&params);
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);
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;
}
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,
.ident = "gl"
};