mirror of
https://github.com/libretro/RetroArch.git
synced 2024-12-13 20:33:22 +00:00
1069 lines
30 KiB
C
1069 lines
30 KiB
C
/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010-2011 - Hans-Kristian Arntzen
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* Copyright (C) 2011 - Daniel De Matteis
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*
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* Some code herein may be based on code found in BSNES.
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*
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* SSNES is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with SSNES.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "../driver.h"
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#include <stdint.h>
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#include "../libsnes.hpp"
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#include <stdio.h>
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#include <sys/time.h>
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#include <string.h>
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#include "../general.h"
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#include <assert.h>
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#include <math.h>
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#include <PSGL/psgl.h>
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#include <PSGL/psglu.h>
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#include <GLES/glext.h>
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#include <cell/dbgfont.h>
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "../gfx/gl_common.h"
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#include "../gfx/gfx_common.h"
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#include "../strl.h"
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#ifdef HAVE_CG
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#include "../gfx/shader_cg.h"
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#endif
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#define BLUE 0xffff0000u
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#define WHITE 0xffffffffu
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// Used for the last pass when rendering to the back buffer.
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static const GLfloat vertexes_flipped[] = {
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0, 0,
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0, 1,
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1, 1,
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1, 0
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};
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// Used when rendering to an FBO.
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// Texture coords have to be aligned with vertex coordinates.
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static const GLfloat vertexes[] = {
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0, 1,
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0, 0,
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1, 0,
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1, 1
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};
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static const GLfloat tex_coords[] = {
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0, 1,
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0, 0,
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1, 0,
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1, 1
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};
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static const GLfloat white_color[] = {
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1, 1, 1, 1,
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1, 1, 1, 1,
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1, 1, 1, 1,
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1, 1, 1, 1,
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};
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#ifdef HAVE_FBO
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static bool load_fbo_proc(void) { return true; }
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#endif
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#define MAX_SHADERS 16
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#if defined(HAVE_CG)
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#define TEXTURES 8
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#else
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#define TEXTURES 1
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#endif
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#define TEXTURES_MASK (TEXTURES - 1)
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static bool g_quitting;
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typedef struct gl
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{
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GLuint pbo;
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PSGLdevice* gl_device;
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PSGLcontext* gl_context;
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bool vsync;
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GLuint texture[TEXTURES];
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unsigned tex_index; // For use with PREV.
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struct gl_tex_info prev_info[TEXTURES];
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GLuint tex_filter;
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void *empty_buf;
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unsigned frame_count;
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#ifdef HAVE_FBO
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// Render-to-texture, multipass shaders
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GLuint fbo[MAX_SHADERS];
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GLuint fbo_texture[MAX_SHADERS];
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struct gl_fbo_rect fbo_rect[MAX_SHADERS];
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struct gl_fbo_scale fbo_scale[MAX_SHADERS];
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bool render_to_tex;
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int fbo_pass;
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bool fbo_inited;
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#endif
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bool should_resize;
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bool keep_aspect;
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unsigned win_width;
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unsigned win_height;
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unsigned vp_width, vp_out_width;
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unsigned vp_height, vp_out_height;
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unsigned last_width[TEXTURES];
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unsigned last_height[TEXTURES];
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unsigned tex_w, tex_h;
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GLfloat tex_coords[8];
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#ifdef HAVE_FBO
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GLfloat fbo_tex_coords[8];
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#endif
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GLenum texture_type; // XBGR1555 or ARGB
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GLenum texture_fmt;
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unsigned base_size; // 2 or 4
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} gl_t;
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////////////////// Shaders
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static bool gl_shader_init(void)
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{
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switch (g_settings.video.shader_type)
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{
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case SSNES_SHADER_AUTO:
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{
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if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0)
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SSNES_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
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#ifdef HAVE_CG
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if (strlen(g_settings.video.cg_shader_path) > 0)
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return gl_cg_init(g_settings.video.cg_shader_path);
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#endif
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break;
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}
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#ifdef HAVE_CG
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case SSNES_SHADER_CG:
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{
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return gl_cg_init(g_settings.video.cg_shader_path);
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break;
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}
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#endif
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default:
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break;
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}
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return true;
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}
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static void gl_shader_use(unsigned index)
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{
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#ifdef HAVE_CG
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gl_cg_use(index);
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#endif
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}
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static void gl_shader_deinit(void)
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{
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#ifdef HAVE_CG
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gl_cg_deinit();
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#endif
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}
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static void gl_shader_set_proj_matrix(void)
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{
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#ifdef HAVE_CG
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gl_cg_set_proj_matrix();
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#endif
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}
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static void gl_shader_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count,
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const struct gl_tex_info *info,
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const struct gl_tex_info *prev_info,
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const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
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{
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#ifdef HAVE_CG
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gl_cg_set_params(width, height,
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tex_width, tex_height,
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out_width, out_height,
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frame_count, info, prev_info, fbo_info, fbo_info_cnt);
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#endif
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}
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static unsigned gl_shader_num(void)
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{
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unsigned num = 0;
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#ifdef HAVE_CG
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unsigned cg_num = gl_cg_num();
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if (cg_num > num)
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num = cg_num;
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#endif
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return num;
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}
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static bool gl_shader_filter_type(unsigned index, bool *smooth)
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{
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bool valid = false;
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#ifdef HAVE_CG
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if (!valid)
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valid = gl_cg_filter_type(index, smooth);
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#endif
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return valid;
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}
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#ifdef HAVE_FBO
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static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
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{
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scale->valid = false;
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#ifdef HAVE_CG
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if (!scale->valid)
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gl_cg_shader_scale(index, scale);
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#endif
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}
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#endif
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///////////////////
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// Horribly long and complex FBO init :D
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static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
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{
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#ifdef HAVE_FBO
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if (!g_settings.video.render_to_texture && gl_shader_num() == 0)
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return;
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struct gl_fbo_scale scale, scale_last;
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gl_shader_scale(1, &scale);
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gl_shader_scale(gl_shader_num(), &scale_last);
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// No need to use FBOs.
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if (gl_shader_num() == 1 && !scale.valid && !g_settings.video.render_to_texture)
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return;
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if (!load_fbo_proc())
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{
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SSNES_ERR("Failed to locate FBO functions. Won't be able to use render-to-texture.\n");
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return;
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}
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gl->fbo_pass = gl_shader_num() - 1;
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if (scale_last.valid)
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gl->fbo_pass++;
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if (gl->fbo_pass <= 0)
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gl->fbo_pass = 1;
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if (!scale.valid)
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{
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scale.scale_x = g_settings.video.fbo_scale_x;
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scale.scale_y = g_settings.video.fbo_scale_y;
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scale.type_x = scale.type_y = SSNES_SCALE_INPUT;
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}
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switch (scale.type_x)
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{
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case SSNES_SCALE_INPUT:
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gl->fbo_rect[0].width = width * next_pow2(ceil(scale.scale_x));
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break;
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case SSNES_SCALE_ABSOLUTE:
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gl->fbo_rect[0].width = next_pow2(scale.abs_x);
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break;
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case SSNES_SCALE_VIEWPORT:
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gl->fbo_rect[0].width = next_pow2(gl->win_width);
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break;
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default:
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break;
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}
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switch (scale.type_y)
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{
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case SSNES_SCALE_INPUT:
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gl->fbo_rect[0].height = height * next_pow2(ceil(scale.scale_y));
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break;
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case SSNES_SCALE_ABSOLUTE:
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gl->fbo_rect[0].height = next_pow2(scale.abs_y);
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break;
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case SSNES_SCALE_VIEWPORT:
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gl->fbo_rect[0].height = next_pow2(gl->win_height);
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break;
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default:
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break;
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}
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unsigned last_width = gl->fbo_rect[0].width, last_height = gl->fbo_rect[0].height;
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gl->fbo_scale[0] = scale;
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SSNES_LOG("Creating FBO 0 @ %ux%u\n", gl->fbo_rect[0].width, gl->fbo_rect[0].height);
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for (int i = 1; i < gl->fbo_pass; i++)
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{
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gl_shader_scale(i + 1, &gl->fbo_scale[i]);
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if (gl->fbo_scale[i].valid)
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{
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switch (gl->fbo_scale[i].type_x)
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{
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case SSNES_SCALE_INPUT:
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gl->fbo_rect[i].width = last_width * next_pow2(ceil(gl->fbo_scale[i].scale_x));
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break;
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case SSNES_SCALE_ABSOLUTE:
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gl->fbo_rect[i].width = next_pow2(gl->fbo_scale[i].abs_x);
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break;
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case SSNES_SCALE_VIEWPORT:
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gl->fbo_rect[i].width = next_pow2(gl->win_width);
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break;
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default:
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break;
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}
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switch (gl->fbo_scale[i].type_y)
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{
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case SSNES_SCALE_INPUT:
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gl->fbo_rect[i].height = last_height * next_pow2(ceil(gl->fbo_scale[i].scale_y));
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break;
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case SSNES_SCALE_ABSOLUTE:
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gl->fbo_rect[i].height = next_pow2(gl->fbo_scale[i].abs_y);
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break;
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case SSNES_SCALE_VIEWPORT:
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gl->fbo_rect[i].height = next_pow2(gl->win_height);
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break;
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default:
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break;
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}
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last_width = gl->fbo_rect[i].width;
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last_height = gl->fbo_rect[i].height;
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}
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else
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{
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// Use previous values, essentially a 1x scale compared to last shader in chain.
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gl->fbo_rect[i] = gl->fbo_rect[i - 1];
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gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0;
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gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = SSNES_SCALE_INPUT;
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}
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SSNES_LOG("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
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}
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glGenTextures(gl->fbo_pass, gl->fbo_texture);
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GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST;
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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GLuint filter_type = base_filt;
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bool smooth;
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if (gl_shader_filter_type(i + 2, &smooth))
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filter_type = smooth ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
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glTexImage2D(GL_TEXTURE_2D,
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0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_BGRA,
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GL_UNSIGNED_INT_8_8_8_8, NULL);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenFramebuffersOES(gl->fbo_pass, gl->fbo);
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[i]);
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glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
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GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
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if (status != GL_FRAMEBUFFER_COMPLETE_OES)
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goto error;
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}
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gl->fbo_inited = true;
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return;
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error:
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glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
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glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo);
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SSNES_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
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#else
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(void)gl;
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(void)width;
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(void)height;
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#endif
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}
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static inline unsigned get_alignment(unsigned pitch)
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{
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if (pitch & 1)
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return 1;
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if (pitch & 2)
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return 2;
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if (pitch & 4)
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return 4;
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return 8;
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}
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static void set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (gl->keep_aspect && !force_full)
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{
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float desired_aspect = g_settings.video.aspect_ratio;
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float device_aspect = (float)width / height;
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// If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff),
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// assume they are actually equal.
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if (fabs(device_aspect - desired_aspect) < 0.0001)
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{
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glViewport(0, 0, width, height);
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}
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else if (device_aspect > desired_aspect)
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{
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float delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
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glViewport((GLint)(width * (0.5 - delta)), 0,(GLint)(2.0 * width * delta), height);
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width = (unsigned)(2.0 * width * delta);
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}
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else
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{
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float delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5;
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glViewport(0, (GLint)(height * (0.5 - delta)), width,(GLint)(2.0 * height * delta));
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height = (unsigned)(2.0 * height * delta);
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}
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}
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else
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glViewport(0, 0, width, height);
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glOrthof(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gl_shader_set_proj_matrix();
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gl->vp_width = width;
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gl->vp_height = height;
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// Set last backbuffer viewport.
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if (!force_full)
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{
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gl->vp_out_width = width;
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gl->vp_out_height = height;
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}
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//SSNES_LOG("Setting viewport @ %ux%u\n", width, height);
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}
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static inline void set_lut_texture_coords(const GLfloat *coords)
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{
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#if defined(HAVE_CG)
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// For texture images.
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pglClientActiveTexture(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, coords);
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pglClientActiveTexture(GL_TEXTURE0);
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#else
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(void)coords;
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#endif
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}
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static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yamt)
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{
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coords[1] = yamt;
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coords[4] = xamt;
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coords[6] = xamt;
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coords[7] = yamt;
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}
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static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
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{
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gl_t *gl = data;
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gl_shader_use(1);
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gl->frame_count++;
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#if defined(HAVE_CG)
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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#endif
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#ifdef HAVE_FBO
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// Render to texture in first pass.
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if (gl->fbo_inited)
|
|
{
|
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unsigned last_width = width;
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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(¶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);
|
|
|
|
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"
|
|
};
|
|
|