RetroArch/gfx/video_shader_driver.c
2016-04-16 21:04:13 +02:00

311 lines
9.6 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2011-2016 - Daniel De Matteis
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include <string.h>
#include <string/stdstring.h>
#include "video_shader_driver.h"
#include "../verbosity.h"
static const shader_backend_t *shader_ctx_drivers[] = {
#ifdef HAVE_GLSL
&gl_glsl_backend,
#endif
#ifdef HAVE_CG
&gl_cg_backend,
#endif
#ifdef HAVE_HLSL
&hlsl_backend,
#endif
&shader_null_backend,
NULL
};
static const shader_backend_t *video_shader_set_backend(enum rarch_shader_type type,
bool core_context_inited)
{
switch (type)
{
case RARCH_SHADER_CG:
#ifdef HAVE_CG
if (core_context_inited)
{
RARCH_ERR("[Shader driver]: Cg cannot be used with core GL context. Trying to fall back to GLSL...\n");
#ifdef HAVE_GLSL
return &gl_glsl_backend;
#endif
}
else
{
RARCH_LOG("[Shader driver]: Using Cg shader backend.\n");
return &gl_cg_backend;
}
#else
break;
#endif
case RARCH_SHADER_GLSL:
#ifdef HAVE_GLSL
RARCH_LOG("[Shader driver]: Using GLSL shader backend.\n");
return &gl_glsl_backend;
#else
break;
#endif
case RARCH_SHADER_NONE:
default:
break;
}
return NULL;
}
bool video_shader_driver_ctl(enum video_shader_driver_ctl_state state, void *data)
{
static const shader_backend_t *current_shader = NULL;
static void *shader_data = NULL;
switch (state)
{
case SHADER_CTL_GET_PREV_TEXTURES:
{
video_shader_ctx_texture_t *texture = (video_shader_ctx_texture_t*)data;
if (!!texture || !current_shader)
{
texture->id = 0;
return false;
}
texture->id = current_shader->get_prev_textures(shader_data);
}
break;
case SHADER_CTL_GET_IDENT:
{
video_shader_ctx_ident_t *ident = (video_shader_ctx_ident_t*)data;
if (!current_shader || !ident)
return false;
ident->ident = current_shader->ident;
}
break;
case SHADER_CTL_GET_CURRENT_SHADER:
{
video_shader_ctx_t *shader = (video_shader_ctx_t*)data;
void *video_driver = video_driver_get_ptr(false);
const video_poke_interface_t *video_poke = video_driver_get_poke();
shader->data = NULL;
if (!video_poke || !video_driver)
return false;
if (!video_poke->get_current_shader)
return false;
shader->data = video_poke->get_current_shader(video_driver);
}
break;
case SHADER_CTL_DIRECT_GET_CURRENT_SHADER:
{
video_shader_ctx_t *shader = (video_shader_ctx_t*)data;
shader->data = NULL;
if (!current_shader || !current_shader->get_current_shader)
return false;
shader->data = current_shader->get_current_shader(shader_data);
}
break;
case SHADER_CTL_DEINIT:
if (!current_shader)
return false;
if (current_shader->deinit)
current_shader->deinit(shader_data);
shader_data = NULL;
current_shader = NULL;
break;
case SHADER_CTL_SET_PARAMETER:
{
struct uniform_info *param = (struct uniform_info*)data;
if (!current_shader || !param)
return false;
current_shader->set_uniform_parameter(shader_data,
param, NULL);
}
break;
case SHADER_CTL_SET_PARAMS:
{
video_shader_ctx_params_t *params =
(video_shader_ctx_params_t*)data;
if (!current_shader || !current_shader->set_params)
return false;
current_shader->set_params(
params->data,
shader_data,
params->width,
params->height,
params->tex_width,
params->tex_height,
params->out_width,
params->out_height,
params->frame_counter,
params->info,
params->prev_info,
params->feedback_info,
params->fbo_info,
params->fbo_info_cnt);
}
break;
/* Finds first suitable shader context driver. */
case SHADER_CTL_INIT_FIRST:
{
unsigned i;
for (i = 0; shader_ctx_drivers[i]; i++)
{
current_shader = shader_ctx_drivers[i];
return true;
}
}
return false;
case SHADER_CTL_INIT:
{
video_shader_ctx_init_t *init = (video_shader_ctx_init_t*)data;
void *tmp = NULL;
if (!init->shader || !init->shader->init)
{
init->shader = video_shader_set_backend(init->shader_type,
init->gl.core_context_enabled);
if (!init->shader)
return false;
}
tmp = init->shader->init(init->data, init->path);
if (!tmp)
return false;
shader_data = tmp;
current_shader = init->shader;
}
break;
case SHADER_CTL_GET_FEEDBACK_PASS:
if (!current_shader || !current_shader->get_feedback_pass)
return false;
if (!current_shader->get_feedback_pass(shader_data,
(unsigned*)data))
return false;
break;
case SHADER_CTL_MIPMAP_INPUT:
if (!current_shader)
return false;
{
unsigned *index = (unsigned*)data;
if (!current_shader->mipmap_input(shader_data, *index))
return false;
}
break;
case SHADER_CTL_SET_COORDS:
{
video_shader_ctx_coords_t *coords = (video_shader_ctx_coords_t*)
data;
if (!current_shader || !current_shader->set_coords)
return false;
if (!current_shader->set_coords(coords->handle_data,
shader_data, coords->data))
return false;
}
break;
case SHADER_CTL_SCALE:
{
video_shader_ctx_scale_t *scaler = (video_shader_ctx_scale_t*)data;
if (!scaler || !scaler->scale)
return false;
scaler->scale->valid = false;
if (!current_shader || !current_shader->shader_scale)
return false;
current_shader->shader_scale(shader_data, scaler->idx, scaler->scale);
}
break;
case SHADER_CTL_INFO:
{
video_shader_ctx_info_t *shader_info =
(video_shader_ctx_info_t*)data;
if (!shader_info || !current_shader)
return false;
shader_info->num = 0;
if (current_shader->num_shaders)
shader_info->num = current_shader->num_shaders(shader_data);
}
break;
case SHADER_CTL_SET_MVP:
{
video_shader_ctx_mvp_t *mvp = (video_shader_ctx_mvp_t*)data;
if (!current_shader || !current_shader->set_mvp)
return false;
if (!mvp || !mvp->matrix)
return false;
if (!current_shader->set_mvp(mvp->data, shader_data, mvp->matrix))
return false;
}
break;
case SHADER_CTL_FILTER_TYPE:
{
video_shader_ctx_filter_t *filter =
(video_shader_ctx_filter_t*)data;
if (!current_shader || !current_shader->filter_type || !filter)
return false;
if (!current_shader->filter_type(shader_data,
filter->index, filter->smooth))
return false;
}
break;
case SHADER_CTL_COMPILE_PROGRAM:
{
struct shader_program_info *program_info = (struct shader_program_info*)data;
if (!current_shader || !program_info)
return false;
return current_shader->compile_program(program_info->data,
program_info->idx, NULL, program_info);
}
break;
case SHADER_CTL_USE:
{
video_shader_ctx_info_t *shader_info = (video_shader_ctx_info_t*)data;
if (!current_shader || !shader_info)
return false;
current_shader->use(shader_info->data, shader_data, shader_info->idx, shader_info->set_active);
}
break;
case SHADER_CTL_WRAP_TYPE:
{
video_shader_ctx_wrap_t *wrap = (video_shader_ctx_wrap_t*)data;
if (!current_shader || !current_shader->wrap_type)
return false;
wrap->type = current_shader->wrap_type(shader_data, wrap->idx);
}
break;
case SHADER_CTL_NONE:
default:
break;
}
return true;
}