RetroArch/libretro-test-gl/libretro-test.c
2014-05-03 15:21:14 +02:00

542 lines
12 KiB
C

#include "../libretro.h"
#include <stdint.h>
#include <string.h>
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#define ARRAY_SIZE(a) (sizeof(a) / sizeof((a)[0]))
static struct retro_hw_render_callback hw_render;
#include "../gfx/glsym/glsym.h"
#define BASE_WIDTH 320
#define BASE_HEIGHT 240
#ifdef GLES
#define MAX_WIDTH 1024
#define MAX_HEIGHT 1024
#else
#define MAX_WIDTH 1920
#define MAX_HEIGHT 1600
#endif
static unsigned width = BASE_WIDTH;
static unsigned height = BASE_HEIGHT;
static GLuint prog;
static GLuint vbo;
#ifdef CORE
static bool context_alive;
static bool multisample_fbo;
static unsigned multisample;
static GLuint vao;
static GLuint fbo;
static GLuint rbo_color, rbo_depth_stencil;
#endif
static const GLfloat vertex_data[] = {
-0.5, -0.5,
0.5, -0.5,
-0.5, 0.5,
0.5, 0.5,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
};
#ifdef CORE
static const char *vertex_shader[] = {
"#version 140\n"
"uniform mat4 uMVP;",
"in vec2 aVertex;",
"in vec4 aColor;",
"out vec4 color;",
"void main() {",
" gl_Position = uMVP * vec4(aVertex, 0.0, 1.0);",
" color = aColor;",
"}",
};
static const char *fragment_shader[] = {
"#version 140\n"
"in vec4 color;",
"out vec4 FragColor;\n"
"void main() {",
" FragColor = color;",
"}",
};
#else
static const char *vertex_shader[] = {
"uniform mat4 uMVP;",
"attribute vec2 aVertex;",
"attribute vec4 aColor;",
"varying vec4 color;",
"void main() {",
" gl_Position = uMVP * vec4(aVertex, 0.0, 1.0);",
" color = aColor;",
"}",
};
static const char *fragment_shader[] = {
"#ifdef GL_ES\n",
"precision mediump float;\n",
"#endif\n",
"varying vec4 color;",
"void main() {",
" gl_FragColor = color;",
"}",
};
#endif
static void compile_program(void)
{
prog = glCreateProgram();
GLuint vert = glCreateShader(GL_VERTEX_SHADER);
GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vert, ARRAY_SIZE(vertex_shader), vertex_shader, 0);
glShaderSource(frag, ARRAY_SIZE(fragment_shader), fragment_shader, 0);
glCompileShader(vert);
glCompileShader(frag);
glAttachShader(prog, vert);
glAttachShader(prog, frag);
glLinkProgram(prog);
glDeleteShader(vert);
glDeleteShader(frag);
}
#ifdef CORE
static void init_multisample(unsigned samples)
{
multisample = samples;
if (!context_alive)
return;
if (rbo_color)
glDeleteRenderbuffers(1, &rbo_color);
if (rbo_depth_stencil)
glDeleteRenderbuffers(1, &rbo_depth_stencil);
if (fbo)
glDeleteFramebuffers(1, &fbo);
rbo_color = rbo_depth_stencil = fbo = 0;
multisample_fbo = false;
if (samples <= 1)
return;
if (glRenderbufferStorageMultisample)
{
glGenRenderbuffers(1, &rbo_color);
glGenRenderbuffers(1, &rbo_depth_stencil);
glGenFramebuffers(1, &fbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo_color);
glRenderbufferStorageMultisample(GL_RENDERBUFFER,
samples, GL_RGBA, MAX_WIDTH, MAX_HEIGHT);
glBindRenderbuffer(GL_RENDERBUFFER, rbo_depth_stencil);
glRenderbufferStorageMultisample(GL_RENDERBUFFER,
samples, GL_DEPTH24_STENCIL8, MAX_WIDTH, MAX_HEIGHT);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, rbo_color);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, rbo_depth_stencil);
GLenum ret = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (ret == GL_FRAMEBUFFER_COMPLETE)
{
fprintf(stderr, "Using multisampled FBO.\n");
multisample_fbo = true;
}
else
fprintf(stderr, "Multisampled FBO failed.\n");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
else
fprintf(stderr, "Multisampled FBOs not supported.\n");
}
#endif
static void setup_vao(void)
{
#ifdef CORE
glGenVertexArrays(1, &vao);
#endif
glUseProgram(prog);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}
void retro_init(void)
{}
void retro_deinit(void)
{}
unsigned retro_api_version(void)
{
return RETRO_API_VERSION;
}
void retro_set_controller_port_device(unsigned port, unsigned device)
{
(void)port;
(void)device;
}
void retro_get_system_info(struct retro_system_info *info)
{
memset(info, 0, sizeof(*info));
info->library_name = "TestCore GL";
info->library_version = "v1";
info->need_fullpath = false;
info->valid_extensions = NULL; // Anything is fine, we don't care.
}
void retro_get_system_av_info(struct retro_system_av_info *info)
{
info->timing = (struct retro_system_timing) {
.fps = 60.0,
.sample_rate = 30000.0,
};
info->geometry = (struct retro_game_geometry) {
.base_width = BASE_WIDTH,
.base_height = BASE_HEIGHT,
.max_width = MAX_WIDTH,
.max_height = MAX_HEIGHT,
.aspect_ratio = 4.0 / 3.0,
};
}
static retro_video_refresh_t video_cb;
static retro_audio_sample_t audio_cb;
static retro_audio_sample_batch_t audio_batch_cb;
static retro_environment_t environ_cb;
static retro_input_poll_t input_poll_cb;
static retro_input_state_t input_state_cb;
void retro_set_environment(retro_environment_t cb)
{
environ_cb = cb;
struct retro_variable variables[] = {
{
"testgl_resolution",
#ifdef GLES
"Internal resolution; 320x240|360x480|480x272|512x384|512x512|640x240|640x448|640x480|720x576|800x600|960x720|1024x768",
#else
"Internal resolution; 320x240|360x480|480x272|512x384|512x512|640x240|640x448|640x480|720x576|800x600|960x720|1024x768|1024x1024|1280x720|1280x960|1600x1200|1920x1080|1920x1440|1920x1600",
#endif
},
#ifdef CORE
{ "testgl_multisample", "Multisampling; 1x|2x|4x" },
#endif
{ NULL, NULL },
};
bool no_rom = true;
cb(RETRO_ENVIRONMENT_SET_SUPPORT_NO_GAME, &no_rom);
cb(RETRO_ENVIRONMENT_SET_VARIABLES, variables);
}
void retro_set_audio_sample(retro_audio_sample_t cb)
{
audio_cb = cb;
}
void retro_set_audio_sample_batch(retro_audio_sample_batch_t cb)
{
audio_batch_cb = cb;
}
void retro_set_input_poll(retro_input_poll_t cb)
{
input_poll_cb = cb;
}
void retro_set_input_state(retro_input_state_t cb)
{
input_state_cb = cb;
}
void retro_set_video_refresh(retro_video_refresh_t cb)
{
video_cb = cb;
}
static void update_variables(void)
{
struct retro_variable var = {
.key = "testgl_resolution",
};
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
{
char *pch;
char str[100];
snprintf(str, sizeof(str), "%s", var.value);
pch = strtok(str, "x");
if (pch)
width = strtoul(pch, NULL, 0);
pch = strtok(NULL, "x");
if (pch)
height = strtoul(pch, NULL, 0);
fprintf(stderr, "[libretro-test]: Got size: %u x %u.\n", width, height);
}
#ifdef CORE
var.key = "testgl_multisample";
var.value = NULL;
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
{
switch (*var.value)
{
case '1':
init_multisample(1);
break;
case '2':
init_multisample(2);
break;
case '4':
init_multisample(4);
break;
}
}
#endif
}
void retro_run(void)
{
bool updated = false;
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE_UPDATE, &updated) && updated)
update_variables();
input_poll_cb();
#ifdef CORE
glBindVertexArray(vao);
if (multisample_fbo)
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
else
#endif
glBindFramebuffer(GL_FRAMEBUFFER, hw_render.get_current_framebuffer());
glClearColor(0.3, 0.4, 0.5, 1.0);
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glUseProgram(prog);
glEnable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
int vloc = glGetAttribLocation(prog, "aVertex");
glVertexAttribPointer(vloc, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(vloc);
int cloc = glGetAttribLocation(prog, "aColor");
glVertexAttribPointer(cloc, 4, GL_FLOAT, GL_FALSE, 0, (void*)(8 * sizeof(GLfloat)));
glEnableVertexAttribArray(cloc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
int loc = glGetUniformLocation(prog, "uMVP");
static unsigned frame_count;
frame_count++;
float angle = frame_count / 100.0;
float cos_angle = cos(angle);
float sin_angle = sin(angle);
const GLfloat mvp[] = {
cos_angle, -sin_angle, 0, 0,
sin_angle, cos_angle, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
glUniformMatrix4fv(loc, 1, GL_FALSE, mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
cos_angle *= 0.5;
sin_angle *= 0.5;
const GLfloat mvp2[] = {
cos_angle, -sin_angle, 0, 0.0,
sin_angle, cos_angle, 0, 0.0,
0, 0, 1, 0,
0.4, 0.4, 0.2, 1,
};
glUniformMatrix4fv(loc, 1, GL_FALSE, mvp2);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(vloc);
glDisableVertexAttribArray(cloc);
glUseProgram(0);
#ifdef CORE
glBindVertexArray(0);
if (multisample_fbo) // Resolve the multisample.
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, hw_render.get_current_framebuffer());
glBlitFramebuffer(0, 0, width, height,
0, 0, width, height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
#endif
video_cb(RETRO_HW_FRAME_BUFFER_VALID, width, height, 0);
}
static void context_reset(void)
{
fprintf(stderr, "Context reset!\n");
rglgen_resolve_symbols(hw_render.get_proc_address);
compile_program();
setup_vao();
#ifdef CORE
context_alive = true;
init_multisample(multisample);
#endif
}
static void context_destroy(void)
{
fprintf(stderr, "Context destroy!\n");
#ifdef CORE
glDeleteVertexArrays(1, &vao);
vao = 0;
init_multisample(0);
context_alive = false;
#endif
glDeleteBuffers(1, &vbo);
vbo = 0;
glDeleteProgram(prog);
prog = 0;
}
bool retro_load_game(const struct retro_game_info *info)
{
update_variables();
enum retro_pixel_format fmt = RETRO_PIXEL_FORMAT_XRGB8888;
if (!environ_cb(RETRO_ENVIRONMENT_SET_PIXEL_FORMAT, &fmt))
{
fprintf(stderr, "XRGB8888 is not supported.\n");
return false;
}
#ifdef GLES
#if defined(GLES31)
hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES_VERSION;
hw_render.version_major = 3;
hw_render.version_minor = 1;
#elif defined(GLES3)
hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES3;
#else
hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES2;
#endif
#else
#ifdef CORE
hw_render.context_type = RETRO_HW_CONTEXT_OPENGL_CORE;
hw_render.version_major = 3;
hw_render.version_minor = 1;
#else
hw_render.context_type = RETRO_HW_CONTEXT_OPENGL;
#endif
#endif
hw_render.context_reset = context_reset;
hw_render.context_destroy = context_destroy;
hw_render.depth = true;
hw_render.stencil = true;
hw_render.bottom_left_origin = true;
if (!environ_cb(RETRO_ENVIRONMENT_SET_HW_RENDER, &hw_render))
return false;
fprintf(stderr, "Loaded game!\n");
(void)info;
return true;
}
void retro_unload_game(void)
{}
unsigned retro_get_region(void)
{
return RETRO_REGION_NTSC;
}
bool retro_load_game_special(unsigned type, const struct retro_game_info *info, size_t num)
{
(void)type;
(void)info;
(void)num;
return false;
}
size_t retro_serialize_size(void)
{
return 0;
}
bool retro_serialize(void *data, size_t size)
{
(void)data;
(void)size;
return false;
}
bool retro_unserialize(const void *data, size_t size)
{
(void)data;
(void)size;
return false;
}
void *retro_get_memory_data(unsigned id)
{
(void)id;
return NULL;
}
size_t retro_get_memory_size(unsigned id)
{
(void)id;
return 0;
}
void retro_reset(void)
{}
void retro_cheat_reset(void)
{}
void retro_cheat_set(unsigned index, bool enabled, const char *code)
{
(void)index;
(void)enabled;
(void)code;
}