mirror of
https://github.com/libretro/RetroArch.git
synced 2024-12-11 10:13:53 +00:00
242 lines
5.9 KiB
C
242 lines
5.9 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2017 - Daniel De Matteis
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*
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* RetroArch 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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* RetroArch 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 RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <string.h>
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#include <string/stdstring.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 "video_shader_driver.h"
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#include "../verbosity.h"
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static const shader_backend_t *shader_ctx_drivers[] = {
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#ifdef HAVE_GLSL
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&gl_glsl_backend,
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#endif
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#ifdef HAVE_CG
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&gl_cg_backend,
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#endif
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#ifdef HAVE_HLSL
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&hlsl_backend,
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#endif
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&shader_null_backend,
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NULL
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};
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const shader_backend_t *current_shader = NULL;
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void *shader_data = NULL;
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static const shader_backend_t *video_shader_set_backend(enum rarch_shader_type type)
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{
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switch (type)
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{
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case RARCH_SHADER_CG:
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{
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#ifdef HAVE_CG
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gfx_ctx_flags_t flags;
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video_context_driver_get_flags(&flags);
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if (BIT32_GET(flags.flags, GFX_CTX_FLAGS_GL_CORE_CONTEXT))
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{
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RARCH_ERR("[Shader driver]: Cg cannot be used with core GL context. Trying to fall back to GLSL...\n");
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return video_shader_set_backend(RARCH_SHADER_GLSL);
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}
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RARCH_LOG("[Shader driver]: Using Cg shader backend.\n");
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return &gl_cg_backend;
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#else
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break;
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#endif
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}
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case RARCH_SHADER_GLSL:
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#ifdef HAVE_GLSL
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RARCH_LOG("[Shader driver]: Using GLSL shader backend.\n");
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return &gl_glsl_backend;
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#else
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break;
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#endif
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case RARCH_SHADER_NONE:
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default:
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break;
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}
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return NULL;
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}
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bool video_shader_driver_get_prev_textures(video_shader_ctx_texture_t *texture)
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{
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if (!texture || !current_shader)
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{
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if (texture)
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texture->id = 0;
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return false;
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}
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texture->id = current_shader->get_prev_textures(shader_data);
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return true;
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}
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bool video_shader_driver_get_ident(video_shader_ctx_ident_t *ident)
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{
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if (!current_shader || !ident)
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return false;
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ident->ident = current_shader->ident;
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return true;
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}
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bool video_shader_driver_get_current_shader(video_shader_ctx_t *shader)
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{
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void *video_driver = video_driver_get_ptr(true);
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const video_poke_interface_t *video_poke = video_driver_get_poke();
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shader->data = NULL;
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if (!video_poke || !video_driver || !video_poke->get_current_shader)
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return false;
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shader->data = video_poke->get_current_shader(video_driver);
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return true;
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}
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bool video_shader_driver_direct_get_current_shader(video_shader_ctx_t *shader)
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{
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shader->data = NULL;
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if (!current_shader || !current_shader->get_current_shader)
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return false;
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shader->data = current_shader->get_current_shader(shader_data);
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return true;
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}
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bool video_shader_driver_deinit(void)
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{
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if (!current_shader)
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return false;
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if (current_shader->deinit)
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current_shader->deinit(shader_data);
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shader_data = NULL;
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current_shader = NULL;
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return true;
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}
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/* Finds first suitable shader context driver. */
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bool video_shader_driver_init_first(void)
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{
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unsigned i;
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for (i = 0; shader_ctx_drivers[i]; i++)
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{
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current_shader = shader_ctx_drivers[i];
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return true;
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}
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return false;
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}
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bool video_shader_driver_init(video_shader_ctx_init_t *init)
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{
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void *tmp = NULL;
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if (!init->shader || !init->shader->init)
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{
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init->shader = video_shader_set_backend(init->shader_type);
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if (!init->shader)
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return false;
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}
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tmp = init->shader->init(init->data, init->path);
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if (!tmp)
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return false;
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shader_data = tmp;
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current_shader = init->shader;
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return true;
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}
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bool video_shader_driver_get_feedback_pass(unsigned *data)
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{
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if ( current_shader
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&& current_shader->get_feedback_pass
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&& current_shader->get_feedback_pass(shader_data, data))
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return true;
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return false;
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}
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bool video_shader_driver_mipmap_input(unsigned *index)
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{
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if ( current_shader
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&& current_shader->mipmap_input(shader_data, *index))
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return true;
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return false;
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}
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bool video_shader_driver_scale(video_shader_ctx_scale_t *scaler)
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{
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if (!scaler || !scaler->scale)
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return false;
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scaler->scale->valid = false;
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if (!current_shader || !current_shader->shader_scale)
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return false;
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current_shader->shader_scale(shader_data, scaler->idx, scaler->scale);
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return true;
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}
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bool video_shader_driver_info(video_shader_ctx_info_t *shader_info)
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{
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if (!shader_info || !current_shader)
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return false;
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shader_info->num = 0;
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if (current_shader->num_shaders)
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shader_info->num = current_shader->num_shaders(shader_data);
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return true;
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}
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bool video_shader_driver_filter_type(video_shader_ctx_filter_t *filter)
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{
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if ( filter
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&& current_shader
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&& current_shader->filter_type
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&& current_shader->filter_type(shader_data,
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filter->index, filter->smooth))
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return true;
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return false;
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}
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bool video_shader_driver_compile_program(struct shader_program_info *program_info)
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{
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if (!current_shader || !program_info)
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return false;
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return current_shader->compile_program(program_info->data,
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program_info->idx, NULL, program_info);
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}
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bool video_shader_driver_wrap_type(video_shader_ctx_wrap_t *wrap)
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{
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if (!current_shader || !current_shader->wrap_type)
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return false;
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wrap->type = current_shader->wrap_type(shader_data, wrap->idx);
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return true;
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}
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