RetroArch/gfx/drivers_shader/shader_gl_cg.c
2020-07-01 21:04:05 +02:00

1168 lines
33 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - 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/>.
*/
#ifdef _MSC_VER
#pragma comment(lib, "cg")
#pragma comment(lib, "cggl")
#endif
#include <stdint.h>
#include <string.h>
#include <compat/strl.h>
#include <compat/posix_string.h>
#include <file/config_file.h>
#include <file/file_path.h>
#include <retro_assert.h>
#include <string/stdstring.h>
#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif
#ifdef HAVE_OPENGL
#include "../common/gl_common.h"
#include "../include/Cg/cgGL.h"
#endif
#ifdef HAVE_SHADERPIPELINE
#include "../drivers/gl_shaders/pipeline_xmb_ribbon_simple.cg.h"
#include "../drivers/gl_shaders/pipeline_snow.cg.h"
#endif
#include "../include/Cg/cg.h"
#include "../video_shader_parse.h"
#include "../../core.h"
#include "../../retroarch.h"
#include "../../verbosity.h"
#ifdef HAVE_REWIND
#include "../../managers/state_manager.h"
#endif
#define PREV_TEXTURES (GFX_MAX_TEXTURES - 1)
#define set_param_2f(param, x, y) if (param) cgGLSetParameter2f(param, x, y)
#define cg_gl_set_param_1f(param, x) if (param) cgGLSetParameter1f(param, x)
#if 0
#define RARCH_CG_DEBUG
#endif
struct cg_fbo_params
{
CGparameter vid_size_f;
CGparameter tex_size_f;
CGparameter vid_size_v;
CGparameter tex_size_v;
CGparameter tex;
CGparameter coord;
};
struct shader_program_cg
{
CGprogram vprg;
CGprogram fprg;
CGparameter tex;
CGparameter lut_tex;
CGparameter color;
CGparameter vertex;
CGparameter vid_size_f;
CGparameter tex_size_f;
CGparameter out_size_f;
CGparameter frame_cnt_f;
CGparameter frame_dir_f;
CGparameter vid_size_v;
CGparameter tex_size_v;
CGparameter out_size_v;
CGparameter frame_cnt_v;
CGparameter frame_dir_v;
CGparameter mvp;
struct cg_fbo_params fbo[GFX_MAX_SHADERS];
struct cg_fbo_params orig;
struct cg_fbo_params feedback;
struct cg_fbo_params prev[PREV_TEXTURES];
};
typedef struct cg_shader_data
{
struct video_shader *shader;
char alias_define[GFX_MAX_SHADERS][128];
unsigned active_idx;
unsigned attribs_index;
CGparameter attribs_elems[32 * PREV_TEXTURES + 2 + 4 + GFX_MAX_SHADERS];
CGprofile cgVProf;
CGprofile cgFProf;
struct shader_program_cg prg[GFX_MAX_SHADERS];
GLuint lut_textures[GFX_MAX_TEXTURES];
CGcontext cgCtx;
} cg_shader_data_t;
struct uniform_cg
{
CGparameter loc;
};
#define gl_cg_set_coord_array(param, cg, ptr, len) \
{ \
cgGLSetParameterPointer(param, len, GL_FLOAT, 0, ptr); \
cgGLEnableClientState(param); \
cg->attribs_elems[cg->attribs_index++] = param; \
}
#define cg_gl_set_texture_parameter(param, texture) \
if (param) \
{ \
cgGLSetTextureParameter(param, texture); \
cgGLEnableTextureParameter(param); \
}
#include "../drivers/gl_shaders/opaque.cg.h"
static void gl_cg_set_uniform_parameter(
void *data,
struct uniform_info *param,
void *uniform_data)
{
CGparameter location;
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!param || !param->enabled)
return;
if (param->lookup.enable)
{
char ident[64];
CGprogram prog = 0;
ident[0] = '\0';
switch (param->lookup.type)
{
case SHADER_PROGRAM_VERTEX:
prog = cg->prg[param->lookup.idx].vprg;
break;
case SHADER_PROGRAM_FRAGMENT:
default:
prog = cg->prg[param->lookup.idx].fprg;
break;
}
if (param->lookup.add_prefix)
snprintf(ident, sizeof(ident), "IN.%s", param->lookup.ident);
location = cgGetNamedParameter(prog, param->lookup.add_prefix ? ident : param->lookup.ident);
}
else
{
struct uniform_cg *cg_param = (struct uniform_cg*)uniform_data;
location = cg_param->loc;
}
switch (param->type)
{
case UNIFORM_1F:
cgGLSetParameter1f(location, param->result.f.v0);
break;
case UNIFORM_2F:
cgGLSetParameter2f(location, param->result.f.v0, param->result.f.v1);
break;
case UNIFORM_3F:
cgGLSetParameter3f(location, param->result.f.v0, param->result.f.v1,
param->result.f.v2);
break;
case UNIFORM_4F:
cgGLSetParameter4f(location, param->result.f.v0, param->result.f.v1,
param->result.f.v2, param->result.f.v3);
break;
case UNIFORM_1FV:
cgGLSetParameter1fv(location, param->result.floatv);
break;
case UNIFORM_2FV:
cgGLSetParameter2fv(location, param->result.floatv);
break;
case UNIFORM_3FV:
cgGLSetParameter3fv(location, param->result.floatv);
break;
case UNIFORM_4FV:
cgGLSetParameter3fv(location, param->result.floatv);
break;
case UNIFORM_1I:
/* Unimplemented - Cg limitation */
break;
}
}
#ifdef RARCH_CG_DEBUG
static void cg_error_handler(CGcontext ctx, CGerror error, void *data)
{
(void)ctx;
(void)data;
switch (error)
{
case CG_INVALID_PARAM_HANDLE_ERROR:
RARCH_ERR("CG: Invalid param handle.\n");
break;
case CG_INVALID_PARAMETER_ERROR:
RARCH_ERR("CG: Invalid parameter.\n");
break;
default:
break;
}
RARCH_ERR("CG error: \"%s\"\n", cgGetErrorString(error));
}
#endif
static void gl_cg_reset_attrib(void *data)
{
unsigned i;
cg_shader_data_t *cg = (cg_shader_data_t*)data;
/* Add sanity check that we did not overflow. */
retro_assert(cg->attribs_index <= ARRAY_SIZE(cg->attribs_elems));
for (i = 0; i < cg->attribs_index; i++)
cgGLDisableClientState(cg->attribs_elems[i]);
cg->attribs_index = 0;
}
static bool gl_cg_set_mvp(void *shader_data,
const void *mat_data)
{
cg_shader_data_t *cg = (cg_shader_data_t*)shader_data;
if (cg && cg->prg[cg->active_idx].mvp)
{
const math_matrix_4x4 *mat = (const math_matrix_4x4*)mat_data;
cgGLSetMatrixParameterfc(cg->prg[cg->active_idx].mvp, mat->data);
return true;
}
return false;
}
static bool gl_cg_set_coords(void *shader_data,
const struct video_coords *coords)
{
cg_shader_data_t *cg = (cg_shader_data_t*)shader_data;
if (!cg || !coords)
{
if (coords)
return false;
return true;
}
if (cg->prg[cg->active_idx].vertex)
gl_cg_set_coord_array(cg->prg[cg->active_idx].vertex, cg, coords->vertex, 2);
if (cg->prg[cg->active_idx].tex)
gl_cg_set_coord_array(cg->prg[cg->active_idx].tex, cg, coords->tex_coord, 2);
if (cg->prg[cg->active_idx].lut_tex)
gl_cg_set_coord_array(cg->prg[cg->active_idx].lut_tex, cg, coords->lut_tex_coord, 2);
if (cg->prg[cg->active_idx].color)
gl_cg_set_coord_array(cg->prg[cg->active_idx].color, cg, coords->color, 4);
return true;
}
static void gl_cg_set_texture_info(
cg_shader_data_t *cg,
const struct cg_fbo_params *params,
const struct video_tex_info *info)
{
CGparameter param = params->tex;
cg_gl_set_texture_parameter(param, info->tex);
set_param_2f(params->vid_size_v,
info->input_size[0], info->input_size[1]);
set_param_2f(params->vid_size_f,
info->input_size[0], info->input_size[1]);
set_param_2f(params->tex_size_v,
info->tex_size[0], info->tex_size[1]);
set_param_2f(params->tex_size_f,
info->tex_size[0], info->tex_size[1]);
if (params->coord)
gl_cg_set_coord_array(params->coord, cg, info->coord, 2);
}
static void gl_cg_set_params(void *dat, void *shader_data)
{
unsigned i;
video_shader_ctx_params_t *params =
(video_shader_ctx_params_t*)dat;
unsigned width = params->width;
unsigned height = params->height;
unsigned tex_width = params->tex_width;
unsigned tex_height = params->tex_height;
unsigned out_width = params->out_width;
unsigned out_height = params->out_height;
unsigned frame_count = params->frame_counter;
const void *_info = params->info;
const void *_prev_info = params->prev_info;
const void *_feedback_info = params->feedback_info;
const void *_fbo_info = params->fbo_info;
unsigned fbo_info_cnt = params->fbo_info_cnt;
const struct video_tex_info *info = (const struct video_tex_info*)_info;
const struct video_tex_info *prev_info = (const struct video_tex_info*)_prev_info;
const struct video_tex_info *feedback_info = (const struct video_tex_info*)_feedback_info;
const struct video_tex_info *fbo_info = (const struct video_tex_info*)_fbo_info;
cg_shader_data_t *cg = (cg_shader_data_t*)shader_data;
if (!cg || (cg->active_idx == 0))
return;
if (cg->active_idx == VIDEO_SHADER_STOCK_BLEND)
return;
/* Set frame. */
set_param_2f(cg->prg[cg->active_idx].vid_size_f, width, height);
set_param_2f(cg->prg[cg->active_idx].tex_size_f, tex_width, tex_height);
set_param_2f(cg->prg[cg->active_idx].out_size_f, out_width, out_height);
#ifdef HAVE_REWIND
if (state_manager_frame_is_reversed())
{
cg_gl_set_param_1f(cg->prg[cg->active_idx].frame_dir_f,
-1.0);
cg_gl_set_param_1f(cg->prg[cg->active_idx].frame_dir_v,
-1.0);
}
else
#else
{
cg_gl_set_param_1f(cg->prg[cg->active_idx].frame_dir_f,
1.0);
cg_gl_set_param_1f(cg->prg[cg->active_idx].frame_dir_v,
1.0);
}
#endif
set_param_2f(cg->prg[cg->active_idx].vid_size_v, width, height);
set_param_2f(cg->prg[cg->active_idx].tex_size_v, tex_width, tex_height);
set_param_2f(cg->prg[cg->active_idx].out_size_v, out_width, out_height);
if ( cg->prg[cg->active_idx].frame_cnt_f ||
cg->prg[cg->active_idx].frame_cnt_v)
{
unsigned modulo = cg->shader->pass[cg->active_idx - 1].frame_count_mod;
if (modulo)
frame_count %= modulo;
cg_gl_set_param_1f(cg->prg[cg->active_idx].frame_cnt_f, (float)frame_count);
cg_gl_set_param_1f(cg->prg[cg->active_idx].frame_cnt_v, (float)frame_count);
}
/* Set lookup textures. */
for (i = 0; i < cg->shader->luts; i++)
{
CGparameter fparam = cgGetNamedParameter(
cg->prg[cg->active_idx].fprg, cg->shader->lut[i].id);
CGparameter vparam = cgGetNamedParameter(cg->prg[cg->active_idx].vprg,
cg->shader->lut[i].id);
cg_gl_set_texture_parameter(fparam, cg->lut_textures[i]);
cg_gl_set_texture_parameter(vparam, cg->lut_textures[i]);
}
if (cg->active_idx)
{
/* Set original texture. */
gl_cg_set_texture_info(cg, &cg->prg[cg->active_idx].orig, info);
/* Set feedback texture. */
gl_cg_set_texture_info(cg, &cg->prg[cg->active_idx].feedback, feedback_info);
/* Bind FBO textures. */
for (i = 0; i < fbo_info_cnt; i++)
gl_cg_set_texture_info(cg, &cg->prg[cg->active_idx].fbo[i], &fbo_info[i]);
}
/* Set previous textures. */
for (i = 0; i < PREV_TEXTURES; i++)
gl_cg_set_texture_info(cg, &cg->prg[cg->active_idx].prev[i], &prev_info[i]);
/* #pragma parameters. */
for (i = 0; i < cg->shader->num_parameters; i++)
{
CGparameter param_v = cgGetNamedParameter(
cg->prg[cg->active_idx].vprg, cg->shader->parameters[i].id);
CGparameter param_f = cgGetNamedParameter(
cg->prg[cg->active_idx].fprg, cg->shader->parameters[i].id);
cg_gl_set_param_1f(param_v, cg->shader->parameters[i].current);
cg_gl_set_param_1f(param_f, cg->shader->parameters[i].current);
}
}
static void gl_cg_deinit_progs(void *data)
{
unsigned i;
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!cg)
return;
RARCH_LOG("[CG]: Destroying programs.\n");
cgGLUnbindProgram(cg->cgFProf);
cgGLUnbindProgram(cg->cgVProf);
/* Programs may alias [0]. */
for (i = 1; i < GFX_MAX_SHADERS; i++)
{
if (cg->prg[i].fprg && cg->prg[i].fprg != cg->prg[0].fprg)
cgDestroyProgram(cg->prg[i].fprg);
if (cg->prg[i].vprg && cg->prg[i].vprg != cg->prg[0].vprg)
cgDestroyProgram(cg->prg[i].vprg);
}
if (cg->prg[0].fprg)
cgDestroyProgram(cg->prg[0].fprg);
if (cg->prg[0].vprg)
cgDestroyProgram(cg->prg[0].vprg);
memset(cg->prg, 0, sizeof(cg->prg));
}
static void gl_cg_destroy_resources(void *data)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!cg)
return;
gl_cg_reset_attrib(data);
gl_cg_deinit_progs(data);
if (cg->shader && cg->shader->luts)
{
glDeleteTextures(cg->shader->luts, cg->lut_textures);
memset(cg->lut_textures, 0, sizeof(cg->lut_textures));
}
free(cg->shader);
cg->shader = NULL;
}
/* Final deinit. */
static void gl_cg_deinit_context_state(void *data)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (cg->cgCtx)
{
RARCH_LOG("[CG]: Destroying context.\n");
cgDestroyContext(cg->cgCtx);
}
cg->cgCtx = NULL;
}
/* Full deinit. */
static void gl_cg_deinit(void *data)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!cg)
return;
gl_cg_destroy_resources(cg);
gl_cg_deinit_context_state(cg);
free(cg);
}
static bool gl_cg_compile_program(
void *data,
unsigned idx,
void *program_data,
struct shader_program_info *program_info)
{
const char *argv[2 + GFX_MAX_SHADERS];
const char *list = NULL;
bool ret = true;
char *listing_f = NULL;
char *listing_v = NULL;
unsigned i, argc = 0;
struct shader_program_cg *program = (struct shader_program_cg*)program_data;
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!program)
program = &cg->prg[idx];
argv[argc++] = "-DPARAMETER_UNIFORM";
for (i = 0; i < GFX_MAX_SHADERS; i++)
{
if (*(cg->alias_define[i]))
argv[argc++] = cg->alias_define[i];
}
argv[argc] = NULL;
if (program_info->is_file)
program->fprg = cgCreateProgramFromFile(
cg->cgCtx, CG_SOURCE,
program_info->combined, cg->cgFProf, "main_fragment", argv);
else
program->fprg = cgCreateProgram(cg->cgCtx, CG_SOURCE,
program_info->combined, cg->cgFProf, "main_fragment", argv);
list = cgGetLastListing(cg->cgCtx);
if (list)
listing_f = strdup(list);
list = NULL;
if (program_info->is_file)
program->vprg = cgCreateProgramFromFile(
cg->cgCtx, CG_SOURCE,
program_info->combined, cg->cgVProf, "main_vertex", argv);
else
program->vprg = cgCreateProgram(cg->cgCtx, CG_SOURCE,
program_info->combined, cg->cgVProf, "main_vertex", argv);
list = cgGetLastListing(cg->cgCtx);
if (list)
listing_v = strdup(list);
if (!program->fprg || !program->vprg)
{
RARCH_ERR("CG error: %s\n", cgGetErrorString(cgGetError()));
if (listing_f)
RARCH_ERR("Fragment:\n%s\n", listing_f);
else if (listing_v)
RARCH_ERR("Vertex:\n%s\n", listing_v);
ret = false;
goto end;
}
cgGLLoadProgram(program->fprg);
cgGLLoadProgram(program->vprg);
end:
free(listing_f);
free(listing_v);
return ret;
}
static void gl_cg_set_program_base_attrib(void *data, unsigned i)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
CGparameter param = cgGetFirstParameter(
cg->prg[i].vprg, CG_PROGRAM);
for (; param; param = cgGetNextParameter(param))
{
const char *semantic = NULL;
if ( (cgGetParameterDirection(param) != CG_IN)
|| (cgGetParameterVariability(param) != CG_VARYING))
continue;
semantic = cgGetParameterSemantic(param);
if (!semantic)
continue;
RARCH_LOG("[CG]: Found semantic \"%s\" in prog #%u.\n", semantic, i);
if (
string_is_equal(semantic, "TEXCOORD") ||
string_is_equal(semantic, "TEXCOORD0")
)
cg->prg[i].tex = param;
else if (
string_is_equal(semantic, "COLOR") ||
string_is_equal(semantic, "COLOR0")
)
cg->prg[i].color = param;
else if (string_is_equal(semantic, "POSITION"))
cg->prg[i].vertex = param;
else if (string_is_equal(semantic, "TEXCOORD1"))
cg->prg[i].lut_tex = param;
}
if (!cg->prg[i].tex)
cg->prg[i].tex = cgGetNamedParameter(cg->prg[i].vprg, "IN.tex_coord");
if (!cg->prg[i].color)
cg->prg[i].color = cgGetNamedParameter(cg->prg[i].vprg, "IN.color");
if (!cg->prg[i].vertex)
cg->prg[i].vertex = cgGetNamedParameter(cg->prg[i].vprg, "IN.vertex_coord");
if (!cg->prg[i].lut_tex)
cg->prg[i].lut_tex = cgGetNamedParameter(cg->prg[i].vprg, "IN.lut_tex_coord");
}
static bool gl_cg_load_stock(void *data)
{
struct shader_program_info program_info;
cg_shader_data_t *cg = (cg_shader_data_t*)data;
program_info.combined = stock_cg_gl_program;
program_info.is_file = false;
if (!gl_cg_compile_program(data, 0, &cg->prg[0], &program_info))
goto error;
gl_cg_set_program_base_attrib(data, 0);
return true;
error:
RARCH_ERR("Failed to compile passthrough shader, is something wrong with your environment?\n");
return false;
}
static bool gl_cg_load_plain(void *data, const char *path)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!gl_cg_load_stock(cg))
return false;
cg->shader = (struct video_shader*)
calloc(1, sizeof(*cg->shader));
if (!cg->shader)
return false;
cg->shader->passes = 1;
if (string_is_empty(path))
{
RARCH_LOG("[CG]: Loading stock Cg file.\n");
cg->prg[1] = cg->prg[0];
}
else
{
struct shader_program_info program_info;
program_info.combined = path;
program_info.is_file = true;
RARCH_LOG("[CG]: Loading Cg file: %s\n", path);
strlcpy(cg->shader->pass[0].source.path, path,
sizeof(cg->shader->pass[0].source.path));
if (!gl_cg_compile_program(data, 1, &cg->prg[1], &program_info))
return false;
}
video_shader_resolve_parameters(NULL, cg->shader);
return true;
}
static bool gl_cg_load_shader(void *data, unsigned i)
{
struct shader_program_info program_info;
cg_shader_data_t *cg = (cg_shader_data_t*)data;
program_info.combined = cg->shader->pass[i].source.path;
program_info.is_file = true;
RARCH_LOG("[CG]: Loading Cg shader: \"%s\".\n",
cg->shader->pass[i].source.path);
if (!gl_cg_compile_program(data, i + 1, &cg->prg[i + 1],&program_info))
return false;
return true;
}
static bool gl_cg_load_preset(void *data, const char *path)
{
unsigned i;
config_file_t *conf = NULL;
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!gl_cg_load_stock(cg))
return false;
RARCH_LOG("[CG]: Loading Cg meta-shader: %s\n", path);
conf = video_shader_read_preset(path);
if (!conf)
{
RARCH_ERR("Failed to load preset.\n");
return false;
}
cg->shader = (struct video_shader*)calloc(1, sizeof(*cg->shader));
if (!cg->shader)
{
config_file_free(conf);
return false;
}
if (!video_shader_read_conf_preset(conf, cg->shader))
{
RARCH_ERR("Failed to parse CGP file.\n");
config_file_free(conf);
return false;
}
video_shader_resolve_parameters(conf, cg->shader);
config_file_free(conf);
if (cg->shader->passes > GFX_MAX_SHADERS - 3)
{
RARCH_WARN("Too many shaders ... Capping shader amount to %d.\n",
GFX_MAX_SHADERS - 3);
cg->shader->passes = GFX_MAX_SHADERS - 3;
}
for (i = 0; i < cg->shader->passes; i++)
{
if (*cg->shader->pass[i].alias)
snprintf(cg->alias_define[i],
sizeof(cg->alias_define[i]),
"-D%s_ALIAS",
cg->shader->pass[i].alias);
}
for (i = 0; i < cg->shader->passes; i++)
{
if (!gl_cg_load_shader(cg, i))
{
RARCH_ERR("Failed to load shaders ...\n");
return false;
}
}
if (!gl_load_luts(cg->shader, cg->lut_textures))
{
RARCH_ERR("Failed to load lookup textures ...\n");
return false;
}
return true;
}
static void gl_cg_set_pass_attrib(
struct shader_program_cg *program,
struct cg_fbo_params *fbo,
const char *attr)
{
char attr_buf[64];
attr_buf[0] = '\0';
snprintf(attr_buf, sizeof(attr_buf), "%s.texture", attr);
if (!fbo->tex)
fbo->tex = cgGetNamedParameter(program->fprg, attr_buf);
snprintf(attr_buf, sizeof(attr_buf), "%s.video_size", attr);
if (!fbo->vid_size_v)
fbo->vid_size_v = cgGetNamedParameter(program->vprg, attr_buf);
if (!fbo->vid_size_f)
fbo->vid_size_f = cgGetNamedParameter(program->fprg, attr_buf);
snprintf(attr_buf, sizeof(attr_buf), "%s.texture_size", attr);
if (!fbo->tex_size_v)
fbo->tex_size_v = cgGetNamedParameter(program->vprg, attr_buf);
if (!fbo->tex_size_f)
fbo->tex_size_f = cgGetNamedParameter(program->fprg, attr_buf);
snprintf(attr_buf, sizeof(attr_buf), "%s.tex_coord", attr);
if (!fbo->coord)
fbo->coord = cgGetNamedParameter(program->vprg, attr_buf);
}
static INLINE void gl_cg_set_shaders(CGprogram frag, CGprogram vert)
{
cgGLBindProgram(frag);
cgGLBindProgram(vert);
}
static void gl_cg_set_program_attributes(void *data, unsigned i)
{
unsigned j;
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!cg)
return;
gl_cg_set_shaders(cg->prg[i].fprg, cg->prg[i].vprg);
gl_cg_set_program_base_attrib(cg, i);
cg->prg[i].vid_size_f = cgGetNamedParameter (cg->prg[i].fprg, "IN.video_size");
cg->prg[i].tex_size_f = cgGetNamedParameter (cg->prg[i].fprg, "IN.texture_size");
cg->prg[i].out_size_f = cgGetNamedParameter (cg->prg[i].fprg, "IN.output_size");
cg->prg[i].frame_cnt_f = cgGetNamedParameter(cg->prg[i].fprg, "IN.frame_count");
cg->prg[i].frame_dir_f = cgGetNamedParameter(cg->prg[i].fprg, "IN.frame_direction");
cg->prg[i].vid_size_v = cgGetNamedParameter (cg->prg[i].vprg, "IN.video_size");
cg->prg[i].tex_size_v = cgGetNamedParameter (cg->prg[i].vprg, "IN.texture_size");
cg->prg[i].out_size_v = cgGetNamedParameter (cg->prg[i].vprg, "IN.output_size");
cg->prg[i].frame_cnt_v = cgGetNamedParameter(cg->prg[i].vprg, "IN.frame_count");
cg->prg[i].frame_dir_v = cgGetNamedParameter(cg->prg[i].vprg, "IN.frame_direction");
cg->prg[i].mvp = cgGetNamedParameter(cg->prg[i].vprg, "modelViewProj");
if (!cg->prg[i].mvp)
cg->prg[i].mvp = cgGetNamedParameter(cg->prg[i].vprg, "IN.mvp_matrix");
cg->prg[i].orig.tex = cgGetNamedParameter(cg->prg[i].fprg, "ORIG.texture");
cg->prg[i].orig.vid_size_v = cgGetNamedParameter(cg->prg[i].vprg, "ORIG.video_size");
cg->prg[i].orig.vid_size_f = cgGetNamedParameter(cg->prg[i].fprg, "ORIG.video_size");
cg->prg[i].orig.tex_size_v = cgGetNamedParameter(cg->prg[i].vprg, "ORIG.texture_size");
cg->prg[i].orig.tex_size_f = cgGetNamedParameter(cg->prg[i].fprg, "ORIG.texture_size");
cg->prg[i].orig.coord = cgGetNamedParameter(cg->prg[i].vprg, "ORIG.tex_coord");
cg->prg[i].feedback.tex = cgGetNamedParameter(cg->prg[i].fprg, "FEEDBACK.texture");
cg->prg[i].feedback.vid_size_v = cgGetNamedParameter(cg->prg[i].vprg, "FEEDBACK.video_size");
cg->prg[i].feedback.vid_size_f = cgGetNamedParameter(cg->prg[i].fprg, "FEEDBACK.video_size");
cg->prg[i].feedback.tex_size_v = cgGetNamedParameter(cg->prg[i].vprg, "FEEDBACK.texture_size");
cg->prg[i].feedback.tex_size_f = cgGetNamedParameter(cg->prg[i].fprg, "FEEDBACK.texture_size");
cg->prg[i].feedback.coord = cgGetNamedParameter(cg->prg[i].vprg, "FEEDBACK.tex_coord");
if (i > 1)
{
char pass_str[64];
pass_str[0] = '\0';
snprintf(pass_str, sizeof(pass_str), "PASSPREV%u", i);
gl_cg_set_pass_attrib(&cg->prg[i], &cg->prg[i].orig, pass_str);
}
for (j = 0; j < PREV_TEXTURES; j++)
{
char attr_buf_tex[64];
char attr_buf_vid_size[64];
char attr_buf_tex_size[64];
char attr_buf_coord[64];
static const char *prev_names[PREV_TEXTURES] = {
"PREV",
"PREV1",
"PREV2",
"PREV3",
"PREV4",
"PREV5",
"PREV6",
};
attr_buf_tex[0] = attr_buf_vid_size[0] = attr_buf_tex_size[0] =
attr_buf_coord[0] = '\0';
snprintf(attr_buf_tex, sizeof(attr_buf_tex),
"%s.texture", prev_names[j]);
snprintf(attr_buf_vid_size, sizeof(attr_buf_vid_size),
"%s.video_size", prev_names[j]);
snprintf(attr_buf_tex_size, sizeof(attr_buf_tex_size),
"%s.texture_size", prev_names[j]);
snprintf(attr_buf_coord, sizeof(attr_buf_coord),
"%s.tex_coord", prev_names[j]);
cg->prg[i].prev[j].tex = cgGetNamedParameter(cg->prg[i].fprg,
attr_buf_tex);
cg->prg[i].prev[j].vid_size_v =
cgGetNamedParameter(cg->prg[i].vprg, attr_buf_vid_size);
cg->prg[i].prev[j].vid_size_f =
cgGetNamedParameter(cg->prg[i].fprg, attr_buf_vid_size);
cg->prg[i].prev[j].tex_size_v =
cgGetNamedParameter(cg->prg[i].vprg, attr_buf_tex_size);
cg->prg[i].prev[j].tex_size_f =
cgGetNamedParameter(cg->prg[i].fprg, attr_buf_tex_size);
cg->prg[i].prev[j].coord = cgGetNamedParameter(cg->prg[i].vprg,
attr_buf_coord);
}
for (j = 0; j + 1 < i; j++)
{
char pass_str[64];
pass_str[0] = '\0';
snprintf(pass_str, sizeof(pass_str), "PASS%u", j + 1);
gl_cg_set_pass_attrib(&cg->prg[i], &cg->prg[i].fbo[j], pass_str);
snprintf(pass_str, sizeof(pass_str), "PASSPREV%u", i - (j + 1));
gl_cg_set_pass_attrib(&cg->prg[i], &cg->prg[i].fbo[j], pass_str);
if (*cg->shader->pass[j].alias)
gl_cg_set_pass_attrib(&cg->prg[i], &cg->prg[i].fbo[j],
cg->shader->pass[j].alias);
}
}
static void gl_cg_init_menu_shaders(void *data)
{
struct shader_program_info shader_prog_info;
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!cg)
return;
#ifdef HAVE_SHADERPIPELINE
shader_prog_info.combined = stock_xmb_ribbon_simple;
shader_prog_info.is_file = false;
gl_cg_compile_program(
cg,
VIDEO_SHADER_MENU,
&cg->prg[VIDEO_SHADER_MENU],
&shader_prog_info);
gl_cg_set_program_base_attrib(cg, VIDEO_SHADER_MENU);
shader_prog_info.combined = stock_xmb_ribbon_simple;
shader_prog_info.is_file = false;
gl_cg_compile_program(
cg,
VIDEO_SHADER_MENU_2,
&cg->prg[VIDEO_SHADER_MENU_2],
&shader_prog_info);
gl_cg_set_program_base_attrib(cg, VIDEO_SHADER_MENU_2);
shader_prog_info.combined = stock_xmb_snow;
shader_prog_info.is_file = false;
gl_cg_compile_program(
cg,
VIDEO_SHADER_MENU_3,
&cg->prg[VIDEO_SHADER_MENU_3],
&shader_prog_info);
gl_cg_set_program_base_attrib(cg, VIDEO_SHADER_MENU_3);
#endif
}
static void *gl_cg_init(void *data, const char *path)
{
unsigned i;
cg_shader_data_t *cg = (cg_shader_data_t*)
calloc(1, sizeof(cg_shader_data_t));
if (!cg)
return NULL;
#ifdef HAVE_CG_RUNTIME_COMPILER
cgRTCgcInit();
#endif
cg->cgCtx = cgCreateContext();
if (!cg->cgCtx)
{
RARCH_ERR("Failed to create Cg context.\n");
goto error;
}
#ifdef RARCH_CG_DEBUG
cgGLSetDebugMode(CG_TRUE);
cgSetErrorHandler(cg_error_handler, NULL);
#endif
cg->cgFProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cg->cgVProf = cgGLGetLatestProfile(CG_GL_VERTEX);
if (
cg->cgFProf == CG_PROFILE_UNKNOWN ||
cg->cgVProf == CG_PROFILE_UNKNOWN)
{
RARCH_ERR("Invalid profile type\n");
goto error;
}
RARCH_LOG("[CG]: Vertex profile: %s\n", cgGetProfileString(cg->cgVProf));
RARCH_LOG("[CG]: Fragment profile: %s\n", cgGetProfileString(cg->cgFProf));
cgGLSetOptimalOptions(cg->cgFProf);
cgGLSetOptimalOptions(cg->cgVProf);
cgGLEnableProfile(cg->cgFProf);
cgGLEnableProfile(cg->cgVProf);
memset(cg->alias_define, 0, sizeof(cg->alias_define));
{
bool is_preset;
enum rarch_shader_type type =
video_shader_get_type_from_ext(path_get_extension(path), &is_preset);
if (!string_is_empty(path) && type != RARCH_SHADER_CG)
{
RARCH_ERR("[CG]: Invalid shader type, falling back to stock.\n");
path = NULL;
}
if (!string_is_empty(path) && is_preset)
{
if (!gl_cg_load_preset(cg, path))
goto error;
}
else
{
if (!gl_cg_load_plain(cg, path))
goto error;
}
}
cg->prg[0].mvp = cgGetNamedParameter(cg->prg[0].vprg, "IN.mvp_matrix");
for (i = 1; i <= cg->shader->passes; i++)
gl_cg_set_program_attributes(cg, i);
/* If we aren't using last pass non-FBO shader,
* this shader will be assumed to be "fixed-function".
*
* Just use prg[0] for that pass, which will be
* pass-through. */
cg->prg[cg->shader->passes + 1] = cg->prg[0];
/* No need to apply Android hack in Cg. */
cg->prg[VIDEO_SHADER_STOCK_BLEND] = cg->prg[0];
gl_cg_set_shaders(cg->prg[1].fprg, cg->prg[1].vprg);
gl_cg_reset_attrib(cg);
return cg;
error:
gl_cg_destroy_resources(cg);
if (!cg)
free(cg);
return NULL;
}
static void gl_cg_use(void *data, void *shader_data, unsigned idx, bool set_active)
{
cg_shader_data_t *cg = (cg_shader_data_t*)shader_data;
if (cg && cg->prg[idx].vprg && cg->prg[idx].fprg)
{
if (set_active)
{
gl_cg_reset_attrib(cg);
cg->active_idx = idx;
}
gl_cg_set_shaders(cg->prg[idx].fprg, cg->prg[idx].vprg);
}
}
static unsigned gl_cg_num(void *data)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!cg)
return 0;
return cg->shader->passes;
}
static bool gl_cg_filter_type(void *data, unsigned idx, bool *smooth)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (cg && idx &&
(cg->shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC)
)
{
*smooth = (cg->shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR);
return true;
}
return false;
}
static enum gfx_wrap_type gl_cg_wrap_type(void *data, unsigned idx)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (cg && idx)
return cg->shader->pass[idx - 1].wrap;
return RARCH_WRAP_BORDER;
}
static void gl_cg_shader_scale(void *data, unsigned idx, struct gfx_fbo_scale *scale)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (cg && idx)
*scale = cg->shader->pass[idx - 1].fbo;
else
scale->valid = false;
}
static unsigned gl_cg_get_prev_textures(void *data)
{
unsigned i, j;
unsigned max_prev = 0;
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!cg)
return 0;
for (i = 1; i <= cg->shader->passes; i++)
for (j = 0; j < PREV_TEXTURES; j++)
if (cg->prg[i].prev[j].tex)
max_prev = MAX(j + 1, max_prev);
return max_prev;
}
static bool gl_cg_get_feedback_pass(void *data, unsigned *pass)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!cg || cg->shader->feedback_pass < 0)
return false;
*pass = cg->shader->feedback_pass;
return true;
}
static bool gl_cg_mipmap_input(void *data, unsigned idx)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (cg && idx)
return cg->shader->pass[idx - 1].mipmap;
return false;
}
static struct video_shader *gl_cg_get_current_shader(void *data)
{
cg_shader_data_t *cg = (cg_shader_data_t*)data;
if (!cg)
return NULL;
return cg->shader;
}
static void gl_cg_get_flags(uint32_t *flags)
{
BIT32_SET(*flags, GFX_CTX_FLAGS_SHADERS_CG);
}
const shader_backend_t gl_cg_backend = {
gl_cg_init,
gl_cg_init_menu_shaders,
gl_cg_deinit,
gl_cg_set_params,
gl_cg_set_uniform_parameter,
gl_cg_compile_program,
gl_cg_use,
gl_cg_num,
gl_cg_filter_type,
gl_cg_wrap_type,
gl_cg_shader_scale,
gl_cg_set_coords,
gl_cg_set_mvp,
gl_cg_get_prev_textures,
gl_cg_get_feedback_pass,
gl_cg_mipmap_input,
gl_cg_get_current_shader,
gl_cg_get_flags,
RARCH_SHADER_CG,
"cg"
};