mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-26 09:41:15 +00:00
311 lines
9.6 KiB
C
311 lines
9.6 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2016 - 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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#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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static const shader_backend_t *video_shader_set_backend(enum rarch_shader_type type,
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bool core_context_inited)
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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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#ifdef HAVE_CG
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if (core_context_inited)
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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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#ifdef HAVE_GLSL
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return &gl_glsl_backend;
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#endif
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}
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else
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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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}
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#else
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break;
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#endif
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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_ctl(enum video_shader_driver_ctl_state state, void *data)
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{
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static const shader_backend_t *current_shader = NULL;
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static void *shader_data = NULL;
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switch (state)
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{
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case SHADER_CTL_GET_PREV_TEXTURES:
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{
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video_shader_ctx_texture_t *texture = (video_shader_ctx_texture_t*)data;
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if (!!texture || !current_shader)
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{
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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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}
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break;
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case SHADER_CTL_GET_IDENT:
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{
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video_shader_ctx_ident_t *ident = (video_shader_ctx_ident_t*)data;
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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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}
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break;
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case SHADER_CTL_GET_CURRENT_SHADER:
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{
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video_shader_ctx_t *shader = (video_shader_ctx_t*)data;
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void *video_driver = video_driver_get_ptr(false);
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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)
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return false;
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if (!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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}
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break;
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case SHADER_CTL_DIRECT_GET_CURRENT_SHADER:
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{
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video_shader_ctx_t *shader = (video_shader_ctx_t*)data;
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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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}
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break;
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case SHADER_CTL_DEINIT:
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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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break;
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case SHADER_CTL_SET_PARAMETER:
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{
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struct uniform_info *param = (struct uniform_info*)data;
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if (!current_shader || !param)
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return false;
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current_shader->set_uniform_parameter(shader_data,
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param, NULL);
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}
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break;
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case SHADER_CTL_SET_PARAMS:
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{
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video_shader_ctx_params_t *params =
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(video_shader_ctx_params_t*)data;
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if (!current_shader || !current_shader->set_params)
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return false;
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current_shader->set_params(
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params->data,
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shader_data,
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params->width,
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params->height,
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params->tex_width,
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params->tex_height,
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params->out_width,
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params->out_height,
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params->frame_counter,
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params->info,
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params->prev_info,
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params->feedback_info,
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params->fbo_info,
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params->fbo_info_cnt);
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}
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break;
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/* Finds first suitable shader context driver. */
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case SHADER_CTL_INIT_FIRST:
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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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}
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return false;
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case SHADER_CTL_INIT:
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{
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video_shader_ctx_init_t *init = (video_shader_ctx_init_t*)data;
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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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init->gl.core_context_enabled);
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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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}
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break;
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case SHADER_CTL_GET_FEEDBACK_PASS:
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if (!current_shader || !current_shader->get_feedback_pass)
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return false;
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if (!current_shader->get_feedback_pass(shader_data,
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(unsigned*)data))
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return false;
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break;
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case SHADER_CTL_MIPMAP_INPUT:
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if (!current_shader)
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return false;
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{
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unsigned *index = (unsigned*)data;
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if (!current_shader->mipmap_input(shader_data, *index))
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return false;
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}
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break;
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case SHADER_CTL_SET_COORDS:
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{
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video_shader_ctx_coords_t *coords = (video_shader_ctx_coords_t*)
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data;
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if (!current_shader || !current_shader->set_coords)
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return false;
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if (!current_shader->set_coords(coords->handle_data,
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shader_data, (const struct gfx_coords*)coords->data))
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return false;
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}
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break;
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case SHADER_CTL_SCALE:
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{
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video_shader_ctx_scale_t *scaler = (video_shader_ctx_scale_t*)data;
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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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}
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break;
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case SHADER_CTL_INFO:
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{
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video_shader_ctx_info_t *shader_info =
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(video_shader_ctx_info_t*)data;
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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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}
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break;
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case SHADER_CTL_SET_MVP:
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{
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video_shader_ctx_mvp_t *mvp = (video_shader_ctx_mvp_t*)data;
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if (!current_shader || !current_shader->set_mvp)
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return false;
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if (!mvp || !mvp->matrix)
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return false;
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if (!current_shader->set_mvp(mvp->data, shader_data, mvp->matrix))
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return false;
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}
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break;
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case SHADER_CTL_FILTER_TYPE:
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{
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video_shader_ctx_filter_t *filter =
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(video_shader_ctx_filter_t*)data;
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if (!current_shader || !current_shader->filter_type || !filter)
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return false;
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if (!current_shader->filter_type(shader_data,
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filter->index, filter->smooth))
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return false;
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}
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break;
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case SHADER_CTL_COMPILE_PROGRAM:
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{
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struct shader_program_info *program_info = (struct shader_program_info*)data;
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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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break;
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case SHADER_CTL_USE:
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{
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video_shader_ctx_info_t *shader_info = (video_shader_ctx_info_t*)data;
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if (!current_shader || !shader_info)
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return false;
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current_shader->use(shader_info->data, shader_data, shader_info->idx, shader_info->set_active);
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}
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break;
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case SHADER_CTL_WRAP_TYPE:
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{
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video_shader_ctx_wrap_t *wrap = (video_shader_ctx_wrap_t*)data;
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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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}
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break;
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case SHADER_CTL_NONE:
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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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