mirror of
https://github.com/libretro/RetroArch.git
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333 lines
9.9 KiB
C
333 lines
9.9 KiB
C
/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010-2011 - Hans-Kristian Arntzen
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*
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* Some code herein may be based on code found in BSNES.
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*
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* SSNES 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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* SSNES 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 SSNES.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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//
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// GLSL code here is mostly copypasted from bSNES.
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//
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#include <stdbool.h>
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#include <string.h>
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#include "general.h"
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#ifdef __APPLE__
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#include <OpenGL/gl.h>
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#else
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glext.h>
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#endif
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#define NO_SDL_GLEXT
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#include "SDL.h"
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#include "SDL_opengl.h"
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#include <stdlib.h>
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#include <libxml/parser.h>
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#include <libxml/tree.h>
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#include "gl_common.h"
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#ifdef __APPLE__
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#define pglCreateProgram glCreateProgram
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#define pglUseProgram glUseProgram
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#define pglCreateShader glCreateShader
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#define pglDeleteShader glDeleteShader
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#define pglShaderSource glShaderSource
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#define pglCompileShader glCompileShader
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#define pglAttachShader glAttachShader
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#define pglDetachShader glDetachShader
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#define pglLinkProgram glLinkProgram
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#define pglGetUniformLocation glGetUniformLocation
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#define pglUniform1i glUniform1i
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#define pglUniform2fv glUniform2fv
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#define pglUniform4fv glUniform4fv
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#define pglGetShaderiv glGetShaderiv
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#define pglGetShaderInfoLog glGetShaderInfoLog
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#define pglGetProgramiv glGetProgramiv
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#define pglGetProgramInfoLog glGetProgramInfoLog
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#else
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static PFNGLCREATEPROGRAMPROC pglCreateProgram = NULL;
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static PFNGLUSEPROGRAMPROC pglUseProgram = NULL;
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static PFNGLCREATESHADERPROC pglCreateShader = NULL;
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static PFNGLDELETESHADERPROC pglDeleteShader = NULL;
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static PFNGLSHADERSOURCEPROC pglShaderSource = NULL;
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static PFNGLCOMPILESHADERPROC pglCompileShader = NULL;
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static PFNGLATTACHSHADERPROC pglAttachShader = NULL;
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static PFNGLDETACHSHADERPROC pglDetachShader = NULL;
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static PFNGLLINKPROGRAMPROC pglLinkProgram = NULL;
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static PFNGLGETUNIFORMLOCATIONPROC pglGetUniformLocation = NULL;
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static PFNGLUNIFORM1IPROC pglUniform1i = NULL;
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static PFNGLUNIFORM2FVPROC pglUniform2fv = NULL;
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static PFNGLUNIFORM4FVPROC pglUniform4fv = NULL;
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static PFNGLGETSHADERIVPROC pglGetShaderiv = NULL;
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static PFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog = NULL;
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static PFNGLGETPROGRAMIVPROC pglGetProgramiv = NULL;
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static PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog = NULL;
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#endif
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static bool glsl_enable = false;
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static GLuint gl_program[3] = {0};
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static GLuint fragment_shader;
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static GLuint vertex_shader;
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static unsigned active_index = 0;
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static bool get_xml_shaders(const char *path, char **vertex_shader, char **fragment_shader)
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{
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LIBXML_TEST_VERSION;
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xmlParserCtxtPtr ctx = xmlNewParserCtxt();
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if (!ctx)
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{
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SSNES_ERR("Failed to load libxml2 context.\n");
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return false;
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}
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SSNES_LOG("Loading XML shader: %s\n", path);
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xmlDocPtr doc = xmlCtxtReadFile(ctx, path, NULL, 0);
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if (!doc)
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{
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SSNES_ERR("Failed to parse XML file: %s\n", path);
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goto error;
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}
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if (ctx->valid == 0)
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{
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SSNES_ERR("Cannot validate XML shader: %s\n", path);
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goto error;
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}
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xmlNodePtr head = xmlDocGetRootElement(doc);
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xmlNodePtr cur = NULL;
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for (cur = head; cur; cur = cur->next)
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{
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if (cur->type == XML_ELEMENT_NODE && strcmp((const char*)cur->name, "shader") == 0)
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{
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xmlChar *attr;
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if ((attr = xmlGetProp(cur, (const xmlChar*)"language")) && strcmp((const char*)attr, "GLSL") == 0)
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break;
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}
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}
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if (!cur) // We couldn't find any GLSL shader :(
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goto error;
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bool vertex_found = false;
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bool fragment_found = false;
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// Iterate to check if we find fragment and/or vertex shaders.
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for (cur = cur->children; cur; cur = cur->next)
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{
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if (cur->type != XML_ELEMENT_NODE)
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continue;
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xmlChar *content = xmlNodeGetContent(cur);
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if (!content)
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continue;
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if (strcmp((const char*)cur->name, "vertex") == 0 && !vertex_found)
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{
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*vertex_shader = malloc(xmlStrlen(content) + 1);
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strcpy(*vertex_shader, (const char*)content);
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vertex_found = true;
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}
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else if (strcmp((const char*)cur->name, "fragment") == 0 && !fragment_found)
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{
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*fragment_shader = malloc(xmlStrlen(content) + 1);
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strcpy(*fragment_shader, (const char*)content);
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fragment_found = true;
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}
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}
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if (!vertex_found && !fragment_found)
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{
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SSNES_ERR("Couldn't find vertex shader nor fragment shader in XML file.\n");
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goto error;
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}
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xmlFreeDoc(doc);
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xmlFreeParserCtxt(ctx);
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return true;
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error:
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SSNES_ERR("Failed to load XML shader ...\n");
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if (doc)
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xmlFreeDoc(doc);
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xmlFreeParserCtxt(ctx);
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return false;
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}
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static void print_shader_log(GLuint obj)
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{
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int info_len = 0;
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int max_len;
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pglGetShaderiv(obj, GL_INFO_LOG_LENGTH, &max_len);
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char info_log[max_len];
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pglGetShaderInfoLog(obj, max_len, &info_len, info_log);
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if (info_len > 0)
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SSNES_LOG("Shader log: %s\n", info_log);
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}
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static void print_linker_log(GLuint obj)
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{
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int info_len = 0;
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int max_len;
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pglGetProgramiv(obj, GL_INFO_LOG_LENGTH, &max_len);
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char info_log[max_len];
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pglGetProgramInfoLog(obj, max_len, &info_len, info_log);
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if (info_len > 0)
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SSNES_LOG("Linker log: %s\n", info_log);
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}
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bool gl_glsl_init(const char *path)
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{
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#ifndef __APPLE__
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// Load shader functions.
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pglCreateProgram = SDL_GL_GetProcAddress("glCreateProgram");
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pglUseProgram = SDL_GL_GetProcAddress("glUseProgram");
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pglCreateShader = SDL_GL_GetProcAddress("glCreateShader");
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pglDeleteShader = SDL_GL_GetProcAddress("glDeleteShader");
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pglShaderSource = SDL_GL_GetProcAddress("glShaderSource");
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pglCompileShader = SDL_GL_GetProcAddress("glCompileShader");
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pglAttachShader = SDL_GL_GetProcAddress("glAttachShader");
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pglDetachShader = SDL_GL_GetProcAddress("glDetachShader");
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pglLinkProgram = SDL_GL_GetProcAddress("glLinkProgram");
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pglGetUniformLocation = SDL_GL_GetProcAddress("glGetUniformLocation");
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pglUniform1i = SDL_GL_GetProcAddress("glUniform1i");
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pglUniform2fv = SDL_GL_GetProcAddress("glUniform2fv");
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pglUniform4fv = SDL_GL_GetProcAddress("glUniform4fv");
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pglGetShaderiv = SDL_GL_GetProcAddress("glGetShaderiv");
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pglGetShaderInfoLog = SDL_GL_GetProcAddress("glGetShaderInfoLog");
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pglGetProgramiv = SDL_GL_GetProcAddress("glGetProgramiv");
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pglGetProgramInfoLog = SDL_GL_GetProcAddress("glGetProgramInfoLog");
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#endif
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SSNES_LOG("Checking GLSL shader support ...\n");
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#ifdef __APPLE__
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const bool shader_support = true;
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#else
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bool shader_support = pglCreateProgram && pglUseProgram && pglCreateShader
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&& pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader
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&& pglDetachShader && pglLinkProgram && pglGetUniformLocation
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&& pglUniform1i && pglUniform2fv && pglUniform4fv
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&& pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog;
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#endif
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if (!shader_support)
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{
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SSNES_ERR("GLSL shaders aren't supported by your GL driver.\n");
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return false;
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}
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const char *paths[] = {NULL, path,
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(strlen(g_settings.video.second_pass_shader) > 0) ? g_settings.video.second_pass_shader : NULL};
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for (int i = 1; i < 3; i++)
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{
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if (paths[i] == NULL)
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continue;
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gl_program[i] = pglCreateProgram();
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char *vertex_prog = NULL;
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char *fragment_prog = NULL;
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if (!get_xml_shaders(paths[i], &vertex_prog, &fragment_prog))
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return false;
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if (vertex_prog)
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{
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vertex_shader = pglCreateShader(GL_VERTEX_SHADER);
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pglShaderSource(vertex_shader, 1, (const char**)&vertex_prog, 0);
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pglCompileShader(vertex_shader);
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print_shader_log(vertex_shader);
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pglAttachShader(gl_program[i], vertex_shader);
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free(vertex_prog);
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}
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if (fragment_prog)
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{
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fragment_shader = pglCreateShader(GL_FRAGMENT_SHADER);
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pglShaderSource(fragment_shader, 1, (const char**)&fragment_prog, 0);
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pglCompileShader(fragment_shader);
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print_shader_log(fragment_shader);
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pglAttachShader(gl_program[i], fragment_shader);
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free(fragment_prog);
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}
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if (vertex_prog || fragment_prog)
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{
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pglLinkProgram(gl_program[i]);
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pglUseProgram(gl_program[i]);
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print_linker_log(gl_program[i]);
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GLint location = pglGetUniformLocation(gl_program[i], "rubyTexture");
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pglUniform1i(location, 0);
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}
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}
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if (!gl_check_error())
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return false;
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glsl_enable = true;
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return true;
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}
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void gl_glsl_deinit(void)
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{}
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void gl_glsl_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height)
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{
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if (glsl_enable && gl_program[active_index] > 0)
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{
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GLint location;
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float inputSize[2] = {width, height};
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location = pglGetUniformLocation(gl_program[active_index], "rubyInputSize");
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pglUniform2fv(location, 1, inputSize);
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float outputSize[2] = {out_width, out_height};
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location = pglGetUniformLocation(gl_program[active_index], "rubyOutputSize");
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pglUniform2fv(location, 1, outputSize);
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float textureSize[2] = {tex_width, tex_height};
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location = pglGetUniformLocation(gl_program[active_index], "rubyTextureSize");
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pglUniform2fv(location, 1, textureSize);
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}
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}
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void gl_glsl_set_proj_matrix(void)
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{}
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void gl_glsl_use(unsigned index)
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{
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if (glsl_enable)
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{
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active_index = index;
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pglUseProgram(gl_program[index]);
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}
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}
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