static bool hlsl_load_preset(hlsl_shader_data_t *hlsl, void *data, const char *path) { unsigned i; config_file_t *conf = NULL; if (!hlsl_load_stock(hlsl, data)) return false; RARCH_LOG("Loading Cg meta-shader: %s\n", path); conf = config_file_new(path); if (!conf) goto error; if (!hlsl->cg_shader) hlsl->cg_shader = (struct video_shader*)calloc(1, sizeof(*hlsl->cg_shader)); if (!hlsl->cg_shader) goto error; if (!video_shader_read_conf_cgp(conf, hlsl->cg_shader)) { RARCH_ERR("Failed to parse CGP file.\n"); goto error; } config_file_free(conf); if (hlsl->cg_shader->passes > RARCH_HLSL_MAX_SHADERS - 3) { RARCH_WARN("Too many shaders ... Capping shader amount to %d.\n", RARCH_HLSL_MAX_SHADERS - 3); hlsl->cg_shader->passes = RARCH_HLSL_MAX_SHADERS - 3; } for (i = 0; i < hlsl->cg_shader->passes; i++) { if (!hlsl_load_shader(hlsl, data, path, i)) goto error; } /* TODO - textures / imports */ return true; error: RARCH_ERR("Failed to load preset.\n"); if (conf) config_file_free(conf); conf = NULL; return false; }
/** * menu_shader_manager_set_preset: * @shader : Shader handle. * @type : Type of shader. * @preset_path : Preset path to load from. * * Sets shader preset. **/ void menu_shader_manager_set_preset(void *data, unsigned type, const char *preset_path) { #ifdef HAVE_SHADER_MANAGER struct video_shader *shader = (struct video_shader*)data; config_file_t *conf = NULL; bool refresh = false; settings_t *settings = config_get_ptr(); if (!video_driver_set_shader((enum rarch_shader_type)type, preset_path)) { configuration_set_bool(settings, settings->bools.video_shader_enable, false); return; } /* Makes sure that we use Menu Preset shader on driver reinit. * Only do this when the cgp actually works to avoid potential errors. */ strlcpy(settings->paths.path_shader, preset_path ? preset_path : "", sizeof(settings->paths.path_shader)); configuration_set_bool(settings, settings->bools.video_shader_enable, true); if (!preset_path || !shader) return; /* Load stored Preset into menu on success. * Used when a preset is directly loaded. * No point in updating when the Preset was * created from the menu itself. */ conf = config_file_new(preset_path); if (!conf) return; RARCH_LOG("Setting Menu shader: %s.\n", preset_path); if (video_shader_read_conf_cgp(conf, shader)) { video_shader_resolve_relative(shader, preset_path); video_shader_resolve_parameters(conf, shader); } config_file_free(conf); menu_entries_ctl(MENU_ENTRIES_CTL_SET_REFRESH, &refresh); #endif }
/** * menu_shader_manager_set_preset: * @shader : Shader handle. * @type : Type of shader. * @preset_path : Preset path to load from. * * Sets shader preset. **/ void menu_shader_manager_set_preset(struct video_shader *shader, unsigned type, const char *preset_path) { #ifdef HAVE_SHADER_MANAGER config_file_t *conf = NULL; settings_t *settings = config_get_ptr(); settings->video.shader_enable = false; if (!video_driver_set_shader((enum rarch_shader_type)type, preset_path)) return; /* Makes sure that we use Menu Preset shader on driver reinit. * Only do this when the cgp actually works to avoid potential errors. */ strlcpy(settings->video.shader_path, preset_path ? preset_path : "", sizeof(settings->video.shader_path)); settings->video.shader_enable = true; if (!preset_path) return; if (!shader) return; /* Load stored Preset into menu on success. * Used when a preset is directly loaded. * No point in updating when the Preset was * created from the menu itself. */ conf = config_file_new(preset_path); if (!conf) return; RARCH_LOG("Setting Menu shader: %s.\n", preset_path ? preset_path : "N/A (stock)"); if (video_shader_read_conf_cgp(conf, shader)) { video_shader_resolve_relative(shader, preset_path); video_shader_resolve_parameters(conf, shader); } config_file_free(conf); menu_entries_set_refresh(false); #endif }
static bool gl_cg_load_preset(void *data, const char *path) { unsigned i; config_file_t *conf = NULL; cg_shader_data_t *cg_data = (cg_shader_data_t*)data; if (!gl_cg_load_stock(cg_data)) return false; RARCH_LOG("Loading Cg meta-shader: %s\n", path); conf = config_file_new(path); if (!conf) { RARCH_ERR("Failed to load preset.\n"); return false; } cg_data->shader = (struct video_shader*)calloc(1, sizeof(*cg_data->shader)); if (!cg_data->shader) { config_file_free(conf); return false; } if (!video_shader_read_conf_cgp(conf, cg_data->shader)) { RARCH_ERR("Failed to parse CGP file.\n"); config_file_free(conf); return false; } video_shader_resolve_relative(cg_data->shader, path); video_shader_resolve_parameters(conf, cg_data->shader); config_file_free(conf); if (cg_data->shader->passes > GFX_MAX_SHADERS - 3) { RARCH_WARN("Too many shaders ... Capping shader amount to %d.\n", GFX_MAX_SHADERS - 3); cg_data->shader->passes = GFX_MAX_SHADERS - 3; } for (i = 0; i < cg_data->shader->passes; i++) if (*cg_data->shader->pass[i].alias) snprintf(cg_data->cg_alias_define[i], sizeof(cg_data->cg_alias_define[i]), "-D%s_ALIAS", cg_data->shader->pass[i].alias); for (i = 0; i < cg_data->shader->passes; i++) { if (!gl_cg_load_shader(cg_data, i)) { RARCH_ERR("Failed to load shaders ...\n"); return false; } } if (!gl_load_luts(cg_data->shader, cg_data->lut_textures)) { RARCH_ERR("Failed to load lookup textures ...\n"); return false; } if (!gl_cg_load_imports(cg_data)) { RARCH_ERR("Failed to load imports ...\n"); return false; } return true; }
static bool d3d_init_multipass(d3d_video_t *d3d) { unsigned i; bool use_extra_pass; video_shader_pass *pass = NULL; config_file_t *conf = config_file_new(d3d->shader_path.c_str()); if (!conf) { RARCH_ERR("Failed to load preset.\n"); return false; } memset(&d3d->shader, 0, sizeof(d3d->shader)); if (!video_shader_read_conf_cgp(conf, &d3d->shader)) { config_file_free(conf); RARCH_ERR("Failed to parse CGP file.\n"); return false; } config_file_free(conf); video_shader_resolve_relative(&d3d->shader, d3d->shader_path.c_str()); RARCH_LOG("[D3D9 Meta-Cg] Found %u shaders.\n", d3d->shader.passes); for (i = 0; i < d3d->shader.passes; i++) { if (d3d->shader.pass[i].fbo.valid) continue; d3d->shader.pass[i].fbo.scale_y = 1.0f; d3d->shader.pass[i].fbo.scale_x = 1.0f; d3d->shader.pass[i].fbo.type_x = RARCH_SCALE_INPUT; d3d->shader.pass[i].fbo.type_y = RARCH_SCALE_INPUT; } use_extra_pass = d3d->shader.passes < GFX_MAX_SHADERS && d3d->shader.pass[d3d->shader.passes - 1].fbo.valid; if (use_extra_pass) { d3d->shader.passes++; pass = (video_shader_pass*) &d3d->shader.pass[d3d->shader.passes - 1]; pass->fbo.scale_x = pass->fbo.scale_y = 1.0f; pass->fbo.type_x = pass->fbo.type_y = RARCH_SCALE_VIEWPORT; pass->filter = RARCH_FILTER_UNSPEC; } else { pass = (video_shader_pass*) &d3d->shader.pass[d3d->shader.passes - 1]; pass->fbo.scale_x = pass->fbo.scale_y = 1.0f; pass->fbo.type_x = pass->fbo.type_y = RARCH_SCALE_VIEWPORT; } return true; }
static void *gl_glsl_init(void *data, const char *path) { unsigned i; struct shader_program_info shader_prog_info; bool shader_support = false; #ifdef GLSL_DEBUG char *error_string = NULL; #endif config_file_t *conf = NULL; const char *stock_vertex = NULL; const char *stock_fragment = NULL; glsl_shader_data_t *glsl = (glsl_shader_data_t*) calloc(1, sizeof(glsl_shader_data_t)); if (!glsl) return NULL; (void)shader_support; #ifndef HAVE_OPENGLES RARCH_LOG("[GLSL]: Checking GLSL shader support ...\n"); shader_support = glCreateProgram && glUseProgram && glCreateShader && glDeleteShader && glShaderSource && glCompileShader && glAttachShader && glDetachShader && glLinkProgram && glGetUniformLocation && glUniform1i && glUniform1f && glUniform2fv && glUniform4fv && glUniformMatrix4fv && glGetShaderiv && glGetShaderInfoLog && glGetProgramiv && glGetProgramInfoLog && glDeleteProgram && glGetAttachedShaders && glGetAttribLocation && glEnableVertexAttribArray && glDisableVertexAttribArray && glVertexAttribPointer && glGenBuffers && glBufferData && glDeleteBuffers && glBindBuffer; if (!shader_support) { RARCH_ERR("GLSL shaders aren't supported by your OpenGL driver.\n"); goto error; } #endif glsl->shader = (struct video_shader*)calloc(1, sizeof(*glsl->shader)); if (!glsl->shader) goto error; if (!string_is_empty(path)) { bool ret = false; const char *path_ext = path_get_extension(path); if (string_is_equal_fast(path_ext, "glslp", 5)) { conf = config_file_new(path); if (conf) { ret = video_shader_read_conf_cgp(conf, glsl->shader); glsl->shader->modern = true; } } else if (string_is_equal_fast(path_ext, "glsl", 4)) { strlcpy(glsl->shader->pass[0].source.path, path, sizeof(glsl->shader->pass[0].source.path)); glsl->shader->passes = 1; glsl->shader->modern = true; ret = true; } if (!ret) { RARCH_ERR("[GL]: Failed to parse GLSL shader.\n"); goto error; } } else { RARCH_WARN("[GL]: Stock GLSL shaders will be used.\n"); glsl->shader->passes = 1; glsl->shader->pass[0].source.string.vertex = strdup(glsl_core ? stock_vertex_core : stock_vertex_modern); glsl->shader->pass[0].source.string.fragment = strdup(glsl_core ? stock_fragment_core : stock_fragment_modern); glsl->shader->modern = true; } if (!string_is_empty(path)) video_shader_resolve_relative(glsl->shader, path); video_shader_resolve_parameters(conf, glsl->shader); if (conf) { config_file_free(conf); conf = NULL; } stock_vertex = (glsl->shader->modern) ? stock_vertex_modern : stock_vertex_legacy; stock_fragment = (glsl->shader->modern) ? stock_fragment_modern : stock_fragment_legacy; if (glsl_core) { stock_vertex = stock_vertex_core; stock_fragment = stock_fragment_core; } #ifdef HAVE_OPENGLES if (!glsl->shader->modern) { RARCH_ERR("[GL]: GLES context is used, but shader is not modern. Cannot use it.\n"); goto error; } #else if (glsl_core && !glsl->shader->modern) { RARCH_ERR("[GL]: GL core context is used, but shader is not core compatible. Cannot use it.\n"); goto error; } #endif /* Find all aliases we use in our GLSLP and add #defines for them so * that a shader can choose a fallback if we are not using a preset. */ *glsl->alias_define = '\0'; for (i = 0; i < glsl->shader->passes; i++) { if (*glsl->shader->pass[i].alias) { char define[128]; define[0] = '\0'; snprintf(define, sizeof(define), "#define %s_ALIAS\n", glsl->shader->pass[i].alias); strlcat(glsl->alias_define, define, sizeof(glsl->alias_define)); } } shader_prog_info.vertex = stock_vertex; shader_prog_info.fragment = stock_fragment; shader_prog_info.is_file = false; if (!gl_glsl_compile_program(glsl, 0, &glsl->prg[0], &shader_prog_info)) { RARCH_ERR("GLSL stock programs failed to compile.\n"); goto error; } if (!gl_glsl_compile_programs(glsl, &glsl->prg[1])) goto error; if (!gl_load_luts(glsl->shader, glsl->lut_textures)) { RARCH_ERR("[GL]: Failed to load LUTs.\n"); goto error; } for (i = 0; i <= glsl->shader->passes; i++) gl_glsl_find_uniforms(glsl, i, glsl->prg[i].id, &glsl->uniforms[i]); #ifdef GLSL_DEBUG if (!gl_check_error(&error_string)) { RARCH_ERR("%s\n", error_string); free(error_string); RARCH_WARN("Detected GL error in GLSL.\n"); } #endif if (glsl->shader->variables) { retro_ctx_memory_info_t mem_info; struct state_tracker_info info; mem_info.id = RETRO_MEMORY_SYSTEM_RAM; core_get_memory(&mem_info); info.wram = (uint8_t*)mem_info.data; info.info = glsl->shader->variable; info.info_elem = glsl->shader->variables; info.script = NULL; info.script_class = NULL; #ifdef HAVE_PYTHON info.script = glsl->shader->script; if (*glsl->shader->script_class) info.script_class= glsl->shader->script_class; #endif info.script_is_file = NULL; glsl->state_tracker = state_tracker_init(&info); if (!glsl->state_tracker) RARCH_WARN("Failed to init state tracker.\n"); } glsl->prg[glsl->shader->passes + 1] = glsl->prg[0]; glsl->uniforms[glsl->shader->passes + 1] = glsl->uniforms[0]; if (glsl->shader->modern) { shader_prog_info.vertex = glsl_core ? stock_vertex_core_blend : stock_vertex_modern_blend; shader_prog_info.fragment = glsl_core ? stock_fragment_core_blend : stock_fragment_modern_blend; shader_prog_info.is_file = false; gl_glsl_compile_program( glsl, VIDEO_SHADER_STOCK_BLEND, &glsl->prg[VIDEO_SHADER_STOCK_BLEND], &shader_prog_info ); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_STOCK_BLEND].id, &glsl->uniforms[VIDEO_SHADER_STOCK_BLEND]); } else { glsl->prg[VIDEO_SHADER_STOCK_BLEND] = glsl->prg[0]; glsl->uniforms[VIDEO_SHADER_STOCK_BLEND] = glsl->uniforms[0]; } #ifdef HAVE_SHADERPIPELINE #ifdef HAVE_OPENGLES if (gl_query_extension("GL_OES_standard_derivatives")) { shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_ribbon_modern : stock_vertex_xmb_ribbon_legacy; shader_prog_info.fragment = stock_fragment_xmb; } else { shader_prog_info.vertex = stock_vertex_xmb_ribbon_simple_legacy; shader_prog_info.fragment = stock_fragment_xmb_ribbon_simple; } #else shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_ribbon_modern : stock_vertex_xmb_ribbon_legacy; shader_prog_info.fragment = stock_fragment_xmb; #endif shader_prog_info.is_file = false; gl_glsl_compile_program( glsl, VIDEO_SHADER_MENU, &glsl->prg[VIDEO_SHADER_MENU], &shader_prog_info); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU].id, &glsl->uniforms[VIDEO_SHADER_MENU]); shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_simple_modern : stock_vertex_xmb_ribbon_simple_legacy; shader_prog_info.fragment = stock_fragment_xmb_ribbon_simple; gl_glsl_compile_program( glsl, VIDEO_SHADER_MENU_2, &glsl->prg[VIDEO_SHADER_MENU_2], &shader_prog_info); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU_2].id, &glsl->uniforms[VIDEO_SHADER_MENU_2]); #if defined(HAVE_OPENGLES) shader_prog_info.vertex = stock_vertex_xmb_snow_modern; #else shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_modern : stock_vertex_xmb_snow_legacy; #endif shader_prog_info.fragment = stock_fragment_xmb_simple_snow; gl_glsl_compile_program( glsl, VIDEO_SHADER_MENU_3, &glsl->prg[VIDEO_SHADER_MENU_3], &shader_prog_info); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU_3].id, &glsl->uniforms[VIDEO_SHADER_MENU_3]); #if defined(HAVE_OPENGLES) shader_prog_info.vertex = stock_vertex_xmb_snow_modern; #else shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_modern : stock_vertex_xmb_snow_legacy; #endif shader_prog_info.fragment = stock_fragment_xmb_snow; gl_glsl_compile_program( glsl, VIDEO_SHADER_MENU_4, &glsl->prg[VIDEO_SHADER_MENU_4], &shader_prog_info); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU_4].id, &glsl->uniforms[VIDEO_SHADER_MENU_4]); #if defined(HAVE_OPENGLES) shader_prog_info.vertex = stock_vertex_xmb_snow_modern; #else shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_modern : stock_vertex_xmb_snow_legacy; #endif shader_prog_info.fragment = stock_fragment_xmb_bokeh; gl_glsl_compile_program( glsl, VIDEO_SHADER_MENU_5, &glsl->prg[VIDEO_SHADER_MENU_5], &shader_prog_info); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU_5].id, &glsl->uniforms[VIDEO_SHADER_MENU_5]); #endif gl_glsl_reset_attrib(glsl); for (i = 0; i < GFX_MAX_SHADERS; i++) { glGenBuffers(1, &glsl->vbo[i].vbo_primary); glGenBuffers(1, &glsl->vbo[i].vbo_secondary); } return glsl; error: gl_glsl_destroy_resources(glsl); if (conf) config_file_free(conf); if (glsl) free(glsl); return NULL; }
/** * menu_shader_manager_init: * * Initializes shader manager. **/ void menu_shader_manager_init(menu_handle_t *menu) { #ifdef HAVE_SHADER_MANAGER uint32_t ext_hash; char preset_path[PATH_MAX_LENGTH]; const char *ext = NULL; struct video_shader *shader = NULL; config_file_t *conf = NULL; const char *config_path = NULL; settings_t *settings = config_get_ptr(); global_t *global = global_get_ptr(); if (!menu) return; shader = (struct video_shader*)menu->shader; if (*global->path.core_specific_config && settings->core_specific_config) config_path = global->path.core_specific_config; else if (*global->path.config) config_path = global->path.config; /* In a multi-config setting, we can't have * conflicts on menu.cgp/menu.glslp. */ if (config_path) { fill_pathname_base(menu->default_glslp, config_path, sizeof(menu->default_glslp)); path_remove_extension(menu->default_glslp); strlcat(menu->default_glslp, ".glslp", sizeof(menu->default_glslp)); fill_pathname_base(menu->default_cgp, config_path, sizeof(menu->default_cgp)); path_remove_extension(menu->default_cgp); strlcat(menu->default_cgp, ".cgp", sizeof(menu->default_cgp)); } else { strlcpy(menu->default_glslp, "menu.glslp", sizeof(menu->default_glslp)); strlcpy(menu->default_cgp, "menu.cgp", sizeof(menu->default_cgp)); } ext = path_get_extension(settings->video.shader_path); ext_hash = menu_hash_calculate(ext); switch (ext_hash) { case MENU_VALUE_GLSLP: case MENU_VALUE_CGP: conf = config_file_new(settings->video.shader_path); if (conf) { if (video_shader_read_conf_cgp(conf, shader)) { video_shader_resolve_relative(shader, settings->video.shader_path); video_shader_resolve_parameters(conf, shader); } config_file_free(conf); } break; case MENU_VALUE_GLSL: case MENU_VALUE_CG: strlcpy(shader->pass[0].source.path, settings->video.shader_path, sizeof(shader->pass[0].source.path)); shader->passes = 1; break; default: { const char *shader_dir = *settings->video.shader_dir ? settings->video.shader_dir : settings->system_directory; fill_pathname_join(preset_path, shader_dir, "menu.glslp", sizeof(preset_path)); conf = config_file_new(preset_path); if (!conf) { fill_pathname_join(preset_path, shader_dir, "menu.cgp", sizeof(preset_path)); conf = config_file_new(preset_path); } if (conf) { if (video_shader_read_conf_cgp(conf, shader)) { video_shader_resolve_relative(shader, preset_path); video_shader_resolve_parameters(conf, shader); } config_file_free(conf); } } break; } #endif }
/** * menu_shader_manager_init: * * Initializes shader manager. **/ void menu_shader_manager_init(void) { #ifdef HAVE_SHADER_MANAGER struct video_shader *shader = NULL; config_file_t *conf = NULL; settings_t *settings = config_get_ptr(); const char *config_path = path_get(RARCH_PATH_CONFIG); menu_driver_ctl(RARCH_MENU_CTL_SHADER_GET, &shader); /* In a multi-config setting, we can't have * conflicts on menu.cgp/menu.glslp. */ if (config_path) { fill_pathname_base_ext(default_glslp, config_path, file_path_str(FILE_PATH_GLSLP_EXTENSION), sizeof(default_glslp)); fill_pathname_base_ext(default_cgp, config_path, file_path_str(FILE_PATH_CGP_EXTENSION), sizeof(default_cgp)); fill_pathname_base_ext(default_slangp, config_path, file_path_str(FILE_PATH_SLANGP_EXTENSION), sizeof(default_slangp)); } else { strlcpy(default_glslp, "menu.glslp", sizeof(default_glslp)); strlcpy(default_cgp, "menu.cgp", sizeof(default_cgp)); strlcpy(default_slangp, "menu.slangp", sizeof(default_slangp)); } switch (msg_hash_to_file_type(msg_hash_calculate( path_get_extension(settings->path.shader)))) { case FILE_TYPE_SHADER_PRESET_GLSLP: case FILE_TYPE_SHADER_PRESET_CGP: case FILE_TYPE_SHADER_PRESET_SLANGP: conf = config_file_new(settings->path.shader); if (conf) { if (video_shader_read_conf_cgp(conf, shader)) { video_shader_resolve_relative(shader, settings->path.shader); video_shader_resolve_parameters(conf, shader); } config_file_free(conf); } break; case FILE_TYPE_SHADER_GLSL: case FILE_TYPE_SHADER_CG: case FILE_TYPE_SHADER_SLANG: strlcpy(shader->pass[0].source.path, settings->path.shader, sizeof(shader->pass[0].source.path)); shader->passes = 1; break; default: { char preset_path[PATH_MAX_LENGTH]; const char *shader_dir = *settings->directory.video_shader ? settings->directory.video_shader : settings->directory.system; preset_path[0] = '\0'; fill_pathname_join(preset_path, shader_dir, "menu.glslp", sizeof(preset_path)); conf = config_file_new(preset_path); if (!conf) { fill_pathname_join(preset_path, shader_dir, "menu.cgp", sizeof(preset_path)); conf = config_file_new(preset_path); } if (!conf) { fill_pathname_join(preset_path, shader_dir, "menu.slangp", sizeof(preset_path)); conf = config_file_new(preset_path); } if (conf) { if (video_shader_read_conf_cgp(conf, shader)) { video_shader_resolve_relative(shader, preset_path); video_shader_resolve_parameters(conf, shader); } config_file_free(conf); } } break; } #endif }
static bool gl_glsl_init(void *data, const char *path) { unsigned i; config_file_t *conf = NULL; glsl_shader_data_t *glsl = NULL; const char *stock_vertex = NULL; const char *stock_fragment = NULL; driver_t *driver = driver_get_ptr(); (void)data; glsl = (glsl_shader_data_t*)calloc(1, sizeof(glsl_shader_data_t)); if (!glsl) return false; #ifndef HAVE_OPENGLES2 RARCH_LOG("Checking GLSL shader support ...\n"); bool shader_support = glCreateProgram && glUseProgram && glCreateShader && glDeleteShader && glShaderSource && glCompileShader && glAttachShader && glDetachShader && glLinkProgram && glGetUniformLocation && glUniform1i && glUniform1f && glUniform2fv && glUniform4fv && glUniformMatrix4fv && glGetShaderiv && glGetShaderInfoLog && glGetProgramiv && glGetProgramInfoLog && glDeleteProgram && glGetAttachedShaders && glGetAttribLocation && glEnableVertexAttribArray && glDisableVertexAttribArray && glVertexAttribPointer && glGenBuffers && glBufferData && glDeleteBuffers && glBindBuffer; if (!shader_support) { RARCH_ERR("GLSL shaders aren't supported by your OpenGL driver.\n"); free(glsl); return false; } #endif glsl->shader = (struct video_shader*)calloc(1, sizeof(*glsl->shader)); if (!glsl->shader) { free(glsl); return false; } if (path) { bool ret; const char *path_ext = path_get_extension(path); if (!strcmp(path_ext, "glsl")) { strlcpy(glsl->shader->pass[0].source.path, path, sizeof(glsl->shader->pass[0].source.path)); glsl->shader->passes = 1; glsl->shader->modern = true; ret = true; } else if (!strcmp(path_ext, "glslp")) { conf = config_file_new(path); if (conf) { ret = video_shader_read_conf_cgp(conf, glsl->shader); glsl->shader->modern = true; } else ret = false; } else ret = false; if (!ret) { RARCH_ERR("[GL]: Failed to parse GLSL shader.\n"); free(glsl->shader); free(glsl); return false; } } else { RARCH_WARN("[GL]: Stock GLSL shaders will be used.\n"); glsl->shader->passes = 1; glsl->shader->pass[0].source.string.vertex = strdup(glsl_core ? stock_vertex_core : stock_vertex_modern); glsl->shader->pass[0].source.string.fragment = strdup(glsl_core ? stock_fragment_core : stock_fragment_modern); glsl->shader->modern = true; } video_shader_resolve_relative(glsl->shader, path); video_shader_resolve_parameters(conf, glsl->shader); if (conf) { config_file_free(conf); conf = NULL; } stock_vertex = (glsl->shader->modern) ? stock_vertex_modern : stock_vertex_legacy; stock_fragment = (glsl->shader->modern) ? stock_fragment_modern : stock_fragment_legacy; if (glsl_core) { stock_vertex = stock_vertex_core; stock_fragment = stock_fragment_core; } #ifdef HAVE_OPENGLES2 if (!glsl->shader->modern) { RARCH_ERR("[GL]: GLES context is used, but shader is not modern. Cannot use it.\n"); goto error; } #else if (glsl_core && !glsl->shader->modern) { RARCH_ERR("[GL]: GL core context is used, but shader is not core compatible. Cannot use it.\n"); goto error; } #endif /* Find all aliases we use in our GLSLP and add #defines for them so * that a shader can choose a fallback if we are not using a preset. */ *glsl->glsl_alias_define = '\0'; for (i = 0; i < glsl->shader->passes; i++) { if (*glsl->shader->pass[i].alias) { char define[128] = {0}; snprintf(define, sizeof(define), "#define %s_ALIAS\n", glsl->shader->pass[i].alias); strlcat(glsl->glsl_alias_define, define, sizeof(glsl->glsl_alias_define)); } } if (!(glsl->gl_program[0] = compile_program(glsl, stock_vertex, stock_fragment, 0))) { RARCH_ERR("GLSL stock programs failed to compile.\n"); goto error; } if (!compile_programs(glsl, &glsl->gl_program[1])) goto error; if (!gl_load_luts(glsl->shader, glsl->gl_teximage)) { RARCH_ERR("[GL]: Failed to load LUTs.\n"); goto error; } for (i = 0; i <= glsl->shader->passes; i++) find_uniforms(glsl, i, glsl->gl_program[i], &glsl->gl_uniforms[i]); #ifdef GLSL_DEBUG if (!gl_check_error()) RARCH_WARN("Detected GL error in GLSL.\n"); #endif if (glsl->shader->variables) { struct state_tracker_info info = {0}; info.wram = (uint8_t*)pretro_get_memory_data(RETRO_MEMORY_SYSTEM_RAM); info.info = glsl->shader->variable; info.info_elem = glsl->shader->variables; #ifdef HAVE_PYTHON info.script = glsl->shader->script; info.script_class = *glsl->shader->script_class ? glsl->shader->script_class : NULL; #endif glsl->gl_state_tracker = state_tracker_init(&info); if (!glsl->gl_state_tracker) RARCH_WARN("Failed to init state tracker.\n"); } glsl->gl_program[glsl->shader->passes + 1] = glsl->gl_program[0]; glsl->gl_uniforms[glsl->shader->passes + 1] = glsl->gl_uniforms[0]; if (glsl->shader->modern) { glsl->gl_program[GL_SHADER_STOCK_BLEND] = compile_program( glsl, glsl_core ? stock_vertex_core_blend : stock_vertex_modern_blend, glsl_core ? stock_fragment_core_blend : stock_fragment_modern_blend, GL_SHADER_STOCK_BLEND); find_uniforms(glsl, 0, glsl->gl_program[GL_SHADER_STOCK_BLEND], &glsl->gl_uniforms[GL_SHADER_STOCK_BLEND]); } else { glsl->gl_program [GL_SHADER_STOCK_BLEND] = glsl->gl_program[0]; glsl->gl_uniforms[GL_SHADER_STOCK_BLEND] = glsl->gl_uniforms[0]; } gl_glsl_reset_attrib(glsl); for (i = 0; i < GFX_MAX_SHADERS; i++) { glGenBuffers(1, &glsl->glsl_vbo[i].vbo_primary); glGenBuffers(1, &glsl->glsl_vbo[i].vbo_secondary); } driver->video_shader_data = glsl; return true; error: gl_glsl_destroy_resources(glsl); if (glsl) free(glsl); return false; }