Exemple #1
0
static void gl_glsl_deinit(void *data)
{
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)data;

   if (!glsl)
      return;

   gl_glsl_destroy_resources(glsl);

   free(glsl);
}
Exemple #2
0
static void gl_glsl_deinit(void)
{
    driver_t *driver = driver_get_ptr();
    glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;

    if (!glsl)
        return;

    gl_glsl_destroy_resources(glsl);

    if (driver->video_shader_data)
        free(driver->video_shader_data);
    driver->video_shader_data = NULL;
}
Exemple #3
0
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;
}
Exemple #4
0
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;
}