예제 #1
0
static void gl_glsl_deinit(void)
{
   if (glsl_enable)
   {
      pglUseProgram(0);
      for (unsigned i = 0; i < GFX_MAX_SHADERS; i++)
      {
         if (gl_program[i] == 0 || (i && gl_program[i] == gl_program[0]))
            continue;

         gl_glsl_delete_shader(gl_program[i]);
      }

      if (glsl_shader)
         glDeleteTextures(glsl_shader->luts, gl_teximage);
   }

   memset(gl_program, 0, sizeof(gl_program));
   glsl_enable  = false;
   active_index = 0;

   gl_glsl_free_shader();

   if (gl_state_tracker)
      state_tracker_free(gl_state_tracker);
   gl_state_tracker = NULL;

   gl_glsl_reset_attrib();
}
예제 #2
0
void gl_glsl_use(unsigned index)
{
   if (glsl_enable)
   {
      gl_glsl_reset_attrib();

      active_index = index;
      pglUseProgram(gl_program[index]);
   }
}
예제 #3
0
static void gl_glsl_use(void *data, unsigned index)
{
   (void)data;
   if (glsl_enable)
   {
      gl_glsl_reset_attrib();

      active_index = index;
      glUseProgram(gl_program[index]);
   }
}
예제 #4
0
void gl_glsl_deinit(void)
{
   if (glsl_enable)
   {
      pglUseProgram(0);
      for (unsigned i = 0; i <= gl_num_programs; i++)
      {
         if (gl_program[i] == 0 || (i && gl_program[i] == gl_program[0]))
            continue;

         GLsizei count;
         GLuint shaders[2];

         pglGetAttachedShaders(gl_program[i], 2, &count, shaders);
         for (GLsizei j = 0; j < count; j++)
         {
            pglDetachShader(gl_program[i], shaders[j]);
            pglDeleteShader(shaders[j]);
         }

         pglDeleteProgram(gl_program[i]);
      }

      glDeleteTextures(gl_teximage_cnt, gl_teximage);
      gl_teximage_cnt = 0;
      memset(gl_teximage_uniforms, 0, sizeof(gl_teximage_uniforms));
   }

   memset(gl_program, 0, sizeof(gl_program));
   glsl_enable  = false;
   active_index = 0;

   gl_tracker_info_cnt = 0;
   memset(gl_tracker_info, 0, sizeof(gl_tracker_info));
   memset(gl_tracker_script, 0, sizeof(gl_tracker_script));
   memset(gl_tracker_script_class, 0, sizeof(gl_tracker_script_class));

   if (gl_script_program)
   {
      free(gl_script_program);
      gl_script_program = NULL;
   }

   if (gl_state_tracker)
   {
      state_tracker_free(gl_state_tracker);
      gl_state_tracker = NULL;
   }

   gl_glsl_reset_attrib();
}
예제 #5
0
static void gl_glsl_use(void *data, void *shader_data, unsigned idx)
{
   glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data;

   (void)data;

   if (!glsl)
      return;

   gl_glsl_reset_attrib(glsl);

   glsl->glsl_active_index = idx;
   glUseProgram(glsl->gl_program[idx]);
}
예제 #6
0
static void gl_glsl_use(void *data, unsigned idx)
{
    driver_t *driver = driver_get_ptr();
    glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver->video_shader_data;

    (void)data;

    if (!glsl)
        return;

    gl_glsl_reset_attrib(glsl);

    glsl->glsl_active_index = idx;
    glUseProgram(glsl->gl_program[idx]);
}
예제 #7
0
static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl)
{
   unsigned i;

   if (!glsl)
      return;

   current_idx = 0;
   glUseProgram(0);
   for (i = 0; i < GFX_MAX_SHADERS; i++)
   {
      if (glsl->prg[i].id == 0 || (i && glsl->prg[i].id == glsl->prg[0].id))
         continue;
      if (!glIsProgram(glsl->prg[i].id))
         continue;

      glDeleteProgram(glsl->prg[i].id);
   }

   if (glsl->shader && glsl->shader->luts)
      glDeleteTextures(glsl->shader->luts, glsl->lut_textures);

   memset(glsl->prg, 0, sizeof(glsl->prg));
   memset(glsl->uniforms, 0, sizeof(glsl->uniforms));
   glsl->active_idx = 0;

   gl_glsl_deinit_shader(glsl);

   if (glsl->state_tracker)
      state_tracker_free(glsl->state_tracker);
   glsl->state_tracker = NULL;

   gl_glsl_reset_attrib(glsl);

   for (i = 0; i < GFX_MAX_SHADERS; i++)
   {
      if (glsl->vbo[i].vbo_primary)
         glDeleteBuffers(1, &glsl->vbo[i].vbo_primary);
      if (glsl->vbo[i].vbo_secondary)
         glDeleteBuffers(1, &glsl->vbo[i].vbo_secondary);

      free(glsl->vbo[i].buffer_primary);
      free(glsl->vbo[i].buffer_secondary);
   }
   memset(&glsl->vbo, 0, sizeof(glsl->vbo));
}
예제 #8
0
static void gl_glsl_use(void *data, void *shader_data, unsigned idx, bool set_active)
{
   GLuint id;

   if (set_active)
   {
      glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data;
      if (!glsl)
         return;

      gl_glsl_reset_attrib(glsl);
      glsl->active_idx        = idx;
      id                      = glsl->prg[idx].id;
   }
   else
      id = (GLuint)idx;

   glUseProgram(id);
}
예제 #9
0
static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl)
{
    unsigned i;

    if (!glsl)
        return;

    glUseProgram(0);
    for (i = 0; i < GFX_MAX_SHADERS; i++)
    {
        if (glsl->gl_program[i] == 0 || (i && glsl->gl_program[i] == glsl->gl_program[0]))
            continue;

        glDeleteProgram(glsl->gl_program[i]);
    }

    if (glsl->shader && glsl->shader->luts)
        glDeleteTextures(glsl->shader->luts, glsl->gl_teximage);

    memset(glsl->gl_program, 0, sizeof(glsl->gl_program));
    memset(glsl->gl_uniforms, 0, sizeof(glsl->gl_uniforms));
    glsl->glsl_active_index = 0;

    gl_glsl_deinit_shader(glsl);

    if (glsl->gl_state_tracker)
        state_tracker_free(glsl->gl_state_tracker);
    glsl->gl_state_tracker = NULL;

    gl_glsl_reset_attrib(glsl);

    for (i = 0; i < GFX_MAX_SHADERS; i++)
    {
        if (glsl->glsl_vbo[i].vbo_primary)
            glDeleteBuffers(1, &glsl->glsl_vbo[i].vbo_primary);
        if (glsl->glsl_vbo[i].vbo_secondary)
            glDeleteBuffers(1, &glsl->glsl_vbo[i].vbo_secondary);

        free(glsl->glsl_vbo[i].buffer_primary);
        free(glsl->glsl_vbo[i].buffer_secondary);
    }
    memset(&glsl->glsl_vbo, 0, sizeof(glsl->glsl_vbo));
}
예제 #10
0
void gl_glsl_deinit(void)
{
   if (glsl_enable)
   {
      pglUseProgram(0);
      for (unsigned i = 0; i <= gl_num_programs; i++)
      {
         if (gl_program[i] == 0 || (i && gl_program[i] == gl_program[0]))
            continue;

         gl_glsl_delete_shader(gl_program[i]);
      }

      glDeleteTextures(gl_teximage_cnt, gl_teximage);
      gl_teximage_cnt = 0;
      memset(gl_teximage_uniforms, 0, sizeof(gl_teximage_uniforms));
   }

   memset(gl_program, 0, sizeof(gl_program));
   glsl_enable  = false;
   active_index = 0;

   gl_tracker_info_cnt = 0;
   memset(gl_tracker_info, 0, sizeof(gl_tracker_info));
   memset(gl_tracker_script_class, 0, sizeof(gl_tracker_script_class));

   free(gl_script_program);
   gl_script_program = NULL;

   if (gl_state_tracker)
   {
      state_tracker_free(gl_state_tracker);
      gl_state_tracker = NULL;
   }

   gl_glsl_reset_attrib();
}
예제 #11
0
static void gl_glsl_deinit(void)
{
   unsigned i;
   glUseProgram(0);
   for (i = 0; i < GFX_MAX_SHADERS; i++)
   {
      if (gl_program[i] == 0 || (i && gl_program[i] == gl_program[0]))
         continue;

      glDeleteProgram(gl_program[i]);
   }

   if (glsl_shader && glsl_shader->luts)
      glDeleteTextures(glsl_shader->luts, gl_teximage);

   memset(gl_program, 0, sizeof(gl_program));
   memset(gl_uniforms, 0, sizeof(gl_uniforms));
   glsl_enable  = false;
   active_index = 0;

   gl_glsl_free_shader();

   if (gl_state_tracker)
      state_tracker_free(gl_state_tracker);
   gl_state_tracker = NULL;

   gl_glsl_reset_attrib();

   for (i = 0; i < GFX_MAX_SHADERS; i++)
   {
      if (glsl_vbo[i].vbo_primary)
         glDeleteBuffers(1, &glsl_vbo[i].vbo_primary);
      if (glsl_vbo[i].vbo_secondary)
         glDeleteBuffers(1, &glsl_vbo[i].vbo_secondary);
   }
   memset(&glsl_vbo, 0, sizeof(glsl_vbo));
}
예제 #12
0
bool gl_glsl_init(const char *path)
{
#if !defined(HAVE_OPENGLES2) && !defined(HAVE_OPENGL_MODERN) && !defined(__APPLE__)
   // Load shader functions.
   LOAD_GL_SYM(CreateProgram);
   LOAD_GL_SYM(UseProgram);
   LOAD_GL_SYM(CreateShader);
   LOAD_GL_SYM(DeleteShader);
   LOAD_GL_SYM(ShaderSource);
   LOAD_GL_SYM(CompileShader);
   LOAD_GL_SYM(AttachShader);
   LOAD_GL_SYM(DetachShader);
   LOAD_GL_SYM(LinkProgram);
   LOAD_GL_SYM(GetUniformLocation);
   LOAD_GL_SYM(Uniform1i);
   LOAD_GL_SYM(Uniform1f);
   LOAD_GL_SYM(Uniform2fv);
   LOAD_GL_SYM(Uniform4fv);
   LOAD_GL_SYM(UniformMatrix4fv);
   LOAD_GL_SYM(GetShaderiv);
   LOAD_GL_SYM(GetShaderInfoLog);
   LOAD_GL_SYM(GetProgramiv);
   LOAD_GL_SYM(GetProgramInfoLog);
   LOAD_GL_SYM(DeleteProgram);
   LOAD_GL_SYM(GetAttachedShaders);
   LOAD_GL_SYM(GetAttribLocation);
   LOAD_GL_SYM(EnableVertexAttribArray);
   LOAD_GL_SYM(DisableVertexAttribArray);
   LOAD_GL_SYM(VertexAttribPointer);

   RARCH_LOG("Checking GLSL shader support ...\n");
   bool shader_support = pglCreateProgram && pglUseProgram && pglCreateShader
      && pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader
      && pglDetachShader && pglLinkProgram && pglGetUniformLocation
      && pglUniform1i && pglUniform1f && pglUniform2fv && pglUniform4fv && pglUniformMatrix4fv
      && pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog 
      && pglDeleteProgram && pglGetAttachedShaders
      && pglGetAttribLocation && pglEnableVertexAttribArray && pglDisableVertexAttribArray
      && pglVertexAttribPointer;

   if (!shader_support)
   {
      RARCH_ERR("GLSL shaders aren't supported by your OpenGL driver.\n");
      return false;
   }
#endif

   unsigned num_progs = 0;
   struct shader_program progs[RARCH_GLSL_MAX_SHADERS] = {{0}};
   if (path)
   {
      num_progs = get_xml_shaders(path, progs, RARCH_GLSL_MAX_SHADERS - 1);

      if (num_progs == 0)
      {
         RARCH_ERR("Couldn't find any valid shaders in XML file.\n");
         return false;
      }
   }
   else
   {
      RARCH_WARN("[GL]: Stock GLSL shaders will be used.\n");
      num_progs = 1;
      progs[0].vertex   = strdup(stock_vertex_modern);
      progs[0].fragment = strdup(stock_fragment_modern);
      glsl_modern       = true;
   }

#ifdef HAVE_OPENGLES2
   if (!glsl_modern)
   {
      RARCH_ERR("[GL]: GLES context is used, but shader is not modern. Cannot use it.\n");
      return false;
   }
#endif

   struct shader_program stock_prog = {0};
   stock_prog.vertex   = strdup(glsl_modern ? stock_vertex_modern   : stock_vertex_legacy);
   stock_prog.fragment = strdup(glsl_modern ? stock_fragment_modern : stock_fragment_legacy);

   if (!compile_programs(&gl_program[0], &stock_prog, 1))
   {
      RARCH_ERR("GLSL stock programs failed to compile.\n");
      return false;
   }

   for (unsigned i = 0; i < num_progs; i++)
   {
      gl_filter_type[i + 1]   = progs[i].filter;
      gl_scale[i + 1].type_x  = progs[i].type_x;
      gl_scale[i + 1].type_y  = progs[i].type_y;
      gl_scale[i + 1].scale_x = progs[i].scale_x;
      gl_scale[i + 1].scale_y = progs[i].scale_y;
      gl_scale[i + 1].abs_x   = progs[i].abs_x;
      gl_scale[i + 1].abs_y   = progs[i].abs_y;
      gl_scale[i + 1].valid   = progs[i].valid_scale;
   }

   if (!compile_programs(&gl_program[1], progs, num_progs))
      return false;

   // RetroArch custom two-pass with two different files.
   if (num_progs == 1 && *g_settings.video.second_pass_shader && g_settings.video.render_to_texture)
   {
      unsigned secondary_progs = get_xml_shaders(g_settings.video.second_pass_shader, progs, 1);
      if (secondary_progs == 1)
      {
         if (!compile_programs(&gl_program[2], progs, 1))
         {
            RARCH_ERR("Failed to compile second pass shader.\n");
            return false;
         }

         num_progs++;
      }
      else
      {
         RARCH_ERR("Did not find exactly one valid shader in secondary shader file.\n");
         return false;
      }
   }

   for (unsigned i = 0; i <= num_progs; i++)
      find_uniforms(gl_program[i], &gl_uniforms[i]);

#ifdef GLSL_DEBUG
   if (!gl_check_error())
      RARCH_WARN("Detected GL error in GLSL.\n");
#endif

   if (gl_tracker_info_cnt > 0)
   {
      struct state_tracker_info info = {0};
      info.wram      = (uint8_t*)pretro_get_memory_data(RETRO_MEMORY_SYSTEM_RAM);
      info.info      = gl_tracker_info;
      info.info_elem = gl_tracker_info_cnt;

#ifdef HAVE_PYTHON
      info.script = gl_script_program;
      info.script_class   = *gl_tracker_script_class ? gl_tracker_script_class : NULL;
      info.script_is_file = false;
#endif

      gl_state_tracker = state_tracker_init(&info);
      if (!gl_state_tracker)
         RARCH_WARN("Failed to init state tracker.\n");
   }
   
   glsl_enable                      = true;
   gl_num_programs                  = num_progs;
   gl_program[gl_num_programs + 1]  = gl_program[0];
   gl_uniforms[gl_num_programs + 1] = gl_uniforms[0];

   gl_glsl_reset_attrib();

   return true;
}
예제 #13
0
bool gl_glsl_init(const char *path)
{
#ifndef __APPLE__
   // Load shader functions.
   LOAD_GL_SYM(CreateProgram);
   LOAD_GL_SYM(UseProgram);
   LOAD_GL_SYM(CreateShader);
   LOAD_GL_SYM(DeleteShader);
   LOAD_GL_SYM(ShaderSource);
   LOAD_GL_SYM(CompileShader);
   LOAD_GL_SYM(AttachShader);
   LOAD_GL_SYM(DetachShader);
   LOAD_GL_SYM(LinkProgram);
   LOAD_GL_SYM(GetUniformLocation);
   LOAD_GL_SYM(Uniform1i);
   LOAD_GL_SYM(Uniform1f);
   LOAD_GL_SYM(Uniform2fv);
   LOAD_GL_SYM(Uniform4fv);
   LOAD_GL_SYM(GetShaderiv);
   LOAD_GL_SYM(GetShaderInfoLog);
   LOAD_GL_SYM(GetProgramiv);
   LOAD_GL_SYM(GetProgramInfoLog);
   LOAD_GL_SYM(DeleteProgram);
   LOAD_GL_SYM(GetAttachedShaders);
   LOAD_GL_SYM(GetAttribLocation);
   LOAD_GL_SYM(EnableVertexAttribArray);
   LOAD_GL_SYM(DisableVertexAttribArray);
   LOAD_GL_SYM(VertexAttribPointer);
#endif

   RARCH_LOG("Checking GLSL shader support ...\n");
#ifdef __APPLE__
   const bool shader_support = true;
#else
   bool shader_support = pglCreateProgram && pglUseProgram && pglCreateShader
      && pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader
      && pglDetachShader && pglLinkProgram && pglGetUniformLocation
      && pglUniform1i && pglUniform1f && pglUniform2fv && pglUniform4fv
      && pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog 
      && pglDeleteProgram && pglGetAttachedShaders
      && pglGetAttribLocation && pglEnableVertexAttribArray && pglDisableVertexAttribArray
      && pglVertexAttribPointer;
#endif

   if (!shader_support)
   {
      RARCH_ERR("GLSL shaders aren't supported by your OpenGL driver.\n");
      return false;
   }

   struct shader_program stock_prog = {0};
   stock_prog.vertex = strdup(stock_vertex);
   stock_prog.fragment = strdup(stock_fragment);

   if (!compile_programs(&gl_program[0], &stock_prog, 1))
      return false;

   struct shader_program progs[MAX_PROGRAMS];
   unsigned num_progs = get_xml_shaders(path, progs, MAX_PROGRAMS - 1);

   if (num_progs == 0)
   {
      RARCH_ERR("Couldn't find any valid shaders in XML file.\n");
      return false;
   }

   for (unsigned i = 0; i < num_progs; i++)
   {
      gl_filter_type[i + 1] = progs[i].filter;
      gl_scale[i + 1].type_x = progs[i].type_x;
      gl_scale[i + 1].type_y = progs[i].type_y;
      gl_scale[i + 1].scale_x = progs[i].scale_x;
      gl_scale[i + 1].scale_y = progs[i].scale_y;
      gl_scale[i + 1].abs_x = progs[i].abs_x;
      gl_scale[i + 1].abs_y = progs[i].abs_y;
      gl_scale[i + 1].valid = progs[i].valid_scale;
   }

   if (!compile_programs(&gl_program[1], progs, num_progs))
      return false;

   // RetroArch custom two-pass with two different files.
   if (num_progs == 1 && *g_settings.video.second_pass_shader && g_settings.video.render_to_texture)
   {
      unsigned secondary_progs = get_xml_shaders(g_settings.video.second_pass_shader, progs, 1);
      if (secondary_progs == 1)
      {
         compile_programs(&gl_program[2], progs, 1);
         num_progs++;
      }
      else
      {
         RARCH_ERR("Did not find valid shader in secondary shader file.\n");
         return false;
      }
   }

   //if (!gl_check_error())
   //   RARCH_WARN("Detected GL error.\n");

   if (gl_tracker_info_cnt > 0)
   {
      struct state_tracker_info info = {0};
      info.wram = (uint8_t*)pretro_get_memory_data(RETRO_MEMORY_SYSTEM_RAM);
      info.info = gl_tracker_info;
      info.info_elem = gl_tracker_info_cnt;

#ifdef HAVE_PYTHON
      if (*gl_tracker_script)
         info.script = gl_tracker_script;
      else if (gl_script_program)
         info.script = (const char*)gl_script_program;
      else
         info.script = NULL;

      info.script_class = *gl_tracker_script_class ? gl_tracker_script_class : NULL;
      info.script_is_file = *gl_tracker_script;
#endif

      gl_state_tracker = state_tracker_init(&info);
      if (!gl_state_tracker)
         RARCH_WARN("Failed to init state tracker.\n");
   }
   
   glsl_enable = true;
   gl_num_programs = num_progs;
   gl_program[gl_num_programs + 1] = gl_program[0];

   gl_glsl_reset_attrib();

   return true;
}
예제 #14
0
static bool gl_glsl_init(const char *path)
{
#if !defined(HAVE_OPENGLES2) && !defined(HAVE_OPENGL_MODERN) && !defined(__APPLE__)
   // Load shader functions.
   LOAD_GL_SYM(CreateProgram);
   LOAD_GL_SYM(UseProgram);
   LOAD_GL_SYM(CreateShader);
   LOAD_GL_SYM(DeleteShader);
   LOAD_GL_SYM(ShaderSource);
   LOAD_GL_SYM(CompileShader);
   LOAD_GL_SYM(AttachShader);
   LOAD_GL_SYM(DetachShader);
   LOAD_GL_SYM(LinkProgram);
   LOAD_GL_SYM(GetUniformLocation);
   LOAD_GL_SYM(Uniform1i);
   LOAD_GL_SYM(Uniform1f);
   LOAD_GL_SYM(Uniform2fv);
   LOAD_GL_SYM(Uniform4fv);
   LOAD_GL_SYM(UniformMatrix4fv);
   LOAD_GL_SYM(GetShaderiv);
   LOAD_GL_SYM(GetShaderInfoLog);
   LOAD_GL_SYM(GetProgramiv);
   LOAD_GL_SYM(GetProgramInfoLog);
   LOAD_GL_SYM(DeleteProgram);
   LOAD_GL_SYM(GetAttachedShaders);
   LOAD_GL_SYM(GetAttribLocation);
   LOAD_GL_SYM(EnableVertexAttribArray);
   LOAD_GL_SYM(DisableVertexAttribArray);
   LOAD_GL_SYM(VertexAttribPointer);

   RARCH_LOG("Checking GLSL shader support ...\n");
   bool shader_support = pglCreateProgram && pglUseProgram && pglCreateShader
      && pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader
      && pglDetachShader && pglLinkProgram && pglGetUniformLocation
      && pglUniform1i && pglUniform1f && pglUniform2fv && pglUniform4fv && pglUniformMatrix4fv
      && pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog 
      && pglDeleteProgram && pglGetAttachedShaders
      && pglGetAttribLocation && pglEnableVertexAttribArray && pglDisableVertexAttribArray
      && pglVertexAttribPointer;

   if (!shader_support)
   {
      RARCH_ERR("GLSL shaders aren't supported by your OpenGL driver.\n");
      return false;
   }
#endif

   glsl_shader = (struct gfx_shader*)calloc(1, sizeof(*glsl_shader));
   if (!glsl_shader)
      return false;

   if (path)
   {
      bool ret;
      if (strcmp(path_get_extension(path), "glsl") == 0)
      {
         strlcpy(glsl_shader->pass[0].source.cg, path, sizeof(glsl_shader->pass[0].source.cg));
         glsl_shader->passes = 1;
         glsl_shader->modern = true;
         ret = true;
      }
      else if (strcmp(path_get_extension(path), "glslp") == 0)
      {
         config_file_t *conf = config_file_new(path);
         if (conf)
         {
            ret = gfx_shader_read_conf_cgp(conf, glsl_shader);
            glsl_shader->modern = true;
            config_file_free(conf);
         }
         else
            ret = false;
      }
      else
         ret = gfx_shader_read_xml(path, glsl_shader);

      if (!ret)
      {
         RARCH_ERR("[GL]: Failed to parse GLSL shader.\n");
         return false;
      }
   }
   else
   {
      RARCH_WARN("[GL]: Stock GLSL shaders will be used.\n");
      glsl_shader->passes = 1;
      glsl_shader->pass[0].source.xml.vertex   = strdup(stock_vertex_modern);
      glsl_shader->pass[0].source.xml.fragment = strdup(stock_fragment_modern);
      glsl_shader->modern = true;
   }

   gfx_shader_resolve_relative(glsl_shader, path);

#ifdef HAVE_OPENGLES2
   if (!glsl_shader->modern)
   {
      RARCH_ERR("[GL]: GLES context is used, but shader is not modern. Cannot use it.\n");
      return false;
   }
#endif

   const char *stock_vertex = glsl_shader->modern ?
      stock_vertex_modern : stock_vertex_legacy;
   const char *stock_fragment = glsl_shader->modern ?
      stock_fragment_modern : stock_fragment_legacy;

   if (!(gl_program[0] = compile_program(stock_vertex, stock_fragment, 0)))
   {
      RARCH_ERR("GLSL stock programs failed to compile.\n");
      gl_glsl_free_shader();
      return false;
   }

   if (!compile_programs(&gl_program[1]))
   {
      gl_glsl_free_shader();
      return false;
   }

   if (!load_luts())
   {
      RARCH_ERR("[GL]: Failed to load LUTs.\n");
      gl_glsl_free_shader();
      return false;
   }

   for (unsigned i = 0; i <= glsl_shader->passes; i++)
      find_uniforms(gl_program[i], &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

      gl_state_tracker = state_tracker_init(&info);
      if (!gl_state_tracker)
         RARCH_WARN("Failed to init state tracker.\n");
   }
   
   glsl_enable = true;
   gl_program[glsl_shader->passes  + 1] = gl_program[0];
   gl_uniforms[glsl_shader->passes + 1] = gl_uniforms[0];

   if (glsl_shader->modern)
   {
      gl_program[GL_SHADER_STOCK_BLEND] = compile_program(stock_vertex_modern_blend,
            stock_fragment_modern_blend, GL_SHADER_STOCK_BLEND);

      find_uniforms(gl_program[GL_SHADER_STOCK_BLEND], &gl_uniforms[GL_SHADER_STOCK_BLEND]);
   }
   else
   {
      gl_program[GL_SHADER_STOCK_BLEND] = gl_program[0];
      gl_uniforms[GL_SHADER_STOCK_BLEND] = gl_uniforms[0];
   }

   gl_glsl_reset_attrib();

   return true;
}
예제 #15
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;
}
예제 #16
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;
}
예제 #17
0
static bool gl_glsl_init(void *data, const char *path)
{
   unsigned i;
   (void)data;
#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");
      return false;
   }
#endif

   glsl_shader = (struct gfx_shader*)calloc(1, sizeof(*glsl_shader));
   if (!glsl_shader)
      return false;

   if (path)
   {
      bool ret;
      if (strcmp(path_get_extension(path), "glsl") == 0)
      {
         strlcpy(glsl_shader->pass[0].source.cg, path, sizeof(glsl_shader->pass[0].source.cg));
         glsl_shader->passes = 1;
         glsl_shader->modern = true;
         ret = true;
      }
      else if (strcmp(path_get_extension(path), "glslp") == 0)
      {
         config_file_t *conf = config_file_new(path);
         if (conf)
         {
            ret = gfx_shader_read_conf_cgp(conf, glsl_shader);
            glsl_shader->modern = true;
            config_file_free(conf);
         }
         else
            ret = false;
      }
      else
         ret = gfx_shader_read_xml(path, glsl_shader);

      if (!ret)
      {
         RARCH_ERR("[GL]: Failed to parse GLSL shader.\n");
         return false;
      }
   }
   else
   {
      RARCH_WARN("[GL]: Stock GLSL shaders will be used.\n");
      glsl_shader->passes = 1;
      glsl_shader->pass[0].source.xml.vertex   = strdup(glsl_core ? stock_vertex_core : stock_vertex_modern);
      glsl_shader->pass[0].source.xml.fragment = strdup(glsl_core ? stock_fragment_core : stock_fragment_modern);
      glsl_shader->modern = true;
   }

   gfx_shader_resolve_relative(glsl_shader, path);

   const char *stock_vertex = glsl_shader->modern ?
      stock_vertex_modern : stock_vertex_legacy;
   const char *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

   if (!(gl_program[0] = compile_program(stock_vertex, stock_fragment, 0)))
   {
      RARCH_ERR("GLSL stock programs failed to compile.\n");
      goto error;
   }

   if (!compile_programs(&gl_program[1]))
      goto error;

   if (!gl_load_luts(glsl_shader, gl_teximage))
   {
      RARCH_ERR("[GL]: Failed to load LUTs.\n");
      goto error;
   }

   for (i = 0; i <= glsl_shader->passes; i++)
      find_uniforms(i, gl_program[i], &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

      gl_state_tracker = state_tracker_init(&info);
      if (!gl_state_tracker)
         RARCH_WARN("Failed to init state tracker.\n");
   }
   
   glsl_enable = true;
   gl_program[glsl_shader->passes  + 1] = gl_program[0];
   gl_uniforms[glsl_shader->passes + 1] = gl_uniforms[0];

   if (glsl_shader->modern)
   {
      gl_program[GL_SHADER_STOCK_BLEND] = compile_program(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(0, gl_program[GL_SHADER_STOCK_BLEND], &gl_uniforms[GL_SHADER_STOCK_BLEND]);
   }
   else
   {
      gl_program[GL_SHADER_STOCK_BLEND] = gl_program[0];
      gl_uniforms[GL_SHADER_STOCK_BLEND] = gl_uniforms[0];
   }

   gl_glsl_reset_attrib();

   for (i = 0; i < GFX_MAX_SHADERS; i++)
   {
      glGenBuffers(1, &glsl_vbo[i].vbo_primary);
      glGenBuffers(1, &glsl_vbo[i].vbo_secondary);
   }

   return true;

error:
   gl_glsl_deinit();
   return false;
}