Пример #1
0
static bool load_preset(const char *path)
{
   unsigned i;
   if (!load_stock())
      return false;

   RARCH_LOG("Loading Cg meta-shader: %s\n", path);
   config_file_t *conf = config_file_new(path);
   if (!conf)
   {
      RARCH_ERR("Failed to load preset.\n");
      return false;
   }

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

   if (!gfx_shader_read_conf_cgp(conf, cg_shader))
   {
      RARCH_ERR("Failed to parse CGP file.\n");
      config_file_free(conf);
      return false;
   }

   config_file_free(conf);
   gfx_shader_resolve_relative(cg_shader, path);

   if (cg_shader->passes > GFX_MAX_SHADERS - 3)
   {
      RARCH_WARN("Too many shaders ... Capping shader amount to %d.\n", GFX_MAX_SHADERS - 3);
      cg_shader->passes = GFX_MAX_SHADERS - 3;
   }
   for (i = 0; i < cg_shader->passes; i++)
   {
      if (!load_shader(i))
      {
         RARCH_ERR("Failed to load shaders ...\n");
         return false;
      }
   }

   if (!load_textures())
   {
      RARCH_ERR("Failed to load lookup textures ...\n");
      return false;
   }

   if (!load_imports())
   {
      RARCH_ERR("Failed to load imports ...\n");
      return false;
   }

   return true;
}
Пример #2
0
void shader_manager_init(rgui_handle_t *rgui)
{
   config_file_t *conf = NULL;
   char cgp_path[PATH_MAX];

   const char *ext = path_get_extension(g_settings.video.shader_path);
   if (strcmp(ext, "glslp") == 0 || strcmp(ext, "cgp") == 0)
   {
      conf = config_file_new(g_settings.video.shader_path);
      if (conf)
      {
         if (gfx_shader_read_conf_cgp(conf, &rgui->shader))
            gfx_shader_resolve_relative(&rgui->shader, g_settings.video.shader_path);
         config_file_free(conf);
      }
   }
   else if (strcmp(ext, "glsl") == 0 || strcmp(ext, "cg") == 0)
   {
      strlcpy(rgui->shader.pass[0].source.cg, g_settings.video.shader_path,
            sizeof(rgui->shader.pass[0].source.cg));
      rgui->shader.passes = 1;
   }
   else
   {
      const char *shader_dir = *g_settings.video.shader_dir ?
         g_settings.video.shader_dir : g_settings.system_directory;

      fill_pathname_join(cgp_path, shader_dir, "rgui.glslp", sizeof(cgp_path));
      conf = config_file_new(cgp_path);

      if (!conf)
      {
         fill_pathname_join(cgp_path, shader_dir, "rgui.cgp", sizeof(cgp_path));
         conf = config_file_new(cgp_path);
      }

      if (conf)
      {
         if (gfx_shader_read_conf_cgp(conf, &rgui->shader))
            gfx_shader_resolve_relative(&rgui->shader, cgp_path);
         config_file_free(conf);
      }
   }
}
Пример #3
0
bool d3d_init_multipass(void *data)
{
   d3d_video_t *d3d = (d3d_video_t*)data;
   config_file_t *conf = config_file_new(d3d->cg_shader.c_str());
   if (!conf)
   {
      RARCH_ERR("Failed to load preset.\n");
      return false;
   }

   memset(&d3d->shader, 0, sizeof(d3d->shader));

   if (!gfx_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);

   gfx_shader_resolve_relative(&d3d->shader, d3d->cg_shader.c_str());

   RARCH_LOG("[D3D9 Meta-Cg] Found %d shaders.\n", d3d->shader.passes);

   for (unsigned i = 0; i < d3d->shader.passes; i++)
   {
      if (!d3d->shader.pass[i].fbo.valid)
      {
         d3d->shader.pass[i].fbo.scale_x = d3d->shader.pass[i].fbo.scale_y = 1.0f;
         d3d->shader.pass[i].fbo.type_x = d3d->shader.pass[i].fbo.type_y = RARCH_SCALE_INPUT;
      }
   }

   bool 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++;
      gfx_shader_pass &dummy_pass = d3d->shader.pass[d3d->shader.passes - 1];
      dummy_pass.fbo.scale_x = dummy_pass.fbo.scale_y = 1.0f;
      dummy_pass.fbo.type_x = dummy_pass.fbo.type_y = RARCH_SCALE_VIEWPORT;
      dummy_pass.filter = RARCH_FILTER_UNSPEC;
   }
   else
   {
      gfx_shader_pass &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;
}
Пример #4
0
void menu_shader_manager_set_preset(struct gfx_shader *shader,
      unsigned type, const char *cgp_path)
{
   RARCH_LOG("Setting Menu shader: %s.\n", cgp_path ? cgp_path : "N/A (stock)");
   g_settings.video.shader_enable = false;

   if (driver.video->set_shader && driver.video->set_shader(driver.video_data,
            (enum rarch_shader_type)type, cgp_path))
   {
      /* Makes sure that we use Menu CGP shader on driver reinit.
       * Only do this when the cgp actually works to avoid potential errors. */
      strlcpy(g_settings.video.shader_path, cgp_path ? cgp_path : "",
            sizeof(g_settings.video.shader_path));
      g_settings.video.shader_enable = true;

      if (cgp_path && shader)
      {
         /* Load stored CGP into menu on success.
          * Used when a preset is directly loaded.
          * No point in updating when the CGP was 
          * created from the menu itself. */
         config_file_t *conf = config_file_new(cgp_path);

         if (conf)
         {
            if (gfx_shader_read_conf_cgp(conf, shader))
            {
               gfx_shader_resolve_relative(shader, cgp_path);
               gfx_shader_resolve_parameters(conf, shader);
            }
            config_file_free(conf);
         }

         driver.menu->need_refresh = true;
      }
   }
}
Пример #5
0
void menu_shader_manager_init(void *data)
{
   char cgp_path[PATH_MAX];
   struct gfx_shader *shader;
   config_file_t *conf = NULL;
   const char *config_path = NULL;
   menu_handle_t *menu = (menu_handle_t*)data;

   if (!menu)
      return;

   shader = (struct gfx_shader*)menu->shader;

   if (*g_extern.core_specific_config_path
         && g_settings.core_specific_config)
      config_path = g_extern.core_specific_config_path;
   else if (*g_extern.config_path)
      config_path = g_extern.config_path;

   /* 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));
   }


   const char *ext = path_get_extension(g_settings.video.shader_path);
   if (strcmp(ext, "glslp") == 0 || strcmp(ext, "cgp") == 0)
   {
      conf = config_file_new(g_settings.video.shader_path);
      if (conf)
      {
         if (gfx_shader_read_conf_cgp(conf, shader))
         {
            gfx_shader_resolve_relative(shader, g_settings.video.shader_path);
            gfx_shader_resolve_parameters(conf, shader);
         }
         config_file_free(conf);
      }
   }
   else if (strcmp(ext, "glsl") == 0 || strcmp(ext, "cg") == 0)
   {
      strlcpy(shader->pass[0].source.path, g_settings.video.shader_path,
            sizeof(shader->pass[0].source.path));
      shader->passes = 1;
   }
   else
   {
      const char *shader_dir = *g_settings.video.shader_dir ?
         g_settings.video.shader_dir : g_settings.system_directory;

      fill_pathname_join(cgp_path, shader_dir, "menu.glslp", sizeof(cgp_path));
      conf = config_file_new(cgp_path);

      if (!conf)
      {
         fill_pathname_join(cgp_path, shader_dir, "menu.cgp", sizeof(cgp_path));
         conf = config_file_new(cgp_path);
      }

      if (conf)
      {
         if (gfx_shader_read_conf_cgp(conf, shader))
         {
            gfx_shader_resolve_relative(shader, cgp_path);
            gfx_shader_resolve_parameters(conf, shader);
         }
         config_file_free(conf);
      }
   }
}
Пример #6
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;
}
Пример #7
0
static bool load_preset(cg_shader_data_t *cg, const char *path)
{
   unsigned i;
   if (!load_stock(cg))
      return false;

   RARCH_LOG("Loading Cg meta-shader: %s\n", path);
   config_file_t *conf = config_file_new(path);
   if (!conf)
   {
      RARCH_ERR("Failed to load preset.\n");
      return false;
   }

   cg->cg_shader = (struct gfx_shader*)calloc(1, sizeof(*cg->cg_shader));
   if (!cg->cg_shader)
      return false;

   if (!gfx_shader_read_conf_cgp(conf, cg->cg_shader))
   {
      RARCH_ERR("Failed to parse CGP file.\n");
      config_file_free(conf);
      return false;
   }

   gfx_shader_resolve_relative(cg->cg_shader, path);
   gfx_shader_resolve_parameters(conf, cg->cg_shader);
   config_file_free(conf);

   if (cg->cg_shader->passes > GFX_MAX_SHADERS - 3)
   {
      RARCH_WARN("Too many shaders ... Capping shader amount to %d.\n",
            GFX_MAX_SHADERS - 3);
      cg->cg_shader->passes = GFX_MAX_SHADERS - 3;
   }

   for (i = 0; i < cg->cg_shader->passes; i++)
      if (*cg->cg_shader->pass[i].alias)
         snprintf(cg->cg_alias_define[i],
               sizeof(cg->cg_alias_define[i]),
               "-D%s_ALIAS",
               cg->cg_shader->pass[i].alias);

   for (i = 0; i < cg->cg_shader->passes; i++)
   {
      if (!load_shader(cg, i))
      {
         RARCH_ERR("Failed to load shaders ...\n");
         return false;
      }
   }

   if (!gl_load_luts(cg->cg_shader, cg->lut_textures))
   {
      RARCH_ERR("Failed to load lookup textures ...\n");
      return false;
   }

   if (!gl_cg_load_imports(cg))
   {
      RARCH_ERR("Failed to load imports ...\n");
      return false;
   }

   return true;
}
Пример #8
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;
}