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(); }
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)); }
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; }