(GLSL) Allocate struct dynamically for shader glsl backend

This commit is contained in:
twinaphex 2014-10-26 06:16:30 +01:00
parent 6c193836a5
commit a5a9d914b1

View File

@ -42,23 +42,6 @@
#define PREV_TEXTURES (MAX_TEXTURES - 1)
static struct gfx_shader *glsl_shader;
static bool glsl_core;
static unsigned glsl_major;
static unsigned glsl_minor;
static bool glsl_enable;
static GLuint gl_program[GFX_MAX_SHADERS];
static unsigned glsl_active_index;
static GLuint gl_teximage[GFX_MAX_TEXTURES];
static state_tracker_t *gl_state_tracker;
static GLint gl_attribs[PREV_TEXTURES + 1 + 4 + GFX_MAX_SHADERS];
static unsigned gl_attrib_index;
static char glsl_alias_define[1024];
/* Cache the VBO. */
struct cache_vbo
@ -71,7 +54,6 @@ struct cache_vbo
GLfloat *buffer_secondary;
size_t size_secondary;
};
static struct cache_vbo glsl_vbo[GFX_MAX_SHADERS];
struct glsl_attrib
{
@ -113,7 +95,6 @@ struct shader_uniforms
struct shader_uniforms_frame prev[PREV_TEXTURES];
};
static struct shader_uniforms gl_uniforms[GFX_MAX_SHADERS];
static const char *glsl_prefixes[] = {
"",
@ -223,12 +204,30 @@ static const char *stock_fragment_core_blend =
" FragColor = color * texture(Texture, tex_coord);\n"
"}";
static GLint get_uniform(GLuint prog, const char *base)
typedef struct glsl_shader_data
{
struct gfx_shader *glsl_shader;
struct shader_uniforms gl_uniforms[GFX_MAX_SHADERS];
struct cache_vbo glsl_vbo[GFX_MAX_SHADERS];
bool glsl_core;
char glsl_alias_define[1024];
unsigned glsl_major;
unsigned glsl_minor;
unsigned glsl_active_index;
unsigned gl_attrib_index;
GLuint gl_program[GFX_MAX_SHADERS];
GLuint gl_teximage[GFX_MAX_TEXTURES];
GLint gl_attribs[PREV_TEXTURES + 1 + 4 + GFX_MAX_SHADERS];
state_tracker_t *gl_state_tracker;
} glsl_shader_data_t;
static GLint get_uniform(glsl_shader_data_t *glsl,
GLuint prog, const char *base)
{
unsigned i;
char buf[64];
snprintf(buf, sizeof(buf), "%s%s", glsl_shader->prefix, base);
snprintf(buf, sizeof(buf), "%s%s", glsl->glsl_shader->prefix, base);
GLint loc = glGetUniformLocation(prog, buf);
if (loc >= 0)
return loc;
@ -244,11 +243,12 @@ static GLint get_uniform(GLuint prog, const char *base)
return -1;
}
static GLint get_attrib(GLuint prog, const char *base)
static GLint get_attrib(glsl_shader_data_t *glsl,
GLuint prog, const char *base)
{
unsigned i;
char buf[64];
snprintf(buf, sizeof(buf), "%s%s", glsl_shader->prefix, base);
snprintf(buf, sizeof(buf), "%s%s", glsl->glsl_shader->prefix, base);
GLint loc = glGetUniformLocation(prog, buf);
if (loc >= 0)
return loc;
@ -308,27 +308,36 @@ static void print_linker_log(GLuint obj)
free(info_log);
}
static bool compile_shader(GLuint shader,
static bool compile_shader(glsl_shader_data_t *glsl,
GLuint shader,
const char *define, const char *program)
{
char version[32] = {0};
if (glsl_core && !strstr(program, "#version"))
if (glsl->glsl_core && !strstr(program, "#version"))
{
unsigned version_no = 0;
unsigned gl_ver = glsl_major * 100 + glsl_minor * 10;
unsigned gl_ver = glsl->glsl_major * 100 + glsl->glsl_minor * 10;
switch (gl_ver)
{
case 300: version_no = 130; break;
case 310: version_no = 140; break;
case 320: version_no = 150; break;
default: version_no = gl_ver; break;
case 300:
version_no = 130;
break;
case 310:
version_no = 140;
break;
case 320:
version_no = 150;
break;
default:
version_no = gl_ver;
break;
}
snprintf(version, sizeof(version), "#version %u\n", version_no);
RARCH_LOG("[GL]: Using GLSL version %u.\n", version_no);
}
const char *source[] = { version, define, glsl_alias_define, program };
const char *source[] = { version, define, glsl->glsl_alias_define, program };
glShaderSource(shader, ARRAY_SIZE(source), source, NULL);
glCompileShader(shader);
@ -355,7 +364,8 @@ static bool link_program(GLuint prog)
return false;
}
static GLuint compile_program(const char *vertex,
static GLuint compile_program(glsl_shader_data_t *glsl,
const char *vertex,
const char *fragment, unsigned i)
{
GLuint prog = glCreateProgram();
@ -370,6 +380,7 @@ static GLuint compile_program(const char *vertex,
RARCH_LOG("Found GLSL vertex shader.\n");
vert = glCreateShader(GL_VERTEX_SHADER);
if (!compile_shader(
glsl,
vert, "#define VERTEX\n#define PARAMETER_UNIFORM\n", vertex))
{
RARCH_ERR("Failed to compile vertex shader #%u\n", i);
@ -383,7 +394,7 @@ static GLuint compile_program(const char *vertex,
{
RARCH_LOG("Found GLSL fragment shader.\n");
frag = glCreateShader(GL_FRAGMENT_SHADER);
if (!compile_shader(frag,
if (!compile_shader(glsl, frag,
"#define FRAGMENT\n#define PARAMETER_UNIFORM\n", fragment))
{
RARCH_ERR("Failed to compile fragment shader #%u\n", i);
@ -411,7 +422,7 @@ static GLuint compile_program(const char *vertex,
glDeleteShader(frag);
glUseProgram(prog);
GLint location = get_uniform(prog, "Texture");
GLint location = get_uniform(glsl, prog, "Texture");
glUniform1i(location, 0);
glUseProgram(0);
}
@ -429,12 +440,13 @@ static bool load_source_path(struct gfx_shader_pass *pass,
return pass->source.string.fragment && pass->source.string.vertex;
}
static bool compile_programs(GLuint *gl_prog)
static bool compile_programs(glsl_shader_data_t *glsl, GLuint *gl_prog)
{
unsigned i;
for (i = 0; i < glsl_shader->passes; i++)
for (i = 0; i < glsl->glsl_shader->passes; i++)
{
struct gfx_shader_pass *pass = &glsl_shader->pass[i];
struct gfx_shader_pass *pass = (struct gfx_shader_pass*)
&glsl->glsl_shader->pass[i];
/* If we load from GLSLP (CGP),
* load the file here, and pretend
@ -450,7 +462,7 @@ static bool compile_programs(GLuint *gl_prog)
const char *vertex = pass->source.string.vertex;
const char *fragment = pass->source.string.fragment;
gl_prog[i] = compile_program(vertex, fragment, i);
gl_prog[i] = compile_program(glsl, vertex, fragment, i);
if (!gl_prog[i])
{
@ -462,15 +474,15 @@ static bool compile_programs(GLuint *gl_prog)
return true;
}
static void gl_glsl_reset_attrib(void)
static void gl_glsl_reset_attrib(glsl_shader_data_t *glsl)
{
unsigned i;
/* Add sanity check that we did not overflow. */
rarch_assert(gl_attrib_index <= ARRAY_SIZE(gl_attribs));
rarch_assert(glsl->gl_attrib_index <= ARRAY_SIZE(glsl->gl_attribs));
for (i = 0; i < gl_attrib_index; i++)
glDisableVertexAttribArray(gl_attribs[i]);
gl_attrib_index = 0;
for (i = 0; i < glsl->gl_attrib_index; i++)
glDisableVertexAttribArray(glsl->gl_attribs[i]);
glsl->gl_attrib_index = 0;
}
static void gl_glsl_set_vbo(GLfloat **buffer, size_t *buffer_elems,
@ -494,7 +506,8 @@ static void gl_glsl_set_vbo(GLfloat **buffer, size_t *buffer_elems,
}
}
static void gl_glsl_set_attribs(GLuint vbo,
static void gl_glsl_set_attribs(glsl_shader_data_t *glsl,
GLuint vbo,
GLfloat **buffer, size_t *buffer_elems,
const GLfloat *data, size_t elems,
const struct glsl_attrib *attrs, size_t num_attrs)
@ -508,12 +521,12 @@ static void gl_glsl_set_attribs(GLuint vbo,
{
GLint loc = attrs[i].loc;
if (gl_attrib_index < ARRAY_SIZE(gl_attribs))
if (glsl->gl_attrib_index < ARRAY_SIZE(glsl->gl_attribs))
{
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, attrs[i].size, GL_FLOAT, GL_FALSE, 0,
(const GLvoid*)(uintptr_t)attrs[i].offset);
gl_attribs[gl_attrib_index++] = loc;
glsl->gl_attribs[glsl->gl_attrib_index++] = loc;
}
else
RARCH_WARN("Attrib array buffer was overflown!\n");
@ -530,7 +543,8 @@ static void clear_uniforms_frame(struct shader_uniforms_frame *frame)
frame->tex_coord = -1;
}
static void find_uniforms_frame(GLuint prog,
static void find_uniforms_frame(glsl_shader_data_t *glsl,
GLuint prog,
struct shader_uniforms_frame *frame, const char *base)
{
char texture[64];
@ -544,132 +558,157 @@ static void find_uniforms_frame(GLuint prog,
snprintf(tex_coord, sizeof(tex_coord), "%s%s", base, "TexCoord");
if (frame->texture < 0)
frame->texture = get_uniform(prog, texture);
frame->texture = get_uniform(glsl, prog, texture);
if (frame->texture_size < 0)
frame->texture_size = get_uniform(prog, texture_size);
frame->texture_size = get_uniform(glsl, prog, texture_size);
if (frame->input_size < 0)
frame->input_size = get_uniform(prog, input_size);
frame->input_size = get_uniform(glsl, prog, input_size);
if (frame->tex_coord < 0)
frame->tex_coord = get_attrib(prog, tex_coord);
frame->tex_coord = get_attrib(glsl, prog, tex_coord);
}
static void find_uniforms(unsigned pass, GLuint prog,
static void find_uniforms(glsl_shader_data_t *glsl,
unsigned pass, GLuint prog,
struct shader_uniforms *uni)
{
unsigned i;
glUseProgram(prog);
uni->mvp = get_uniform(prog, "MVPMatrix");
uni->tex_coord = get_attrib(prog, "TexCoord");
uni->vertex_coord = get_attrib(prog, "VertexCoord");
uni->color = get_attrib(prog, "Color");
uni->lut_tex_coord = get_attrib(prog, "LUTTexCoord");
uni->mvp = get_uniform(glsl, prog, "MVPMatrix");
uni->tex_coord = get_attrib(glsl, prog, "TexCoord");
uni->vertex_coord = get_attrib(glsl, prog, "VertexCoord");
uni->color = get_attrib(glsl, prog, "Color");
uni->lut_tex_coord = get_attrib(glsl, prog, "LUTTexCoord");
uni->input_size = get_uniform(prog, "InputSize");
uni->output_size = get_uniform(prog, "OutputSize");
uni->texture_size = get_uniform(prog, "TextureSize");
uni->input_size = get_uniform(glsl, prog, "InputSize");
uni->output_size = get_uniform(glsl, prog, "OutputSize");
uni->texture_size = get_uniform(glsl, prog, "TextureSize");
uni->frame_count = get_uniform(prog, "FrameCount");
uni->frame_direction = get_uniform(prog, "FrameDirection");
uni->frame_count = get_uniform(glsl, prog, "FrameCount");
uni->frame_direction = get_uniform(glsl, prog, "FrameDirection");
for (i = 0; i < glsl_shader->luts; i++)
uni->lut_texture[i] = glGetUniformLocation(prog, glsl_shader->lut[i].id);
for (i = 0; i < glsl->glsl_shader->luts; i++)
uni->lut_texture[i] = glGetUniformLocation(prog, glsl->glsl_shader->lut[i].id);
char frame_base[64];
clear_uniforms_frame(&uni->orig);
find_uniforms_frame(prog, &uni->orig, "Orig");
find_uniforms_frame(glsl, prog, &uni->orig, "Orig");
if (pass > 1)
{
snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass);
find_uniforms_frame(prog, &uni->orig, frame_base);
find_uniforms_frame(glsl, prog, &uni->orig, frame_base);
}
for (i = 0; i + 1 < pass; i++)
{
snprintf(frame_base, sizeof(frame_base), "Pass%u", i + 1);
clear_uniforms_frame(&uni->pass[i]);
find_uniforms_frame(prog, &uni->pass[i], frame_base);
find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base);
snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass - (i + 1));
find_uniforms_frame(prog, &uni->pass[i], frame_base);
find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base);
if (*glsl_shader->pass[i].alias)
find_uniforms_frame(prog, &uni->pass[i], glsl_shader->pass[i].alias);
if (*glsl->glsl_shader->pass[i].alias)
find_uniforms_frame(glsl, prog, &uni->pass[i], glsl->glsl_shader->pass[i].alias);
}
clear_uniforms_frame(&uni->prev[0]);
find_uniforms_frame(prog, &uni->prev[0], "Prev");
find_uniforms_frame(glsl, prog, &uni->prev[0], "Prev");
for (i = 1; i < PREV_TEXTURES; i++)
{
snprintf(frame_base, sizeof(frame_base), "Prev%u", i);
clear_uniforms_frame(&uni->prev[i]);
find_uniforms_frame(prog, &uni->prev[i], frame_base);
find_uniforms_frame(glsl, prog, &uni->prev[i], frame_base);
}
glUseProgram(0);
}
static void gl_glsl_free_shader(void)
static void gl_glsl_deinit_shader(glsl_shader_data_t *glsl)
{
unsigned i;
if (!glsl_shader)
if (!glsl || !glsl->glsl_shader)
return;
for (i = 0; i < glsl_shader->passes; i++)
for (i = 0; i < glsl->glsl_shader->passes; i++)
{
free(glsl_shader->pass[i].source.string.vertex);
free(glsl_shader->pass[i].source.string.fragment);
free(glsl->glsl_shader->pass[i].source.string.vertex);
free(glsl->glsl_shader->pass[i].source.string.fragment);
}
free(glsl_shader->script);
free(glsl_shader);
glsl_shader = NULL;
free(glsl->glsl_shader->script);
free(glsl->glsl_shader);
glsl->glsl_shader = NULL;
}
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->glsl_shader && glsl->glsl_shader->luts)
glDeleteTextures(glsl->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));
}
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;
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
glDeleteProgram(gl_program[i]);
}
if (!glsl)
return;
if (glsl_shader && glsl_shader->luts)
glDeleteTextures(glsl_shader->luts, gl_teximage);
gl_glsl_destroy_resources(glsl);
memset(gl_program, 0, sizeof(gl_program));
memset(gl_uniforms, 0, sizeof(gl_uniforms));
glsl_enable = false;
glsl_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);
free(glsl_vbo[i].buffer_primary);
free(glsl_vbo[i].buffer_secondary);
}
memset(&glsl_vbo, 0, sizeof(glsl_vbo));
if (driver.video_shader_data)
free(driver.video_shader_data);
driver.video_shader_data = NULL;
}
static bool gl_glsl_init(void *data, const char *path)
{
unsigned i;
config_file_t *conf = NULL;
glsl_shader_data_t *glsl = NULL;
(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
@ -688,25 +727,24 @@ static bool gl_glsl_init(void *data, const char *path)
if (!shader_support)
{
RARCH_ERR("GLSL shaders aren't supported by your OpenGL driver.\n");
free(glsl);
return false;
}
#endif
glsl_shader = (struct gfx_shader*)calloc(1, sizeof(*glsl_shader));
if (!glsl_shader)
glsl->glsl_shader = (struct gfx_shader*)calloc(1, sizeof(*glsl->glsl_shader));
if (!glsl->glsl_shader)
return false;
config_file_t *conf = NULL;
if (path)
{
bool ret;
if (strcmp(path_get_extension(path), "glsl") == 0)
{
strlcpy(glsl_shader->pass[0].source.path, path,
sizeof(glsl_shader->pass[0].source.path));
glsl_shader->passes = 1;
glsl_shader->modern = true;
strlcpy(glsl->glsl_shader->pass[0].source.path, path,
sizeof(glsl->glsl_shader->pass[0].source.path));
glsl->glsl_shader->passes = 1;
glsl->glsl_shader->modern = true;
ret = true;
}
else if (strcmp(path_get_extension(path), "glslp") == 0)
@ -714,8 +752,8 @@ static bool gl_glsl_init(void *data, const char *path)
conf = config_file_new(path);
if (conf)
{
ret = gfx_shader_read_conf_cgp(conf, glsl_shader);
glsl_shader->modern = true;
ret = gfx_shader_read_conf_cgp(conf, glsl->glsl_shader);
glsl->glsl_shader->modern = true;
}
else
ret = false;
@ -732,16 +770,16 @@ static bool gl_glsl_init(void *data, const char *path)
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;
glsl->glsl_shader->passes = 1;
glsl->glsl_shader->pass[0].source.string.vertex =
strdup(glsl->glsl_core ? stock_vertex_core : stock_vertex_modern);
glsl->glsl_shader->pass[0].source.string.fragment =
strdup(glsl->glsl_core ? stock_fragment_core : stock_fragment_modern);
glsl->glsl_shader->modern = true;
}
gfx_shader_resolve_relative(glsl_shader, path);
gfx_shader_resolve_parameters(conf, glsl_shader);
gfx_shader_resolve_relative(glsl->glsl_shader, path);
gfx_shader_resolve_parameters(conf, glsl->glsl_shader);
if (conf)
{
@ -749,25 +787,25 @@ static bool gl_glsl_init(void *data, const char *path)
conf = NULL;
}
const char *stock_vertex = glsl_shader->modern ?
const char *stock_vertex = glsl->glsl_shader->modern ?
stock_vertex_modern : stock_vertex_legacy;
const char *stock_fragment = glsl_shader->modern ?
const char *stock_fragment = glsl->glsl_shader->modern ?
stock_fragment_modern : stock_fragment_legacy;
if (glsl_core)
if (glsl->glsl_core)
{
stock_vertex = stock_vertex_core;
stock_fragment = stock_fragment_core;
}
#ifdef HAVE_OPENGLES2
if (!glsl_shader->modern)
if (!glsl->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)
if (glsl->glsl_core && !glsl->glsl_shader->modern)
{
RARCH_ERR("[GL]: GL core context is used, but shader is not core compatible. Cannot use it.\n");
goto error;
@ -776,91 +814,98 @@ static bool gl_glsl_init(void *data, const char *path)
/* 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++)
*glsl->glsl_alias_define = '\0';
for (i = 0; i < glsl->glsl_shader->passes; i++)
{
if (*glsl_shader->pass[i].alias)
if (*glsl->glsl_shader->pass[i].alias)
{
char define[128];
snprintf(define, sizeof(define), "#define %s_ALIAS\n",
glsl_shader->pass[i].alias);
strlcat(glsl_alias_define, define, sizeof(glsl_alias_define));
glsl->glsl_shader->pass[i].alias);
strlcat(glsl->glsl_alias_define, define, sizeof(glsl->glsl_alias_define));
}
}
if (!(gl_program[0] = compile_program(stock_vertex, stock_fragment, 0)))
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(&gl_program[1]))
if (!compile_programs(glsl, &glsl->gl_program[1]))
goto error;
if (!gl_load_luts(glsl_shader, gl_teximage))
if (!gl_load_luts(glsl->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(i, gl_program[i], &gl_uniforms[i]);
for (i = 0; i <= glsl->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)
if (glsl->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;
info.info = glsl->glsl_shader->variable;
info.info_elem = glsl->glsl_shader->variables;
#ifdef HAVE_PYTHON
info.script = glsl_shader->script;
info.script_class = *glsl_shader->script_class ?
glsl_shader->script_class : NULL;
info.script = glsl->glsl_shader->script;
info.script_class = *glsl->glsl_shader->script_class ?
glsl->glsl_shader->script_class : NULL;
#endif
gl_state_tracker = state_tracker_init(&info);
if (!gl_state_tracker)
glsl->gl_state_tracker = state_tracker_init(&info);
if (!glsl->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];
glsl->gl_program[glsl->glsl_shader->passes + 1] = glsl->gl_program[0];
glsl->gl_uniforms[glsl->glsl_shader->passes + 1] = glsl->gl_uniforms[0];
if (glsl_shader->modern)
if (glsl->glsl_shader->modern)
{
gl_program[GL_SHADER_STOCK_BLEND] = compile_program(glsl_core ?
glsl->gl_program[GL_SHADER_STOCK_BLEND] = compile_program(
glsl,
glsl->glsl_core ?
stock_vertex_core_blend : stock_vertex_modern_blend,
glsl_core ?
glsl->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]);
find_uniforms(glsl, 0, glsl->gl_program[GL_SHADER_STOCK_BLEND],
&glsl->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];
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();
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);
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_deinit();
gl_glsl_destroy_resources(glsl);
if (glsl)
free(glsl);
return false;
}
@ -875,17 +920,22 @@ static void gl_glsl_set_params(void *data, unsigned width, unsigned height,
GLfloat buffer[512];
struct glsl_attrib attribs[32];
unsigned i;
const struct shader_uniforms *uni = NULL;
size_t size = 0, attribs_size = 0;
const struct gl_tex_info *info = (const struct gl_tex_info*)_info;
const struct gl_tex_info *prev_info = (const struct gl_tex_info*)_prev_info;
const struct gl_tex_info *fbo_info = (const struct gl_tex_info*)_fbo_info;
struct glsl_attrib *attr = (struct glsl_attrib*)attribs;
const struct shader_uniforms *uni = (const struct shader_uniforms*)
&gl_uniforms[glsl_active_index];
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
if (!glsl)
return;
uni = (const struct shader_uniforms*)&glsl->gl_uniforms[glsl->glsl_active_index];
(void)data;
if (!glsl_enable || (gl_program[glsl_active_index] == 0))
if (!glsl || (glsl->gl_program[glsl->glsl_active_index] == 0))
return;
float input_size[2] = {(float)width, (float)height};
@ -901,9 +951,9 @@ static void gl_glsl_set_params(void *data, unsigned width, unsigned height,
if (uni->texture_size >= 0)
glUniform2fv(uni->texture_size, 1, texture_size);
if (uni->frame_count >= 0 && glsl_active_index)
if (uni->frame_count >= 0 && glsl->glsl_active_index)
{
unsigned modulo = glsl_shader->pass[glsl_active_index - 1].frame_count_mod;
unsigned modulo = glsl->glsl_shader->pass[glsl->glsl_active_index - 1].frame_count_mod;
if (modulo)
frame_count %= modulo;
glUniform1i(uni->frame_count, frame_count);
@ -914,20 +964,20 @@ static void gl_glsl_set_params(void *data, unsigned width, unsigned height,
unsigned texunit = 1;
for (i = 0; i < glsl_shader->luts; i++)
for (i = 0; i < glsl->glsl_shader->luts; i++)
{
if (uni->lut_texture[i] >= 0)
{
/* Have to rebind as HW render could override this. */
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, gl_teximage[i]);
glBindTexture(GL_TEXTURE_2D, glsl->gl_teximage[i]);
glUniform1i(uni->lut_texture[i], texunit);
texunit++;
}
}
/* Set original texture. */
if (glsl_active_index)
if (glsl->glsl_active_index)
{
if (uni->orig.texture >= 0)
{
@ -1021,35 +1071,37 @@ static void gl_glsl_set_params(void *data, unsigned width, unsigned height,
if (size)
{
gl_glsl_set_attribs(glsl_vbo[glsl_active_index].vbo_secondary,
&glsl_vbo[glsl_active_index].buffer_secondary,
&glsl_vbo[glsl_active_index].size_secondary,
gl_glsl_set_attribs(glsl, glsl->glsl_vbo[glsl->glsl_active_index].vbo_secondary,
&glsl->glsl_vbo[glsl->glsl_active_index].buffer_secondary,
&glsl->glsl_vbo[glsl->glsl_active_index].size_secondary,
buffer, size, attribs, attribs_size);
}
glActiveTexture(GL_TEXTURE0);
/* #pragma parameters. */
for (i = 0; i < glsl_shader->num_parameters; i++)
for (i = 0; i < glsl->glsl_shader->num_parameters; i++)
{
int location = glGetUniformLocation(gl_program[glsl_active_index],
glsl_shader->parameters[i].id);
glUniform1f(location, glsl_shader->parameters[i].current);
int location = glGetUniformLocation(
glsl->gl_program[glsl->glsl_active_index],
glsl->glsl_shader->parameters[i].id);
glUniform1f(location, glsl->glsl_shader->parameters[i].current);
}
/* Set state parameters. */
if (gl_state_tracker)
if (glsl->gl_state_tracker)
{
static struct state_tracker_uniform state_info[GFX_MAX_VARIABLES];
static unsigned cnt = 0;
if (glsl_active_index == 1)
cnt = state_get_uniform(gl_state_tracker, state_info,
if (glsl->glsl_active_index == 1)
cnt = state_get_uniform(glsl->gl_state_tracker, state_info,
GFX_MAX_VARIABLES, frame_count);
for (i = 0; i < cnt; i++)
{
int location = glGetUniformLocation(gl_program[glsl_active_index],
int location = glGetUniformLocation(
glsl->gl_program[glsl->glsl_active_index],
state_info[i].id);
glUniform1f(location, state_info[i].value);
}
@ -1058,11 +1110,14 @@ static void gl_glsl_set_params(void *data, unsigned width, unsigned height,
static bool gl_glsl_set_mvp(void *data, const math_matrix_4x4 *mat)
{
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
(void)data;
if (!glsl_enable || !glsl_shader->modern)
if (!glsl || !glsl->glsl_shader->modern)
goto fallback;
int loc = gl_uniforms[glsl_active_index].mvp;
int loc = glsl->gl_uniforms[glsl->glsl_active_index].mvp;
if (loc >= 0)
glUniformMatrix4fv(loc, 1, GL_FALSE, mat->data);
@ -1077,8 +1132,9 @@ fallback:
static bool gl_glsl_set_coords(const void *data)
{
const struct gl_coords *coords = (const struct gl_coords*)data;
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
if (!glsl_enable || !glsl_shader->modern || !coords)
if (!glsl || !glsl->glsl_shader->modern || !coords)
goto fallback;
/* Avoid hitting malloc on every single regular quad draw. */
@ -1097,7 +1153,8 @@ static bool gl_glsl_set_coords(const void *data)
size_t attribs_size = 0;
struct glsl_attrib *attr = attribs;
const struct shader_uniforms *uni = &gl_uniforms[glsl_active_index];
const struct shader_uniforms *uni = &glsl->gl_uniforms[glsl->glsl_active_index];
if (uni->tex_coord >= 0)
{
attr->loc = uni->tex_coord;
@ -1152,9 +1209,10 @@ static bool gl_glsl_set_coords(const void *data)
if (size)
{
gl_glsl_set_attribs(glsl_vbo[glsl_active_index].vbo_primary,
&glsl_vbo[glsl_active_index].buffer_primary,
&glsl_vbo[glsl_active_index].size_primary,
gl_glsl_set_attribs(glsl,
glsl->glsl_vbo[glsl->glsl_active_index].vbo_primary,
&glsl->glsl_vbo[glsl->glsl_active_index].buffer_primary,
&glsl->glsl_vbo[glsl->glsl_active_index].size_primary,
buffer, size,
attribs, attribs_size);
}
@ -1171,30 +1229,35 @@ fallback:
static void gl_glsl_use(void *data, unsigned idx)
{
(void)data;
if (glsl_enable)
{
gl_glsl_reset_attrib();
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
glsl_active_index = idx;
glUseProgram(gl_program[idx]);
}
(void)data;
if (!glsl)
return;
gl_glsl_reset_attrib(glsl);
glsl->glsl_active_index = idx;
glUseProgram(glsl->gl_program[idx]);
}
static unsigned gl_glsl_num(void)
{
if (glsl_shader)
return glsl_shader->passes;
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
if (glsl && glsl->glsl_shader)
return glsl->glsl_shader->passes;
return 0;
}
static bool gl_glsl_filter_type(unsigned idx, bool *smooth)
{
if (glsl_enable && idx
&& (glsl_shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC)
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
if (glsl && idx
&& (glsl->glsl_shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC)
)
{
*smooth = (glsl_shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR);
*smooth = (glsl->glsl_shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR);
return true;
}
return false;
@ -1202,15 +1265,17 @@ static bool gl_glsl_filter_type(unsigned idx, bool *smooth)
static enum gfx_wrap_type gl_glsl_wrap_type(unsigned idx)
{
if (glsl_enable && idx)
return glsl_shader->pass[idx - 1].wrap;
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
if (glsl && idx)
return glsl->glsl_shader->pass[idx - 1].wrap;
return RARCH_WRAP_BORDER;
}
static void gl_glsl_shader_scale(unsigned idx, struct gfx_fbo_scale *scale)
{
if (glsl_enable && idx)
*scale = glsl_shader->pass[idx - 1].fbo;
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
if (glsl && idx)
*scale = glsl->glsl_shader->pass[idx - 1].fbo;
else
scale->valid = false;
}
@ -1218,13 +1283,15 @@ static void gl_glsl_shader_scale(unsigned idx, struct gfx_fbo_scale *scale)
static unsigned gl_glsl_get_prev_textures(void)
{
unsigned i, j;
if (!glsl_enable)
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
if (!glsl)
return 0;
unsigned max_prev = 0;
for (i = 1; i <= glsl_shader->passes; i++)
for (i = 1; i <= glsl->glsl_shader->passes; i++)
for (j = 0; j < PREV_TEXTURES; j++)
if (gl_uniforms[i].prev[j].texture >= 0)
if (glsl->gl_uniforms[i].prev[j].texture >= 0)
max_prev = max(j + 1, max_prev);
return max_prev;
@ -1232,14 +1299,18 @@ static unsigned gl_glsl_get_prev_textures(void)
static bool gl_glsl_mipmap_input(unsigned idx)
{
if (glsl_enable && idx)
return glsl_shader->pass[idx - 1].mipmap;
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
if (glsl && idx)
return glsl->glsl_shader->pass[idx - 1].mipmap;
return false;
}
static struct gfx_shader *gl_glsl_get_current_shader(void)
{
return glsl_enable ? glsl_shader : NULL;
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
if (glsl)
return glsl->glsl_shader;
return NULL;
}
void gl_glsl_set_get_proc_address(gfx_ctx_proc_t (*proc)(const char*))
@ -1250,9 +1321,14 @@ void gl_glsl_set_get_proc_address(gfx_ctx_proc_t (*proc)(const char*))
void gl_glsl_set_context_type(bool core_profile,
unsigned major, unsigned minor)
{
glsl_core = core_profile;
glsl_major = major;
glsl_minor = minor;
glsl_shader_data_t *glsl = (glsl_shader_data_t*)driver.video_shader_data;
if (!glsl)
return;
glsl->glsl_core = core_profile;
glsl->glsl_major = major;
glsl->glsl_minor = minor;
}
const shader_backend_t gl_glsl_backend = {