mirror of
https://github.com/libretro/RetroArch
synced 2025-03-29 22:20:21 +00:00
(GLSL) Allocate struct dynamically for shader glsl backend
This commit is contained in:
parent
6c193836a5
commit
a5a9d914b1
@ -42,23 +42,6 @@
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#define PREV_TEXTURES (MAX_TEXTURES - 1)
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static struct gfx_shader *glsl_shader;
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static bool glsl_core;
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static unsigned glsl_major;
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static unsigned glsl_minor;
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static bool glsl_enable;
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static GLuint gl_program[GFX_MAX_SHADERS];
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static unsigned glsl_active_index;
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static GLuint gl_teximage[GFX_MAX_TEXTURES];
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static state_tracker_t *gl_state_tracker;
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static GLint gl_attribs[PREV_TEXTURES + 1 + 4 + GFX_MAX_SHADERS];
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static unsigned gl_attrib_index;
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static char glsl_alias_define[1024];
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/* Cache the VBO. */
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struct cache_vbo
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@ -71,7 +54,6 @@ struct cache_vbo
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GLfloat *buffer_secondary;
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size_t size_secondary;
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};
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static struct cache_vbo glsl_vbo[GFX_MAX_SHADERS];
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struct glsl_attrib
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{
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@ -113,7 +95,6 @@ struct shader_uniforms
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struct shader_uniforms_frame prev[PREV_TEXTURES];
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};
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static struct shader_uniforms gl_uniforms[GFX_MAX_SHADERS];
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static const char *glsl_prefixes[] = {
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"",
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@ -223,12 +204,30 @@ static const char *stock_fragment_core_blend =
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" FragColor = color * texture(Texture, tex_coord);\n"
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"}";
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static GLint get_uniform(GLuint prog, const char *base)
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typedef struct glsl_shader_data
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{
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struct gfx_shader *glsl_shader;
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struct shader_uniforms gl_uniforms[GFX_MAX_SHADERS];
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struct cache_vbo glsl_vbo[GFX_MAX_SHADERS];
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bool glsl_core;
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char glsl_alias_define[1024];
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unsigned glsl_major;
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unsigned glsl_minor;
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unsigned glsl_active_index;
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unsigned gl_attrib_index;
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GLuint gl_program[GFX_MAX_SHADERS];
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GLuint gl_teximage[GFX_MAX_TEXTURES];
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GLint gl_attribs[PREV_TEXTURES + 1 + 4 + GFX_MAX_SHADERS];
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state_tracker_t *gl_state_tracker;
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} glsl_shader_data_t;
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static GLint get_uniform(glsl_shader_data_t *glsl,
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GLuint prog, const char *base)
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{
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unsigned i;
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char buf[64];
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snprintf(buf, sizeof(buf), "%s%s", glsl_shader->prefix, base);
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snprintf(buf, sizeof(buf), "%s%s", glsl->glsl_shader->prefix, base);
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GLint loc = glGetUniformLocation(prog, buf);
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if (loc >= 0)
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return loc;
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@ -244,11 +243,12 @@ static GLint get_uniform(GLuint prog, const char *base)
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return -1;
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}
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static GLint get_attrib(GLuint prog, const char *base)
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static GLint get_attrib(glsl_shader_data_t *glsl,
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GLuint prog, const char *base)
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{
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unsigned i;
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char buf[64];
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snprintf(buf, sizeof(buf), "%s%s", glsl_shader->prefix, base);
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snprintf(buf, sizeof(buf), "%s%s", glsl->glsl_shader->prefix, base);
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GLint loc = glGetUniformLocation(prog, buf);
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if (loc >= 0)
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return loc;
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@ -308,27 +308,36 @@ static void print_linker_log(GLuint obj)
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free(info_log);
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}
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static bool compile_shader(GLuint shader,
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static bool compile_shader(glsl_shader_data_t *glsl,
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GLuint shader,
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const char *define, const char *program)
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{
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char version[32] = {0};
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if (glsl_core && !strstr(program, "#version"))
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if (glsl->glsl_core && !strstr(program, "#version"))
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{
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unsigned version_no = 0;
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unsigned gl_ver = glsl_major * 100 + glsl_minor * 10;
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unsigned gl_ver = glsl->glsl_major * 100 + glsl->glsl_minor * 10;
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switch (gl_ver)
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{
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case 300: version_no = 130; break;
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case 310: version_no = 140; break;
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case 320: version_no = 150; break;
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default: version_no = gl_ver; break;
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case 300:
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version_no = 130;
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break;
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case 310:
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version_no = 140;
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break;
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case 320:
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version_no = 150;
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break;
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default:
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version_no = gl_ver;
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break;
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}
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snprintf(version, sizeof(version), "#version %u\n", version_no);
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RARCH_LOG("[GL]: Using GLSL version %u.\n", version_no);
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}
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const char *source[] = { version, define, glsl_alias_define, program };
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const char *source[] = { version, define, glsl->glsl_alias_define, program };
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glShaderSource(shader, ARRAY_SIZE(source), source, NULL);
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glCompileShader(shader);
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@ -355,7 +364,8 @@ static bool link_program(GLuint prog)
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return false;
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}
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static GLuint compile_program(const char *vertex,
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static GLuint compile_program(glsl_shader_data_t *glsl,
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const char *vertex,
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const char *fragment, unsigned i)
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{
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GLuint prog = glCreateProgram();
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@ -370,6 +380,7 @@ static GLuint compile_program(const char *vertex,
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RARCH_LOG("Found GLSL vertex shader.\n");
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vert = glCreateShader(GL_VERTEX_SHADER);
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if (!compile_shader(
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glsl,
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vert, "#define VERTEX\n#define PARAMETER_UNIFORM\n", vertex))
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{
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RARCH_ERR("Failed to compile vertex shader #%u\n", i);
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@ -383,7 +394,7 @@ static GLuint compile_program(const char *vertex,
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{
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RARCH_LOG("Found GLSL fragment shader.\n");
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frag = glCreateShader(GL_FRAGMENT_SHADER);
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if (!compile_shader(frag,
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if (!compile_shader(glsl, frag,
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"#define FRAGMENT\n#define PARAMETER_UNIFORM\n", fragment))
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{
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RARCH_ERR("Failed to compile fragment shader #%u\n", i);
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@ -411,7 +422,7 @@ static GLuint compile_program(const char *vertex,
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glDeleteShader(frag);
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glUseProgram(prog);
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GLint location = get_uniform(prog, "Texture");
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GLint location = get_uniform(glsl, prog, "Texture");
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glUniform1i(location, 0);
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glUseProgram(0);
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}
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@ -429,12 +440,13 @@ static bool load_source_path(struct gfx_shader_pass *pass,
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return pass->source.string.fragment && pass->source.string.vertex;
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}
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static bool compile_programs(GLuint *gl_prog)
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static bool compile_programs(glsl_shader_data_t *glsl, GLuint *gl_prog)
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{
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unsigned i;
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for (i = 0; i < glsl_shader->passes; i++)
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for (i = 0; i < glsl->glsl_shader->passes; i++)
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{
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struct gfx_shader_pass *pass = &glsl_shader->pass[i];
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struct gfx_shader_pass *pass = (struct gfx_shader_pass*)
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&glsl->glsl_shader->pass[i];
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/* If we load from GLSLP (CGP),
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* load the file here, and pretend
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@ -450,7 +462,7 @@ static bool compile_programs(GLuint *gl_prog)
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const char *vertex = pass->source.string.vertex;
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const char *fragment = pass->source.string.fragment;
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gl_prog[i] = compile_program(vertex, fragment, i);
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gl_prog[i] = compile_program(glsl, vertex, fragment, i);
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if (!gl_prog[i])
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{
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@ -462,15 +474,15 @@ static bool compile_programs(GLuint *gl_prog)
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return true;
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}
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static void gl_glsl_reset_attrib(void)
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static void gl_glsl_reset_attrib(glsl_shader_data_t *glsl)
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{
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unsigned i;
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/* Add sanity check that we did not overflow. */
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rarch_assert(gl_attrib_index <= ARRAY_SIZE(gl_attribs));
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rarch_assert(glsl->gl_attrib_index <= ARRAY_SIZE(glsl->gl_attribs));
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for (i = 0; i < gl_attrib_index; i++)
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glDisableVertexAttribArray(gl_attribs[i]);
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gl_attrib_index = 0;
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for (i = 0; i < glsl->gl_attrib_index; i++)
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glDisableVertexAttribArray(glsl->gl_attribs[i]);
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glsl->gl_attrib_index = 0;
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}
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static void gl_glsl_set_vbo(GLfloat **buffer, size_t *buffer_elems,
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@ -494,7 +506,8 @@ static void gl_glsl_set_vbo(GLfloat **buffer, size_t *buffer_elems,
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}
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}
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static void gl_glsl_set_attribs(GLuint vbo,
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static void gl_glsl_set_attribs(glsl_shader_data_t *glsl,
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GLuint vbo,
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GLfloat **buffer, size_t *buffer_elems,
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const GLfloat *data, size_t elems,
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const struct glsl_attrib *attrs, size_t num_attrs)
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@ -508,12 +521,12 @@ static void gl_glsl_set_attribs(GLuint vbo,
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{
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GLint loc = attrs[i].loc;
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if (gl_attrib_index < ARRAY_SIZE(gl_attribs))
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if (glsl->gl_attrib_index < ARRAY_SIZE(glsl->gl_attribs))
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{
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, attrs[i].size, GL_FLOAT, GL_FALSE, 0,
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(const GLvoid*)(uintptr_t)attrs[i].offset);
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gl_attribs[gl_attrib_index++] = loc;
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glsl->gl_attribs[glsl->gl_attrib_index++] = loc;
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}
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else
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RARCH_WARN("Attrib array buffer was overflown!\n");
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@ -530,7 +543,8 @@ static void clear_uniforms_frame(struct shader_uniforms_frame *frame)
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frame->tex_coord = -1;
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}
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static void find_uniforms_frame(GLuint prog,
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static void find_uniforms_frame(glsl_shader_data_t *glsl,
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GLuint prog,
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struct shader_uniforms_frame *frame, const char *base)
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{
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char texture[64];
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@ -544,132 +558,157 @@ static void find_uniforms_frame(GLuint prog,
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snprintf(tex_coord, sizeof(tex_coord), "%s%s", base, "TexCoord");
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if (frame->texture < 0)
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frame->texture = get_uniform(prog, texture);
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frame->texture = get_uniform(glsl, prog, texture);
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if (frame->texture_size < 0)
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frame->texture_size = get_uniform(prog, texture_size);
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frame->texture_size = get_uniform(glsl, prog, texture_size);
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if (frame->input_size < 0)
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frame->input_size = get_uniform(prog, input_size);
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frame->input_size = get_uniform(glsl, prog, input_size);
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if (frame->tex_coord < 0)
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frame->tex_coord = get_attrib(prog, tex_coord);
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frame->tex_coord = get_attrib(glsl, prog, tex_coord);
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}
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static void find_uniforms(unsigned pass, GLuint prog,
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static void find_uniforms(glsl_shader_data_t *glsl,
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unsigned pass, GLuint prog,
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struct shader_uniforms *uni)
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{
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unsigned i;
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glUseProgram(prog);
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uni->mvp = get_uniform(prog, "MVPMatrix");
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uni->tex_coord = get_attrib(prog, "TexCoord");
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uni->vertex_coord = get_attrib(prog, "VertexCoord");
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uni->color = get_attrib(prog, "Color");
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uni->lut_tex_coord = get_attrib(prog, "LUTTexCoord");
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uni->mvp = get_uniform(glsl, prog, "MVPMatrix");
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uni->tex_coord = get_attrib(glsl, prog, "TexCoord");
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uni->vertex_coord = get_attrib(glsl, prog, "VertexCoord");
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uni->color = get_attrib(glsl, prog, "Color");
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uni->lut_tex_coord = get_attrib(glsl, prog, "LUTTexCoord");
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uni->input_size = get_uniform(prog, "InputSize");
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uni->output_size = get_uniform(prog, "OutputSize");
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uni->texture_size = get_uniform(prog, "TextureSize");
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uni->input_size = get_uniform(glsl, prog, "InputSize");
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uni->output_size = get_uniform(glsl, prog, "OutputSize");
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uni->texture_size = get_uniform(glsl, prog, "TextureSize");
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uni->frame_count = get_uniform(prog, "FrameCount");
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uni->frame_direction = get_uniform(prog, "FrameDirection");
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uni->frame_count = get_uniform(glsl, prog, "FrameCount");
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uni->frame_direction = get_uniform(glsl, prog, "FrameDirection");
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for (i = 0; i < glsl_shader->luts; i++)
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uni->lut_texture[i] = glGetUniformLocation(prog, glsl_shader->lut[i].id);
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for (i = 0; i < glsl->glsl_shader->luts; i++)
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uni->lut_texture[i] = glGetUniformLocation(prog, glsl->glsl_shader->lut[i].id);
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char frame_base[64];
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clear_uniforms_frame(&uni->orig);
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find_uniforms_frame(prog, &uni->orig, "Orig");
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find_uniforms_frame(glsl, prog, &uni->orig, "Orig");
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if (pass > 1)
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{
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snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass);
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find_uniforms_frame(prog, &uni->orig, frame_base);
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find_uniforms_frame(glsl, prog, &uni->orig, frame_base);
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}
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for (i = 0; i + 1 < pass; i++)
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{
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snprintf(frame_base, sizeof(frame_base), "Pass%u", i + 1);
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clear_uniforms_frame(&uni->pass[i]);
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find_uniforms_frame(prog, &uni->pass[i], frame_base);
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find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base);
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snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass - (i + 1));
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find_uniforms_frame(prog, &uni->pass[i], frame_base);
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find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base);
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if (*glsl_shader->pass[i].alias)
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find_uniforms_frame(prog, &uni->pass[i], glsl_shader->pass[i].alias);
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if (*glsl->glsl_shader->pass[i].alias)
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find_uniforms_frame(glsl, prog, &uni->pass[i], glsl->glsl_shader->pass[i].alias);
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}
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clear_uniforms_frame(&uni->prev[0]);
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find_uniforms_frame(prog, &uni->prev[0], "Prev");
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find_uniforms_frame(glsl, prog, &uni->prev[0], "Prev");
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for (i = 1; i < PREV_TEXTURES; i++)
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{
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snprintf(frame_base, sizeof(frame_base), "Prev%u", i);
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clear_uniforms_frame(&uni->prev[i]);
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find_uniforms_frame(prog, &uni->prev[i], frame_base);
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find_uniforms_frame(glsl, prog, &uni->prev[i], frame_base);
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}
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glUseProgram(0);
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}
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static void gl_glsl_free_shader(void)
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static void gl_glsl_deinit_shader(glsl_shader_data_t *glsl)
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{
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unsigned i;
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if (!glsl_shader)
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if (!glsl || !glsl->glsl_shader)
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return;
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for (i = 0; i < glsl_shader->passes; i++)
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for (i = 0; i < glsl->glsl_shader->passes; i++)
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{
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free(glsl_shader->pass[i].source.string.vertex);
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free(glsl_shader->pass[i].source.string.fragment);
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free(glsl->glsl_shader->pass[i].source.string.vertex);
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free(glsl->glsl_shader->pass[i].source.string.fragment);
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}
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free(glsl_shader->script);
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free(glsl_shader);
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glsl_shader = NULL;
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free(glsl->glsl_shader->script);
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free(glsl->glsl_shader);
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glsl->glsl_shader = NULL;
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}
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static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl)
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{
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unsigned i;
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if (!glsl)
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return;
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glUseProgram(0);
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for (i = 0; i < GFX_MAX_SHADERS; i++)
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{
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if (glsl->gl_program[i] == 0 || (i && glsl->gl_program[i] == glsl->gl_program[0]))
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continue;
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glDeleteProgram(glsl->gl_program[i]);
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}
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if (glsl->glsl_shader && glsl->glsl_shader->luts)
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glDeleteTextures(glsl->glsl_shader->luts, glsl->gl_teximage);
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memset(glsl->gl_program, 0, sizeof(glsl->gl_program));
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memset(glsl->gl_uniforms, 0, sizeof(glsl->gl_uniforms));
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glsl->glsl_active_index = 0;
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gl_glsl_deinit_shader(glsl);
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if (glsl->gl_state_tracker)
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state_tracker_free(glsl->gl_state_tracker);
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glsl->gl_state_tracker = NULL;
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gl_glsl_reset_attrib(glsl);
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for (i = 0; i < GFX_MAX_SHADERS; i++)
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{
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if (glsl->glsl_vbo[i].vbo_primary)
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glDeleteBuffers(1, &glsl->glsl_vbo[i].vbo_primary);
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if (glsl->glsl_vbo[i].vbo_secondary)
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glDeleteBuffers(1, &glsl->glsl_vbo[i].vbo_secondary);
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free(glsl->glsl_vbo[i].buffer_primary);
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free(glsl->glsl_vbo[i].buffer_secondary);
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}
|
||||
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 = {
|
||||
|
Loading…
x
Reference in New Issue
Block a user