/* SSNES - A Super Ninteno Entertainment System (SNES) Emulator frontend for libsnes. * Copyright (C) 2010 - Hans-Kristian Arntzen * * Some code herein may be based on code found in BSNES. * * SSNES is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with SSNES. * If not, see . */ #include "driver.h" #include #include "libsnes.hpp" #include #include #include #include "general.h" #ifdef HAVE_CONFIG_H #include "config.h" #endif #define NO_SDL_GLEXT #include "SDL.h" #include "SDL_opengl.h" #include "input/ssnes_sdl_input.h" #define GL_GLEXT_PROTOTYPES #include #ifndef _WIN32 #include #endif #ifdef HAVE_CG #include "shader_cg.h" #endif #ifdef HAVE_XML #include "shader_glsl.h" #endif static const GLfloat vertexes[] = { 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0 }; static const GLfloat tex_coords[] = { 0, 1, 0, 0, 1, 0, 1, 1 }; static bool keep_aspect = true; static GLuint gl_width = 0, gl_height = 0; typedef struct gl { bool vsync; GLuint texture; GLuint tex_filter; bool should_resize; bool quitting; unsigned win_width; unsigned win_height; unsigned vp_width; unsigned vp_height; unsigned last_width; unsigned last_height; unsigned tex_w, tex_h; GLfloat tex_coords[8]; } gl_t; static inline bool gl_shader_init(void) { if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0) SSNES_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n"); #ifdef HAVE_CG if (strlen(g_settings.video.cg_shader_path) > 0) return gl_cg_init(g_settings.video.cg_shader_path); #endif #ifdef HAVE_XML if (strlen(g_settings.video.bsnes_shader_path) > 0) return gl_glsl_init(g_settings.video.bsnes_shader_path); #endif return true; } static inline void gl_shader_deinit(void) { #ifdef HAVE_CG gl_cg_deinit(); #endif #ifdef HAVE_XML gl_glsl_deinit(); #endif } static inline void gl_shader_set_proj_matrix(void) { #ifdef HAVE_CG gl_cg_set_proj_matrix(); #endif #ifdef HAVE_XML gl_glsl_set_proj_matrix(); #endif } static inline void gl_shader_set_params(unsigned width, unsigned height, unsigned tex_width, unsigned tex_height, unsigned out_width, unsigned out_height) { #ifdef HAVE_CG gl_cg_set_params(width, height, tex_width, tex_height, out_width, out_height); #endif #ifdef HAVE_XML gl_glsl_set_params(width, height, tex_width, tex_height, out_width, out_height); #endif } static void set_viewport(gl_t *gl) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLuint out_width = gl->win_width, out_height = gl->win_height; if ( keep_aspect ) { float desired_aspect = g_settings.video.aspect_ratio; float device_aspect = (float)gl->win_width / gl->win_height; // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), // assume they are actually equal. if ( (int)(device_aspect*1000) > (int)(desired_aspect*1000) ) { float delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; glViewport(gl->win_width * (0.5 - delta), 0, 2.0 * gl->win_width * delta, gl->win_height); out_width = (int)(2.0 * gl->win_width * delta); } else if ( (int)(device_aspect*1000) < (int)(desired_aspect*1000) ) { float delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; glViewport(0, gl->win_height * (0.5 - delta), gl->win_width, 2.0 * gl->win_height * delta); out_height = (int)(2.0 * gl->win_height * delta); } else glViewport(0, 0, gl->win_width, gl->win_height); } else glViewport(0, 0, gl->win_width, gl->win_height); glOrtho(0, 1, 0, 1, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gl_shader_set_proj_matrix(); gl->vp_width = out_width; gl->vp_height = out_height; } static float tv_to_fps(const struct timeval *tv, const struct timeval *new_tv, int frames) { float time = new_tv->tv_sec - tv->tv_sec + (new_tv->tv_usec - tv->tv_usec)/1000000.0; return frames/time; } static void show_fps(void) { // Shows FPS in taskbar. static int frames = 0; static struct timeval tv; struct timeval new_tv; if (frames == 0) gettimeofday(&tv, NULL); if ((frames % 180) == 0 && frames > 0) { gettimeofday(&new_tv, NULL); struct timeval tmp_tv = tv; gettimeofday(&tv, NULL); char tmpstr[256] = {0}; float fps = tv_to_fps(&tmp_tv, &new_tv, 180); snprintf(tmpstr, sizeof(tmpstr), "SSNES || FPS: %6.1f || Frames: %d", fps, frames); SDL_WM_SetCaption(tmpstr, NULL); } frames++; } static bool gl_frame(void *data, const uint16_t* frame, int width, int height, int pitch) { gl_t *gl = data; if (gl->should_resize) { gl->should_resize = false; SDL_SetVideoMode(gl->win_width, gl->win_height, 32, SDL_OPENGL | SDL_RESIZABLE | (g_settings.video.fullscreen ? SDL_FULLSCREEN : 0)); set_viewport(gl); } glClear(GL_COLOR_BUFFER_BIT); gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl_width, gl_height); if (width != gl->last_width || height != gl->last_height) // res change. need to clear out texture. { gl->last_width = width; gl->last_height = height; glPixelStorei(GL_UNPACK_ROW_LENGTH, width); uint8_t *tmp = calloc(1, gl->tex_w * gl->tex_h * sizeof(uint16_t)); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, gl->tex_w, gl->tex_h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, tmp); free(tmp); gl->tex_coords[0] = 0; gl->tex_coords[1] = (GLfloat)height / gl->tex_h; gl->tex_coords[2] = 0; gl->tex_coords[3] = 0; gl->tex_coords[4] = (GLfloat)width / gl->tex_w; gl->tex_coords[5] = 0; gl->tex_coords[6] = (GLfloat)width / gl->tex_w; gl->tex_coords[7] = (GLfloat)height / gl->tex_h; } glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 1); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame); glDrawArrays(GL_QUADS, 0, 4); show_fps(); glFlush(); SDL_GL_SwapBuffers(); return true; } static void gl_free(void *data) { gl_t *gl = data; gl_shader_deinit(); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDeleteTextures(1, &gl->texture); SDL_QuitSubSystem(SDL_INIT_VIDEO); } static void gl_set_nonblock_state(void *data, bool state) { gl_t *gl = data; if (gl->vsync) { SSNES_LOG("GL VSync => %s\n", state ? "off" : "on"); #ifdef _WIN32 static BOOL (APIENTRY *wgl_swap_interval)(int) = NULL; if (!wgl_swap_interval) SSNES_WARN("SDL VSync toggling seems to be broken, attempting to use WGL VSync call directly instead.\n"); if (!wgl_swap_interval) wgl_swap_interval = (BOOL (APIENTRY*)(int)) wglGetProcAddress("wglSwapIntervalEXT"); if (wgl_swap_interval) wgl_swap_interval(state ? 0 : 1); #else static int (*glx_swap_interval)(int) = NULL; if (!glx_swap_interval) SSNES_WARN("SDL VSync toggling seems to be broken, attempting to use GLX VSync call directly instead.\n"); if (!glx_swap_interval) glx_swap_interval = (int (*)(int))glXGetProcAddressARB((const GLubyte*)"glXSwapIntervalSGI"); if (!glx_swap_interval) glx_swap_interval = (int (*)(int))glXGetProcAddressARB((const GLubyte*)"glXSwapIntervalMESA"); if (glx_swap_interval) glx_swap_interval(state ? 0 : 1); #endif } } static void* gl_init(video_info_t *video, const input_driver_t **input, void **input_data) { if (SDL_Init(SDL_INIT_VIDEO) < 0) return NULL; SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, video->vsync ? 1 : 0); if (!SDL_SetVideoMode(video->width, video->height, 32, SDL_OPENGL | SDL_RESIZABLE | (video->fullscreen ? SDL_FULLSCREEN : 0))) return NULL; int attr = 0; SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL, &attr); if (attr <= 0 && video->vsync) SSNES_WARN("GL VSync has not been enabled!\n"); attr = 0; SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &attr); if (attr <= 0) SSNES_WARN("GL double buffer has not been enabled!\n"); // Remove that ugly mouse :D SDL_ShowCursor(SDL_DISABLE); gl_t *gl = calloc(1, sizeof(gl_t)); if (!gl) return NULL; gl->win_width = video->width; gl->win_height = video->height; gl->vsync = video->vsync; keep_aspect = video->force_aspect; if ( video->smooth ) gl->tex_filter = GL_LINEAR; else gl->tex_filter = GL_NEAREST; set_viewport(gl); glEnable(GL_TEXTURE_2D); glDisable(GL_DITHER); glDisable(GL_DEPTH_TEST); glColor3f(1, 1, 1); glClearColor(0, 0, 0, 0); SDL_WM_SetCaption("SSNES", NULL); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glGenTextures(1, &gl->texture); glBindTexture(GL_TEXTURE_2D, gl->texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), vertexes); memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords)); glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords); gl->tex_w = 256 * video->input_scale; gl->tex_h = 256 * video->input_scale; uint8_t *tmp = calloc(1, gl->tex_w * gl->tex_h * sizeof(uint16_t)); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gl->tex_w, gl->tex_h, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, tmp); free(tmp); gl->last_width = gl->tex_w; gl->last_height = gl->tex_h; gl_shader_init(); // Hook up SDL input driver to get SDL_QUIT events and RESIZE. sdl_input_t *sdl_input = input_sdl.init(); if (sdl_input) { sdl_input->quitting = &gl->quitting; sdl_input->should_resize = &gl->should_resize; sdl_input->new_width = &gl->win_width; sdl_input->new_height = &gl->win_height; *input = &input_sdl; *input_data = sdl_input; } else *input = NULL; return gl; } static bool gl_alive(void *data) { gl_t *gl = data; return !gl->quitting; } const video_driver_t video_gl = { .init = gl_init, .frame = gl_frame, .alive = gl_alive, .set_nonblock_state = gl_set_nonblock_state, .free = gl_free, .ident = "gl" };