mirror of
https://github.com/libretro/RetroArch
synced 2024-12-29 12:31:05 +00:00
538 lines
12 KiB
C
538 lines
12 KiB
C
#include "../libretro.h"
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#include <stdint.h>
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#include <string.h>
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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#define ARRAY_SIZE(a) (sizeof(a) / sizeof((a)[0]))
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static struct retro_hw_render_callback hw_render;
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#include "../gfx/glsym/glsym.h"
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#define BASE_WIDTH 320
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#define BASE_HEIGHT 240
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#ifdef GLES
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#define MAX_WIDTH 1024
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#define MAX_HEIGHT 1024
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#else
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#define MAX_WIDTH 1920
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#define MAX_HEIGHT 1600
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#endif
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static unsigned width = BASE_WIDTH;
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static unsigned height = BASE_HEIGHT;
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static GLuint prog;
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static GLuint vbo;
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#ifdef CORE
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static bool context_alive;
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static bool multisample_fbo;
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static unsigned multisample;
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static GLuint vao;
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static GLuint fbo;
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static GLuint rbo_color, rbo_depth_stencil;
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#endif
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static const GLfloat vertex_data[] = {
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-0.5, -0.5,
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0.5, -0.5,
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-0.5, 0.5,
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0.5, 0.5,
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1.0, 1.0, 1.0, 1.0,
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1.0, 1.0, 0.0, 1.0,
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0.0, 1.0, 1.0, 1.0,
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1.0, 0.0, 1.0, 1.0,
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};
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#ifdef CORE
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static const char *vertex_shader[] = {
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"#version 140\n"
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"uniform mat4 uMVP;",
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"in vec2 aVertex;",
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"in vec4 aColor;",
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"out vec4 color;",
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"void main() {",
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" gl_Position = uMVP * vec4(aVertex, 0.0, 1.0);",
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" color = aColor;",
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"}",
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};
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static const char *fragment_shader[] = {
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"#version 140\n"
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"in vec4 color;",
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"out vec4 FragColor;\n"
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"void main() {",
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" FragColor = color;",
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"}",
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};
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#else
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static const char *vertex_shader[] = {
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"uniform mat4 uMVP;",
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"attribute vec2 aVertex;",
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"attribute vec4 aColor;",
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"varying vec4 color;",
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"void main() {",
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" gl_Position = uMVP * vec4(aVertex, 0.0, 1.0);",
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" color = aColor;",
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"}",
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};
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static const char *fragment_shader[] = {
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"#ifdef GL_ES\n",
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"precision mediump float;\n",
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"#endif\n",
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"varying vec4 color;",
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"void main() {",
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" gl_FragColor = color;",
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"}",
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};
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#endif
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static void compile_program(void)
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{
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prog = glCreateProgram();
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GLuint vert = glCreateShader(GL_VERTEX_SHADER);
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GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(vert, ARRAY_SIZE(vertex_shader), vertex_shader, 0);
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glShaderSource(frag, ARRAY_SIZE(fragment_shader), fragment_shader, 0);
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glCompileShader(vert);
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glCompileShader(frag);
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glAttachShader(prog, vert);
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glAttachShader(prog, frag);
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glLinkProgram(prog);
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glDeleteShader(vert);
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glDeleteShader(frag);
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}
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#ifdef CORE
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static void init_multisample(unsigned samples)
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{
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multisample = samples;
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if (!context_alive)
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return;
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if (rbo_color)
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glDeleteRenderbuffers(1, &rbo_color);
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if (rbo_depth_stencil)
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glDeleteRenderbuffers(1, &rbo_depth_stencil);
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if (fbo)
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glDeleteFramebuffers(1, &fbo);
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rbo_color = rbo_depth_stencil = fbo = 0;
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multisample_fbo = false;
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if (samples <= 1)
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return;
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if (glRenderbufferStorageMultisample)
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{
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glGenRenderbuffers(1, &rbo_color);
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glGenRenderbuffers(1, &rbo_depth_stencil);
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glGenFramebuffers(1, &fbo);
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glBindRenderbuffer(GL_RENDERBUFFER, rbo_color);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER,
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samples, GL_RGBA, MAX_WIDTH, MAX_HEIGHT);
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glBindRenderbuffer(GL_RENDERBUFFER, rbo_depth_stencil);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER,
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samples, GL_DEPTH24_STENCIL8, MAX_WIDTH, MAX_HEIGHT);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, rbo_color);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, rbo_depth_stencil);
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GLenum ret = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (ret == GL_FRAMEBUFFER_COMPLETE)
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{
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fprintf(stderr, "Using multisampled FBO.\n");
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multisample_fbo = true;
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}
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else
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fprintf(stderr, "Multisampled FBO failed.\n");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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else
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fprintf(stderr, "Multisampled FBOs not supported.\n");
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}
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#endif
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static void setup_vao(void)
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{
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#ifdef CORE
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glGenVertexArrays(1, &vao);
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#endif
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glUseProgram(prog);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glUseProgram(0);
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}
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void retro_init(void)
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{}
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void retro_deinit(void)
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{}
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unsigned retro_api_version(void)
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{
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return RETRO_API_VERSION;
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}
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void retro_set_controller_port_device(unsigned port, unsigned device)
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{
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(void)port;
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(void)device;
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}
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void retro_get_system_info(struct retro_system_info *info)
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{
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memset(info, 0, sizeof(*info));
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info->library_name = "TestCore GL";
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info->library_version = "v1";
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info->need_fullpath = false;
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info->valid_extensions = NULL; // Anything is fine, we don't care.
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}
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void retro_get_system_av_info(struct retro_system_av_info *info)
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{
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info->timing = (struct retro_system_timing) {
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.fps = 60.0,
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.sample_rate = 30000.0,
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};
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info->geometry = (struct retro_game_geometry) {
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.base_width = BASE_WIDTH,
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.base_height = BASE_HEIGHT,
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.max_width = MAX_WIDTH,
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.max_height = MAX_HEIGHT,
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.aspect_ratio = 4.0 / 3.0,
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};
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}
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static retro_video_refresh_t video_cb;
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static retro_audio_sample_t audio_cb;
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static retro_audio_sample_batch_t audio_batch_cb;
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static retro_environment_t environ_cb;
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static retro_input_poll_t input_poll_cb;
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static retro_input_state_t input_state_cb;
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void retro_set_environment(retro_environment_t cb)
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{
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environ_cb = cb;
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struct retro_variable variables[] = {
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{
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"testgl_resolution",
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#ifdef GLES
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"Internal resolution; 320x240|360x480|480x272|512x384|512x512|640x240|640x448|640x480|720x576|800x600|960x720|1024x768",
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#else
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"Internal resolution; 320x240|360x480|480x272|512x384|512x512|640x240|640x448|640x480|720x576|800x600|960x720|1024x768|1024x1024|1280x720|1280x960|1600x1200|1920x1080|1920x1440|1920x1600",
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#endif
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},
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#ifdef CORE
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{ "testgl_multisample", "Multisampling; 1x|2x|4x" },
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#endif
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{ NULL, NULL },
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};
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bool no_rom = true;
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cb(RETRO_ENVIRONMENT_SET_SUPPORT_NO_GAME, &no_rom);
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cb(RETRO_ENVIRONMENT_SET_VARIABLES, variables);
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}
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void retro_set_audio_sample(retro_audio_sample_t cb)
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{
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audio_cb = cb;
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}
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void retro_set_audio_sample_batch(retro_audio_sample_batch_t cb)
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{
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audio_batch_cb = cb;
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}
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void retro_set_input_poll(retro_input_poll_t cb)
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{
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input_poll_cb = cb;
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}
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void retro_set_input_state(retro_input_state_t cb)
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{
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input_state_cb = cb;
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}
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void retro_set_video_refresh(retro_video_refresh_t cb)
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{
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video_cb = cb;
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}
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static void update_variables(void)
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{
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struct retro_variable var = {
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.key = "testgl_resolution",
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};
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if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
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{
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char *pch;
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char str[100];
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snprintf(str, sizeof(str), var.value);
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pch = strtok(str, "x");
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if (pch)
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width = strtoul(pch, NULL, 0);
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pch = strtok(NULL, "x");
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if (pch)
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height = strtoul(pch, NULL, 0);
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fprintf(stderr, "[libretro-test]: Got size: %u x %u.\n", width, height);
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}
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#ifdef CORE
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var.key = "testgl_multisample";
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var.value = NULL;
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if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
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{
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switch (*var.value)
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{
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case '1':
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init_multisample(1);
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break;
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case '2':
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init_multisample(2);
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break;
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case '4':
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init_multisample(4);
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break;
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}
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}
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#endif
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}
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void retro_run(void)
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{
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bool updated = false;
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if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE_UPDATE, &updated) && updated)
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update_variables();
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input_poll_cb();
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#ifdef CORE
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glBindVertexArray(vao);
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if (multisample_fbo)
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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else
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#endif
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glBindFramebuffer(GL_FRAMEBUFFER, hw_render.get_current_framebuffer());
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glClearColor(0.3, 0.4, 0.5, 1.0);
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glUseProgram(prog);
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glEnable(GL_DEPTH_TEST);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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int vloc = glGetAttribLocation(prog, "aVertex");
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glVertexAttribPointer(vloc, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glEnableVertexAttribArray(vloc);
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int cloc = glGetAttribLocation(prog, "aColor");
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glVertexAttribPointer(cloc, 4, GL_FLOAT, GL_FALSE, 0, (void*)(8 * sizeof(GLfloat)));
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glEnableVertexAttribArray(cloc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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int loc = glGetUniformLocation(prog, "uMVP");
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static unsigned frame_count;
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frame_count++;
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float angle = frame_count / 100.0;
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float cos_angle = cos(angle);
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float sin_angle = sin(angle);
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const GLfloat mvp[] = {
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cos_angle, -sin_angle, 0, 0,
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sin_angle, cos_angle, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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};
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glUniformMatrix4fv(loc, 1, GL_FALSE, mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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cos_angle *= 0.5;
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sin_angle *= 0.5;
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const GLfloat mvp2[] = {
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cos_angle, -sin_angle, 0, 0.0,
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sin_angle, cos_angle, 0, 0.0,
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0, 0, 1, 0,
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0.4, 0.4, 0.2, 1,
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};
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glUniformMatrix4fv(loc, 1, GL_FALSE, mvp2);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(vloc);
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glDisableVertexAttribArray(cloc);
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glUseProgram(0);
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#ifdef CORE
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glBindVertexArray(0);
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if (multisample_fbo) // Resolve the multisample.
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, hw_render.get_current_framebuffer());
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glBlitFramebuffer(0, 0, width, height,
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0, 0, width, height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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#endif
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video_cb(RETRO_HW_FRAME_BUFFER_VALID, width, height, 0);
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}
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static void context_reset(void)
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{
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fprintf(stderr, "Context reset!\n");
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rglgen_resolve_symbols(hw_render.get_proc_address);
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compile_program();
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setup_vao();
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#ifdef CORE
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context_alive = true;
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init_multisample(multisample);
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#endif
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}
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static void context_destroy(void)
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{
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fprintf(stderr, "Context destroy!\n");
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#ifdef CORE
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glDeleteVertexArrays(1, &vao);
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vao = 0;
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init_multisample(0);
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context_alive = false;
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#endif
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glDeleteBuffers(1, &vbo);
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vbo = 0;
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glDeleteProgram(prog);
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prog = 0;
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}
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bool retro_load_game(const struct retro_game_info *info)
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{
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update_variables();
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enum retro_pixel_format fmt = RETRO_PIXEL_FORMAT_XRGB8888;
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if (!environ_cb(RETRO_ENVIRONMENT_SET_PIXEL_FORMAT, &fmt))
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{
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fprintf(stderr, "XRGB8888 is not supported.\n");
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return false;
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}
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#ifdef GLES
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#ifdef GLES3
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hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES3;
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#else
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hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES2;
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#endif
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#else
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#ifdef CORE
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hw_render.context_type = RETRO_HW_CONTEXT_OPENGL_CORE;
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hw_render.version_major = 3;
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hw_render.version_minor = 1;
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#else
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hw_render.context_type = RETRO_HW_CONTEXT_OPENGL;
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#endif
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#endif
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hw_render.context_reset = context_reset;
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hw_render.context_destroy = context_destroy;
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hw_render.depth = true;
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hw_render.stencil = true;
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hw_render.bottom_left_origin = true;
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if (!environ_cb(RETRO_ENVIRONMENT_SET_HW_RENDER, &hw_render))
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return false;
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fprintf(stderr, "Loaded game!\n");
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(void)info;
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return true;
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}
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void retro_unload_game(void)
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{}
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unsigned retro_get_region(void)
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{
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return RETRO_REGION_NTSC;
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}
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bool retro_load_game_special(unsigned type, const struct retro_game_info *info, size_t num)
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{
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(void)type;
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(void)info;
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(void)num;
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return false;
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}
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size_t retro_serialize_size(void)
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{
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return 0;
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}
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bool retro_serialize(void *data, size_t size)
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{
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(void)data;
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(void)size;
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return false;
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}
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bool retro_unserialize(const void *data, size_t size)
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{
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(void)data;
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(void)size;
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return false;
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}
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void *retro_get_memory_data(unsigned id)
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{
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(void)id;
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return NULL;
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}
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size_t retro_get_memory_size(unsigned id)
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{
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(void)id;
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return 0;
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}
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void retro_reset(void)
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{}
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void retro_cheat_reset(void)
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{}
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void retro_cheat_set(unsigned index, bool enabled, const char *code)
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{
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(void)index;
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(void)enabled;
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(void)code;
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}
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