/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2017 - Daniel De Matteis * * RetroArch 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. * * RetroArch 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 RetroArch. * If not, see . */ #include #include #include #include #include #include #include #include #ifdef HAVE_CONFIG_H #include "../../config.h" #endif #if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) #include #include "../common/gl_common.h" #endif #include "shader_glsl.h" #ifdef HAVE_REWIND #include "../../state_manager.h" #endif #include "../../core.h" #include "../../verbosity.h" #define PREV_TEXTURES (GFX_MAX_TEXTURES - 1) /* Cache the VBO. */ struct cache_vbo { GLuint vbo_primary; GLuint vbo_secondary; size_t size_primary; size_t size_secondary; GLfloat *buffer_primary; GLfloat *buffer_secondary; }; struct shader_program_glsl_data { GLuint vprg; GLuint fprg; GLuint id; }; struct glsl_attrib { GLint loc; GLsizei size; GLsizei offset; }; struct shader_uniforms_frame { int texture; int input_size; int texture_size; int tex_coord; }; struct shader_uniforms { #if defined(VITA) int time; #endif int mvp; int tex_coord; int vertex_coord; int color; int lut_tex_coord; int input_size; int output_size; int texture_size; int frame_count; int frame_direction; int lut_texture[GFX_MAX_TEXTURES]; unsigned frame_count_mod; struct shader_uniforms_frame orig; struct shader_uniforms_frame feedback; struct shader_uniforms_frame pass[GFX_MAX_SHADERS]; struct shader_uniforms_frame prev[PREV_TEXTURES]; }; static const char *glsl_prefixes[] = { "", "ruby", }; #if defined(VITA) #include "../drivers/gl_shaders/modern_opaque.cg.vert.h" #include "../drivers/gl_shaders/modern_opaque.cg.frag.h" #include "../drivers/gl_shaders/modern_alpha_blend.cg.vert.h" #include "../drivers/gl_shaders/modern_alpha_blend.cg.frag.h" #ifdef HAVE_SHADERPIPELINE #include "../drivers/gl_shaders/modern_pipeline_xmb_ribbon_simple.cg.vert.h" #include "../drivers/gl_shaders/pipeline_xmb_ribbon_simple.cg.frag.h" #include "../drivers/gl_shaders/modern_pipeline_xmb_ribbon.cg.vert.h" #include "../drivers/gl_shaders/pipeline_xmb_ribbon.cg.frag.h" #endif #else #include "../drivers/gl_shaders/modern_opaque.glsl.vert.h" #include "../drivers/gl_shaders/modern_opaque.glsl.frag.h" #include "../drivers/gl_shaders/core_opaque.glsl.vert.h" #include "../drivers/gl_shaders/core_opaque.glsl.frag.h" #include "../drivers/gl_shaders/legacy_opaque.glsl.vert.h" #include "../drivers/gl_shaders/legacy_opaque.glsl.frag.h" #include "../drivers/gl_shaders/modern_alpha_blend.glsl.vert.h" #include "../drivers/gl_shaders/modern_alpha_blend.glsl.frag.h" #include "../drivers/gl_shaders/core_alpha_blend.glsl.vert.h" #include "../drivers/gl_shaders/core_alpha_blend.glsl.frag.h" #ifdef HAVE_SHADERPIPELINE #include "../drivers/gl_shaders/core_pipeline_snow.glsl.frag.h" #include "../drivers/gl_shaders/core_pipeline_snow_simple.glsl.frag.h" #include "../drivers/gl_shaders/core_pipeline_xmb_ribbon.glsl.frag.h" #include "../drivers/gl_shaders/core_pipeline_xmb_ribbon_simple.glsl.frag.h" #include "../drivers/gl_shaders/core_pipeline_bokeh.glsl.frag.h" #include "../drivers/gl_shaders/core_pipeline_snowflake.glsl.frag.h" #include "../drivers/gl_shaders/legacy_pipeline_xmb_ribbon_simple.glsl.vert.h" #include "../drivers/gl_shaders/modern_pipeline_xmb_ribbon_simple.glsl.vert.h" #include "../drivers/gl_shaders/pipeline_xmb_ribbon_simple.glsl.frag.h" #include "../drivers/gl_shaders/pipeline_snow.glsl.frag.h" #include "../drivers/gl_shaders/pipeline_snow.glsl.vert.h" #include "../drivers/gl_shaders/pipeline_snow_core.glsl.vert.h" #include "../drivers/gl_shaders/pipeline_snow_simple.glsl.frag.h" #include "../drivers/gl_shaders/legacy_pipeline_snow.glsl.vert.h" #include "../drivers/gl_shaders/legacy_pipeline_xmb_ribbon.glsl.vert.h" #include "../drivers/gl_shaders/modern_pipeline_xmb_ribbon.glsl.vert.h" #include "../drivers/gl_shaders/pipeline_xmb_ribbon.glsl.frag.h" #include "../drivers/gl_shaders/pipeline_bokeh.glsl.frag.h" #include "../drivers/gl_shaders/pipeline_snowflake.glsl.frag.h" #endif #endif typedef struct glsl_shader_data { char alias_define[1024]; GLint attribs_elems[32 * PREV_TEXTURES + 2 + 4 + GFX_MAX_SHADERS]; unsigned attribs_index; unsigned active_idx; unsigned current_idx; GLuint lut_textures[GFX_MAX_TEXTURES]; float current_mat_data[GFX_MAX_SHADERS]; float* current_mat_data_pointer[GFX_MAX_SHADERS]; struct shader_uniforms uniforms[GFX_MAX_SHADERS]; struct cache_vbo vbo[GFX_MAX_SHADERS]; struct shader_program_glsl_data prg[GFX_MAX_SHADERS]; struct video_shader *shader; } glsl_shader_data_t; /* TODO/FIXME - static globals */ static bool glsl_core; static unsigned glsl_major; static unsigned glsl_minor; static GLint gl_glsl_get_uniform(glsl_shader_data_t *glsl, GLuint prog, const char *base) { unsigned i; GLint loc; char buf[80]; buf[0] = '\0'; strlcpy(buf, glsl->shader->prefix, sizeof(buf)); strlcat(buf, base, sizeof(buf)); loc = glGetUniformLocation(prog, buf); if (loc >= 0) return loc; for (i = 0; i < ARRAY_SIZE(glsl_prefixes); i++) { buf[0] = '\0'; strlcpy(buf, glsl_prefixes[i], sizeof(buf)); strlcat(buf, base, sizeof(buf)); loc = glGetUniformLocation(prog, buf); if (loc >= 0) return loc; } return -1; } static GLint gl_glsl_get_attrib(glsl_shader_data_t *glsl, GLuint prog, const char *base) { unsigned i; GLint loc; char buf[80]; buf[0] = '\0'; strlcpy(buf, glsl->shader->prefix, sizeof(buf)); strlcat(buf, base, sizeof(buf)); loc = glGetUniformLocation(prog, buf); if (loc >= 0) return loc; for (i = 0; i < ARRAY_SIZE(glsl_prefixes); i++) { strlcpy(buf, glsl_prefixes[i], sizeof(buf)); strlcat(buf, base, sizeof(buf)); loc = glGetAttribLocation(prog, buf); if (loc >= 0) return loc; } return -1; } static void gl_glsl_print_shader_log(GLuint obj) { char *info_log = NULL; GLint max_len, info_len = 0; glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &max_len); if (max_len == 0) return; info_log = (char*)malloc(max_len); if (!info_log) return; glGetShaderInfoLog(obj, max_len, &info_len, info_log); if (info_len > 0) RARCH_LOG("Shader log: %s\n", info_log); free(info_log); } static void gl_glsl_print_linker_log(GLuint obj) { char *info_log = NULL; GLint max_len, info_len = 0; glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &max_len); if (max_len == 0) return; info_log = (char*)malloc(max_len); if (!info_log) return; glGetProgramInfoLog(obj, max_len, &info_len, info_log); if (info_len > 0) RARCH_LOG("Linker log: %s\n", info_log); free(info_log); } static bool gl_glsl_compile_shader(glsl_shader_data_t *glsl, GLuint shader, const char *define, const char *program) { GLint status; const char *source[4]; char version[32]; const char *existing_version = strstr(program, "#version"); version[0] = '\0'; if (existing_version) { const char* version_extra = ""; unsigned version_no = (unsigned)strtoul(existing_version + 8, (char**)&program, 10); #ifdef HAVE_OPENGLES if (version_no < 130) version_no = 100; else { version_extra = " es"; version_no = 300; } #endif snprintf(version, sizeof(version), "#version %u%s\n", version_no, version_extra); RARCH_LOG("[GLSL]: Using GLSL version %u%s.\n", version_no, version_extra); } else if (glsl_core) { unsigned version_no = 0; unsigned gl_ver = glsl_major * 100 + glsl_minor * 10; switch (gl_ver) { case 300: version_no = 130; break; case 310: version_no = 140; break; case 320: version_no = 150; break; default: version_no = gl_ver; break; } snprintf(version, sizeof(version), "#version %u\n", version_no); RARCH_LOG("[GLSL]: Using GLSL version %u.\n", version_no); } source[0] = version; source[1] = define; source[2] = glsl->alias_define; source[3] = program; glShaderSource(shader, ARRAY_SIZE(source), source, NULL); glCompileShader(shader); glGetShaderiv(shader, GL_COMPILE_STATUS, &status); gl_glsl_print_shader_log(shader); return status == GL_TRUE; } static bool gl_glsl_link_program(GLuint prog) { GLint status; glLinkProgram(prog); glGetProgramiv(prog, GL_LINK_STATUS, &status); gl_glsl_print_linker_log(prog); if (status != GL_TRUE) return false; glUseProgram(prog); return true; } static bool gl_glsl_compile_program( void *data, unsigned idx, void *program_data, struct shader_program_info *program_info) { glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; struct shader_program_glsl_data *program = (struct shader_program_glsl_data*)program_data; GLuint prog = glCreateProgram(); if (!program) program = &glsl->prg[idx]; if (!prog) goto error; if (program_info->vertex) { RARCH_LOG("[GLSL]: Found GLSL vertex shader.\n"); program->vprg = glCreateShader(GL_VERTEX_SHADER); if (!gl_glsl_compile_shader( glsl, program->vprg, "#define VERTEX\n#define PARAMETER_UNIFORM\n", program_info->vertex)) { RARCH_ERR("Failed to compile vertex shader #%u\n", idx); goto error; } glAttachShader(prog, program->vprg); } if (program_info->fragment) { RARCH_LOG("[GLSL]: Found GLSL fragment shader.\n"); program->fprg = glCreateShader(GL_FRAGMENT_SHADER); if (!gl_glsl_compile_shader(glsl, program->fprg, "#define FRAGMENT\n#define PARAMETER_UNIFORM\n", program_info->fragment)) { RARCH_ERR("Failed to compile fragment shader #%u\n", idx); goto error; } glAttachShader(prog, program->fprg); } if (program_info->vertex || program_info->fragment) { RARCH_LOG("[GLSL]: Linking GLSL program.\n"); if (!gl_glsl_link_program(prog)) goto error; /* Clean up dead memory. We're not going to relink the program. * Detaching first seems to kill some mobile drivers * (according to the intertubes anyways). */ if (program->vprg) glDeleteShader(program->vprg); if (program->fprg) glDeleteShader(program->fprg); program->vprg = 0; program->fprg = 0; glUseProgram(prog); #if defined(VITA) glUniform1i(gl_glsl_get_uniform(glsl, prog, "vTexture"), 0); #else glUniform1i(gl_glsl_get_uniform(glsl, prog, "Texture"), 0); #endif glUseProgram(0); } program->id = prog; return true; error: RARCH_ERR("Failed to link program #%u.\n", idx); program->id = 0; return false; } static void gl_glsl_strip_parameter_pragmas(char *source, const char *str) { /* #pragma parameter lines tend to have " characters in them, * which is not legal GLSL. */ char *s = strstr(source, str); while (s) { /* #pragmas have to be on a single line, * so we can just replace the entire line with spaces. */ while (*s != '\0' && *s != '\n') *s++ = ' '; s = strstr(s, str); } } static bool gl_glsl_load_source_path(struct video_shader_pass *pass, const char *path) { int64_t len = 0; int64_t nitems = pass ? filestream_read_file(path, (void**)&pass->source.string.vertex, &len) : 0; if (nitems <= 0 || len <= 0) return false; gl_glsl_strip_parameter_pragmas(pass->source.string.vertex, "#pragma parameter"); pass->source.string.fragment = strdup(pass->source.string.vertex); return pass->source.string.fragment && pass->source.string.vertex; } static bool gl_glsl_compile_programs( glsl_shader_data_t *glsl, struct shader_program_glsl_data *program) { unsigned i; for (i = 0; i < glsl->shader->passes; i++) { struct shader_program_info shader_prog_info; const char *vertex = NULL; const char *fragment = NULL; struct video_shader_pass *pass = (struct video_shader_pass*) &glsl->shader->pass[i]; if (!pass) continue; /* If we load from GLSLP (preset), * load the file here. */ if ( !string_is_empty(pass->source.path) && !gl_glsl_load_source_path(pass, pass->source.path)) { RARCH_ERR("Failed to load GLSL shader: %s.\n", pass->source.path); return false; } vertex = pass->source.string.vertex; fragment = pass->source.string.fragment; shader_prog_info.vertex = vertex; shader_prog_info.fragment = fragment; shader_prog_info.is_file = false; if (!gl_glsl_compile_program(glsl, i, &program[i], &shader_prog_info)) { RARCH_ERR("Failed to create GL program #%u.\n", i); return false; } } return true; } static void gl_glsl_reset_attrib(glsl_shader_data_t *glsl) { unsigned i; /* Add sanity check that we did not overflow. */ retro_assert(glsl->attribs_index <= ARRAY_SIZE(glsl->attribs_elems)); for (i = 0; i < glsl->attribs_index; i++) glDisableVertexAttribArray(glsl->attribs_elems[i]); glsl->attribs_index = 0; } static void gl_glsl_set_vbo(GLfloat **buffer, size_t *buffer_elems, const GLfloat *data, size_t elems) { if (elems > *buffer_elems) { GLfloat *new_buffer = (GLfloat*) realloc(*buffer, elems * sizeof(GLfloat)); retro_assert(new_buffer); *buffer = new_buffer; } memcpy(*buffer, data, elems * sizeof(GLfloat)); glBufferData(GL_ARRAY_BUFFER, elems * sizeof(GLfloat), data, GL_STATIC_DRAW); *buffer_elems = elems; } static INLINE void gl_glsl_set_attribs(glsl_shader_data_t *glsl, GLuint vbo, GLfloat **buffer, size_t *buffer_elems, const GLfloat *data, size_t elems, const struct glsl_attrib *attrs, size_t num_attrs) { size_t i; glBindBuffer(GL_ARRAY_BUFFER, vbo); if (elems != *buffer_elems || memcmp(data, *buffer, elems * sizeof(GLfloat))) gl_glsl_set_vbo(buffer, buffer_elems, data, elems); for (i = 0; i < num_attrs; i++) { if (glsl->attribs_index < ARRAY_SIZE(glsl->attribs_elems)) { GLint loc = attrs[i].loc; glEnableVertexAttribArray(loc); glVertexAttribPointer(loc, attrs[i].size, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)(uintptr_t)attrs[i].offset); glsl->attribs_elems[glsl->attribs_index++] = loc; } else RARCH_WARN("Attrib array buffer was overflown!\n"); } glBindBuffer(GL_ARRAY_BUFFER, 0); } static void gl_glsl_clear_uniforms_frame(struct shader_uniforms_frame *frame) { frame->texture = -1; frame->texture_size = -1; frame->input_size = -1; frame->tex_coord = -1; } static void gl_glsl_find_uniforms_frame(glsl_shader_data_t *glsl, GLuint prog, struct shader_uniforms_frame *frame, const char *base) { char texture[64]; char texture_size[64]; char input_size[64]; char tex_coord[64]; texture[0] = texture_size[0] = input_size[0] = tex_coord[0] = '\0'; strlcpy(texture, base, sizeof(texture)); strlcat(texture, "Texture", sizeof(texture)); strlcpy(texture_size, base, sizeof(texture_size)); strlcat(texture_size, "TextureSize", sizeof(texture_size)); strlcpy(input_size, base, sizeof(input_size)); strlcat(input_size, "InputSize", sizeof(input_size)); strlcpy(tex_coord, base, sizeof(tex_coord)); strlcat(tex_coord, "TexCoord", sizeof(tex_coord)); if (frame->texture < 0) frame->texture = gl_glsl_get_uniform(glsl, prog, texture); if (frame->texture_size < 0) frame->texture_size = gl_glsl_get_uniform(glsl, prog, texture_size); if (frame->input_size < 0) frame->input_size = gl_glsl_get_uniform(glsl, prog, input_size); if (frame->tex_coord < 0) frame->tex_coord = gl_glsl_get_attrib(glsl, prog, tex_coord); } static void gl_glsl_find_uniforms(glsl_shader_data_t *glsl, unsigned pass, GLuint prog, struct shader_uniforms *uni) { unsigned i; char frame_base[64]; frame_base[0] = '\0'; glUseProgram(prog); #if defined(VITA) uni->time = gl_glsl_get_uniform(glsl, prog, "Time"); #endif uni->mvp = gl_glsl_get_uniform(glsl, prog, "MVPMatrix"); uni->tex_coord = gl_glsl_get_attrib(glsl, prog, "TexCoord"); uni->vertex_coord = gl_glsl_get_attrib(glsl, prog, "VertexCoord"); uni->color = gl_glsl_get_attrib(glsl, prog, "Color"); uni->lut_tex_coord = gl_glsl_get_attrib(glsl, prog, "LUTTexCoord"); uni->input_size = gl_glsl_get_uniform(glsl, prog, "InputSize"); uni->output_size = gl_glsl_get_uniform(glsl, prog, "OutputSize"); uni->texture_size = gl_glsl_get_uniform(glsl, prog, "TextureSize"); uni->frame_count = gl_glsl_get_uniform(glsl, prog, "FrameCount"); uni->frame_direction = gl_glsl_get_uniform(glsl, prog, "FrameDirection"); for (i = 0; i < glsl->shader->luts; i++) uni->lut_texture[i] = glGetUniformLocation(prog, glsl->shader->lut[i].id); gl_glsl_clear_uniforms_frame(&uni->orig); gl_glsl_find_uniforms_frame(glsl, prog, &uni->orig, "Orig"); gl_glsl_clear_uniforms_frame(&uni->feedback); gl_glsl_find_uniforms_frame(glsl, prog, &uni->feedback, "Feedback"); if (pass > 1) { snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass); gl_glsl_find_uniforms_frame(glsl, prog, &uni->orig, frame_base); } for (i = 0; i + 1 < pass; i++) { snprintf(frame_base, sizeof(frame_base), "Pass%u", i + 1); gl_glsl_clear_uniforms_frame(&uni->pass[i]); gl_glsl_find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base); snprintf(frame_base, sizeof(frame_base), "PassPrev%u", pass - (i + 1)); gl_glsl_find_uniforms_frame(glsl, prog, &uni->pass[i], frame_base); if (*glsl->shader->pass[i].alias) gl_glsl_find_uniforms_frame(glsl, prog, &uni->pass[i], glsl->shader->pass[i].alias); } gl_glsl_clear_uniforms_frame(&uni->prev[0]); gl_glsl_find_uniforms_frame(glsl, prog, &uni->prev[0], "Prev"); for (i = 1; i < PREV_TEXTURES; i++) { snprintf(frame_base, sizeof(frame_base), "Prev%u", i); gl_glsl_clear_uniforms_frame(&uni->prev[i]); gl_glsl_find_uniforms_frame(glsl, prog, &uni->prev[i], frame_base); } glUseProgram(0); } static void gl_glsl_deinit_shader(glsl_shader_data_t *glsl) { unsigned i; if (!glsl || !glsl->shader) return; for (i = 0; i < glsl->shader->passes; i++) { free(glsl->shader->pass[i].source.string.vertex); free(glsl->shader->pass[i].source.string.fragment); } free(glsl->shader); glsl->shader = NULL; } static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl) { unsigned i; if (!glsl) return; glsl->current_idx = 0; glUseProgram(0); for (i = 0; i < GFX_MAX_SHADERS; i++) { if (glsl->prg[i].id == 0 || (i && glsl->prg[i].id == glsl->prg[0].id)) continue; if (!glIsProgram(glsl->prg[i].id)) continue; glDeleteProgram(glsl->prg[i].id); glsl->prg[i].id = 0; } if (glsl->shader && glsl->shader->luts) glDeleteTextures(glsl->shader->luts, glsl->lut_textures); memset(glsl->prg, 0, sizeof(glsl->prg)); memset(glsl->uniforms, 0, sizeof(glsl->uniforms)); glsl->active_idx = 0; gl_glsl_deinit_shader(glsl); gl_glsl_reset_attrib(glsl); 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)); } static void gl_glsl_deinit(void *data) { glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; if (!glsl) return; gl_glsl_destroy_resources(glsl); free(glsl); } static void gl_glsl_init_menu_shaders(void *data) { #ifdef HAVE_SHADERPIPELINE struct shader_program_info shader_prog_info; glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; if (!glsl) return; #ifdef HAVE_OPENGLES #if defined(VITA) shader_prog_info.vertex = stock_vertex_xmb_ribbon_modern; shader_prog_info.fragment = stock_fragment_xmb; #else if (gl_query_extension("GL_OES_standard_derivatives")) { shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_ribbon_modern : stock_vertex_xmb_ribbon_legacy; shader_prog_info.fragment = glsl_core ? core_stock_fragment_xmb : stock_fragment_xmb; } else { shader_prog_info.vertex = stock_vertex_xmb_ribbon_simple_legacy; shader_prog_info.fragment = stock_fragment_xmb_ribbon_simple; } #endif #else shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_ribbon_modern : stock_vertex_xmb_ribbon_legacy; shader_prog_info.fragment = glsl_core ? core_stock_fragment_xmb : stock_fragment_xmb; #endif shader_prog_info.is_file = false; RARCH_LOG("[GLSL]: Compiling ribbon shader..\n"); gl_glsl_compile_program( glsl, VIDEO_SHADER_MENU, &glsl->prg[VIDEO_SHADER_MENU], &shader_prog_info); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU].id, &glsl->uniforms[VIDEO_SHADER_MENU]); #if defined(VITA) shader_prog_info.vertex = stock_vertex_xmb_simple_modern; shader_prog_info.fragment = stock_fragment_xmb_ribbon_simple; #else shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_simple_modern : stock_vertex_xmb_ribbon_simple_legacy; shader_prog_info.fragment = glsl_core ? stock_fragment_xmb_ribbon_simple_core : stock_fragment_xmb_ribbon_simple; #endif RARCH_LOG("[GLSL]: Compiling simple ribbon shader..\n"); gl_glsl_compile_program( glsl, VIDEO_SHADER_MENU_2, &glsl->prg[VIDEO_SHADER_MENU_2], &shader_prog_info); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU_2].id, &glsl->uniforms[VIDEO_SHADER_MENU_2]); #if !defined(VITA) #if defined(HAVE_OPENGLES) shader_prog_info.vertex = stock_vertex_xmb_snow; shader_prog_info.fragment = stock_fragment_xmb_simple_snow; #else shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_core : stock_vertex_xmb_snow_legacy; shader_prog_info.fragment = glsl_core ? stock_fragment_xmb_simple_snow_core : stock_fragment_xmb_simple_snow; #endif RARCH_LOG("[GLSL]: Compiling snow shader..\n"); gl_glsl_compile_program( glsl, VIDEO_SHADER_MENU_3, &glsl->prg[VIDEO_SHADER_MENU_3], &shader_prog_info); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU_3].id, &glsl->uniforms[VIDEO_SHADER_MENU_3]); #if defined(HAVE_OPENGLES) shader_prog_info.vertex = stock_vertex_xmb_snow; shader_prog_info.fragment = stock_fragment_xmb_snow; #else shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_core : stock_vertex_xmb_snow_legacy; shader_prog_info.fragment = glsl_core ? stock_fragment_xmb_snow_core : stock_fragment_xmb_snow; #endif RARCH_LOG("[GLSL]: Compiling modern snow shader..\n"); gl_glsl_compile_program( glsl, VIDEO_SHADER_MENU_4, &glsl->prg[VIDEO_SHADER_MENU_4], &shader_prog_info); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU_4].id, &glsl->uniforms[VIDEO_SHADER_MENU_4]); #if defined(HAVE_OPENGLES) shader_prog_info.vertex = stock_vertex_xmb_snow; shader_prog_info.fragment = stock_fragment_xmb_bokeh; #else shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_core : stock_vertex_xmb_snow_legacy; shader_prog_info.fragment = glsl_core ? stock_fragment_xmb_bokeh_core : stock_fragment_xmb_bokeh; #endif RARCH_LOG("[GLSL]: Compiling bokeh shader..\n"); gl_glsl_compile_program( glsl, VIDEO_SHADER_MENU_5, &glsl->prg[VIDEO_SHADER_MENU_5], &shader_prog_info); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU_5].id, &glsl->uniforms[VIDEO_SHADER_MENU_5]); #if defined(HAVE_OPENGLES) shader_prog_info.vertex = stock_vertex_xmb_snow; shader_prog_info.fragment = stock_fragment_xmb_snowflake; #else shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_core : stock_vertex_xmb_snow_legacy; shader_prog_info.fragment = glsl_core ? stock_fragment_xmb_snowflake_core : stock_fragment_xmb_snowflake; #endif RARCH_LOG("[GLSL]: Compiling snowflake shader..\n"); gl_glsl_compile_program( glsl, VIDEO_SHADER_MENU_6, &glsl->prg[VIDEO_SHADER_MENU_6], &shader_prog_info); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU_6].id, &glsl->uniforms[VIDEO_SHADER_MENU_6]); #endif #endif } static void *gl_glsl_init(void *data, const char *path) { unsigned i; struct shader_program_info shader_prog_info; bool shader_support = false; #ifdef GLSL_DEBUG char *error_string = NULL; #endif const char *stock_vertex = NULL; const char *stock_fragment = NULL; glsl_shader_data_t *glsl = (glsl_shader_data_t*) calloc(1, sizeof(glsl_shader_data_t)); if (!glsl) return NULL; (void)shader_support; #ifndef HAVE_OPENGLES RARCH_LOG("[GLSL]: Checking GLSL shader support ...\n"); shader_support = glCreateProgram && glUseProgram && glCreateShader && glDeleteShader && glShaderSource && glCompileShader && glAttachShader && glDetachShader && glLinkProgram && glGetUniformLocation && glUniform1i && glUniform1f && glUniform2fv && glUniform4fv && glUniformMatrix4fv && glGetShaderiv && glGetShaderInfoLog && glGetProgramiv && glGetProgramInfoLog && glDeleteProgram && glGetAttachedShaders && glGetAttribLocation && glEnableVertexAttribArray && glDisableVertexAttribArray && glVertexAttribPointer && glGenBuffers && glBufferData && glDeleteBuffers && glBindBuffer; if (!shader_support) { RARCH_ERR("GLSL shaders aren't supported by your OpenGL driver.\n"); goto error; } #endif glsl->shader = (struct video_shader*)calloc(1, sizeof(*glsl->shader)); if (!glsl->shader) goto error; { bool is_preset; enum rarch_shader_type type = video_shader_get_type_from_ext(path_get_extension(path), &is_preset); if (!string_is_empty(path) && type != RARCH_SHADER_GLSL) { RARCH_ERR("[GL]: Invalid shader type, falling back to stock.\n"); path = NULL; } if (!string_is_empty(path)) { bool ret = false; if (is_preset) { ret = video_shader_load_preset_into_shader(path, glsl->shader); glsl->shader->modern = true; } else { strlcpy(glsl->shader->pass[0].source.path, path, sizeof(glsl->shader->pass[0].source.path)); glsl->shader->passes = 1; glsl->shader->modern = true; ret = true; } if (!ret) { RARCH_ERR("[GL]: Failed to parse GLSL shader.\n"); goto error; } } else { RARCH_WARN("[GL]: Stock GLSL shaders will be used.\n"); glsl->shader->passes = 1; #if defined(VITA) glsl->shader->pass[0].source.string.vertex = strdup(stock_vertex_modern); glsl->shader->pass[0].source.string.fragment = strdup(stock_fragment_modern); #else 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); #endif glsl->shader->modern = true; } } #if defined(VITA) stock_vertex = stock_vertex_modern; stock_fragment = stock_fragment_modern; #else stock_vertex = (glsl->shader->modern) ? stock_vertex_modern : stock_vertex_legacy; stock_fragment = (glsl->shader->modern) ? stock_fragment_modern : stock_fragment_legacy; if (glsl_core) { stock_vertex = stock_vertex_core; stock_fragment = stock_fragment_core; } #endif #ifdef HAVE_OPENGLES if (!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) { RARCH_ERR("[GL]: GL core context is used, but shader is not core compatible. Cannot use it.\n"); goto error; } #endif /* 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++) { if (*glsl->shader->pass[i].alias) { char define[128]; define[0] = '\0'; snprintf(define, sizeof(define), "#define %s_ALIAS\n", glsl->shader->pass[i].alias); strlcat(glsl->alias_define, define, sizeof(glsl->alias_define)); } } shader_prog_info.vertex = stock_vertex; shader_prog_info.fragment = stock_fragment; shader_prog_info.is_file = false; if (!gl_glsl_compile_program(glsl, 0, &glsl->prg[0], &shader_prog_info)) { RARCH_ERR("GLSL stock programs failed to compile.\n"); goto error; } if (!gl_glsl_compile_programs(glsl, &glsl->prg[1])) goto error; if (!gl_load_luts(glsl->shader, glsl->lut_textures)) { RARCH_ERR("[GL]: Failed to load LUTs.\n"); goto error; } for (i = 0; i <= glsl->shader->passes; i++) gl_glsl_find_uniforms(glsl, i, glsl->prg[i].id, &glsl->uniforms[i]); #ifdef GLSL_DEBUG if (!gl_check_error(&error_string)) { RARCH_ERR("%s\n", error_string); free(error_string); RARCH_WARN("Detected GL error in GLSL.\n"); } #endif glsl->prg[glsl->shader->passes + 1] = glsl->prg[0]; glsl->uniforms[glsl->shader->passes + 1] = glsl->uniforms[0]; if (glsl->shader->modern) { #if defined(VITA) shader_prog_info.vertex = stock_vertex_modern_blend; shader_prog_info.fragment = stock_fragment_modern_blend; #else shader_prog_info.vertex = glsl_core ? stock_vertex_core_blend : stock_vertex_modern_blend; shader_prog_info.fragment = glsl_core ? stock_fragment_core_blend : stock_fragment_modern_blend; #endif shader_prog_info.is_file = false; gl_glsl_compile_program( glsl, VIDEO_SHADER_STOCK_BLEND, &glsl->prg[VIDEO_SHADER_STOCK_BLEND], &shader_prog_info ); gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_STOCK_BLEND].id, &glsl->uniforms[VIDEO_SHADER_STOCK_BLEND]); } else { glsl->prg[VIDEO_SHADER_STOCK_BLEND] = glsl->prg[0]; glsl->uniforms[VIDEO_SHADER_STOCK_BLEND] = glsl->uniforms[0]; } 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); } return glsl; error: gl_glsl_destroy_resources(glsl); if (glsl) free(glsl); return NULL; } static void gl_glsl_set_uniform_parameter( void *data, struct uniform_info *param, void *uniform_data) { GLint location = 0; glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; if (!glsl || !param) return; if (param->lookup.enable) location = glGetUniformLocation(glsl->prg[param->lookup.idx].id, param->lookup.ident); else location = param->location; switch (param->type) { case UNIFORM_1F: glUniform1f(location, param->result.f.v0); break; case UNIFORM_2F: glUniform2f(location, param->result.f.v0, param->result.f.v1); break; case UNIFORM_3F: glUniform3f(location, param->result.f.v0, param->result.f.v1, param->result.f.v2); break; case UNIFORM_4F: glUniform4f(location, param->result.f.v0, param->result.f.v1, param->result.f.v2, param->result.f.v3); break; case UNIFORM_1FV: glUniform1fv(location, 1, param->result.floatv); break; case UNIFORM_2FV: glUniform2fv(location, 1, param->result.floatv); break; case UNIFORM_3FV: glUniform3fv(location, 1, param->result.floatv); break; case UNIFORM_4FV: glUniform4fv(location, 1, param->result.floatv); break; case UNIFORM_1I: glUniform1i(location, (GLint)param->result.integer.v0); break; } } static void gl_glsl_set_params(void *dat, void *shader_data) { unsigned i; GLfloat buffer[512]; struct glsl_attrib attribs[32]; float input_size[2], output_size[2], texture_size[2]; video_shader_ctx_params_t *params = (video_shader_ctx_params_t*)dat; unsigned width = params->width; unsigned height = params->height; unsigned tex_width = params->tex_width; unsigned tex_height = params->tex_height; unsigned out_width = params->out_width; unsigned out_height = params->out_height; unsigned frame_count = params->frame_counter; const void *_info = params->info; const void *_prev_info = params->prev_info; const void *_feedback_info = params->feedback_info; const void *_fbo_info = params->fbo_info; unsigned fbo_info_cnt = params->fbo_info_cnt; unsigned texunit = 1; const struct shader_uniforms *uni = NULL; size_t size = 0; size_t attribs_size = 0; const struct video_tex_info *info = (const struct video_tex_info*)_info; const struct video_tex_info *prev_info = (const struct video_tex_info*)_prev_info; const struct video_tex_info *feedback_info = (const struct video_tex_info*)_feedback_info; const struct video_tex_info *fbo_info = (const struct video_tex_info*)_fbo_info; struct glsl_attrib *attr = (struct glsl_attrib*)attribs; glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data; if (!glsl) return; uni = (const struct shader_uniforms*)&glsl->uniforms[glsl->active_idx]; if (glsl->prg[glsl->active_idx].id == 0) return; input_size [0] = (float)width; input_size [1] = (float)height; output_size[0] = (float)out_width; output_size[1] = (float)out_height; texture_size[0] = (float)tex_width; texture_size[1] = (float)tex_height; if (uni->input_size >= 0) glUniform2fv(uni->input_size, 1, input_size); if (uni->output_size >= 0) glUniform2fv(uni->output_size, 1, output_size); if (uni->texture_size >= 0) glUniform2fv(uni->texture_size, 1, texture_size); if (uni->frame_count >= 0 && glsl->active_idx) { unsigned modulo = glsl->shader->pass[glsl->active_idx - 1].frame_count_mod; if (modulo) frame_count %= modulo; glUniform1i(uni->frame_count, frame_count); } if (uni->frame_direction >= 0) { #ifdef HAVE_REWIND if (state_manager_frame_is_reversed()) glUniform1i(uni->frame_direction, -1); else #endif glUniform1i(uni->frame_direction, 1); } /* Set lookup textures. */ for (i = 0; i < glsl->shader->luts; i++) { if (uni->lut_texture[i] < 0) continue; /* Have to rebind as HW render could override this. */ glActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, glsl->lut_textures[i]); glUniform1i(uni->lut_texture[i], texunit); texunit++; } if (glsl->active_idx) { /* Set original texture. */ if (uni->orig.texture >= 0) { /* Bind original texture. */ glActiveTexture(GL_TEXTURE0 + texunit); glUniform1i(uni->orig.texture, texunit); glBindTexture(GL_TEXTURE_2D, info->tex); texunit++; } if (uni->orig.texture_size >= 0) glUniform2fv(uni->orig.texture_size, 1, info->tex_size); if (uni->orig.input_size >= 0) glUniform2fv(uni->orig.input_size, 1, info->input_size); /* Pass texture coordinates. */ if (uni->orig.tex_coord >= 0) { attr->loc = uni->orig.tex_coord; attr->size = 2; attr->offset = (GLsizei)(size * sizeof(GLfloat)); attribs_size++; attr++; buffer[size ] = info->coord[0]; buffer[size + 1] = info->coord[1]; buffer[size + 2] = info->coord[2]; buffer[size + 3] = info->coord[3]; buffer[size + 4] = info->coord[4]; buffer[size + 5] = info->coord[5]; buffer[size + 6] = info->coord[6]; buffer[size + 7] = info->coord[7]; size += 8; } /* Set feedback texture. */ if (uni->feedback.texture >= 0) { /* Bind original texture. */ glActiveTexture(GL_TEXTURE0 + texunit); glUniform1i(uni->feedback.texture, texunit); glBindTexture(GL_TEXTURE_2D, feedback_info->tex); texunit++; } if (uni->feedback.texture_size >= 0) glUniform2fv(uni->feedback.texture_size, 1, feedback_info->tex_size); if (uni->feedback.input_size >= 0) glUniform2fv(uni->feedback.input_size, 1, feedback_info->input_size); /* Pass texture coordinates. */ if (uni->feedback.tex_coord >= 0) { attr->loc = uni->feedback.tex_coord; attr->size = 2; attr->offset = (GLsizei)(size * sizeof(GLfloat)); attribs_size++; attr++; buffer[size ] = feedback_info->coord[0]; buffer[size + 1] = feedback_info->coord[1]; buffer[size + 2] = feedback_info->coord[2]; buffer[size + 3] = feedback_info->coord[3]; buffer[size + 4] = feedback_info->coord[4]; buffer[size + 5] = feedback_info->coord[5]; buffer[size + 6] = feedback_info->coord[6]; buffer[size + 7] = feedback_info->coord[7]; size += 8; } /* Bind FBO textures. */ for (i = 0; i < fbo_info_cnt; i++) { if (uni->pass[i].texture) { glActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, fbo_info[i].tex); glUniform1i(uni->pass[i].texture, texunit); texunit++; } if (uni->pass[i].texture_size >= 0) glUniform2fv(uni->pass[i].texture_size, 1, fbo_info[i].tex_size); if (uni->pass[i].input_size >= 0) glUniform2fv(uni->pass[i].input_size, 1, fbo_info[i].input_size); if (uni->pass[i].tex_coord >= 0) { attr->loc = uni->pass[i].tex_coord; attr->size = 2; attr->offset = (GLsizei)(size * sizeof(GLfloat)); attribs_size++; attr++; buffer[size ] = fbo_info[i].coord[0]; buffer[size + 1] = fbo_info[i].coord[1]; buffer[size + 2] = fbo_info[i].coord[2]; buffer[size + 3] = fbo_info[i].coord[3]; buffer[size + 4] = fbo_info[i].coord[4]; buffer[size + 5] = fbo_info[i].coord[5]; buffer[size + 6] = fbo_info[i].coord[6]; buffer[size + 7] = fbo_info[i].coord[7]; size += 8; } } } /* Set previous textures. Only bind if they're actually used. */ for (i = 0; i < PREV_TEXTURES; i++) { if (uni->prev[i].texture >= 0) { glActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, prev_info[i].tex); glUniform1i(uni->prev[i].texture, texunit); texunit++; } if (uni->prev[i].texture_size >= 0) glUniform2fv(uni->prev[i].texture_size, 1, prev_info[i].tex_size); if (uni->prev[i].input_size >= 0) glUniform2fv(uni->prev[i].input_size, 1, prev_info[i].input_size); /* Pass texture coordinates. */ if (uni->prev[i].tex_coord >= 0) { attr->loc = uni->prev[i].tex_coord; attr->size = 2; attr->offset = (GLsizei)(size * sizeof(GLfloat)); attribs_size++; attr++; buffer[size ] = prev_info[i].coord[0]; buffer[size + 1] = prev_info[i].coord[1]; buffer[size + 2] = prev_info[i].coord[2]; buffer[size + 3] = prev_info[i].coord[3]; buffer[size + 4] = prev_info[i].coord[4]; buffer[size + 5] = prev_info[i].coord[5]; buffer[size + 6] = prev_info[i].coord[6]; buffer[size + 7] = prev_info[i].coord[7]; size += 8; } } if (size) gl_glsl_set_attribs(glsl, glsl->vbo[glsl->active_idx].vbo_secondary, &glsl->vbo[glsl->active_idx].buffer_secondary, &glsl->vbo[glsl->active_idx].size_secondary, buffer, size, attribs, attribs_size); glActiveTexture(GL_TEXTURE0); /* #pragma parameters. */ for (i = 0; i < glsl->shader->num_parameters; i++) { int location = glGetUniformLocation( glsl->prg[glsl->active_idx].id, glsl->shader->parameters[i].id); glUniform1f(location, glsl->shader->parameters[i].current); } } static bool gl_glsl_set_mvp(void *shader_data, const void *mat_data) { int loc; glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data; if (!glsl || !glsl->shader->modern) return false; loc = glsl->uniforms[glsl->active_idx].mvp; if (loc >= 0) { const math_matrix_4x4 *mat = (const math_matrix_4x4*)mat_data; if ( (glsl->current_idx != glsl->active_idx) || (mat->data != glsl->current_mat_data_pointer[glsl->active_idx]) || (*mat->data != glsl->current_mat_data[glsl->active_idx])) { glUniformMatrix4fv(loc, 1, GL_FALSE, mat->data); glsl->current_idx = glsl->active_idx; glsl->current_mat_data_pointer[glsl->active_idx] = (float*)mat->data; glsl->current_mat_data[glsl->active_idx] = *mat->data; } } return true; } #define gl_glsl_set_coord_array(attribs, coord1, coord2, coords, size, multiplier) \ unsigned y; \ attribs[attribs_size].loc = (GLint)coord1; \ attribs[attribs_size].size = (GLsizei)multiplier; \ attribs[attribs_size].offset = (GLsizei)(size * sizeof(GLfloat)); \ for (y = 0; y < (multiplier * coords->vertices); y++) \ buffer[y + size] = coord2[y]; \ size += multiplier * coords->vertices; \ static bool gl_glsl_set_coords(void *shader_data, const struct video_coords *coords) { GLfloat short_buffer[4 * (2 + 2 + 4 + 2)]; struct glsl_attrib attribs[4]; size_t attribs_size = 0; size_t size = 0; GLfloat *buffer = short_buffer; glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data; const struct shader_uniforms *uni = glsl ? &glsl->uniforms[glsl->active_idx] : NULL; if (!glsl || !glsl->shader->modern || !coords) { if (coords) return false; return true; } if (coords->vertices > 4) { /* Avoid hitting malloc on every single regular quad draw. */ size_t elems = 0; elems += (uni->color >= 0) * 4; elems += (uni->tex_coord >= 0) * 2; elems += (uni->vertex_coord >= 0) * 2; elems += (uni->lut_tex_coord >= 0) * 2; elems *= coords->vertices * sizeof(GLfloat); buffer = (GLfloat*)malloc(elems); if (!buffer) return false; } #if defined(VITA) if (uni->time >= 0) { float t = (sceKernelGetSystemTimeWide()) / (scePowerGetArmClockFrequency() * 1000.0); glUniform1f(uni->time, t); } #endif if (uni->tex_coord >= 0) { gl_glsl_set_coord_array(attribs, uni->tex_coord, coords->tex_coord, coords, size, 2); attribs_size++; } if (uni->vertex_coord >= 0) { gl_glsl_set_coord_array(attribs, uni->vertex_coord, coords->vertex, coords, size, 2); attribs_size++; } if (uni->color >= 0) { gl_glsl_set_coord_array(attribs, uni->color, coords->color, coords, size, 4); attribs_size++; } if (uni->lut_tex_coord >= 0) { gl_glsl_set_coord_array(attribs, uni->lut_tex_coord, coords->lut_tex_coord, coords, size, 2); attribs_size++; } if (size) gl_glsl_set_attribs(glsl, glsl->vbo[glsl->active_idx].vbo_primary, &glsl->vbo[glsl->active_idx].buffer_primary, &glsl->vbo[glsl->active_idx].size_primary, buffer, size, attribs, attribs_size); if (buffer != short_buffer) free(buffer); return true; } static void gl_glsl_use(void *data, void *shader_data, unsigned idx, bool set_active) { GLuint id; if (set_active) { glsl_shader_data_t *glsl = (glsl_shader_data_t*)shader_data; if (!glsl) return; gl_glsl_reset_attrib(glsl); glsl->active_idx = idx; id = glsl->prg[idx].id; } else id = (GLuint)idx; glUseProgram(id); } static unsigned gl_glsl_num(void *data) { glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; if (glsl && glsl->shader) return glsl->shader->passes; return 0; } static bool gl_glsl_filter_type(void *data, unsigned idx, bool *smooth) { glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; if (glsl && idx && (glsl->shader->pass[idx - 1].filter != RARCH_FILTER_UNSPEC) ) { *smooth = (glsl->shader->pass[idx - 1].filter == RARCH_FILTER_LINEAR); return true; } return false; } static enum gfx_wrap_type gl_glsl_wrap_type(void *data, unsigned idx) { glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; if (glsl && idx) return glsl->shader->pass[idx - 1].wrap; return RARCH_WRAP_BORDER; } static void gl_glsl_shader_scale(void *data, unsigned idx, struct gfx_fbo_scale *scale) { glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; if (glsl && idx) *scale = glsl->shader->pass[idx - 1].fbo; else scale->valid = false; } static unsigned gl_glsl_get_prev_textures(void *data) { unsigned i, j; unsigned max_prev = 0; glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; if (!glsl) return 0; for (i = 1; i <= glsl->shader->passes; i++) for (j = 0; j < PREV_TEXTURES; j++) if (glsl->uniforms[i].prev[j].texture >= 0) max_prev = MAX(j + 1, max_prev); return max_prev; } static bool gl_glsl_mipmap_input(void *data, unsigned idx) { glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; if (glsl && idx) return glsl->shader->pass[idx - 1].mipmap; return false; } static bool gl_glsl_get_feedback_pass(void *data, unsigned *index) { glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; if (!glsl || glsl->shader->feedback_pass < 0) return false; *index = glsl->shader->feedback_pass; return true; } static struct video_shader *gl_glsl_get_current_shader(void *data) { glsl_shader_data_t *glsl = (glsl_shader_data_t*)data; if (!glsl) return NULL; return glsl->shader; } static void gl_glsl_get_flags(uint32_t *flags) { BIT32_SET(*flags, GFX_CTX_FLAGS_SHADERS_GLSL); } void gl_glsl_set_context_type(bool core_profile, unsigned major, unsigned minor) { glsl_core = core_profile; glsl_major = major; glsl_minor = minor; } const shader_backend_t gl_glsl_backend = { gl_glsl_init, gl_glsl_init_menu_shaders, gl_glsl_deinit, gl_glsl_set_params, gl_glsl_set_uniform_parameter, gl_glsl_compile_program, gl_glsl_use, gl_glsl_num, gl_glsl_filter_type, gl_glsl_wrap_type, gl_glsl_shader_scale, gl_glsl_set_coords, gl_glsl_set_mvp, gl_glsl_get_prev_textures, gl_glsl_get_feedback_pass, gl_glsl_mipmap_input, gl_glsl_get_current_shader, gl_glsl_get_flags, RARCH_SHADER_GLSL, "glsl" };