Oh yeah :) Can toggle shader in run-time!
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caf87b1198
commit
f730ba4043
32
gfx/gl.c
32
gfx/gl.c
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@ -81,7 +81,7 @@ static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL;
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static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus = NULL;
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static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers = NULL;
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#define LOAD_SYM(sym) p##sym = ((void*)SDL_GL_GetProcAddress(#sym))
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#define LOAD_SYM(sym) if (!p##sym) p##sym = ((void*)SDL_GL_GetProcAddress(#sym))
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static bool load_fbo_proc(void)
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{
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LOAD_SYM(glGenFramebuffers);
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@ -1049,12 +1049,36 @@ static bool gl_focus(void *data)
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return (SDL_GetAppState() & (SDL_APPINPUTFOCUS | SDL_APPACTIVE)) == (SDL_APPINPUTFOCUS | SDL_APPACTIVE);
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}
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#ifdef HAVE_XML
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static bool gl_xml_shader(void *data, const char *path)
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{
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(void)data;
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(void)path;
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gl_t *gl = data;
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gl_shader_deinit();
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#ifdef HAVE_FBO
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if (gl->fbo_inited)
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{
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glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
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pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
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gl->fbo_inited = false;
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}
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#endif
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if (!gl_glsl_init(path))
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return false;
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// Set up render to texture.
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gl_init_fbo(gl, gl->tex_w, gl->tex_h);
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// Apparently need to set viewport for passes when we aren't using FBOs.
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gl_shader_use(0);
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set_viewport(gl, gl->win_width, gl->win_height, false);
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gl_shader_use(1);
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set_viewport(gl, gl->win_width, gl->win_height, false);
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return true;
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}
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#endif
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const video_driver_t video_gl = {
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.init = gl_init,
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@ -1063,7 +1087,9 @@ const video_driver_t video_gl = {
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.set_nonblock_state = gl_set_nonblock_state,
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.focus = gl_focus,
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.free = gl_free,
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#ifdef HAVE_XML
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.xml_shader = gl_xml_shader,
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#endif
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.ident = "gl"
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};
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@ -56,6 +56,8 @@
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#define pglGetShaderInfoLog glGetShaderInfoLog
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#define pglGetProgramiv glGetProgramiv
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#define pglGetProgramInfoLog glGetProgramInfoLog
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#define pglDeleteProgram glDeleteProgram
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#define pglGetAttachedShaders glGetAttachedShaders
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#else
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static PFNGLCREATEPROGRAMPROC pglCreateProgram = NULL;
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static PFNGLUSEPROGRAMPROC pglUseProgram = NULL;
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@ -74,6 +76,8 @@ static PFNGLGETSHADERIVPROC pglGetShaderiv = NULL;
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static PFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog = NULL;
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static PFNGLGETPROGRAMIVPROC pglGetProgramiv = NULL;
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static PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog = NULL;
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static PFNGLDELETEPROGRAMPROC pglDeleteProgram = NULL;
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static PFNGLGETATTACHEDSHADERSPROC pglGetAttachedShaders = NULL;
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#endif
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#define MAX_PROGRAMS 16
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@ -440,6 +444,8 @@ bool gl_glsl_init(const char *path)
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pglGetShaderInfoLog = SDL_GL_GetProcAddress("glGetShaderInfoLog");
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pglGetProgramiv = SDL_GL_GetProcAddress("glGetProgramiv");
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pglGetProgramInfoLog = SDL_GL_GetProcAddress("glGetProgramInfoLog");
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pglDeleteProgram = SDL_GL_GetProcAddress("glDeleteProgram");
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pglGetAttachedShaders = SDL_GL_GetProcAddress("glGetAttachedShaders");
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#endif
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SSNES_LOG("Checking GLSL shader support ...\n");
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@ -450,7 +456,8 @@ bool gl_glsl_init(const char *path)
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&& pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader
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&& pglDetachShader && pglLinkProgram && pglGetUniformLocation
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&& pglUniform1i && pglUniform2fv && pglUniform4fv
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&& pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog;
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&& pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog
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&& pglDeleteProgram && pglGetAttachedShaders;
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#endif
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if (!shader_support)
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@ -507,7 +514,33 @@ bool gl_glsl_init(const char *path)
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}
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void gl_glsl_deinit(void)
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{}
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{
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if (glsl_enable)
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{
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pglUseProgram(0);
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for (int i = 1; i < MAX_PROGRAMS; i++)
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{
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if (gl_program[i] == 0)
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break;
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GLsizei count;
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GLuint shaders[2];
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pglGetAttachedShaders(gl_program[i], 2, &count, shaders);
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for (GLsizei j = 0; j < count; j++)
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{
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pglDetachShader(gl_program[i], shaders[j]);
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pglDeleteShader(shaders[j]);
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}
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pglDeleteProgram(gl_program[i]);
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}
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}
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memset(gl_program, 0, sizeof(gl_program));
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glsl_enable = false;
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active_index = 0;
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}
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void gl_glsl_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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