Oh yeah :) Can toggle shader in run-time!

This commit is contained in:
Themaister 2011-03-29 18:59:06 +02:00
parent caf87b1198
commit f730ba4043
2 changed files with 64 additions and 5 deletions

View File

@ -81,7 +81,7 @@ static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL;
static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus = NULL;
static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers = NULL;
#define LOAD_SYM(sym) p##sym = ((void*)SDL_GL_GetProcAddress(#sym))
#define LOAD_SYM(sym) if (!p##sym) p##sym = ((void*)SDL_GL_GetProcAddress(#sym))
static bool load_fbo_proc(void)
{
LOAD_SYM(glGenFramebuffers);
@ -1049,12 +1049,36 @@ static bool gl_focus(void *data)
return (SDL_GetAppState() & (SDL_APPINPUTFOCUS | SDL_APPACTIVE)) == (SDL_APPINPUTFOCUS | SDL_APPACTIVE);
}
#ifdef HAVE_XML
static bool gl_xml_shader(void *data, const char *path)
{
(void)data;
(void)path;
gl_t *gl = data;
gl_shader_deinit();
#ifdef HAVE_FBO
if (gl->fbo_inited)
{
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
gl->fbo_inited = false;
}
#endif
if (!gl_glsl_init(path))
return false;
// Set up render to texture.
gl_init_fbo(gl, gl->tex_w, gl->tex_h);
// Apparently need to set viewport for passes when we aren't using FBOs.
gl_shader_use(0);
set_viewport(gl, gl->win_width, gl->win_height, false);
gl_shader_use(1);
set_viewport(gl, gl->win_width, gl->win_height, false);
return true;
}
#endif
const video_driver_t video_gl = {
.init = gl_init,
@ -1063,7 +1087,9 @@ const video_driver_t video_gl = {
.set_nonblock_state = gl_set_nonblock_state,
.focus = gl_focus,
.free = gl_free,
#ifdef HAVE_XML
.xml_shader = gl_xml_shader,
#endif
.ident = "gl"
};

View File

@ -56,6 +56,8 @@
#define pglGetShaderInfoLog glGetShaderInfoLog
#define pglGetProgramiv glGetProgramiv
#define pglGetProgramInfoLog glGetProgramInfoLog
#define pglDeleteProgram glDeleteProgram
#define pglGetAttachedShaders glGetAttachedShaders
#else
static PFNGLCREATEPROGRAMPROC pglCreateProgram = NULL;
static PFNGLUSEPROGRAMPROC pglUseProgram = NULL;
@ -74,6 +76,8 @@ static PFNGLGETSHADERIVPROC pglGetShaderiv = NULL;
static PFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog = NULL;
static PFNGLGETPROGRAMIVPROC pglGetProgramiv = NULL;
static PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog = NULL;
static PFNGLDELETEPROGRAMPROC pglDeleteProgram = NULL;
static PFNGLGETATTACHEDSHADERSPROC pglGetAttachedShaders = NULL;
#endif
#define MAX_PROGRAMS 16
@ -440,6 +444,8 @@ bool gl_glsl_init(const char *path)
pglGetShaderInfoLog = SDL_GL_GetProcAddress("glGetShaderInfoLog");
pglGetProgramiv = SDL_GL_GetProcAddress("glGetProgramiv");
pglGetProgramInfoLog = SDL_GL_GetProcAddress("glGetProgramInfoLog");
pglDeleteProgram = SDL_GL_GetProcAddress("glDeleteProgram");
pglGetAttachedShaders = SDL_GL_GetProcAddress("glGetAttachedShaders");
#endif
SSNES_LOG("Checking GLSL shader support ...\n");
@ -450,7 +456,8 @@ bool gl_glsl_init(const char *path)
&& pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader
&& pglDetachShader && pglLinkProgram && pglGetUniformLocation
&& pglUniform1i && pglUniform2fv && pglUniform4fv
&& pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog;
&& pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog
&& pglDeleteProgram && pglGetAttachedShaders;
#endif
if (!shader_support)
@ -507,7 +514,33 @@ bool gl_glsl_init(const char *path)
}
void gl_glsl_deinit(void)
{}
{
if (glsl_enable)
{
pglUseProgram(0);
for (int i = 1; i < MAX_PROGRAMS; i++)
{
if (gl_program[i] == 0)
break;
GLsizei count;
GLuint shaders[2];
pglGetAttachedShaders(gl_program[i], 2, &count, shaders);
for (GLsizei j = 0; j < count; j++)
{
pglDetachShader(gl_program[i], shaders[j]);
pglDeleteShader(shaders[j]);
}
pglDeleteProgram(gl_program[i]);
}
}
memset(gl_program, 0, sizeof(gl_program));
glsl_enable = false;
active_index = 0;
}
void gl_glsl_set_params(unsigned width, unsigned height,
unsigned tex_width, unsigned tex_height,