[Glide64] Clean up code related to shader programs
This commit is contained in:
parent
ec5c860a60
commit
c3a63f8b78
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@ -31,6 +31,7 @@
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#include "glitchmain.h"
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#include <Glide64/trace.h>
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#include <Glide64/Settings.h>
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#include <vector>
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void vbo_draw();
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@ -68,9 +69,7 @@ int need_to_compile;
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static GLuint fragment_shader_object;
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static GLuint fragment_depth_shader_object;
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static GLuint vertex_shader_object;
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static GLuint program_object_default;
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static GLuint program_object_depth;
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static GLuint program_object;
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static GLuint g_program_object_default = 0;
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static GLuint rotation_matrix_location;
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static int constant_color_location;
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static int ccolor0_location;
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@ -327,25 +326,6 @@ void init_combiner()
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char *fragment_shader;
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int log_length;
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#ifndef ANDROID
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// depth shader
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fragment_depth_shader_object = glCreateShader(GL_FRAGMENT_SHADER);
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char s[128];
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// ZIGGY convert a 565 texture into depth component
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sprintf(s, "gl_FragDepth = dot(texture2D(texture0, vec2(gl_TexCoord[0])), vec4(31*64*32, 63*32, 31, 0))*%g + %g; \n", zscale / 2 / 65535.0, 1 - zscale / 2);
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fragment_shader = (char*)malloc(strlen(fragment_shader_header) +
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strlen(s) +
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strlen(fragment_shader_end) + 1);
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strcpy(fragment_shader, fragment_shader_header);
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strcat(fragment_shader, s);
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strcat(fragment_shader, fragment_shader_end);
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glShaderSource(fragment_depth_shader_object, 1, (const GLchar**)&fragment_shader, NULL);
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free(fragment_shader);
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glCompileShader(fragment_depth_shader_object);
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check_compile(fragment_depth_shader_object);
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#endif
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// default shader
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fragment_shader_object = glCreateShader(GL_FRAGMENT_SHADER);
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@ -367,52 +347,25 @@ void init_combiner()
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glCompileShader(vertex_shader_object);
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check_compile(vertex_shader_object);
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// depth program
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#ifndef ANDROID
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program_object = glCreateProgram();
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program_object_depth = program_object;
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glAttachShader(program_object, fragment_depth_shader_object);
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glAttachShader(program_object, vertex_shader_object);
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glBindAttribLocation(program_object, POSITION_ATTR, "aPosition");
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glBindAttribLocation(program_object, COLOUR_ATTR, "aColor");
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glBindAttribLocation(program_object, TEXCOORD_0_ATTR, "aMultiTexCoord0");
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glBindAttribLocation(program_object, TEXCOORD_1_ATTR, "aMultiTexCoord1");
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glBindAttribLocation(program_object, FOG_ATTR, "aFog");
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glLinkProgram(program_object);
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check_link(program_object);
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glUseProgram(program_object);
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rotation_matrix_location = glGetUniformLocation(program_object, "rotation_matrix");
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set_rotation_matrix(rotation_matrix_location, g_settings->rotate);
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texture0_location = glGetUniformLocation(program_object, "texture0");
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texture1_location = glGetUniformLocation(program_object, "texture1");
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glUniform1i(texture0_location, 0);
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glUniform1i(texture1_location, 1);
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#endif
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// default program
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program_object = glCreateProgram();
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program_object_default = program_object;
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glAttachShader(program_object, fragment_shader_object);
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glAttachShader(program_object, vertex_shader_object);
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g_program_object_default = glCreateProgram();
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glAttachShader(g_program_object_default, fragment_shader_object);
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glAttachShader(g_program_object_default, vertex_shader_object);
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glBindAttribLocation(program_object, POSITION_ATTR, "aPosition");
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glBindAttribLocation(program_object, COLOUR_ATTR, "aColor");
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glBindAttribLocation(program_object, TEXCOORD_0_ATTR, "aMultiTexCoord0");
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glBindAttribLocation(program_object, TEXCOORD_1_ATTR, "aMultiTexCoord1");
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glBindAttribLocation(program_object, FOG_ATTR, "aFog");
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glBindAttribLocation(g_program_object_default, POSITION_ATTR, "aPosition");
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glBindAttribLocation(g_program_object_default, COLOUR_ATTR, "aColor");
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glBindAttribLocation(g_program_object_default, TEXCOORD_0_ATTR, "aMultiTexCoord0");
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glBindAttribLocation(g_program_object_default, TEXCOORD_1_ATTR, "aMultiTexCoord1");
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glBindAttribLocation(g_program_object_default, FOG_ATTR, "aFog");
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glLinkProgram(program_object);
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check_link(program_object);
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glUseProgram(program_object);
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rotation_matrix_location = glGetUniformLocation(program_object, "rotation_matrix");
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glLinkProgram(g_program_object_default);
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check_link(g_program_object_default);
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glUseProgram(g_program_object_default);
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rotation_matrix_location = glGetUniformLocation(g_program_object_default, "rotation_matrix");
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set_rotation_matrix(rotation_matrix_location, g_settings->rotate);
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texture0_location = glGetUniformLocation(program_object, "texture0");
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texture1_location = glGetUniformLocation(program_object, "texture1");
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texture0_location = glGetUniformLocation(g_program_object_default, "texture0");
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texture1_location = glGetUniformLocation(g_program_object_default, "texture1");
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glUniform1i(texture0_location, 0);
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glUniform1i(texture1_location, 1);
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@ -498,8 +451,7 @@ typedef struct _shader_program_key
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int chroma_color_location;
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} shader_program_key;
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static shader_program_key* shader_programs = NULL;
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static int number_of_programs = 0;
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static std::vector<shader_program_key> g_shader_programs;
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static int color_combiner_key;
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static int alpha_combiner_key;
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static int texture0_combiner_key;
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@ -507,7 +459,7 @@ static int texture1_combiner_key;
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static int texture0_combinera_key;
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static int texture1_combinera_key;
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void update_uniforms(shader_program_key prog)
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void update_uniforms(GLuint program_object, const shader_program_key & prog)
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{
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glUniform1i(prog.texture0_location, 0);
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glUniform1i(prog.texture1_location, 1);
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@ -546,7 +498,7 @@ void update_uniforms(shader_program_key prog)
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glUniform1i(prog.ditherTex_location, 2);
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}
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rotation_matrix_location = glGetUniformLocation(program_object, "rotation_matrix");
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rotation_matrix_location = glGetUniformLocation(program_object, "rotation_matrix");
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set_rotation_matrix(rotation_matrix_location, g_settings->rotate);
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rotation_matrix_location = glGetUniformLocation(program_object, "rotation_matrix");
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set_rotation_matrix(rotation_matrix_location, g_settings->rotate);
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@ -556,28 +508,17 @@ void update_uniforms(shader_program_key prog)
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void disable_textureSizes()
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{
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int textureSizes_location = glGetUniformLocation(program_object_default, "textureSizes");
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int textureSizes_location = glGetUniformLocation(g_program_object_default, "textureSizes");
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glUniform4f(textureSizes_location, 1, 1, 1, 1);
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}
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void compile_shader()
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{
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int rotation_matrix_location;
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int texture0_location;
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int texture1_location;
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int ditherTex_location;
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int vertexOffset_location;
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int textureSizes_location;
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char *fragment_shader;
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int i;
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int chroma_color_location;
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int log_length;
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need_to_compile = 0;
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for (i = 0; i < number_of_programs; i++)
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for (int i = 0; i < g_shader_programs.size(); i++)
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{
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shader_program_key prog = shader_programs[i];
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shader_program_key & prog = g_shader_programs[i];
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if (prog.color_combiner == color_combiner_key &&
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prog.alpha_combiner == alpha_combiner_key &&
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prog.texture0_combiner == texture0_combiner_key &&
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@ -590,30 +531,24 @@ void compile_shader()
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prog.blackandwhite0 == blackandwhite0 &&
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prog.blackandwhite1 == blackandwhite1)
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{
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program_object = shader_programs[i].program_object;
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glUseProgram(program_object);
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update_uniforms(prog);
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glUseProgram(prog.program_object);
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update_uniforms(prog.program_object, prog);
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return;
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}
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}
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if (shader_programs != NULL)
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shader_programs = (shader_program_key*)realloc(shader_programs, (number_of_programs + 1)*sizeof(shader_program_key));
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else
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shader_programs = (shader_program_key*)malloc(sizeof(shader_program_key));
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//printf("number of shaders %d\n", number_of_programs);
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shader_programs[number_of_programs].color_combiner = color_combiner_key;
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shader_programs[number_of_programs].alpha_combiner = alpha_combiner_key;
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shader_programs[number_of_programs].texture0_combiner = texture0_combiner_key;
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shader_programs[number_of_programs].texture1_combiner = texture1_combiner_key;
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shader_programs[number_of_programs].texture0_combinera = texture0_combinera_key;
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shader_programs[number_of_programs].texture1_combinera = texture1_combinera_key;
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shader_programs[number_of_programs].fog_enabled = fog_enabled;
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shader_programs[number_of_programs].chroma_enabled = chroma_enabled;
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shader_programs[number_of_programs].dither_enabled = dither_enabled;
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shader_programs[number_of_programs].blackandwhite0 = blackandwhite0;
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shader_programs[number_of_programs].blackandwhite1 = blackandwhite1;
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shader_program_key shader_program;
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shader_program.color_combiner = color_combiner_key;
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shader_program.alpha_combiner = alpha_combiner_key;
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shader_program.texture0_combiner = texture0_combiner_key;
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shader_program.texture1_combiner = texture1_combiner_key;
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shader_program.texture0_combinera = texture0_combinera_key;
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shader_program.texture1_combinera = texture1_combinera_key;
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shader_program.fog_enabled = fog_enabled;
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shader_program.chroma_enabled = chroma_enabled;
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shader_program.dither_enabled = dither_enabled;
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shader_program.blackandwhite0 = blackandwhite0;
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shader_program.blackandwhite1 = blackandwhite1;
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if (chroma_enabled)
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{
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@ -621,36 +556,47 @@ void compile_shader()
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compile_chroma_shader();
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}
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fragment_shader = (char*)malloc(4096);
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std::string fragment_shader = fragment_shader_header;
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strcpy(fragment_shader, fragment_shader_header);
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if (dither_enabled) strcat(fragment_shader, fragment_shader_dither);
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switch (blackandwhite0) {
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case 1: strcat(fragment_shader, fragment_shader_readtex0bw); break;
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case 2: strcat(fragment_shader, fragment_shader_readtex0bw_2); break;
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default: strcat(fragment_shader, fragment_shader_readtex0color);
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if (dither_enabled)
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{
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fragment_shader += fragment_shader_dither;
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}
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switch (blackandwhite1) {
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case 1: strcat(fragment_shader, fragment_shader_readtex1bw); break;
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case 2: strcat(fragment_shader, fragment_shader_readtex1bw_2); break;
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default: strcat(fragment_shader, fragment_shader_readtex1color);
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switch (blackandwhite0)
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{
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case 1: fragment_shader += fragment_shader_readtex0bw; break;
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case 2: fragment_shader += fragment_shader_readtex0bw_2; break;
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default: fragment_shader += fragment_shader_readtex0color;
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}
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switch (blackandwhite1)
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{
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case 1: fragment_shader += fragment_shader_readtex1bw; break;
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case 2: fragment_shader += fragment_shader_readtex1bw_2; break;
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default: fragment_shader += fragment_shader_readtex1color;
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}
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fragment_shader += fragment_shader_texture0;
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fragment_shader += fragment_shader_texture1;
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fragment_shader += fragment_shader_color_combiner;
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fragment_shader += fragment_shader_alpha_combiner;
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if (fog_enabled)
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{
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fragment_shader += fragment_shader_fog;
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}
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fragment_shader += fragment_shader_end;
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if (chroma_enabled)
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{
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fragment_shader += fragment_shader_chroma;
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}
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strcat(fragment_shader, fragment_shader_texture0);
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strcat(fragment_shader, fragment_shader_texture1);
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strcat(fragment_shader, fragment_shader_color_combiner);
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strcat(fragment_shader, fragment_shader_alpha_combiner);
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if (fog_enabled) strcat(fragment_shader, fragment_shader_fog);
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strcat(fragment_shader, fragment_shader_end);
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if (chroma_enabled) strcat(fragment_shader, fragment_shader_chroma);
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shader_programs[number_of_programs].fragment_shader_object = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(shader_programs[number_of_programs].fragment_shader_object, 1, (const GLchar**)&fragment_shader, NULL);
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shader_program.fragment_shader_object = glCreateShader(GL_FRAGMENT_SHADER);
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const GLchar * glfragment_shader = (const GLchar *)fragment_shader.c_str();
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glShaderSource(shader_program.fragment_shader_object, 1, &glfragment_shader, NULL);
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glCompileShader(shader_programs[number_of_programs].fragment_shader_object);
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check_compile(shader_programs[number_of_programs].fragment_shader_object);
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glCompileShader(shader_program.fragment_shader_object);
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check_compile(shader_program.fragment_shader_object);
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program_object = glCreateProgram();
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shader_programs[number_of_programs].program_object = program_object;
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GLuint program_object = glCreateProgram();
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shader_program.program_object = program_object;
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glBindAttribLocation(program_object, POSITION_ATTR, "aPosition");
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glBindAttribLocation(program_object, COLOUR_ATTR, "aColor");
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@ -658,33 +604,40 @@ void compile_shader()
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glBindAttribLocation(program_object, TEXCOORD_1_ATTR, "aMultiTexCoord1");
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glBindAttribLocation(program_object, FOG_ATTR, "aFog");
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glAttachShader(program_object, shader_programs[number_of_programs].fragment_shader_object);
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glAttachShader(program_object, shader_program.fragment_shader_object);
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glAttachShader(program_object, vertex_shader_object);
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glLinkProgram(program_object);
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check_link(program_object);
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glUseProgram(program_object);
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shader_programs[number_of_programs].rotation_matrix_location = glGetUniformLocation(program_object, "rotation_matrix");
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shader_programs[number_of_programs].texture0_location = glGetUniformLocation(program_object, "texture0");
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shader_programs[number_of_programs].texture1_location = glGetUniformLocation(program_object, "texture1");
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shader_programs[number_of_programs].vertexOffset_location = glGetUniformLocation(program_object, "vertexOffset");
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shader_programs[number_of_programs].textureSizes_location = glGetUniformLocation(program_object, "textureSizes");
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shader_programs[number_of_programs].fogModeEndScale_location = glGetUniformLocation(program_object, "fogModeEndScale");
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shader_programs[number_of_programs].fogColor_location = glGetUniformLocation(program_object, "fogColor");
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shader_programs[number_of_programs].alphaRef_location = glGetUniformLocation(program_object, "alphaRef");
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shader_programs[number_of_programs].chroma_color_location = glGetUniformLocation(program_object, "chroma_color");
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shader_program.rotation_matrix_location = glGetUniformLocation(program_object, "rotation_matrix");
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shader_program.texture0_location = glGetUniformLocation(program_object, "texture0");
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shader_program.texture1_location = glGetUniformLocation(program_object, "texture1");
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shader_program.vertexOffset_location = glGetUniformLocation(program_object, "vertexOffset");
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shader_program.textureSizes_location = glGetUniformLocation(program_object, "textureSizes");
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shader_program.fogModeEndScale_location = glGetUniformLocation(program_object, "fogModeEndScale");
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shader_program.fogColor_location = glGetUniformLocation(program_object, "fogColor");
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shader_program.alphaRef_location = glGetUniformLocation(program_object, "alphaRef");
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shader_program.chroma_color_location = glGetUniformLocation(program_object, "chroma_color");
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update_uniforms(shader_programs[number_of_programs]);
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number_of_programs++;
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update_uniforms(shader_program.program_object, shader_program);
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g_shader_programs.push_back(shader_program);
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}
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void free_combiners()
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{
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free(shader_programs);
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shader_programs = NULL;
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number_of_programs = 0;
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if (g_program_object_default != 0)
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{
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glDeleteProgram(g_program_object_default);
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g_program_object_default = 0;
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}
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for (int i = 0; i < g_shader_programs.size(); i++)
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{
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glDeleteProgram(g_shader_programs[i].program_object);
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g_shader_programs[i].program_object = 0;
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}
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g_shader_programs.clear();
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}
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void set_copy_shader()
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@ -692,32 +645,24 @@ void set_copy_shader()
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int texture0_location;
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int alphaRef_location;
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glUseProgram(program_object_default);
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texture0_location = glGetUniformLocation(program_object_default, "texture0");
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glUseProgram(g_program_object_default);
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texture0_location = glGetUniformLocation(g_program_object_default, "texture0");
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glUniform1i(texture0_location, 0);
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alphaRef_location = glGetUniformLocation(program_object_default, "alphaRef");
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alphaRef_location = glGetUniformLocation(g_program_object_default, "alphaRef");
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if (alphaRef_location != -1)
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{
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glUniform1f(alphaRef_location, alpha_test ? alpha_ref / 255.0f : -1.0f);
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}
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}
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void set_depth_shader()
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{
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int texture0_location;
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int alphaRef_location;
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glUseProgram(program_object_depth);
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texture0_location = glGetUniformLocation(program_object_depth, "texture0");
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glUniform1i(texture0_location, 0);
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alphaRef_location = glGetUniformLocation(program_object_depth, "alphaRef");
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if (alphaRef_location != -1)
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glUniform1f(alphaRef_location, alpha_test ? alpha_ref / 255.0f : -1.0f);
|
||||
}
|
||||
|
||||
void set_lambda()
|
||||
{
|
||||
int lambda_location = glGetUniformLocation(program_object, "lambda");
|
||||
int lambda_location = glGetUniformLocation(g_program_object_default, "lambda");
|
||||
glUniform1f(lambda_location, lambda);
|
||||
}
|
||||
|
||||
|
@ -745,7 +690,7 @@ grConstantColorValue(GrColor_t value)
|
|||
|
||||
vbo_draw();
|
||||
|
||||
constant_color_location = glGetUniformLocation(program_object, "constant_color");
|
||||
constant_color_location = glGetUniformLocation(g_program_object_default, "constant_color");
|
||||
glUniform4f(constant_color_location, texture_env_color[0], texture_env_color[1],
|
||||
texture_env_color[2], texture_env_color[3]);
|
||||
}
|
||||
|
@ -1767,7 +1712,7 @@ grChromakeyValue(GrColor_t value)
|
|||
WriteTrace(TraceGlitch, TraceWarning, "grChromakeyValue: unknown color format : %x", lfb_color_fmt);
|
||||
}
|
||||
vbo_draw();
|
||||
chroma_color_location = glGetUniformLocation(program_object, "chroma_color");
|
||||
chroma_color_location = glGetUniformLocation(g_program_object_default, "chroma_color");
|
||||
glUniform4f(chroma_color_location, chroma_color[0], chroma_color[1],
|
||||
chroma_color[2], chroma_color[3]);
|
||||
}
|
||||
|
@ -2825,9 +2770,7 @@ FxU32 shift, FxBool invert)
|
|||
need_to_compile = 1;
|
||||
}
|
||||
|
||||
FX_ENTRY void FX_CALL
|
||||
grConstantColorValueExt(GrChipID_t tmu,
|
||||
GrColor_t value)
|
||||
FX_ENTRY void FX_CALL grConstantColorValueExt(GrChipID_t tmu, GrColor_t value)
|
||||
{
|
||||
int num_tex;
|
||||
WriteTrace(TraceResolution, TraceDebug, "tmu: %d value: %d", tmu, value);
|
||||
|
@ -2876,12 +2819,12 @@ GrColor_t value)
|
|||
vbo_draw();
|
||||
if (num_tex == 0)
|
||||
{
|
||||
ccolor0_location = glGetUniformLocation(program_object, "ccolor0");
|
||||
ccolor0_location = glGetUniformLocation(g_program_object_default, "ccolor0");
|
||||
glUniform4f(ccolor0_location, ccolor0[0], ccolor0[1], ccolor0[2], ccolor0[3]);
|
||||
}
|
||||
else
|
||||
{
|
||||
ccolor1_location = glGetUniformLocation(program_object, "ccolor1");
|
||||
ccolor1_location = glGetUniformLocation(g_program_object_default, "ccolor1");
|
||||
glUniform4f(ccolor1_location, ccolor1[0], ccolor1[1], ccolor1[2], ccolor1[3]);
|
||||
}
|
||||
}
|
|
@ -17,6 +17,7 @@
|
|||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
#include <GLES2/gl2.h>
|
||||
#include "glitchmain.h"
|
||||
|
||||
#undef glActiveTexture
|
||||
|
|
Loading…
Reference in New Issue