snes9x/win32/COpenGL.cpp

885 lines
26 KiB
C++

/***********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
Jerremy Koot (jkoot@snes9x.com)
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
Kris Bleakley (codeviolation@hotmail.com)
(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
Nach (n-a-c-h@users.sourceforge.net),
(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
(c) Copyright 2006 - 2007 nitsuja
(c) Copyright 2009 - 2011 BearOso,
OV2
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
Nach,
zsKnight (zsknight@zsnes.com)
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive (andreasnaive@gmail.com),
Gary Henderson,
Ivar (ivar@snes9x.com),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti (neviksti@hotmail.com)
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare (lord_nightmare@users.sourceforge.net),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault (pagefault@zsnes.com),
Kris Bleakley
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code used in 1.39-1.51
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
SPC7110 and RTC C++ emulator code used in 1.52+
(c) Copyright 2009 byuu,
neviksti
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001 - 2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound emulator code used in 1.5-1.51
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
Sound emulator code used in 1.52+
(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x, HQ3x, HQ4x filters
(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
NTSC filter
(c) Copyright 2006 - 2007 Shay Green
GTK+ GUI code
(c) Copyright 2004 - 2011 BearOso
Win32 GUI code
(c) Copyright 2003 - 2006 blip,
funkyass,
Matthew Kendora,
Nach,
nitsuja
(c) Copyright 2009 - 2011 OV2
Mac OS GUI code
(c) Copyright 1998 - 2001 John Stiles
(c) Copyright 2001 - 2011 zones
Specific ports contains the works of other authors. See headers in
individual files.
Snes9x homepage: http://www.snes9x.com/
Permission to use, copy, modify and/or distribute Snes9x in both binary
and source form, for non-commercial purposes, is hereby granted without
fee, providing that this license information and copyright notice appear
with all copies and any derived work.
This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions.
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co., Limited and its subsidiary companies.
***********************************************************************************/
#include "COpenGL.h"
#include "win32_display.h"
#include "../snes9x.h"
#include "../gfx.h"
#include "../display.h"
#include "wsnes9x.h"
#include <msxml2.h>
#include "../filter/hq2x.h"
#include "../filter/2xsai.h"
COpenGL::COpenGL(void)
{
hDC = NULL;
hRC = NULL;
hWnd = NULL;
drawTexture = 0;
initDone = false;
quadTextureSize = 0;
filterScale = 0;
afterRenderWidth = 0;
afterRenderHeight = 0;
fullscreen = false;
shaderFunctionsLoaded = false;
shader_type = OGL_SHADER_NONE;
pboFunctionsLoaded = false;
shaderProgram = 0;
vertexShader = 0;
fragmentShader = 0;
cgContext = NULL;
cgVertexProgram = cgFragmentProgram = NULL;
cgAvailable = false;
frameCount = 0;
cgShader = NULL;
}
COpenGL::~COpenGL(void)
{
DeInitialize();
}
bool COpenGL::Initialize(HWND hWnd)
{
int pfdIndex;
RECT windowRect;
this->hWnd = hWnd;
this->hDC = GetDC(hWnd);
PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
16, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
PIXELFORMATDESCRIPTOR pfdSel;
if(!(pfdIndex=ChoosePixelFormat(hDC,&pfd))) {
DeInitialize();
return false;
}
if(!SetPixelFormat(hDC,pfdIndex,&pfd)) {
DeInitialize();
return false;
}
if(!(hRC=wglCreateContext(hDC))) {
DeInitialize();
return false;
}
if(!wglMakeCurrent(hDC,hRC)) {
DeInitialize();
return false;
}
LoadPBOFunctions();
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress( "wglSwapIntervalEXT" );
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrtho (0.0, 1.0, 0.0, 1.0, -1, 1);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
cgAvailable = loadCgFunctions();
if(cgAvailable) {
cgContext = cgCreateContext();
cgShader = new CGLCG(cgContext);
}
ApplyDisplayChanges();
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
SwapBuffers(hDC);
initDone = true;
return true;
}
void COpenGL::DeInitialize()
{
initDone = false;
SetShaders(NULL);
DestroyDrawSurface();
wglMakeCurrent(NULL,NULL);
if(hRC) {
wglDeleteContext(hRC);
hRC = NULL;
}
if(hDC) {
ReleaseDC(hWnd,hDC);
hDC = NULL;
}
hWnd = NULL;
initDone = false;
quadTextureSize = 0;
filterScale = 0;
afterRenderWidth = 0;
afterRenderHeight = 0;
shaderFunctionsLoaded = false;
shader_type = OGL_SHADER_NONE;
if(cgShader) {
delete cgShader;
cgShader = NULL;
}
if(cgAvailable)
unloadCgLibrary();
cgAvailable = false;
}
void COpenGL::CreateDrawSurface()
{
unsigned int neededSize;
HRESULT hr;
//we need at least 512 pixels (SNES_WIDTH * 2) so we can start with that value
quadTextureSize = 512;
neededSize = SNES_WIDTH * filterScale;
while(quadTextureSize < neededSize)
quadTextureSize *=2;
if(!drawTexture) {
glGenTextures(1,&drawTexture);
glBindTexture(GL_TEXTURE_2D,drawTexture);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,quadTextureSize,quadTextureSize,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
if(pboFunctionsLoaded) {
glGenBuffers(1,&drawBuffer);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER,drawBuffer);
glBufferData(GL_PIXEL_UNPACK_BUFFER,quadTextureSize*quadTextureSize*2,NULL,GL_STREAM_DRAW);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER,0);
} else {
noPboBuffer = new BYTE[quadTextureSize*quadTextureSize*2];
}
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
}
}
void COpenGL::DestroyDrawSurface()
{
if(drawTexture) {
glDeleteTextures(1,&drawTexture);
drawTexture = NULL;
}
if(drawBuffer) {
glDeleteBuffers(1,&drawBuffer);
drawBuffer = NULL;
}
if(noPboBuffer) {
delete [] noPboBuffer;
noPboBuffer = NULL;
}
}
bool COpenGL::ChangeDrawSurfaceSize(unsigned int scale)
{
filterScale = scale;
DestroyDrawSurface();
CreateDrawSurface();
SetupVertices();
return true;
}
void COpenGL::SetupVertices()
{
vertices[0] = 0.0f;
vertices[1] = 0.0f;
vertices[2] = 1.0f;
vertices[3] = 0.0f;
vertices[4] = 1.0f;
vertices[5] = 1.0f;
vertices[6] = 0.0f;
vertices[7] = 1.0f;
float tX = (float)afterRenderWidth / (float)quadTextureSize;
float tY = (float)afterRenderHeight / (float)quadTextureSize;
texcoords[0] = 0.0f;
texcoords[1] = tY;
texcoords[2] = tX;
texcoords[3] = tY;
texcoords[4] = tX;
texcoords[5] = 0.0f;
texcoords[6] = 0.0f;
texcoords[7] = 0.0f;
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
}
void COpenGL::Render(SSurface Src)
{
SSurface Dst;
RECT dstRect;
unsigned int newFilterScale;
GLenum error;
if(!initDone) return;
//create a new draw surface if the filter scale changes
//at least factor 2 so we can display unscaled hi-res images
newFilterScale = max(2,max(GetFilterScale(GUI.ScaleHiRes),GetFilterScale(GUI.Scale)));
if(newFilterScale!=filterScale) {
ChangeDrawSurfaceSize(newFilterScale);
}
if(pboFunctionsLoaded) {
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, drawBuffer);
Dst.Surface = (unsigned char *)glMapBuffer(GL_PIXEL_UNPACK_BUFFER,GL_WRITE_ONLY);
} else {
Dst.Surface = noPboBuffer;
}
Dst.Height = quadTextureSize;
Dst.Width = quadTextureSize;
Dst.Pitch = quadTextureSize * 2;
RenderMethod (Src, Dst, &dstRect);
if(!Settings.AutoDisplayMessages) {
WinSetCustomDisplaySurface((void *)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
S9xDisplayMessages ((uint16*)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
}
if(pboFunctionsLoaded)
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
if(afterRenderHeight != dstRect.bottom || afterRenderWidth != dstRect.right) {
afterRenderHeight = dstRect.bottom;
afterRenderWidth = dstRect.right;
ChangeRenderSize(0,0);
}
glBindTexture(GL_TEXTURE_2D,drawTexture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, quadTextureSize);
glTexSubImage2D (GL_TEXTURE_2D,0,0,0,dstRect.right-dstRect.left,dstRect.bottom-dstRect.top,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,pboFunctionsLoaded?0:noPboBuffer);
if(pboFunctionsLoaded)
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
if (shader_type != OGL_SHADER_NONE) {
if(shader_type == OGL_SHADER_GLSL) {
GLint location;
float inputSize[2] = { (float)afterRenderWidth, (float)afterRenderHeight };
RECT windowSize;
GetClientRect(hWnd,&windowSize);
float outputSize[2] = {(float)(GUI.Stretch?windowSize.right:afterRenderWidth),
(float)(GUI.Stretch?windowSize.bottom:afterRenderHeight) };
float textureSize[2] = { (float)quadTextureSize, (float)quadTextureSize };
float frameCnt = (float)++frameCount;
location = glGetUniformLocation (shaderProgram, "rubyInputSize");
glUniform2fv (location, 1, inputSize);
location = glGetUniformLocation (shaderProgram, "rubyOutputSize");
glUniform2fv (location, 1, outputSize);
location = glGetUniformLocation (shaderProgram, "rubyTextureSize");
glUniform2fv (location, 1, textureSize);
} else if(shader_type == OGL_SHADER_CG) {
xySize inputSize = { (float)afterRenderWidth, (float)afterRenderHeight };
RECT windowSize, displayRect;
GetClientRect(hWnd,&windowSize);
xySize xywindowSize = { (double)windowSize.right, (double)windowSize.bottom };
//Get maximum rect respecting AR setting
displayRect=CalculateDisplayRect(windowSize.right,windowSize.bottom,windowSize.right,windowSize.bottom);
xySize viewportSize = { (double)(displayRect.right - displayRect.left),
(double)(displayRect.bottom - displayRect.top) };
xySize textureSize = { (double)quadTextureSize, (double)quadTextureSize };
cgShader->Render(drawTexture, textureSize, inputSize, viewportSize, xywindowSize);
}
}
if(GUI.BilinearFilter) {
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays (GL_QUADS, 0, 4);
glFlush();
SwapBuffers(hDC);
}
bool COpenGL::ChangeRenderSize(unsigned int newWidth, unsigned int newHeight)
{
RECT displayRect, windowSize;
if(newWidth==0||newHeight==0) {
GetClientRect(hWnd,&windowSize);
newWidth = windowSize.right;
newHeight = windowSize.bottom;
}
displayRect=CalculateDisplayRect(afterRenderWidth,afterRenderHeight,newWidth,newHeight);
glViewport(displayRect.left,newHeight-displayRect.bottom,displayRect.right-displayRect.left,displayRect.bottom-displayRect.top);
SetupVertices();
return true;
}
bool COpenGL::ApplyDisplayChanges(void)
{
if(wglSwapIntervalEXT) {
wglSwapIntervalEXT(GUI.Vsync?1:0);
}
if(GUI.shaderEnabled && GUI.OGLshaderFileName)
SetShaders(GUI.OGLshaderFileName);
else
SetShaders(NULL);
ChangeRenderSize(0,0);
return true;
}
bool COpenGL::SetFullscreen(bool fullscreen)
{
if(!initDone)
return false;
if(this->fullscreen==fullscreen)
return true;
this->fullscreen = fullscreen;
if(fullscreen) {
DEVMODE dmScreenSettings={0};
dmScreenSettings.dmSize=sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = GUI.FullscreenMode.width;
dmScreenSettings.dmPelsHeight = GUI.FullscreenMode.height;
dmScreenSettings.dmBitsPerPel = GUI.FullscreenMode.depth;
dmScreenSettings.dmDisplayFrequency = GUI.FullscreenMode.rate;
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT|DM_DISPLAYFREQUENCY;
if(ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) {
this->fullscreen = false;
return false;
}
ChangeRenderSize(GUI.FullscreenMode.width,GUI.FullscreenMode.height);
} else {
ChangeDisplaySettings(NULL,0);
}
return true;
}
void COpenGL::SetSnes9xColorFormat()
{
GUI.ScreenDepth = 16;
GUI.BlueShift = 0;
GUI.GreenShift = 6;
GUI.RedShift = 11;
S9xSetRenderPixelFormat (RGB565);
S9xBlit2xSaIFilterInit();
S9xBlitHQ2xFilterInit();
GUI.NeedDepthConvert = FALSE;
GUI.DepthConverted = TRUE;
return;
}
void COpenGL::EnumModes(std::vector<dMode> *modeVector)
{
DISPLAY_DEVICE dd;
dd.cb = sizeof(dd);
DWORD dev = 0;
int iMode = 0;
dMode mode;
while (EnumDisplayDevices(0, dev, &dd, 0))
{
if (!(dd.StateFlags & DISPLAY_DEVICE_MIRRORING_DRIVER) && (dd.StateFlags & DISPLAY_DEVICE_PRIMARY_DEVICE))
{
DEVMODE dm;
ZeroMemory(&dm, sizeof(dm));
dm.dmSize = sizeof(dm);
iMode = 0;
while(EnumDisplaySettings(dd.DeviceName,iMode,&dm)) {
if(dm.dmBitsPerPel>=16) {
mode.width = dm.dmPelsWidth;
mode.height = dm.dmPelsHeight;
mode.rate = dm.dmDisplayFrequency;
mode.depth = dm.dmBitsPerPel;
modeVector->push_back(mode);
}
iMode++;
}
}
dev++;
}
}
bool COpenGL::LoadPBOFunctions()
{
if(GUI.OGLdisablePBOs)
return false;
if(pboFunctionsLoaded)
return true;
const char *extensions = (const char *) glGetString(GL_EXTENSIONS);
if(extensions && strstr(extensions, "pixel_buffer_object")) {
glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
glMapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBuffer");
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBuffer");
if(glGenBuffers && glBindBuffer && glBufferData && glDeleteBuffers && glMapBuffer) {
pboFunctionsLoaded = true;
}
}
return pboFunctionsLoaded;
}
bool COpenGL::LoadShaderFunctions()
{
if(shaderFunctionsLoaded)
return true;
const char *extensions = (const char *) glGetString(GL_EXTENSIONS);
if(extensions && strstr(extensions, "fragment_program")) {
glCreateProgram = (PFNGLCREATEPROGRAMPROC) wglGetProcAddress ("glCreateProgram");
glCreateShader = (PFNGLCREATESHADERPROC) wglGetProcAddress ("glCreateShader");
glCompileShader = (PFNGLCOMPILESHADERPROC) wglGetProcAddress ("glCompileShader");
glDeleteShader = (PFNGLDELETESHADERPROC) wglGetProcAddress ("glDeleteShader");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC) wglGetProcAddress ("glDeleteProgram");
glAttachShader = (PFNGLATTACHSHADERPROC) wglGetProcAddress ("glAttachShader");
glDetachShader = (PFNGLDETACHSHADERPROC) wglGetProcAddress ("glDetachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC) wglGetProcAddress ("glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC) wglGetProcAddress ("glUseProgram");
glShaderSource = (PFNGLSHADERSOURCEPROC) wglGetProcAddress ("glShaderSource");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) wglGetProcAddress ("glGetUniformLocation");
glUniform2fv = (PFNGLUNIFORM2FVPROC) wglGetProcAddress ("glUniform2fv");
if(glCreateProgram &&
glCreateShader &&
glCompileShader &&
glDeleteShader &&
glDeleteProgram &&
glAttachShader &&
glDetachShader &&
glLinkProgram &&
glUseProgram &&
glShaderSource &&
glGetUniformLocation &&
glUniform2fv) {
shaderFunctionsLoaded = true;
}
}
return shaderFunctionsLoaded;
}
bool COpenGL::SetShaders(const TCHAR *file)
{
SetShadersCG(NULL);
SetShadersGLSL(NULL);
shader_type = OGL_SHADER_NONE;
if(file!=NULL && (
(lstrlen(file)>3 && _tcsncicmp(&file[lstrlen(file)-3],TEXT(".cg"),3)==0) ||
(lstrlen(file)>4 && _tcsncicmp(&file[lstrlen(file)-4],TEXT(".cgp"),4)==0))) {
return SetShadersCG(file);
} else {
return SetShadersGLSL(file);
}
}
void COpenGL::checkForCgError(const char *situation)
{
char buffer[4096];
CGerror error = cgGetError();
const char *string = cgGetErrorString(error);
if (error != CG_NO_ERROR) {
sprintf(buffer,
"Situation: %s\n"
"Error: %s\n\n"
"Cg compiler output...\n", situation, string);
MessageBoxA(0, buffer,
"Cg error", MB_OK|MB_ICONEXCLAMATION);
if (error == CG_COMPILER_ERROR) {
MessageBoxA(0, cgGetLastListing(cgContext),
"Cg compilation error", MB_OK|MB_ICONEXCLAMATION);
}
}
}
bool COpenGL::SetShadersCG(const TCHAR *file)
{
if(!cgAvailable) {
if(file)
MessageBox(NULL, TEXT("The CG runtime is unavailable, CG shaders will not run.\nConsult the snes9x readme for information on how to obtain the runtime."), TEXT("CG Error"),
MB_OK|MB_ICONEXCLAMATION);
return false;
}
if(!cgShader->LoadShader(file))
return false;
shader_type = OGL_SHADER_CG;
return true;
}
bool COpenGL::SetShadersGLSL(const TCHAR *glslFileName)
{
char *fragment=NULL, *vertex=NULL;
IXMLDOMDocument * pXMLDoc = NULL;
IXMLDOMElement * pXDE = NULL;
IXMLDOMNode * pXDN = NULL;
HRESULT hr;
BSTR queryString, nodeContent;
TCHAR errorMsg[MAX_PATH + 50];
if(fragmentShader) {
glDetachShader(shaderProgram,fragmentShader);
glDeleteShader(fragmentShader);
fragmentShader = 0;
}
if(vertexShader) {
glDetachShader(shaderProgram,vertexShader);
glDeleteShader(vertexShader);
vertexShader = 0;
}
if(shaderProgram) {
glUseProgram(0);
glDeleteProgram(shaderProgram);
shaderProgram = 0;
}
if(glslFileName==NULL || *glslFileName==TEXT('\0'))
return true;
if(!LoadShaderFunctions()) {
MessageBox(NULL, TEXT("Unable to load OpenGL shader functions"), TEXT("Shader Loading Error"),
MB_OK|MB_ICONEXCLAMATION);
return false;
}
hr = CoCreateInstance(CLSID_DOMDocument,NULL,CLSCTX_INPROC_SERVER,IID_PPV_ARGS(&pXMLDoc));
if(FAILED(hr)) {
MessageBox(NULL, TEXT("Error creating XML Parser"), TEXT("Shader Loading Error"),
MB_OK|MB_ICONEXCLAMATION);
return false;
}
VARIANT fileName;
VARIANT_BOOL ret;
fileName.vt = VT_BSTR;
#ifdef UNICODE
fileName.bstrVal = SysAllocString(glslFileName);
#else
wchar_t tempfilename[MAX_PATH];
MultiByteToWideChar(CP_UTF8,0,glslFileName,-1,tempfilename,MAX_PATH);
fileName.bstrVal = SysAllocString(tempfilename);
#endif
hr = pXMLDoc->load(fileName,&ret);
SysFreeString(fileName.bstrVal);
if(FAILED(hr) || hr==S_FALSE) {
_stprintf(errorMsg,TEXT("Error loading GLSL shader file:\n%s"),glslFileName);
MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
pXMLDoc->Release();
return false;
}
VARIANT attributeValue;
BSTR attributeName;
hr = pXMLDoc->get_documentElement(&pXDE);
if(FAILED(hr) || hr==S_FALSE) {
_stprintf(errorMsg,TEXT("Error loading root element from file:\n%s"),glslFileName);
MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
pXMLDoc->Release();
return false;
}
attributeName=SysAllocString(L"language");
pXDE->getAttribute(attributeName,&attributeValue);
SysFreeString(attributeName);
pXDE->Release();
if(attributeValue.vt!=VT_BSTR || lstrcmpiW(attributeValue.bstrVal,L"glsl")) {
_stprintf(errorMsg,TEXT("Shader language is <%s>, expected <GLSL> in file:\n%s"),attributeValue.bstrVal,glslFileName);
MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
if(attributeValue.vt==VT_BSTR) SysFreeString(attributeValue.bstrVal);
pXMLDoc->Release();
return false;
}
if(attributeValue.vt==VT_BSTR) SysFreeString(attributeValue.bstrVal);
queryString=SysAllocString(L"/shader/fragment");
hr = pXMLDoc->selectSingleNode(queryString,&pXDN);
SysFreeString(queryString);
if(hr == S_OK) {
hr = pXDN->get_text(&nodeContent);
if(hr == S_OK) {
int requiredChars = WideCharToMultiByte(CP_ACP,0,nodeContent,-1,fragment,0,NULL,NULL);
fragment = new char[requiredChars];
WideCharToMultiByte(CP_UTF8,0,nodeContent,-1,fragment,requiredChars,NULL,NULL);
}
SysFreeString(nodeContent);
pXDN->Release();
pXDN = NULL;
}
queryString=SysAllocString(L"/shader/vertex");
hr = pXMLDoc->selectSingleNode(queryString,&pXDN);
SysFreeString(queryString);
if(hr == S_OK) {
hr = pXDN->get_text(&nodeContent);
if(hr == S_OK) {
int requiredChars = WideCharToMultiByte(CP_ACP,0,nodeContent,-1,vertex,0,NULL,NULL);
vertex = new char[requiredChars];
WideCharToMultiByte(CP_UTF8,0,nodeContent,-1,vertex,requiredChars,NULL,NULL);
}
SysFreeString(nodeContent);
pXDN->Release();
pXDN = NULL;
}
pXMLDoc->Release();
if(!fragment && !vertex) {
_stprintf(errorMsg,TEXT("No vertex or fragment program in file:\n%s"),glslFileName);
MessageBox(NULL, errorMsg, TEXT("Shader Loading Error"), MB_OK|MB_ICONEXCLAMATION);
return false;
}
shaderProgram = glCreateProgram ();
if(vertex) {
vertexShader = glCreateShader (GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, (const GLchar **)&vertex, NULL);
glCompileShader(vertexShader);
glAttachShader(shaderProgram, vertexShader);
delete[] vertex;
}
if(fragment) {
fragmentShader = glCreateShader (GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, (const GLchar **)&fragment, NULL);
glCompileShader(fragmentShader);
glAttachShader(shaderProgram, fragmentShader);
delete[] fragment;
}
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
shader_type = OGL_SHADER_GLSL;
return true;
}