mirror of https://github.com/snes9xgit/snes9x.git
884 lines
26 KiB
C++
884 lines
26 KiB
C++
/***********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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(c) Copyright 2009 - 2011 BearOso,
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OV2
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com),
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code used in 1.39-1.51
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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SPC7110 and RTC C++ emulator code used in 1.52+
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(c) Copyright 2009 byuu,
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neviksti
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 - 2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound emulator code used in 1.5-1.51
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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Sound emulator code used in 1.52+
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(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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NTSC filter
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(c) Copyright 2006 - 2007 Shay Green
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GTK+ GUI code
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(c) Copyright 2004 - 2011 BearOso
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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(c) Copyright 2009 - 2011 OV2
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2011 zones
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com/
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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***********************************************************************************/
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#include "COpenGL.h"
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#include "win32_display.h"
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#include "../snes9x.h"
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#include "../gfx.h"
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#include "../display.h"
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#include "wsnes9x.h"
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#include <msxml2.h>
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#include "../filter/hq2x.h"
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#include "../filter/2xsai.h"
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COpenGL::COpenGL(void)
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{
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hDC = NULL;
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hRC = NULL;
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hWnd = NULL;
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drawTexture = 0;
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initDone = false;
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quadTextureSize = 0;
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filterScale = 0;
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afterRenderWidth = 0;
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afterRenderHeight = 0;
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fullscreen = false;
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shaderFunctionsLoaded = false;
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shader_type = OGL_SHADER_NONE;
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pboFunctionsLoaded = false;
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shaderProgram = 0;
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vertexShader = 0;
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fragmentShader = 0;
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cgContext = NULL;
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cgVertexProgram = cgFragmentProgram = NULL;
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cgAvailable = false;
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frameCount = 0;
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cgShader = NULL;
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}
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COpenGL::~COpenGL(void)
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{
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DeInitialize();
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}
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bool COpenGL::Initialize(HWND hWnd)
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{
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int pfdIndex;
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RECT windowRect;
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this->hWnd = hWnd;
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this->hDC = GetDC(hWnd);
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PIXELFORMATDESCRIPTOR pfd=
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{
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER, // Must Support Double Buffering
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PFD_TYPE_RGBA, // Request An RGBA Format
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16, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // No Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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16, // 16Bit Z-Buffer (Depth Buffer)
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0, // No Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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PIXELFORMATDESCRIPTOR pfdSel;
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if(!(pfdIndex=ChoosePixelFormat(hDC,&pfd))) {
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DeInitialize();
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return false;
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}
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if(!SetPixelFormat(hDC,pfdIndex,&pfd)) {
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DeInitialize();
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return false;
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}
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if(!(hRC=wglCreateContext(hDC))) {
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DeInitialize();
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return false;
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}
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if(!wglMakeCurrent(hDC,hRC)) {
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DeInitialize();
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return false;
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}
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LoadPBOFunctions();
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wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress( "wglSwapIntervalEXT" );
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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glOrtho (0.0, 1.0, 0.0, 1.0, -1, 1);
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glVertexPointer(2, GL_FLOAT, 0, vertices);
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glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
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cgAvailable = loadCgFunctions();
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if(cgAvailable) {
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cgContext = cgCreateContext();
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cgShader = new CGLCG(cgContext);
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}
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ApplyDisplayChanges();
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
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glClear(GL_COLOR_BUFFER_BIT);
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SwapBuffers(hDC);
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initDone = true;
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return true;
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}
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void COpenGL::DeInitialize()
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{
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initDone = false;
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SetShaders(NULL);
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DestroyDrawSurface();
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wglMakeCurrent(NULL,NULL);
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if(hRC) {
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wglDeleteContext(hRC);
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hRC = NULL;
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}
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if(hDC) {
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ReleaseDC(hWnd,hDC);
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hDC = NULL;
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}
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hWnd = NULL;
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initDone = false;
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quadTextureSize = 0;
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filterScale = 0;
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afterRenderWidth = 0;
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afterRenderHeight = 0;
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shaderFunctionsLoaded = false;
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shader_type = OGL_SHADER_NONE;
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if(cgShader) {
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delete cgShader;
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cgShader = NULL;
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}
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if(cgAvailable)
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unloadCgLibrary();
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cgAvailable = false;
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}
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void COpenGL::CreateDrawSurface()
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{
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unsigned int neededSize;
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HRESULT hr;
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//we need at least 512 pixels (SNES_WIDTH * 2) so we can start with that value
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quadTextureSize = 512;
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neededSize = SNES_WIDTH * filterScale;
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while(quadTextureSize < neededSize)
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quadTextureSize *=2;
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if(!drawTexture) {
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glGenTextures(1,&drawTexture);
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glBindTexture(GL_TEXTURE_2D,drawTexture);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,quadTextureSize,quadTextureSize,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
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if(pboFunctionsLoaded) {
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glGenBuffers(1,&drawBuffer);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER,drawBuffer);
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glBufferData(GL_PIXEL_UNPACK_BUFFER,quadTextureSize*quadTextureSize*2,NULL,GL_STREAM_DRAW);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER,0);
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} else {
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noPboBuffer = new BYTE[quadTextureSize*quadTextureSize*2];
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}
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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}
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}
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void COpenGL::DestroyDrawSurface()
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{
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if(drawTexture) {
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glDeleteTextures(1,&drawTexture);
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drawTexture = NULL;
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}
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if(drawBuffer) {
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glDeleteBuffers(1,&drawBuffer);
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drawBuffer = NULL;
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}
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if(noPboBuffer) {
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delete [] noPboBuffer;
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noPboBuffer = NULL;
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}
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}
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bool COpenGL::ChangeDrawSurfaceSize(unsigned int scale)
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{
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filterScale = scale;
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DestroyDrawSurface();
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CreateDrawSurface();
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SetupVertices();
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return true;
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}
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void COpenGL::SetupVertices()
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{
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vertices[0] = 0.0f;
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vertices[1] = 0.0f;
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vertices[2] = 1.0f;
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vertices[3] = 0.0f;
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vertices[4] = 1.0f;
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vertices[5] = 1.0f;
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vertices[6] = 0.0f;
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vertices[7] = 1.0f;
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float tX = (float)afterRenderWidth / (float)quadTextureSize;
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float tY = (float)afterRenderHeight / (float)quadTextureSize;
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texcoords[0] = 0.0f;
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texcoords[1] = tY;
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texcoords[2] = tX;
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texcoords[3] = tY;
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texcoords[4] = tX;
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texcoords[5] = 0.0f;
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texcoords[6] = 0.0f;
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texcoords[7] = 0.0f;
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glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
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}
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void COpenGL::Render(SSurface Src)
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{
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SSurface Dst;
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RECT dstRect;
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unsigned int newFilterScale;
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GLenum error;
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if(!initDone) return;
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//create a new draw surface if the filter scale changes
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//at least factor 2 so we can display unscaled hi-res images
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newFilterScale = max(2,max(GetFilterScale(GUI.ScaleHiRes),GetFilterScale(GUI.Scale)));
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if(newFilterScale!=filterScale) {
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ChangeDrawSurfaceSize(newFilterScale);
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}
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if(pboFunctionsLoaded) {
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, drawBuffer);
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Dst.Surface = (unsigned char *)glMapBuffer(GL_PIXEL_UNPACK_BUFFER,GL_WRITE_ONLY);
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} else {
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Dst.Surface = noPboBuffer;
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}
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Dst.Height = quadTextureSize;
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Dst.Width = quadTextureSize;
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Dst.Pitch = quadTextureSize * 2;
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RenderMethod (Src, Dst, &dstRect);
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if(!Settings.AutoDisplayMessages) {
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WinSetCustomDisplaySurface((void *)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
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S9xDisplayMessages ((uint16*)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
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}
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if(pboFunctionsLoaded)
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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if(afterRenderHeight != dstRect.bottom || afterRenderWidth != dstRect.right) {
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afterRenderHeight = dstRect.bottom;
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afterRenderWidth = dstRect.right;
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ChangeRenderSize(0,0);
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}
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glBindTexture(GL_TEXTURE_2D,drawTexture);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, quadTextureSize);
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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);
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if(pboFunctionsLoaded)
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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if (shader_type != OGL_SHADER_NONE) {
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if(shader_type == OGL_SHADER_GLSL) {
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GLint location;
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float inputSize[2] = { (float)afterRenderWidth, (float)afterRenderHeight };
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RECT windowSize;
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GetClientRect(hWnd,&windowSize);
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float outputSize[2] = {(float)(GUI.Stretch?windowSize.right:afterRenderWidth),
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(float)(GUI.Stretch?windowSize.bottom:afterRenderHeight) };
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float textureSize[2] = { (float)quadTextureSize, (float)quadTextureSize };
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float frameCnt = (float)++frameCount;
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location = glGetUniformLocation (shaderProgram, "rubyInputSize");
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glUniform2fv (location, 1, inputSize);
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location = glGetUniformLocation (shaderProgram, "rubyOutputSize");
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glUniform2fv (location, 1, outputSize);
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location = glGetUniformLocation (shaderProgram, "rubyTextureSize");
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glUniform2fv (location, 1, textureSize);
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} else if(shader_type == OGL_SHADER_CG) {
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xySize inputSize = { (float)afterRenderWidth, (float)afterRenderHeight };
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RECT windowSize, displayRect;
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GetClientRect(hWnd,&windowSize);
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xySize xywindowSize = { (double)windowSize.right, (double)windowSize.bottom };
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//Get maximum rect respecting AR setting
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displayRect=CalculateDisplayRect(windowSize.right,windowSize.bottom,windowSize.right,windowSize.bottom);
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xySize viewportSize = { (double)(displayRect.right - displayRect.left),
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(double)(displayRect.bottom - displayRect.top) };
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xySize textureSize = { (double)quadTextureSize, (double)quadTextureSize };
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cgShader->Render(drawTexture, textureSize, inputSize, viewportSize, xywindowSize);
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}
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}
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if(GUI.BilinearFilter) {
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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} else {
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays (GL_QUADS, 0, 4);
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glFlush();
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SwapBuffers(hDC);
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}
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bool COpenGL::ChangeRenderSize(unsigned int newWidth, unsigned int newHeight)
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{
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RECT displayRect, windowSize;
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if(newWidth==0||newHeight==0) {
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GetClientRect(hWnd,&windowSize);
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newWidth = windowSize.right;
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newHeight = windowSize.bottom;
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}
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|
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) {
|
|
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;
|
|
}
|