mame/src/osd/modules/opengl/gl_shader_mgr.cpp

244 lines
6.8 KiB
C++

// license:BSD-3-Clause
// copyright-holders:Sven Gothel
#include <stdio.h> /* snprintf */
#include <stdlib.h> /* malloc */
#include "osdcomm.h"
#include "osd_opengl.h"
#include "gl_shader_mgr.h"
#include "gl_shader_tool.h"
#define GLSL_VERTEX_SHADER_INT_NUMBER 1 // general
#define GLSL_VERTEX_SHADER_MAX_NUMBER 2 // general + custom
#define GLSL_VERTEX_SHADER_CUSTOM 1 // custom idx
#ifdef GLSL_SOURCE_ON_DISK
static char const *const glsl_mamebm_vsh_files [GLSL_VERTEX_SHADER_INT_NUMBER] =
{
"/tmp/glsl_general.vsh" // general
};
static char const *const glsl_mamebm_fsh_files [GLSL_SHADER_FEAT_INT_NUMBER] =
{
"/tmp/glsl_plain_rgb32_dir.fsh", // rgb32 dir plain
"/tmp/glsl_bilinear_rgb32_dir.fsh", // rgb32 dir bilinear
"/tmp/glsl_bicubic_rgb32_dir.fsh", // rgb32 dir bicubic
};
#else // GLSL_SOURCE_ON_DISK
#include "shader/glsl_general.vsh.c"
#include "shader/glsl_plain_rgb32_dir.fsh.c"
#include "shader/glsl_bilinear_rgb32_dir.fsh.c"
#include "shader/glsl_bicubic_rgb32_dir.fsh.c"
static char const *const glsl_mamebm_vsh_sources [GLSL_VERTEX_SHADER_INT_NUMBER] =
{
glsl_general_vsh_src // general
};
static char const *const glsl_mamebm_fsh_sources [GLSL_SHADER_FEAT_INT_NUMBER] =
{
glsl_plain_rgb32_dir_fsh_src, // rgb32 dir plain
glsl_bilinear_rgb32_dir_fsh_src, // rgb32 dir bilinear
glsl_bicubic_rgb32_dir_fsh_src, // rgb32 dir bicubic
};
#endif // GLSL_SOURCE_ON_DISK
static char const *const glsl_mamebm_filter_names [GLSL_SHADER_FEAT_MAX_NUMBER] =
{
"plain",
"bilinear",
"bicubic",
"custom"
};
static GLhandleARB glsl_mamebm_programs [GLSL_SHADER_FEAT_MAX_NUMBER+9] =
{
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 /* rgb32 dir: plain, bilinear, bicubic, custom0-9, .. */
};
/**
* fragment shader -> vertex shader mapping
*/
static int glsl_mamebm_fsh2vsh[GLSL_SHADER_FEAT_MAX_NUMBER] =
{
0, // plain -> general
0, // bilinear -> general
0, // bicubic -> general
1, // custom -> custom
};
static GLhandleARB glsl_mamebm_vsh_shader[GLSL_VERTEX_SHADER_MAX_NUMBER+9] =
{
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
}; /* general, custom0-9 */
static GLhandleARB glsl_mamebm_fsh_shader [GLSL_SHADER_FEAT_MAX_NUMBER+9] =
{
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 /* rgb32 dir: plain, bilinear, bicubic, custom0-9 */
};
static GLhandleARB glsl_scrn_programs [10] =
{
0, 0, 0, 0, 0, 0, 0, 0, 0, 0 /* rgb32: custom0-9, .. */
};
static GLhandleARB glsl_scrn_vsh_shader[10] =
{
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
}; /* custom0-9 */
static GLhandleARB glsl_scrn_fsh_shader [10] =
{
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
}; /* rgb32: custom0-9 */
const char * glsl_shader_get_filter_name_mamebm(int glslShaderFeature)
{
if ( !(0 <= glslShaderFeature && glslShaderFeature < GLSL_SHADER_FEAT_MAX_NUMBER) )
return "illegal shader feature";
return glsl_mamebm_filter_names[glslShaderFeature];
}
GLhandleARB glsl_shader_get_program_mamebm(int glslShaderFeature, int idx)
{
if ( !(0 <= glslShaderFeature && glslShaderFeature < GLSL_SHADER_FEAT_MAX_NUMBER) )
return 0;
return glsl_mamebm_programs[glslShaderFeature+idx];
}
GLhandleARB glsl_shader_get_program_scrn(int idx)
{
if ( !(0 <= idx && idx < 10) )
return 0;
return glsl_scrn_programs[idx];
}
glsl_shader_info *glsl_shader_init(osd_gl_context *gl_ctx)
{
int i,j, err;
err = gl_shader_loadExtention(gl_ctx);
if(err) return nullptr;
for (i=0; !err && i<GLSL_VERTEX_SHADER_INT_NUMBER; i++)
{
#ifdef GLSL_SOURCE_ON_DISK
if(glsl_mamebm_vsh_files[i])
err = gl_compile_shader_file ( &glsl_mamebm_vsh_shader[i], GL_VERTEX_SHADER_ARB,
glsl_mamebm_vsh_files[i], 0);
#else
if(glsl_mamebm_vsh_sources[i])
err = gl_compile_shader_source( &glsl_mamebm_vsh_shader[i], GL_VERTEX_SHADER_ARB,
glsl_mamebm_vsh_sources[i], 0);
#endif
}
if(err) return nullptr;
for (j=0; !err && j<GLSL_SHADER_FEAT_INT_NUMBER; j++)
{
#ifdef GLSL_SOURCE_ON_DISK
if(glsl_mamebm_fsh_files[j])
err = gl_compile_shader_files (&glsl_mamebm_programs[j],
&glsl_mamebm_vsh_shader[glsl_mamebm_fsh2vsh[j]],
&glsl_mamebm_fsh_shader[j],
nullptr /*precompiled*/, glsl_mamebm_fsh_files[j], 0);
#else
if(glsl_mamebm_fsh_sources[j])
err = gl_compile_shader_sources(&glsl_mamebm_programs[j],
&glsl_mamebm_vsh_shader[glsl_mamebm_fsh2vsh[j]],
&glsl_mamebm_fsh_shader[j],
nullptr /*precompiled*/, glsl_mamebm_fsh_sources[j]);
#endif
}
if (err) return nullptr;
return (glsl_shader_info *) malloc(sizeof(glsl_shader_info *));
}
int glsl_shader_free(glsl_shader_info *shinfo)
{
int i,j;
pfn_glUseProgramObjectARB(0); // back to fixed function pipeline
glFinish();
for (i=0; i<GLSL_VERTEX_SHADER_MAX_NUMBER+9; i++)
{
if ( glsl_mamebm_vsh_shader[i] )
(void) gl_delete_shader(nullptr, &glsl_mamebm_vsh_shader[i], nullptr);
}
for (j=0; j<GLSL_SHADER_FEAT_MAX_NUMBER+9; j++)
{
if ( glsl_mamebm_fsh_shader[j] )
(void) gl_delete_shader(nullptr, nullptr, &glsl_mamebm_fsh_shader[j]);
}
for (j=0; j<GLSL_SHADER_FEAT_MAX_NUMBER+9; j++)
{
if ( glsl_mamebm_programs[j] )
(void) gl_delete_shader( &glsl_mamebm_programs[j], nullptr, nullptr);
}
for (i=0; i<10; i++)
{
if ( glsl_scrn_vsh_shader[i] )
(void) gl_delete_shader(nullptr, &glsl_scrn_vsh_shader[i], nullptr);
if ( glsl_scrn_fsh_shader[i] )
(void) gl_delete_shader(nullptr, nullptr, &glsl_scrn_fsh_shader[i]);
if ( glsl_scrn_programs[i] )
(void) gl_delete_shader( &glsl_scrn_programs[i], nullptr, nullptr);
}
free(shinfo);
return 0;
}
int glsl_shader_add_mamebm(glsl_shader_info *shinfo, const char * custShaderPrefix, int idx)
{
int err;
static char fname[8192];
snprintf(fname, 8192, "%s.vsh", custShaderPrefix); fname[8191]=0;
err = gl_compile_shader_file ( &glsl_mamebm_vsh_shader[GLSL_VERTEX_SHADER_CUSTOM+idx], GL_VERTEX_SHADER_ARB, fname, 0);
if(err) return err;
snprintf(fname, 8192, "%s_rgb32_dir.fsh", custShaderPrefix); fname[8191]=0;
err = gl_compile_shader_files (&glsl_mamebm_programs[GLSL_SHADER_FEAT_CUSTOM+idx],
&glsl_mamebm_vsh_shader[GLSL_VERTEX_SHADER_CUSTOM+idx],
&glsl_mamebm_fsh_shader[GLSL_SHADER_FEAT_CUSTOM+idx],
nullptr /*precompiled*/, fname, 0);
return err;
}
int glsl_shader_add_scrn(glsl_shader_info *shinfo, const char * custShaderPrefix, int idx)
{
int err;
static char fname[8192];
snprintf(fname, 8192, "%s.vsh", custShaderPrefix); fname[8191]=0;
err = gl_compile_shader_file ( &glsl_scrn_vsh_shader[idx], GL_VERTEX_SHADER_ARB, fname, 0);
if(err) return err;
snprintf(fname, 8192, "%s.fsh", custShaderPrefix); fname[8191]=0;
err = gl_compile_shader_files (&glsl_scrn_programs[idx],
&glsl_scrn_vsh_shader[idx],
&glsl_scrn_fsh_shader[idx],
nullptr /*precompiled*/, fname, 0);
return err;
}