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byuu says: Changelog: - ruby/audio/xaudio2: ported to new ruby API - ruby/video/cgl: ported to new ruby API (untested, won't compile) - ruby/video/directdraw: ported to new ruby API - ruby/video/gdi: ported to new ruby API - ruby/video/glx: ported to new ruby API - ruby/video/wgl: ported to new ruby API - ruby/video/opengl: code cleanups The macOS CGL driver is sure to have compilation errors. If someone will post the compilation error log, I can hopefully fix it in one or two iterations of WIPs. I am unable to test the Xorg GLX driver, because my FreeBSD desktop video card drivers do not support OpenGL 3.2. If the driver doesn't work, I'm going to need help tracking down what broke from the older releases. The real fun is still yet to come ... all the Linux-only drivers, where I don't have a single Linux machine to test with. Todo: - libco/fiber - libco/ucontext (I should really just delete this) - tomoko: hide main UI window when in exclusive fullscreen mode
109 lines
3.8 KiB
C++
109 lines
3.8 KiB
C++
auto OpenGLProgram::bind(OpenGL* instance, const Markup::Node& node, const string& pathname) -> void {
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filter = glrFilter(node["filter"].text());
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wrap = glrWrap(node["wrap"].text());
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modulo = glrModulo(node["modulo"].integer());
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string w = node["width"].text(), h = node["height"].text();
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if(w.endsWith("%")) relativeWidth = toReal(w.trimRight("%", 1L)) / 100.0;
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else absoluteWidth = w.natural();
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if(h.endsWith("%")) relativeHeight = toReal(h.trimRight("%", 1L)) / 100.0;
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else absoluteHeight = h.natural();
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format = glrFormat(node["format"].text());
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program = glCreateProgram();
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glGenFramebuffers(1, &framebuffer);
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if(file::exists({pathname, node["vertex"].text()})) {
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string source = file::read({pathname, node["vertex"].text()});
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parse(instance, source);
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vertex = glrCreateShader(program, GL_VERTEX_SHADER, source);
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} else {
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vertex = glrCreateShader(program, GL_VERTEX_SHADER, OpenGLVertexShader);
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}
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if(file::exists({pathname, node["geometry"].text()})) {
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string source = file::read({pathname, node["geometry"].text()});
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parse(instance, source);
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geometry = glrCreateShader(program, GL_GEOMETRY_SHADER, source);
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} else {
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//geometry shaders, when attached, must pass all vertex output through to the fragment shaders
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//geometry = glrCreateShader(program, GL_GEOMETRY_SHADER, OpenGLGeometryShader);
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}
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if(file::exists({pathname, node["fragment"].text()})) {
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string source = file::read({pathname, node["fragment"].text()});
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parse(instance, source);
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fragment = glrCreateShader(program, GL_FRAGMENT_SHADER, source);
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} else {
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fragment = glrCreateShader(program, GL_FRAGMENT_SHADER, OpenGLFragmentShader);
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}
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for(auto& leaf : node.find("pixmap")) {
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nall::image image({pathname, leaf.text()});
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if(!image) continue;
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image.transform();
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GLuint texture;
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glGenTextures(1, &texture);
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uint n = pixmaps.size();
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pixmaps(n).texture = texture;
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pixmaps(n).width = image.width();
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pixmaps(n).height = image.height();
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pixmaps(n).format = format;
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pixmaps(n).filter = filter;
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pixmaps(n).wrap = wrap;
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if(leaf["format"]) pixmaps(n).format = glrFormat(leaf["format"].text());
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if(leaf["filter"]) pixmaps(n).filter = glrFilter(leaf["filter"].text());
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if(leaf["wrap"]) pixmaps(n).wrap = glrWrap(leaf["wrap"].text());
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uint w = glrSize(image.width()), h = glrSize(image.height());
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uint32_t* buffer = new uint32_t[w * h]();
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, pixmaps(n).format, w, h, 0, pixmaps(n).getFormat(), pixmaps(n).getType(), buffer);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image.width(), image.height(), getFormat(), getType(), image.data());
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delete[] buffer;
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}
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OpenGLSurface::allocate();
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glrLinkProgram(program);
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}
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//apply manifest settings to shader source #in tags
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auto OpenGLProgram::parse(OpenGL* instance, string& source) -> void {
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auto lines = source.split("\n");
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for(auto& line : lines) {
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string s = line;
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if(auto position = s.find("//")) s.resize(position()); //strip comments
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s.strip(); //remove extraneous whitespace
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if(s.match("#in ?*")) {
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s.trimLeft("#in ", 1L).strip();
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if(auto setting = instance->settings.find({s})) {
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line = {"#define ", setting().name, " ", setting().value};
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} else {
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line.reset(); //undefined variable (test in source with #ifdef)
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}
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}
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}
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source = lines.merge("\n");
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}
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auto OpenGLProgram::release() -> void {
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OpenGLSurface::release();
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for(auto& pixmap : pixmaps) glDeleteTextures(1, &pixmap.texture);
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pixmaps.reset();
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width = 0;
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height = 0;
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format = GL_RGBA8;
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filter = GL_LINEAR;
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wrap = GL_CLAMP_TO_BORDER;
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phase = 0;
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modulo = 0;
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absoluteWidth = 0;
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absoluteHeight = 0;
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relativeWidth = 0;
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relativeHeight = 0;
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}
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