RetroArch/gfx/shader_common.c

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/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "shader_common.h"
#include "../retroarch_logger.h"
#ifdef HAVE_OPENGL
void gl_load_texture_data(GLuint obj, const struct texture_image *img,
GLenum wrap, bool linear, bool mipmap)
{
glBindTexture(GL_TEXTURE_2D, obj);
#ifdef HAVE_PSGL
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mipmap = false;
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
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GLint mag_filter = linear ? GL_LINEAR : GL_NEAREST;
GLint min_filter = linear ? (mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) :
(mipmap ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
#ifndef HAVE_PSGL
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
#endif
glTexImage2D(GL_TEXTURE_2D,
0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32, img->width, img->height,
0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, img->pixels);
#ifndef HAVE_PSGL
if (mipmap)
glGenerateMipmap(GL_TEXTURE_2D);
#endif
}
bool gl_load_luts(const struct gfx_shader *generic_shader, GLuint *lut_textures)
{
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unsigned i, num_luts;
num_luts = min(generic_shader->luts, GFX_MAX_TEXTURES);
if (!generic_shader->luts)
return true;
// Original shader_glsl.c code only generated one texture handle. I assume
// it was a bug, but if not, replace num_luts with 1 when GLSL is used.
glGenTextures(num_luts, lut_textures);
for (i = 0; i < num_luts; i++)
{
bool ret = false;
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struct texture_image img = {0};
RARCH_LOG("Loading texture image from: \"%s\" ...\n",
generic_shader->lut[i].path);
ret = driver.image && driver.image->load;
if (ret)
ret = driver.image->load(driver.video_data, generic_shader->lut[i].path, &img);
if (!ret)
{
RARCH_ERR("Failed to load texture image from: \"%s\"\n", generic_shader->lut[i].path);
return false;
}
gl_load_texture_data(lut_textures[i], &img,
gl_wrap_type_to_enum(generic_shader->lut[i].wrap),
generic_shader->lut[i].filter != RARCH_FILTER_NEAREST,
generic_shader->lut[i].mipmap);
if (driver.image && driver.image->free)
driver.image->free(driver.video_data, &img);
}
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
#endif // HAVE_OPENGL