From b6131dfcd78ebaa21f009f78245a19a7e230cd48 Mon Sep 17 00:00:00 2001 From: Twinaphex Date: Sun, 27 May 2012 22:39:29 +0200 Subject: [PATCH] (PS3) PS3 now uses gl.c - ps3_video_psgl.c removed --- console/griffin/griffin.c | 8 +- gfx/context/ps3_ctx.c | 17 +- gfx/gfx_context.h | 4 +- gfx/gl.c | 206 ++++++- gfx/gl_common.h | 12 +- ps3/ps3_video_psgl.c | 1178 ------------------------------------- ps3/ps3_video_psgl.h | 2 - 7 files changed, 211 insertions(+), 1216 deletions(-) delete mode 100644 ps3/ps3_video_psgl.c diff --git a/console/griffin/griffin.c b/console/griffin/griffin.c index 36db2caa78..9335f7f4b4 100644 --- a/console/griffin/griffin.c +++ b/console/griffin/griffin.c @@ -49,7 +49,13 @@ VIDEO #if defined(__CELLOS_LV2__) #include "../../gfx/context/ps3_ctx.c" #include "../../gfx/shader_cg.c" -#include "../../ps3/ps3_video_psgl.c" +#endif + +#ifdef HAVE_OPENGL +#include "../../gfx/gl.c" +#endif + +#if defined(__CELLOS_LV2__) #include "../../ps3/image.c" #elif defined(_XBOX) #include "../../gfx/shader_hlsl.c" diff --git a/gfx/context/ps3_ctx.c b/gfx/context/ps3_ctx.c index 87b833e35f..6f3b489994 100644 --- a/gfx/context/ps3_ctx.c +++ b/gfx/context/ps3_ctx.c @@ -30,6 +30,10 @@ #include "ps3_ctx.h" +#ifdef HAVE_OPENGLES +#define glOrtho glOrthof +#endif + static struct texture_image menu_texture; static PSGLdevice* gl_device; static PSGLcontext* gl_context; @@ -96,6 +100,8 @@ bool gfx_ctx_window_has_focus(void) return true; } +void gfx_ctx_set_resize(unsigned width, unsigned height) { } + void gfx_ctx_swap_buffers(void) { psglSwap(); @@ -135,6 +141,8 @@ bool gfx_ctx_menu_init(void) return true; } +void gfx_ctx_update_window_title(bool reset) { } + void gfx_ctx_get_video_size(unsigned *width, unsigned *height) { psglGetDeviceDimensions(gl_device, width, height); @@ -344,8 +352,11 @@ const char * ps3_get_resolution_label(uint32_t resolution) } } -void gfx_ctx_set_projection(gl_t *gl, bool allow_rotate) +void gfx_ctx_set_projection(gl_t *gl, ortho_t *ortho, bool allow_rotate) { + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + if(allow_rotate) { switch (gl->rotation) @@ -367,6 +378,10 @@ void gfx_ctx_set_projection(gl_t *gl, bool allow_rotate) } glVertexPointer(2, GL_FLOAT, 0, vertex_ptr); + + glOrtho(ortho->left, ortho->right, ortho->bottom, ortho->top, ortho->near, ortho->far); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); } void gfx_ctx_set_aspect_ratio(void * data, unsigned aspectratio_index) diff --git a/gfx/gfx_context.h b/gfx/gfx_context.h index 026d2c4e51..996033e90d 100644 --- a/gfx/gfx_context.h +++ b/gfx/gfx_context.h @@ -64,7 +64,7 @@ bool gfx_ctx_window_has_focus(void); void gfx_ctx_input_driver(const input_driver_t **input, void **input_data); #ifdef HAVE_CG_MENU -bool gfx_ctx_menu_init(void) +bool gfx_ctx_menu_init(void); #endif #ifdef RARCH_CONSOLE @@ -73,7 +73,7 @@ void gfx_ctx_get_available_resolutions(void); #endif #ifdef HAVE_OPENGL -void gfx_ctx_set_projection(gl_t *gl, bool allow_rotate); +void gfx_ctx_set_projection(gl_t *gl, ortho_t *ortho, bool allow_rotate); #endif #endif diff --git a/gfx/gl.c b/gfx/gl.c index c51d2501fc..01a7dfb4fe 100644 --- a/gfx/gl.c +++ b/gfx/gl.c @@ -423,40 +423,79 @@ static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height) //////////// -void gl_set_projection(gl_t *gl, bool allow_rotate) +void gl_set_projection(gl_t *gl, ortho_t *ortho, bool allow_rotate) { - gfx_ctx_set_projection(gl, allow_rotate); +#ifdef RARCH_CONSOLE + if(g_console.overscan_enable) + { + ortho->left = -g_console.overscan_amount/2; + ortho->right = 1 + g_console.overscan_amount/2; + ortho->bottom = -g_console.overscan_amount/2; + } +#endif + + gfx_ctx_set_projection(gl, ortho, allow_rotate); gl_shader_set_proj_matrix(); } -void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate) +static void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate) { + unsigned vp_x_temp, vp_y_temp, vp_width_temp, vp_height_temp; + ortho_t ortho; + + vp_x_temp = 0; + vp_y_temp = 0; + vp_width_temp = width; + vp_height_temp = height; + + ortho.left = 0.0f; + ortho.right = 1.0f; + ortho.bottom = 0.0f; + ortho.top = 1.0f; + ortho.near = -1.0f; + ortho.far = 1.0f; + if (gl->keep_aspect && !force_full) { float desired_aspect = g_settings.video.aspect_ratio; float device_aspect = (float)width / height; + float delta; - // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), - // assume they are actually equal. +#ifdef RARCH_CONSOLE + if(g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM) + { + delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; + vp_x_temp = g_console.viewports.custom_vp.x; + vp_y_temp = g_console.viewports.custom_vp.y; + vp_width_temp = g_console.viewports.custom_vp.width; + vp_height_temp = g_console.viewports.custom_vp.height; + } + else +#endif if (fabs(device_aspect - desired_aspect) < 0.0001) - glViewport(0, 0, width, height); + { + // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), + // assume they are actually equal. + } else if (device_aspect > desired_aspect) { - float delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; - glViewport(width * (0.5 - delta), 0, 2.0 * width * delta, height); - width = 2.0 * width * delta; + delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; + vp_x_temp = (GLint)(width * (0.5 - delta)); + vp_width_temp = (GLint)(2.0 * width * delta); + width = (unsigned)(2.0 * width * delta); } else { - float delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; - glViewport(0, height * (0.5 - delta), width, 2.0 * height * delta); - height = 2.0 * height * delta; + delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; + vp_y_temp = (GLint)(height * (0.5 - delta)); + vp_height_temp = (GLint)(2.0 * height * delta); + height = (unsigned)(2.0 * height * delta); } } - else - glViewport(0, 0, width, height); - gl_set_projection(gl, allow_rotate); + glViewport(vp_x_temp, vp_y_temp, vp_width_temp, vp_height_temp); + + gl_set_projection(gl, &ortho, allow_rotate); gl->vp_width = width; gl->vp_height = height; @@ -473,9 +512,18 @@ void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, static void gl_set_rotation(void *data, unsigned rotation) { + ortho_t ortho; + + ortho.left = 0; + ortho.right = 1; + ortho.bottom = 0; + ortho.top = 1; + ortho.near = -1; + ortho.far = 1; + gl_t * gl = driver.video_data; gl->rotation = 90 * rotation; - gl_set_projection(gl, true); + gl_set_projection(gl, &ortho, true); } static inline void set_lut_texture_coords(const GLfloat *coords) @@ -720,12 +768,20 @@ static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsi { gl->last_width[gl->tex_index] = width; gl->last_height[gl->tex_index] = height; + +#ifdef HAVE_OPENGL_TEXREF + glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE, + gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size, + gl->tex_w * gl->tex_h * gl->base_size, + gl->empty_buf); +#else glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch)); glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, gl->tex_w, gl->tex_h, gl->texture_type, gl->texture_fmt, gl->empty_buf); +#endif GLfloat xamt = (GLfloat)width / gl->tex_w; GLfloat yamt = (GLfloat)height / gl->tex_h; @@ -885,13 +941,42 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei } gfx_ctx_update_window_title(false); - gfx_ctx_swap_buffers(); + +#ifdef RARCH_CONSOLE + if(!gl->block_swap) +#endif + gfx_ctx_swap_buffers(); + +#ifdef HAVE_CG_MENU + if(gl->menu_render) + { + gl_shader_use(RARCH_CG_MENU_SHADER_INDEX); + + gl_shader_set_params(gl->win_width, gl->win_height, gl->win_width, + gl->win_height, gl->win_width, gl->win_height, gl->frame_count, + NULL, NULL, NULL, 0); + + gl_set_viewport(gl, gl->win_width, gl->win_height, true, false); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, gl->menu_texture_id); + + glVertexPointer(2, GL_FLOAT, 0, default_vertex_ptr); + glDrawArrays(GL_QUADS, 0, 4); + glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); + } +#endif return true; } static void gl_free(void *data) { +#ifdef RARCH_CONSOLE + if (driver.video_data) + return; +#endif + gl_t *gl = (gl_t*)data; gl_deinit_font(gl); @@ -934,6 +1019,11 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo gfx_set_dwm(); #endif +#ifdef RARCH_CONSOLE + if (driver.video_data) + return driver.video_data; +#endif + gl_t *gl = (gl_t*)calloc(1, sizeof(gl_t)); if (!gl) return NULL; @@ -965,9 +1055,11 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo return NULL; } +#ifndef RARCH_CONSOLE gfx_ctx_update_window_title(true); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +#endif #if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32) // Win32 GL lib doesn't have some functions needed for XML shaders. @@ -1134,20 +1226,72 @@ static bool gl_xml_shader(void *data, const char *path) } #endif -const video_driver_t video_gl = { - gl_init, - gl_frame, - gl_set_nonblock_state, - gl_alive, - gl_focus, -#ifdef HAVE_XML - gl_xml_shader, -#else - NULL, +#ifdef RARCH_CONSOLE +static void gl_start(void) +{ + video_info_t video_info = {0}; + + // Might have to supply correct values here. + video_info.vsync = g_settings.video.vsync; + video_info.force_aspect = false; + video_info.smooth = g_settings.video.smooth; + video_info.input_scale = 2; + video_info.fullscreen = true; + if(g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM) + { + video_info.width = g_console.viewports.custom_vp.width; + video_info.height = g_console.viewports.custom_vp.height; + } + driver.video_data = gl_init(&video_info, NULL, NULL); + +#ifdef HAVE_FBO + gfx_ctx_set_fbo(g_console.fbo_enabled); #endif - gl_free, - "gl", - gl_set_rotation, + gfx_ctx_get_available_resolutions(); + +#ifdef HAVE_CG_MENU + gfx_ctx_menu_init(); +#endif +} + +static void gl_stop(void) +{ + void *data = driver.video_data; + driver.video_data = NULL; + gl_free(data); +} + +static void gl_restart(void) +{ + gl_t * gl = driver.video_data; + + if(!gl) + return; + + gl_stop(); + gl_cg_invalidate_context(); + gl_start(); +} +#endif + +const video_driver_t video_gl = { + .init = gl_init, + .frame = gl_frame, + .set_nonblock_state = gl_set_nonblock_state, + .alive = gl_alive, + .focus = gl_focus, +#ifdef HAVE_XML + .xml_shader = gl_xml_shader, +#else + .xml_shader = NULL, +#endif + .free = gl_free, + .ident = "gl", + .set_rotation = gl_set_rotation, +#ifdef RARCH_CONSOLE + .start = gl_start, + .restart = gl_restart, + .stop = gl_stop, +#endif }; - diff --git a/gfx/gl_common.h b/gfx/gl_common.h index df2115566f..47ae3cc630 100644 --- a/gfx/gl_common.h +++ b/gfx/gl_common.h @@ -107,6 +107,16 @@ struct gl_fbo_scale bool valid; }; +typedef struct +{ + float left; + float right; + float bottom; + float top; + float near; + float far; +} ortho_t; + struct gl_tex_info { GLuint tex; @@ -212,7 +222,7 @@ extern PFNGLACTIVETEXTUREPROC pglActiveTexture; #endif void gl_shader_use(unsigned index); -void gl_set_projection(gl_t *gl, bool allow_rotate); +void gl_set_projection(gl_t *gl, ortho_t *ortho, bool allow_rotate); void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate); #endif diff --git a/ps3/ps3_video_psgl.c b/ps3/ps3_video_psgl.c deleted file mode 100644 index d4686a873d..0000000000 --- a/ps3/ps3_video_psgl.c +++ /dev/null @@ -1,1178 +0,0 @@ -/* RetroArch - A frontend for libretro. - * Copyright (C) 2010-2012 - Hans-Kristian Arntzen - * Copyright (C) 2011-2012 - Daniel De Matteis - * - * 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 . - */ - - -#include "../driver.h" - -#include "ps3_video_psgl.h" - -#include -#include "../libretro.h" -#include -#include -#include -#include - -#include "../gfx/state_tracker.h" -#include "../gfx/shader_cg.h" -#include "../general.h" -#include "../compat/strl.h" -#include "shared.h" - -#ifdef HAVE_CONFIG_H -#include "config.h" -#endif - -#include "../gfx/gl_font.h" -#include "../compat/strl.h" - -#define BLUE 0xffff0000u -#define WHITE 0xffffffffu - -// Used for the last pass when rendering to the back buffer. -static const GLfloat vertexes_flipped[] = { - 0, 0, - 0, 1, - 1, 1, - 1, 0 -}; - -// Used when rendering to an FBO. -// Texture coords have to be aligned with vertex coordinates. -static const GLfloat vertexes[] = { - 0, 1, - 0, 0, - 1, 0, - 1, 1 -}; - -static const GLfloat tex_coords[] = { - 0, 1, - 0, 0, - 1, 0, - 1, 1 -}; - -static const GLfloat white_color[] = { - 1, 1, 1, 1, - 1, 1, 1, 1, - 1, 1, 1, 1, - 1, 1, 1, 1, -}; - -const GLfloat *vertex_ptr = vertexes_flipped; -const GLfloat *default_vertex_ptr = vertexes_flipped; - -#ifdef HAVE_FBO -#if defined(_WIN32) && !defined(RARCH_CONSOLE) -static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers = NULL; -static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer = NULL; -static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL; -static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus = NULL; -static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers = NULL; - -static bool load_fbo_proc(void) -{ - LOAD_SYM(glGenFramebuffers); - LOAD_SYM(glBindFramebuffer); - LOAD_SYM(glFramebufferTexture2D); - LOAD_SYM(glCheckFramebufferStatus); - LOAD_SYM(glDeleteFramebuffers); - - return pglGenFramebuffers && pglBindFramebuffer && pglFramebufferTexture2D && - pglCheckFramebufferStatus && pglDeleteFramebuffers; -} -#elif defined(HAVE_OPENGLES) -#define pglGenFramebuffers glGenFramebuffersOES -#define pglBindFramebuffer glBindFramebufferOES -#define pglFramebufferTexture2D glFramebufferTexture2DOES -#define pglCheckFramebufferStatus glCheckFramebufferStatusOES -#define pglDeleteFramebuffers glDeleteFramebuffersOES -#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES -#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT -#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES -#define glOrtho glOrthof -static bool load_fbo_proc(void) { return true; } -#else -#define pglGenFramebuffers glGenFramebuffers -#define pglBindFramebuffer glBindFramebuffer -#define pglFramebufferTexture2D glFramebufferTexture2D -#define pglCheckFramebufferStatus glCheckFramebufferStatus -#define pglDeleteFramebuffers glDeleteFramebuffers -static bool load_fbo_proc(void) { return true; } -#endif -#endif - -/*============================================================ - GL IMPLEMENTATION -============================================================ */ - -static bool gl_shader_init(void) -{ - switch (g_settings.video.shader_type) - { - case RARCH_SHADER_AUTO: - { - if (*g_settings.video.cg_shader_path && *g_settings.video.bsnes_shader_path) - RARCH_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n"); - -#ifdef HAVE_CG - if (*g_settings.video.cg_shader_path) - return gl_cg_init(g_settings.video.cg_shader_path); -#endif - -#ifdef HAVE_XML - if (*g_settings.video.bsnes_shader_path) - return gl_glsl_init(g_settings.video.bsnes_shader_path); -#endif - break; - } - -#ifdef HAVE_CG - case RARCH_SHADER_CG: - return gl_cg_init(g_settings.video.cg_shader_path); -#endif - -#ifdef HAVE_XML - case RARCH_SHADER_BSNES: - return gl_glsl_init(g_settings.video.bsnes_shader_path); -#endif - - default: - break; - } - - return true; -} - -static void gl_shader_use(unsigned index) -{ -#ifdef HAVE_CG - gl_cg_use(index); -#endif - -#ifdef HAVE_XML - gl_glsl_use(index); -#endif -} - -static void gl_shader_deinit(void) -{ -#ifdef HAVE_CG - gl_cg_deinit(); -#endif - -#ifdef HAVE_XML - gl_glsl_deinit(); -#endif -} - -static void gl_shader_set_proj_matrix(void) -{ -#ifdef HAVE_CG - gl_cg_set_proj_matrix(); -#endif - -#ifdef HAVE_XML - gl_glsl_set_proj_matrix(); -#endif -} - -static void gl_shader_set_params(unsigned width, unsigned height, - unsigned tex_width, unsigned tex_height, - unsigned out_width, unsigned out_height, - unsigned frame_count, - const struct gl_tex_info *info, - const struct gl_tex_info *prev_info, - const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt) -{ -#ifdef HAVE_CG - gl_cg_set_params(width, height, - tex_width, tex_height, - out_width, out_height, - frame_count, info, prev_info, fbo_info, fbo_info_cnt); -#endif - -#ifdef HAVE_XML - gl_glsl_set_params(width, height, - tex_width, tex_height, - out_width, out_height, - frame_count, info, prev_info, fbo_info, fbo_info_cnt); -#endif -} - -static unsigned gl_shader_num(void) -{ -#ifdef HAVE_CG - unsigned cg_num = gl_cg_num(); - if (cg_num) - return cg_num; -#endif - -#ifdef HAVE_XML - unsigned glsl_num = gl_glsl_num(); - if (glsl_num) - return glsl_num; -#endif - - return 0; -} - -static bool gl_shader_filter_type(unsigned index, bool *smooth) -{ - bool valid = false; - -#ifdef HAVE_CG - if (!valid) - valid = gl_cg_filter_type(index, smooth); -#endif - -#ifdef HAVE_XML - if (!valid) - valid = gl_glsl_filter_type(index, smooth); -#endif - - return valid; -} - -#ifdef HAVE_FBO -static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale) -{ - scale->valid = false; - -#ifdef HAVE_CG - if (!scale->valid) - gl_cg_shader_scale(index, scale); -#endif - -#ifdef HAVE_XML - if (!scale->valid) - gl_glsl_shader_scale(index, scale); -#endif -} -#endif - -static void gl_create_fbo_textures(gl_t *gl) -{ - glGenTextures(gl->fbo_pass, gl->fbo_texture); - - GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST; - for (int i = 0; i < gl->fbo_pass; i++) - { - glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); - - GLuint filter_type = base_filt; - bool smooth = false; - if (gl_shader_filter_type(i + 2, &smooth)) - filter_type = smooth ? GL_LINEAR : GL_NEAREST; - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type); - - glTexImage2D(GL_TEXTURE_2D, - 0, RARCH_GL_INTERNAL_FORMAT, gl->fbo_rect[i].width, gl->fbo_rect[i].height, - 0, RARCH_GL_TEXTURE_TYPE, - RARCH_GL_FORMAT32, NULL); - } - - glBindTexture(GL_TEXTURE_2D, 0); -} - -void gl_deinit_fbo(gl_t *gl) -{ - if (gl->fbo_inited) - { - glDeleteTextures(gl->fbo_pass, gl->fbo_texture); - pglDeleteFramebuffers(gl->fbo_pass, gl->fbo); - memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture)); - memset(gl->fbo, 0, sizeof(gl->fbo)); - gl->fbo_inited = false; - gl->render_to_tex = false; - gl->fbo_pass = 0; - } -} - -// Horribly long and complex FBO init :D -void gl_init_fbo(gl_t *gl, unsigned width, unsigned height) -{ - struct gl_fbo_scale scale, scale_last; - gl_shader_scale(1, &scale); - gl_shader_scale(gl_shader_num(), &scale_last); - - gl->fbo_pass = gl_shader_num() - 1; - if (scale_last.valid) - gl->fbo_pass++; - - if (gl->fbo_pass <= 0) - gl->fbo_pass = 1; - - if (!scale.valid) - { - scale.scale_x = g_settings.video.fbo_scale_x; - scale.scale_y = g_settings.video.fbo_scale_y; - scale.type_x = scale.type_y = RARCH_SCALE_INPUT; - } - - switch (scale.type_x) - { - case RARCH_SCALE_INPUT: - gl->fbo_rect[0].width = width * next_pow2(ceil(scale.scale_x)); - break; - case RARCH_SCALE_ABSOLUTE: - gl->fbo_rect[0].width = next_pow2(scale.abs_x); - break; - case RARCH_SCALE_VIEWPORT: - gl->fbo_rect[0].width = next_pow2(gl->win_width); - break; - default: - break; - } - - switch (scale.type_y) - { - case RARCH_SCALE_INPUT: - gl->fbo_rect[0].height = height * next_pow2(ceil(scale.scale_y)); - break; - case RARCH_SCALE_ABSOLUTE: - gl->fbo_rect[0].height = next_pow2(scale.abs_y); - break; - case RARCH_SCALE_VIEWPORT: - gl->fbo_rect[0].height = next_pow2(gl->win_height); - break; - default: - break; - } - - unsigned last_width = gl->fbo_rect[0].width, last_height = gl->fbo_rect[0].height; - gl->fbo_scale[0] = scale; - - RARCH_LOG("Creating FBO 0 @ %ux%u\n", gl->fbo_rect[0].width, gl->fbo_rect[0].height); - - for (int i = 1; i < gl->fbo_pass; i++) - { - gl_shader_scale(i + 1, &gl->fbo_scale[i]); - if (gl->fbo_scale[i].valid) - { - switch (gl->fbo_scale[i].type_x) - { - case RARCH_SCALE_INPUT: - gl->fbo_rect[i].width = last_width * next_pow2(ceil(gl->fbo_scale[i].scale_x)); - break; - case RARCH_SCALE_ABSOLUTE: - gl->fbo_rect[i].width = next_pow2(gl->fbo_scale[i].abs_x); - break; - case RARCH_SCALE_VIEWPORT: - gl->fbo_rect[i].width = next_pow2(gl->win_width); - break; - default: - break; - } - - switch (gl->fbo_scale[i].type_y) - { - case RARCH_SCALE_INPUT: - gl->fbo_rect[i].height = last_height * next_pow2(ceil(gl->fbo_scale[i].scale_y)); - break; - case RARCH_SCALE_ABSOLUTE: - gl->fbo_rect[i].height = next_pow2(gl->fbo_scale[i].abs_y); - break; - case RARCH_SCALE_VIEWPORT: - gl->fbo_rect[i].height = next_pow2(gl->win_height); - break; - default: - break; - } - - last_width = gl->fbo_rect[i].width; - last_height = gl->fbo_rect[i].height; - } - else - { - // Use previous values, essentially a 1x scale compared to last shader in chain. - gl->fbo_rect[i] = gl->fbo_rect[i - 1]; - gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0; - gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = RARCH_SCALE_INPUT; - } - - RARCH_LOG("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height); - } - - gl_create_fbo_textures(gl); - - pglGenFramebuffers(gl->fbo_pass, gl->fbo); - for (int i = 0; i < gl->fbo_pass; i++) - { - pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]); - pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0); - - GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER); - if (status != GL_FRAMEBUFFER_COMPLETE) - goto error; - } - - pglBindFramebuffer(GL_FRAMEBUFFER, 0); - - gl->fbo_inited = true; - return; - -error: - glDeleteTextures(gl->fbo_pass, gl->fbo_texture); - pglDeleteFramebuffers(gl->fbo_pass, gl->fbo); - RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n"); -} - -//////////// - -static void set_projection(gl_t *gl, bool allow_rotate) -{ - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - - if (allow_rotate) - glRotatef(gl->rotation, 0, 0, 1); - - glOrtho(0, 1, 0, 1, -1, 1); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - gl_shader_set_proj_matrix(); -} - -static inline void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height, -unsigned vp_width, unsigned vp_height) -{ - unsigned last_width = width; - unsigned last_height = height; - unsigned last_max_width = gl->tex_w; - unsigned last_max_height = gl->tex_h; - - // Calculate viewports for FBOs. - for (int i = 0; i < gl->fbo_pass; i++) - { - switch (gl->fbo_scale[i].type_x) - { - case RARCH_SCALE_INPUT: - gl->fbo_rect[i].img_width = last_width * gl->fbo_scale[i].scale_x; - gl->fbo_rect[i].max_img_width = last_max_width * gl->fbo_scale[i].scale_x; - break; - case RARCH_SCALE_ABSOLUTE: - gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].abs_x; - break; - case RARCH_SCALE_VIEWPORT: - gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * gl->vp_out_width; - break; - default: - break; - } - - switch (gl->fbo_scale[i].type_y) - { - case RARCH_SCALE_INPUT: - gl->fbo_rect[i].img_height = last_height * gl->fbo_scale[i].scale_y; - gl->fbo_rect[i].max_img_height = last_max_height * gl->fbo_scale[i].scale_y; - break; - case RARCH_SCALE_ABSOLUTE: - gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].abs_y; - break; - case RARCH_SCALE_VIEWPORT: - gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * gl->vp_out_height; - break; - default: - break; - } - - last_width = gl->fbo_rect[i].img_width; - last_height = gl->fbo_rect[i].img_height; - last_max_width = gl->fbo_rect[i].max_img_width; - last_max_height = gl->fbo_rect[i].max_img_height; - } -} - -static void set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate) -{ - unsigned m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp; - GLfloat m_left, m_right, m_bottom, m_top, m_zNear, m_zFar; - - m_viewport_x_temp = 0; - m_viewport_y_temp = 0; - m_viewport_width_temp = width; - m_viewport_height_temp = height; - - m_left = 0.0f; - m_right = 1.0f; - m_bottom = 0.0f; - m_top = 1.0f; - m_zNear = -1.0f; - m_zFar = 1.0f; - - if (gl->keep_aspect && !force_full) - { - float desired_aspect = g_settings.video.aspect_ratio; - float device_aspect = (float)width / height; - float delta; - - if(g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM) - { - delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; - m_viewport_x_temp = g_console.viewports.custom_vp.x; - m_viewport_y_temp = g_console.viewports.custom_vp.y; - m_viewport_width_temp = g_console.viewports.custom_vp.width; - m_viewport_height_temp = g_console.viewports.custom_vp.height; - } - // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), - // assume they are actually equal. - else if (fabs(device_aspect - desired_aspect) < 0.0001) - { - } - else if (device_aspect > desired_aspect) - { - delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; - m_viewport_x_temp = (GLint)(width * (0.5 - delta)); - m_viewport_width_temp = (GLint)(2.0 * width * delta); - width = (unsigned)(2.0 * width * delta); - } - else - { - delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; - m_viewport_y_temp = (GLint)(height * (0.5 - delta)); - m_viewport_height_temp = (GLint)(2.0 * height * delta); - height = (unsigned)(2.0 * height * delta); - } - } - - glViewport(m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp); - - if(g_console.overscan_enable) - { - m_left = -g_console.overscan_amount/2; - m_right = 1 + g_console.overscan_amount/2; - m_bottom = -g_console.overscan_amount/2; - } - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - - glOrtho(m_left, m_right, m_bottom, m_top, m_zNear, m_zFar); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - if (prg[active_index].mvp) - cgGLSetStateMatrixParameter(prg[active_index].mvp, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY); - - gl->vp_width = width; - gl->vp_height = height; - - // Set last backbuffer viewport. - gl->vp_out_width = width; - gl->vp_out_height = height; -} - -static void set_lut_texture_coords(const GLfloat *coords) -{ - // For texture images. - pglClientActiveTexture(GL_TEXTURE1); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glTexCoordPointer(2, GL_FLOAT, 0, coords); - pglClientActiveTexture(GL_TEXTURE0); -} - -static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yamt) -{ - coords[1] = yamt; - coords[4] = xamt; - coords[6] = xamt; - coords[7] = yamt; -} - -static void check_window(gl_t *gl) -{ - bool quit, resize; - - gfx_ctx_check_window(&quit, - &resize, &gl->win_width, &gl->win_height, - gl->frame_count); - - if (quit) - gl->quitting = true; - else if (resize) - gl->should_resize = true; -} - -void gl_set_projection(gl_t *gl, bool allow_rotate) -{ - gfx_ctx_set_projection(gl, allow_rotate); - gl_shader_set_proj_matrix(); -} - -static void gl_set_rotation(void *data, unsigned rotation) -{ - gl_t * gl = driver.video_data; - gl->rotation = 90 * rotation; - gl_set_projection(gl, true); -} - -#ifdef __CELLOS_LV2__ -static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch) -{ - size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size; - size_t buffer_stride = gl->tex_w * gl->base_size; - const uint8_t *frame_copy = frame; - size_t frame_copy_size = width * gl->base_size; - - for (unsigned h = 0; h < height; h++) - { - glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE, - buffer_addr, - frame_copy_size, - frame_copy); - - frame_copy += pitch; - buffer_addr += buffer_stride; - } -} - -static void gl_init_textures(gl_t *gl) -{ - glGenTextures(TEXTURES, gl->texture); - - for (unsigned i = 0; i < TEXTURES; i++) - { - glBindTexture(GL_TEXTURE_2D, gl->texture[i]); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter); - - glTextureReferenceSCE(GL_TEXTURE_2D, 1, - gl->tex_w, gl->tex_h, 0, - gl->texture_fmt, - gl->tex_w * gl->base_size, - gl->tex_w * gl->tex_h * i * gl->base_size); - } - glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); -} -#else -static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch) -{ - glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size); - glTexSubImage2D(GL_TEXTURE_2D, - 0, 0, 0, width, height, gl->texture_type, - gl->texture_fmt, frame); -} - -static void gl_init_textures(gl_t *gl) -{ - glGenTextures(TEXTURES, gl->texture); - for (unsigned i = 0; i < TEXTURES; i++) - { - glBindTexture(GL_TEXTURE_2D, gl->texture[i]); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter); - - glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w); - glTexImage2D(GL_TEXTURE_2D, - 0, RARCH_GL_INTERNAL_FORMAT, gl->tex_w, gl->tex_h, 0, gl->texture_type, - gl->texture_fmt, gl->empty_buf ? gl->empty_buf : NULL); - } - glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); -} -#endif - -void gl_old_render_path (gl_t *gl) -{ - // Go back to old rendering path. - glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords); - glVertexPointer(2, GL_FLOAT, 0, vertexes_flipped); - glColorPointer(4, GL_FLOAT, 0, white_color); - glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); - - glDisable(GL_BLEND); - set_projection(gl, true); -} - -static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) -{ - gl_t *gl = data; - - gl_shader_use(1); - gl->frame_count++; - - glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); - - // Render to texture in first pass. - if (gl->fbo_inited) - { - gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height); - glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); - pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]); - gl->render_to_tex = true; - set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true, false); - - // Need to preserve the "flipped" state when in FBO as well to have - // consistent texture coordinates. - // We will "flip" it in place on last pass. - if (gl->render_to_tex) - glVertexPointer(2, GL_FLOAT, 0, vertexes); - } - - - if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index])) - { - //Resolution change, need to clear out texture. - gl->last_width[gl->tex_index] = width; - gl->last_height[gl->tex_index] = height; - - glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE, - gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size, - gl->tex_w * gl->tex_h * gl->base_size, - gl->empty_buf); - - GLfloat xamt = (GLfloat)width / gl->tex_w; - GLfloat yamt = (GLfloat)height / gl->tex_h; - - set_texture_coords(gl->tex_coords, xamt, yamt); - } - else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] || height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK]) - { - // We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly. - GLfloat xamt = (GLfloat)width / gl->tex_w; - GLfloat yamt = (GLfloat)height / gl->tex_h; - set_texture_coords(gl->tex_coords, xamt, yamt); - } - - // Need to preserve the "flipped" state when in FBO as well to have - // consistent texture coordinates. - if (gl->fbo_inited) - glVertexPointer(2, GL_FLOAT, 0, vertexes); - - gl_copy_frame(gl, frame, width, height, pitch); - - struct gl_tex_info tex_info = { - .tex = gl->texture[gl->tex_index], - .input_size = {width, height}, - .tex_size = {gl->tex_w, gl->tex_h} - }; - - struct gl_tex_info fbo_tex_info[MAX_SHADERS]; - unsigned fbo_tex_info_cnt = 0; - memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords)); - - glClear(GL_COLOR_BUFFER_BIT); - gl_shader_set_params(width, height, - gl->tex_w, gl->tex_h, - gl->vp_width, gl->vp_height, - gl->frame_count, &tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt); - - glDrawArrays(GL_QUADS, 0, 4); - - if (gl->fbo_inited) - { - GLfloat fbo_tex_coords[8] = {0.0f}; - - // Render the rest of our passes. - glTexCoordPointer(2, GL_FLOAT, 0, fbo_tex_coords); - - // It's kinda handy ... :) - const struct gl_fbo_rect *prev_rect; - const struct gl_fbo_rect *rect; - struct gl_tex_info *fbo_info; - - // Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO. - for (int i = 1; i < gl->fbo_pass; i++) - { - prev_rect = &gl->fbo_rect[i - 1]; - rect = &gl->fbo_rect[i]; - fbo_info = &fbo_tex_info[i - 1]; - - GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width; - GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height; - - set_texture_coords(fbo_tex_coords, xamt, yamt); - - fbo_info->tex = gl->fbo_texture[i - 1]; - fbo_info->input_size[0] = prev_rect->img_width; - fbo_info->input_size[1] = prev_rect->img_height; - fbo_info->tex_size[0] = prev_rect->width; - fbo_info->tex_size[1] = prev_rect->height; - memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords)); - - pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]); - gl_shader_use(i + 1); - glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]); - - glClear(GL_COLOR_BUFFER_BIT); - - // Render to FBO with certain size. - set_viewport(gl, rect->img_width, rect->img_height, true, false); - gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, - prev_rect->width, prev_rect->height, - gl->vp_width, gl->vp_height, gl->frame_count, - &tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt); - - glDrawArrays(GL_QUADS, 0, 4); - - fbo_tex_info_cnt++; - } - - // Render our last FBO texture directly to screen. - prev_rect = &gl->fbo_rect[gl->fbo_pass - 1]; - GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width; - GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height; - - set_texture_coords(fbo_tex_coords, xamt, yamt); - - // Render our FBO texture to back buffer. - pglBindFramebuffer(GL_FRAMEBUFFER, 0); - gl_shader_use(gl->fbo_pass + 1); - - glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]); - - glClear(GL_COLOR_BUFFER_BIT); - gl->render_to_tex = false; - set_viewport(gl, gl->win_width, gl->win_height, false, true); - gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, - prev_rect->width, prev_rect->height, - gl->vp_width, gl->vp_height, gl->frame_count, - &tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt); - - glVertexPointer(2, GL_FLOAT, 0, vertex_ptr); - glDrawArrays(GL_QUADS, 0, 4); - - glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords); - } - - memmove(gl->prev_info + 1, gl->prev_info, sizeof(tex_info) * (TEXTURES - 1)); - memcpy(&gl->prev_info[0], &tex_info, sizeof(tex_info)); - gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK; - - if (msg) - { - gl_render_msg(gl, msg); - gl_render_msg_post(gl); - } - - if(!gl->block_swap) - gfx_ctx_swap_buffers(); - -#ifdef HAVE_CG_MENU - if(gl->menu_render) - { - gl_shader_use(RARCH_CG_MENU_SHADER_INDEX); - - gl_shader_set_params(gl->win_width, gl->win_height, gl->win_width, - gl->win_height, gl->win_width, gl->win_height, gl->frame_count, - NULL, NULL, NULL, 0); - - set_viewport(gl, gl->win_width, gl->win_height, true, false); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, gl->menu_texture_id); - - glVertexPointer(2, GL_FLOAT, 0, default_vertex_ptr); - glDrawArrays(GL_QUADS, 0, 4); - glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); - } -#endif - - return true; -} - -static void gl_free(void *data) -{ - if (driver.video_data) - return; - - gl_t *gl = data; - - gl_deinit_font(gl); - gl_shader_deinit(); - - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_COLOR_ARRAY); - glDeleteTextures(TEXTURES, gl->texture); - -#ifdef HAVE_OPENGL_TEXREF - glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0); - glDeleteBuffers(1, &gl->pbo); -#endif - -#ifdef HAVE_FBO - gl_deinit_fbo(gl); -#endif - - gfx_ctx_destroy(); - - if (gl->empty_buf) - free(gl->empty_buf); - - free(gl); -} - -static void gl_set_nonblock_state(void *data, bool state) -{ - gl_t *gl = (gl_t*)data; - if (gl->vsync) - { - RARCH_LOG("GL VSync => %s\n", state ? "off" : "on"); - gfx_ctx_set_swap_interval(state ? 0 : 1, true); - } -} - -static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data) -{ - if (driver.video_data) - return driver.video_data; - - gl_t *gl = calloc(1, sizeof(gl_t)); - if (!gl) - return NULL; - - if (!gfx_ctx_init()) - { - free(gl); - return NULL; - } - - unsigned full_x = 0, full_y = 0; - gfx_ctx_get_video_size(&full_x, &full_y); - RARCH_LOG("Detecting desktop resolution %ux%u.\n", full_x, full_y); - - gfx_ctx_set_swap_interval(video->vsync ? 1 : 0, false); - - unsigned win_width = video->width; - unsigned win_height = video->height; - if (video->fullscreen && (win_width == 0) && (win_height == 0)) - { - win_width = full_x; - win_height = full_y; - } - - if (!gfx_ctx_set_video_mode(win_width, win_height, - g_settings.video.force_16bit ? 15 : 0, video->fullscreen)) - { - free(gl); - return NULL; - } - -#if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32) - // Win32 GL lib doesn't have some functions needed for XML shaders. - // Need to load dynamically :( - if (!load_gl_proc()) - { - gfx_ctx_destroy(); - free(gl); - return NULL; - } -#endif - - gl->vsync = video->vsync; - gl->fullscreen = video->fullscreen; - - gl->full_x = full_x; - gl->full_y = full_y; - gl->win_width = win_width; - gl->win_height = win_height; - - RARCH_LOG("GL: Using resolution %ux%u.\n", gl->win_width, gl->win_height); - -#ifdef HAVE_CG_MENU - RARCH_LOG("Initializing menu shader...\n"); - gl_cg_set_menu_shader(DEFAULT_MENU_SHADER_FILE); -#endif - - if (!gl_shader_init()) - { - RARCH_ERR("Shader init failed.\n"); - gfx_ctx_destroy(); - free(gl); - return NULL; - } - - RARCH_LOG("GL: Loaded %u program(s).\n", gl_shader_num()); - -#ifdef HAVE_FBO - // Set up render to texture. - gl_init_fbo(gl, RARCH_SCALE_BASE * video->input_scale, - RARCH_SCALE_BASE * video->input_scale); -#endif - - - gl->keep_aspect = video->force_aspect; - - // Apparently need to set viewport for passes when we aren't using FBOs. - gl_shader_use(0); - set_viewport(gl, gl->win_width, gl->win_height, false, true); - gl_shader_use(1); - set_viewport(gl, gl->win_width, gl->win_height, false, true); - - bool force_smooth = false; - if (gl_shader_filter_type(1, &force_smooth)) - gl->tex_filter = force_smooth ? GL_LINEAR : GL_NEAREST; - else - gl->tex_filter = video->smooth ? GL_LINEAR : GL_NEAREST; - - gl->texture_type = RARCH_GL_TEXTURE_TYPE; - gl->texture_fmt = video->rgb32 ? RARCH_GL_FORMAT32 : RARCH_GL_FORMAT16; - gl->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); - - glEnable(GL_TEXTURE_2D); - glDisable(GL_DEPTH_TEST); - glDisable(GL_DITHER); - glClearColor(0, 0, 0, 1); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glVertexPointer(2, GL_FLOAT, 0, vertex_ptr); - - memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords)); - glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords); - glColorPointer(4, GL_FLOAT, 0, white_color); - - set_lut_texture_coords(tex_coords); - - gl->tex_w = RARCH_SCALE_BASE * video->input_scale; - gl->tex_h = RARCH_SCALE_BASE * video->input_scale; - -#ifdef HAVE_OPENGL_TEXREF - glGenBuffers(1, &gl->pbo); - glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo); - glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->tex_w * gl->tex_h * gl->base_size * TEXTURES, NULL, GL_STREAM_DRAW); -#endif - - // Empty buffer that we use to clear out the texture with on res change. - gl->empty_buf = calloc(gl->tex_w * gl->tex_h, gl->base_size); - gl_init_textures(gl); - - for (unsigned i = 0; i < TEXTURES; i++) - { - gl->last_width[i] = gl->tex_w; - gl->last_height[i] = gl->tex_h; - } - - for (unsigned i = 0; i < TEXTURES; i++) - { - gl->prev_info[i].tex = gl->texture[(gl->tex_index - (i + 1)) & TEXTURES_MASK]; - gl->prev_info[i].input_size[0] = gl->tex_w; - gl->prev_info[i].tex_size[0] = gl->tex_w; - gl->prev_info[i].input_size[1] = gl->tex_h; - gl->prev_info[i].tex_size[1] = gl->tex_h; - memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords)); - } - - gfx_ctx_input_driver(input, input_data); - gl_init_font(gl, g_settings.video.font_path, g_settings.video.font_size); - - if (!gl_check_error()) - { - gfx_ctx_destroy(); - free(gl); - return NULL; - } - - return gl; -} - -static bool gl_alive(void *data) -{ - gl_t *gl = (gl_t*)data; - check_window(gl); - return !gl->quitting; -} - -static bool gl_focus(void *data) -{ - (void)data; - return gfx_ctx_window_has_focus(); -} - -#ifdef RARCH_CONSOLE -static void gl_start(void) -{ - video_info_t video_info = {0}; - - // Might have to supply correct values here. - video_info.vsync = g_settings.video.vsync; - video_info.force_aspect = false; - video_info.smooth = g_settings.video.smooth; - video_info.input_scale = 2; - video_info.fullscreen = true; - if(g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM) - { - video_info.width = g_console.viewports.custom_vp.width; - video_info.height = g_console.viewports.custom_vp.height; - } - driver.video_data = gl_init(&video_info, NULL, NULL); - -#ifdef HAVE_FBO - gfx_ctx_set_fbo(g_console.fbo_enabled); -#endif - - gfx_ctx_get_available_resolutions(); - -#ifdef HAVE_CG_MENU - gfx_ctx_menu_init(); -#endif -} - -static void gl_stop(void) -{ - void *data = driver.video_data; - driver.video_data = NULL; - gl_free(data); -} - -static void gl_restart(void) -{ - gl_t * gl = driver.video_data; - - if(!gl) - return; - - gl_stop(); - gl_cg_invalidate_context(); - gl_start(); -} -#endif - -const video_driver_t video_gl = -{ - .init = gl_init, - .frame = gl_frame, - .alive = gl_alive, - .set_nonblock_state = gl_set_nonblock_state, - .focus = gl_focus, - .free = gl_free, - .ident = "gl", - .set_rotation = gl_set_rotation, -#ifdef RARCH_CONSOLE - .start = gl_start, - .restart = gl_restart, - .stop = gl_stop, -#endif -}; - - diff --git a/ps3/ps3_video_psgl.h b/ps3/ps3_video_psgl.h index b1f8039b5d..e9166e8824 100644 --- a/ps3/ps3_video_psgl.h +++ b/ps3/ps3_video_psgl.h @@ -43,13 +43,11 @@ void ps3_next_resolution (void); void gl_deinit_fbo(gl_t * gl); void gl_init_fbo(gl_t * gl, unsigned width, unsigned height); -void ps3graphics_reinit_fbos(void); bool gl_cg_reinit(const char *path); bool gl_cg_save_cgp(const char *path, const struct gl_cg_cgp_info *info); bool gl_cg_load_shader(unsigned index, const char *path); - unsigned gl_cg_get_lut_info(struct gl_cg_lut_info *info, unsigned elems); #endif