/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2015 - 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 "gl_common.h" void gl_ff_vertex(const void *data) { #ifndef NO_GL_FF_VERTEX const struct gl_coords *coords = (const struct gl_coords*)data; /* Fall back to fixed function-style if needed and possible. */ glClientActiveTexture(GL_TEXTURE1); glTexCoordPointer(2, GL_FLOAT, 0, coords->lut_tex_coord); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE0); glVertexPointer(2, GL_FLOAT, 0, coords->vertex); glEnableClientState(GL_VERTEX_ARRAY); glColorPointer(4, GL_FLOAT, 0, coords->color); glEnableClientState(GL_COLOR_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, coords->tex_coord); glEnableClientState(GL_TEXTURE_COORD_ARRAY); #endif } void gl_ff_matrix(const void *data) { #ifndef NO_GL_FF_MATRIX const math_matrix_4x4 *mat = (const math_matrix_4x4*)data; /* Fall back to fixed function-style if needed and possible. */ glMatrixMode(GL_PROJECTION); glLoadMatrixf(mat->data); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); #endif } void gl_load_texture_data(GLuint id, enum gfx_wrap_type wrap_type, enum texture_filter_type filter_type, unsigned alignment, unsigned width, unsigned height, const void *frame, unsigned base_size) { GLint mag_filter, min_filter; bool want_mipmap = false; bool rgb32 = (base_size == (sizeof(uint32_t))); driver_t *driver = driver_get_ptr(); GLenum wrap = gl_wrap_type_to_enum(wrap_type); glBindTexture(GL_TEXTURE_2D, id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap); switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: min_filter = GL_LINEAR_MIPMAP_NEAREST; mag_filter = GL_LINEAR; #ifndef HAVE_PSGL want_mipmap = true; #endif break; case TEXTURE_FILTER_MIPMAP_NEAREST: min_filter = GL_NEAREST_MIPMAP_NEAREST; mag_filter = GL_NEAREST; #ifndef HAVE_PSGL want_mipmap = true; #endif break; case TEXTURE_FILTER_NEAREST: min_filter = GL_NEAREST; mag_filter = GL_NEAREST; break; case TEXTURE_FILTER_LINEAR: default: min_filter = GL_LINEAR; mag_filter = GL_LINEAR; break; } 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, alignment); #endif glTexImage2D(GL_TEXTURE_2D, 0, (driver->gfx_use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32, width, height, 0, (driver->gfx_use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32, (rgb32) ? RARCH_GL_FORMAT32 : GL_UNSIGNED_SHORT_4_4_4_4, frame); if (want_mipmap) glGenerateMipmap(GL_TEXTURE_2D); } bool gl_load_luts(const struct video_shader *shader, GLuint *textures_lut) { unsigned i; unsigned num_luts = min(shader->luts, GFX_MAX_TEXTURES); if (!shader->luts) return true; glGenTextures(num_luts, textures_lut); for (i = 0; i < num_luts; i++) { struct texture_image img = {0}; enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR; RARCH_LOG("Loading texture image from: \"%s\" ...\n", shader->lut[i].path); if (!texture_image_load(&img, shader->lut[i].path)) { RARCH_ERR("Failed to load texture image from: \"%s\"\n", shader->lut[i].path); return false; } if (shader->lut[i].filter == RARCH_FILTER_NEAREST) filter_type = TEXTURE_FILTER_NEAREST; if (shader->lut[i].mipmap) { if (filter_type == TEXTURE_FILTER_NEAREST) filter_type = TEXTURE_FILTER_MIPMAP_NEAREST; else filter_type = TEXTURE_FILTER_MIPMAP_LINEAR; } gl_load_texture_data(textures_lut[i], shader->lut[i].wrap, filter_type, 4, img.width, img.height, img.pixels, sizeof(uint32_t)); texture_image_free(&img); } glBindTexture(GL_TEXTURE_2D, 0); return true; } static INLINE bool realloc_checked(void **ptr, size_t size) { void *nptr; if (*ptr) nptr = realloc(*ptr, size); else nptr = malloc(size); if (nptr) *ptr = nptr; return *ptr == nptr; } bool gl_coord_array_add(gl_coord_array_t *ca, const gl_coords_t *coords, unsigned count) { bool success = false; count = min(count, coords->vertices); if (ca->coords.vertices + count >= ca->allocated) { unsigned alloc_size = next_pow2(ca->coords.vertices + count); size_t base_size = sizeof(GLfloat) * alloc_size; bool vert_ok = realloc_checked((void**)&ca->coords.vertex, 2 * base_size); bool color_ok = realloc_checked((void**)&ca->coords.color, 4 * base_size); bool tex_ok = realloc_checked((void**)&ca->coords.tex_coord, 2 * base_size); bool lut_ok = realloc_checked((void**)&ca->coords.lut_tex_coord, 2 * base_size); if (vert_ok && color_ok && tex_ok && lut_ok) { ca->allocated = alloc_size; success = true; } } else success = true; if (success) { size_t base_size = coords->vertices * sizeof(GLfloat); size_t offset = ca->coords.vertices; /* XXX: i wish we used interlaced arrays so we could call memcpy only once */ memcpy(ca->coords.vertex + offset * 2, coords->vertex, base_size * 2); memcpy(ca->coords.color + offset * 4, coords->color, base_size * 4); memcpy(ca->coords.tex_coord + offset * 2, coords->tex_coord, base_size * 2); memcpy(ca->coords.lut_tex_coord + offset * 2, coords->lut_tex_coord, base_size * 2); ca->coords.vertices += count; } else RARCH_WARN("Allocation failed."); return success; } void gl_coord_array_free(gl_coord_array_t *ca) { if (!ca->allocated) return; free(ca->coords.vertex); free(ca->coords.color); free(ca->coords.tex_coord); free(ca->coords.lut_tex_coord); ca->coords.vertex = NULL; ca->coords.color = NULL; ca->coords.tex_coord = NULL; ca->coords.lut_tex_coord = NULL; ca->coords.vertices = 0; ca->allocated = 0; }