/* 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 . */ #ifndef __GL_COMMON_H #define __GL_COMMON_H #include "../general.h" #include "font_renderer_driver.h" #include #include #include "font_gl_driver.h" #include #include "video_shader_driver.h" #include #ifdef HAVE_CONFIG_H #include "../config.h" #endif #include #ifdef HAVE_EGL #include #include #endif #include #define context_bind_hw_render(gl, enable) if (gl->shared_context_use && gl->ctx_driver->bind_hw_render) gl->ctx_driver->bind_hw_render(gl, enable) #if (!defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES3)) #define HAVE_GL_ASYNC_READBACK #endif #if defined(HAVE_PSGL) #define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER_OES #define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES #define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT #elif defined(OSX_PPC) #define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT #define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT #define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT #else #define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER #define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE #define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0 #endif #if defined(HAVE_OPENGLES2) #define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER #define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES #define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT #define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT #elif defined(OSX_PPC) #define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER_EXT #define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_EXT #define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT #define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_EXT #elif defined(HAVE_PSGL) #define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER_OES #define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_SCE #define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_OES #define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_OES #else #define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER #define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8 #define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT #define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT #endif #ifdef OSX_PPC #define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE_EXT #elif defined(HAVE_PSGL) #define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE_OES #else #define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE #endif #if defined(HAVE_PSGL) #define glGenerateMipmap glGenerateMipmapOES #endif #ifdef HAVE_FBO #if defined(__APPLE__) || defined(HAVE_PSGL) #define GL_RGBA32F GL_RGBA32F_ARB #endif #endif #ifndef MAX_SHADERS #define MAX_SHADERS 16 #endif #ifndef MAX_TEXTURES #define MAX_TEXTURES 8 #endif #if defined(HAVE_PSGL) #define RARCH_GL_INTERNAL_FORMAT32 GL_ARGB_SCE #define RARCH_GL_INTERNAL_FORMAT16 GL_RGB5 /* TODO: Verify if this is really 565 or just 555. */ #define RARCH_GL_TEXTURE_TYPE32 GL_BGRA #define RARCH_GL_TEXTURE_TYPE16 GL_BGRA #define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV #define RARCH_GL_FORMAT16 GL_RGB5 #elif defined(HAVE_OPENGLES) /* Imgtec/SGX headers have this missing. */ #ifndef GL_BGRA_EXT #define GL_BGRA_EXT 0x80E1 #endif #ifdef IOS /* Stupid Apple. */ #define RARCH_GL_INTERNAL_FORMAT32 GL_RGBA #else #define RARCH_GL_INTERNAL_FORMAT32 GL_BGRA_EXT #endif #define RARCH_GL_INTERNAL_FORMAT16 GL_RGB #define RARCH_GL_TEXTURE_TYPE32 GL_BGRA_EXT #define RARCH_GL_TEXTURE_TYPE16 GL_RGB #define RARCH_GL_FORMAT32 GL_UNSIGNED_BYTE #define RARCH_GL_FORMAT16 GL_UNSIGNED_SHORT_5_6_5 #else /* On desktop, we always use 32-bit. */ #define RARCH_GL_INTERNAL_FORMAT32 GL_RGBA8 #define RARCH_GL_INTERNAL_FORMAT16 GL_RGBA8 #define RARCH_GL_TEXTURE_TYPE32 GL_BGRA #define RARCH_GL_TEXTURE_TYPE16 GL_BGRA #define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV #define RARCH_GL_FORMAT16 GL_UNSIGNED_INT_8_8_8_8_REV /* GL_RGB565 internal format isn't in desktop GL * until 4.1 core (ARB_ES2_compatibility). * Check for this. */ #ifndef GL_RGB565 #define GL_RGB565 0x8D62 #endif #define RARCH_GL_INTERNAL_FORMAT16_565 GL_RGB565 #define RARCH_GL_TEXTURE_TYPE16_565 GL_RGB #define RARCH_GL_FORMAT16_565 GL_UNSIGNED_SHORT_5_6_5 #endif /* Platform specific workarounds/hacks. */ #if defined(__CELLOS_LV2__) #define NO_GL_READ_PIXELS #endif #if defined(HAVE_OPENGL_MODERN) || defined(HAVE_OPENGLES2) || defined(HAVE_PSGL) #ifndef NO_GL_FF_VERTEX #define NO_GL_FF_VERTEX #endif #endif #if defined(HAVE_OPENGL_MODERN) || defined(HAVE_OPENGLES2) || defined(HAVE_PSGL) #ifndef NO_GL_FF_MATRIX #define NO_GL_FF_MATRIX #endif #endif #if defined(HAVE_OPENGLES2) /* TODO: Figure out exactly what. */ #define NO_GL_CLAMP_TO_BORDER #endif #if defined(HAVE_OPENGLES) #ifndef GL_UNPACK_ROW_LENGTH #define GL_UNPACK_ROW_LENGTH 0x0CF2 #endif #ifndef GL_SRGB_ALPHA_EXT #define GL_SRGB_ALPHA_EXT 0x8C42 #endif #endif /* Fall back to FF-style if needed and possible. */ #define gl_ff_vertex(coords) \ 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) /* Fall back to FF-style if needed and possible. */ #define gl_ff_matrix(mat) \ glMatrixMode(GL_PROJECTION); \ glLoadMatrixf(mat->data); \ glMatrixMode(GL_MODELVIEW); \ glLoadIdentity() struct gl_fbo_rect { unsigned img_width; unsigned img_height; unsigned max_img_width; unsigned max_img_height; unsigned width; unsigned height; }; struct gl_ortho { GLfloat left; GLfloat right; GLfloat bottom; GLfloat top; GLfloat znear; GLfloat zfar; }; struct gl_tex_info { GLuint tex; GLfloat input_size[2]; GLfloat tex_size[2]; GLfloat coord[8]; }; struct gl_coords { const GLfloat *vertex; const GLfloat *color; const GLfloat *tex_coord; const GLfloat *lut_tex_coord; unsigned vertices; }; typedef struct gl { const gfx_ctx_driver_t *ctx_driver; const shader_backend_t *shader; bool vsync; GLuint texture[MAX_TEXTURES]; unsigned tex_index; /* For use with PREV. */ unsigned textures; struct gl_tex_info tex_info; struct gl_tex_info prev_info[MAX_TEXTURES]; GLuint tex_mag_filter; GLuint tex_min_filter; bool tex_mipmap; void *empty_buf; void *conv_buffer; struct scaler_ctx scaler; unsigned frame_count; #ifdef HAVE_FBO /* Render-to-texture, multipass shaders. */ GLuint fbo[MAX_SHADERS]; GLuint fbo_texture[MAX_SHADERS]; struct gl_fbo_rect fbo_rect[MAX_SHADERS]; struct gfx_fbo_scale fbo_scale[MAX_SHADERS]; int fbo_pass; bool fbo_inited; GLuint hw_render_fbo[MAX_TEXTURES]; GLuint hw_render_depth[MAX_TEXTURES]; bool hw_render_fbo_init; bool hw_render_depth_init; bool has_fp_fbo; bool has_srgb_fbo; bool has_srgb_fbo_gles3; #endif bool hw_render_use; bool shared_context_use; bool should_resize; bool quitting; bool fullscreen; bool keep_aspect; unsigned rotation; unsigned full_x, full_y; unsigned win_width; unsigned win_height; struct video_viewport vp; unsigned vp_out_width; unsigned vp_out_height; unsigned last_width[MAX_TEXTURES]; unsigned last_height[MAX_TEXTURES]; unsigned tex_w, tex_h; math_matrix_4x4 mvp, mvp_no_rot; struct gl_coords coords; const GLfloat *vertex_ptr; const GLfloat *white_color_ptr; GLuint pbo; GLenum internal_fmt; GLenum texture_type; /* RGB565 or ARGB */ GLenum texture_fmt; GLenum wrap_mode; unsigned base_size; /* 2 or 4 */ #ifdef HAVE_OPENGLES bool support_unpack_row_length; #else bool have_es2_compat; #endif /* Fonts */ const gl_font_renderer_t *font_driver; void *font_handle; bool egl_images; video_info_t video_info; #ifdef HAVE_OVERLAY unsigned overlays; bool overlay_enable; bool overlay_full_screen; GLuint *overlay_tex; GLfloat *overlay_vertex_coord; GLfloat *overlay_tex_coord; GLfloat *overlay_color_coord; #endif #ifdef HAVE_GL_ASYNC_READBACK /* PBOs used for asynchronous viewport readbacks. */ GLuint pbo_readback[4]; bool pbo_readback_valid[4]; bool pbo_readback_enable; unsigned pbo_readback_index; struct scaler_ctx pbo_readback_scaler; #endif void *readback_buffer_screenshot; #if defined(HAVE_MENU) GLuint menu_texture; bool menu_texture_enable; bool menu_texture_full_screen; GLfloat menu_texture_alpha; #endif #ifdef HAVE_GL_SYNC #define MAX_FENCES 4 bool have_sync; GLsync fences[MAX_FENCES]; unsigned fence_count; #endif bool core_context; GLuint vao; } gl_t; static INLINE bool gl_check_error(void) { int error = glGetError(); switch (error) { case GL_INVALID_ENUM: RARCH_ERR("GL: Invalid enum.\n"); break; case GL_INVALID_VALUE: RARCH_ERR("GL: Invalid value.\n"); break; case GL_INVALID_OPERATION: RARCH_ERR("GL: Invalid operation.\n"); break; case GL_OUT_OF_MEMORY: RARCH_ERR("GL: Out of memory.\n"); break; case GL_NO_ERROR: return true; } RARCH_ERR("Non specified GL error.\n"); return false; } void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate); 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); bool gl_load_luts(const struct video_shader *generic_shader, GLuint *lut_textures); static INLINE unsigned gl_wrap_type_to_enum(enum gfx_wrap_type type) { switch (type) { #ifndef HAVE_OPENGLES case RARCH_WRAP_BORDER: return GL_CLAMP_TO_BORDER; #else case RARCH_WRAP_BORDER: #endif case RARCH_WRAP_EDGE: return GL_CLAMP_TO_EDGE; case RARCH_WRAP_REPEAT: return GL_REPEAT; case RARCH_WRAP_MIRRORED_REPEAT: return GL_MIRRORED_REPEAT; } return 0; } #endif