/* 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 "../performance.h" #include "scaler/scaler.h" #include #include "../libretro.h" #include #include #include "../general.h" #include #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gl_common.h" #include "gl_font.h" #include "gfx_common.h" #include "gfx_context.h" #include "../compat/strl.h" #ifdef HAVE_CG #include "shader_cg.h" #endif #ifdef HAVE_GLSL #include "shader_glsl.h" #endif // Used for the last pass when rendering to the back buffer. const GLfloat vertexes_flipped[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; // Used when rendering to an FBO. // Texture coords have to be aligned with vertex coordinates. static const GLfloat vertexes[] = { 0, 0, 1, 0, 0, 1, 1, 1 }; static const GLfloat tex_coords[] = { 0, 0, 1, 0, 0, 1, 1, 1 }; static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yamt) { coords[2] = xamt; coords[6] = xamt; coords[5] = yamt; coords[7] = yamt; } 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; #undef LOAD_GL_SYM #define LOAD_GL_SYM(SYM) if (!pgl##SYM) { \ gfx_ctx_proc_t sym = gl->ctx_driver->get_proc_address("gl" #SYM); \ memcpy(&(pgl##SYM), &sym, sizeof(sym)); \ } #if defined(HAVE_EGL) && defined(HAVE_OPENGLES2) static PFNGLEGLIMAGETARGETTEXTURE2DOESPROC pglEGLImageTargetTexture2DOES; static bool load_eglimage_proc(gl_t *gl) { LOAD_GL_SYM(EGLImageTargetTexture2DOES); return pglEGLImageTargetTexture2DOES; } #endif #ifdef HAVE_FBO #if defined(_WIN32) && !defined(RARCH_CONSOLE) static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers; static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer; static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D; static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus; static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers; static bool load_fbo_proc(gl_t *gl) { LOAD_GL_SYM(GenFramebuffers); LOAD_GL_SYM(BindFramebuffer); LOAD_GL_SYM(FramebufferTexture2D); LOAD_GL_SYM(CheckFramebufferStatus); LOAD_GL_SYM(DeleteFramebuffers); return pglGenFramebuffers && pglBindFramebuffer && pglFramebufferTexture2D && pglCheckFramebufferStatus && pglDeleteFramebuffers; } #elif defined(HAVE_OPENGLES2) #define pglGenFramebuffers glGenFramebuffers #define pglBindFramebuffer glBindFramebuffer #define pglFramebufferTexture2D glFramebufferTexture2D #define pglCheckFramebufferStatus glCheckFramebufferStatus #define pglDeleteFramebuffers glDeleteFramebuffers #define load_fbo_proc(gl) (true) #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 load_fbo_proc(gl) (true) #else #define pglGenFramebuffers glGenFramebuffers #define pglBindFramebuffer glBindFramebuffer #define pglFramebufferTexture2D glFramebufferTexture2D #define pglCheckFramebufferStatus glCheckFramebufferStatus #define pglDeleteFramebuffers glDeleteFramebuffers #define load_fbo_proc(gl) (true) #endif #endif #ifdef _WIN32 PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture; PFNGLACTIVETEXTUREPROC pglActiveTexture; static PFNGLBINDBUFFERPROC pglBindBuffer; static PFNGLBUFFERSUBDATAPROC pglBufferSubData; static PFNGLBUFFERDATAPROC pglBufferData; static PFNGLMAPBUFFERPROC pglMapBuffer; static PFNGLUNMAPBUFFERPROC pglUnmapBuffer; static inline bool load_gl_proc_win32(gl_t *gl) { LOAD_GL_SYM(ClientActiveTexture); LOAD_GL_SYM(ActiveTexture); LOAD_GL_SYM(BindBuffer); LOAD_GL_SYM(BufferSubData); LOAD_GL_SYM(BufferData); LOAD_GL_SYM(MapBuffer); LOAD_GL_SYM(UnmapBuffer); return pglClientActiveTexture && pglActiveTexture && pglBindBuffer && pglBufferSubData && pglBufferData && pglMapBuffer && pglUnmapBuffer; } #else #define pglBindBuffer glBindBuffer #define pglBufferSubData glBufferSubData #define pglBufferData glBufferData #define pglMapBuffer glMapBuffer #define pglUnmapBuffer glUnmapBuffer #endif ////////////////// Shaders #ifdef HAVE_OPENGLES2 static bool gl_shader_init(void) // We always need a shader alive in GLES2. { const char *shader_path = NULL; if ((g_settings.video.shader_type == RARCH_SHADER_AUTO || g_settings.video.shader_type == RARCH_SHADER_BSNES) && *g_settings.video.bsnes_shader_path) shader_path = g_settings.video.bsnes_shader_path; return gl_glsl_init(shader_path); } #else 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; } #endif void gl_shader_use(unsigned index) { #ifdef HAVE_CG gl_cg_use(index); #endif #ifdef HAVE_GLSL gl_glsl_use(index); #endif } static inline void gl_shader_deinit(void) { #ifdef HAVE_CG gl_cg_deinit(); #endif #ifdef HAVE_GLSL gl_glsl_deinit(); #endif } #ifndef NO_GL_FF_VERTEX static void gl_set_coords(const struct gl_coords *coords) { pglClientActiveTexture(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); pglClientActiveTexture(GL_TEXTURE1); glTexCoordPointer(2, GL_FLOAT, 0, coords->lut_tex_coord); glEnableClientState(GL_TEXTURE_COORD_ARRAY); pglClientActiveTexture(GL_TEXTURE0); } #endif #ifndef NO_GL_FF_MATRIX static void gl_set_mvp(const math_matrix *mat) { glMatrixMode(GL_PROJECTION); glLoadMatrixf(mat->data); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } #endif void gl_shader_set_coords(const struct gl_coords *coords, const math_matrix *mat) { bool ret_coords = false; bool ret_mvp = false; (void)ret_coords; (void)ret_mvp; #ifdef HAVE_GLSL if (!ret_coords) ret_coords |= gl_glsl_set_coords(coords); if (!ret_mvp) ret_mvp |= gl_glsl_set_mvp(mat); #endif #ifdef HAVE_CG if (!ret_coords) ret_coords |= gl_cg_set_coords(coords); if (!ret_mvp) ret_mvp |= gl_cg_set_mvp(mat); #endif // Fall back to FF-style if needed and possible. #ifndef NO_GL_FF_VERTEX if (!ret_coords) gl_set_coords(coords); #endif #ifndef NO_GL_FF_MATRIX if (!ret_mvp) gl_set_mvp(mat); #endif } static inline 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_GLSL 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_GLSL 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_GLSL 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_GLSL if (!scale->valid) gl_glsl_shader_scale(index, scale); #endif } #endif /////////////////// #ifdef HAVE_FBO static 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; GLint max_size = 0; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size); bool size_modified = false; // 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 * vp_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 * vp_height; break; default: break; } if (gl->fbo_rect[i].img_width > (unsigned)max_size) { size_modified = true; gl->fbo_rect[i].img_width = max_size; } if (gl->fbo_rect[i].img_height > (unsigned)max_size) { size_modified = true; gl->fbo_rect[i].img_height = max_size; } if (gl->fbo_rect[i].max_img_width > (unsigned)max_size) { size_modified = true; gl->fbo_rect[i].max_img_width = max_size; } if (gl->fbo_rect[i].max_img_height > (unsigned)max_size) { size_modified = true; gl->fbo_rect[i].max_img_height = max_size; } if (size_modified) RARCH_WARN("FBO textures exceeded maximum size of GPU (%ux%u). Resizing to fit.\n", max_size, max_size); 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 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->border_type); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->border_type); 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_FORMAT32, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, NULL); } glBindTexture(GL_TEXTURE_2D, 0); } static bool gl_create_fbo_targets(gl_t *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; } return true; error: pglDeleteFramebuffers(gl->fbo_pass, gl->fbo); RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n"); return false; } 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; } } void gl_init_fbo(gl_t *gl, unsigned width, unsigned height) { // No need to use FBOs. if (!g_settings.video.render_to_texture && gl_shader_num() == 0) return; struct gl_fbo_scale scale, scale_last; gl_shader_scale(1, &scale); gl_shader_scale(gl_shader_num(), &scale_last); // No need to use FBOs. if (gl_shader_num() == 1 && !scale.valid && !g_settings.video.render_to_texture) return; if (!load_fbo_proc(gl)) { RARCH_ERR("Failed to locate FBO functions. Won't be able to use render-to-texture.\n"); return; } 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; scale.valid = true; } gl->fbo_scale[0] = scale; for (int i = 1; i < gl->fbo_pass; i++) { gl_shader_scale(i + 1, &gl->fbo_scale[i]); if (!gl->fbo_scale[i].valid) { gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0f; gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = RARCH_SCALE_INPUT; gl->fbo_scale[i].valid = true; } } gl_compute_fbo_geometry(gl, width, height, gl->win_width, gl->win_height); for (int i = 0; i < gl->fbo_pass; i++) { gl->fbo_rect[i].width = next_pow2(gl->fbo_rect[i].img_width); gl->fbo_rect[i].height = next_pow2(gl->fbo_rect[i].img_height); RARCH_LOG("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height); } gl_create_fbo_textures(gl); if (!gl_create_fbo_targets(gl)) { glDeleteTextures(gl->fbo_pass, gl->fbo_texture); return; } gl->fbo_inited = true; } #endif //////////// void gl_set_projection(gl_t *gl, struct gl_ortho *ortho, bool allow_rotate) { #ifdef RARCH_CONSOLE if (g_extern.console.screen.state.overscan.enable) { ortho->left = -g_extern.console.screen.overscan_amount / 2; ortho->right = 1 + g_extern.console.screen.overscan_amount / 2; ortho->bottom = -g_extern.console.screen.overscan_amount / 2; } #endif // Calculate projection. math_matrix proj; matrix_ortho(&proj, ortho->left, ortho->right, ortho->bottom, ortho->top, ortho->znear, ortho->zfar); if (allow_rotate) { math_matrix rot; matrix_rotate_z(&rot, M_PI * gl->rotation / 180.0f); matrix_multiply(&proj, &rot, &proj); } gl->mvp = proj; gl_shader_set_coords(&gl->coords, &gl->mvp); } void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate) { unsigned x = 0, y = 0; struct gl_ortho ortho = {0, 1, 0, 1, -1, 1}; if (gl->keep_aspect && !force_full) { float desired_aspect = g_settings.video.aspect_ratio; float device_aspect; if (gl->ctx_driver->translate_aspect) device_aspect = context_translate_aspect_func(width, height); else device_aspect = (float)width / height; float delta; #ifdef RARCH_CONSOLE if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM) { x = g_extern.console.screen.viewports.custom_vp.x; y = g_extern.console.screen.viewports.custom_vp.y; width = g_extern.console.screen.viewports.custom_vp.width; height = g_extern.console.screen.viewports.custom_vp.height; } else #endif { if (fabs(device_aspect - desired_aspect) < 0.0001) { // 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) { delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; x = (unsigned)(width * (0.5 - delta)); width = (unsigned)(2.0 * width * delta); } else { delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; y = (unsigned)(height * (0.5 - delta)); height = (unsigned)(2.0 * height * delta); } } } glViewport(x, y, width, height); gl->vp.x = x; gl->vp.y = y; gl->vp.width = width; gl->vp.height = height; gl_set_projection(gl, &ortho, allow_rotate); // Set last backbuffer viewport. if (!force_full) { gl->vp_out_width = width; gl->vp_out_height = height; } //RARCH_LOG("Setting viewport @ %ux%u\n", width, height); } static void gl_set_rotation(void *data, unsigned rotation) { struct gl_ortho ortho = {0, 1, 0, 1, -1, 1}; gl_t *gl = (gl_t*)driver.video_data; gl->rotation = 90 * rotation; gl_set_projection(gl, &ortho, true); } #ifdef HAVE_FBO static inline void gl_start_frame_fbo(gl_t *gl) { glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]); gl->render_to_tex = true; gl_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) gl->coords.vertex = vertexes; } static void gl_check_fbo_dimensions(gl_t *gl) { // Check if we have to recreate our FBO textures. for (int i = 0; i < gl->fbo_pass; i++) { // Check proactively since we might suddently get sizes of tex_w width or tex_h height. if (gl->fbo_rect[i].max_img_width > gl->fbo_rect[i].width || gl->fbo_rect[i].max_img_height > gl->fbo_rect[i].height) { unsigned img_width = gl->fbo_rect[i].max_img_width; unsigned img_height = gl->fbo_rect[i].max_img_height; unsigned max = img_width > img_height ? img_width : img_height; unsigned pow2_size = next_pow2(max); gl->fbo_rect[i].width = gl->fbo_rect[i].height = pow2_size; pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]); glTexImage2D(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT32, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, NULL); pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0); GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) RARCH_WARN("Failed to reinit FBO texture.\n"); RARCH_LOG("Recreating FBO texture #%d: %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height); } } } static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info) { GLfloat fbo_tex_coords[8] = {0.0f}; // Render the rest of our passes. gl->coords.tex_coord = 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; struct gl_tex_info fbo_tex_info[MAX_SHADERS]; unsigned fbo_tex_info_cnt = 0; // 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. gl_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); gl_shader_set_coords(&gl->coords, &gl->mvp); glDrawArrays(GL_TRIANGLE_STRIP, 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; gl_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); gl->coords.vertex = vertex_ptr; gl_shader_set_coords(&gl->coords, &gl->mvp); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); gl->coords.tex_coord = gl->tex_coords; } #endif static void gl_update_resize(gl_t *gl) { #ifdef HAVE_FBO if (!gl->render_to_tex) gl_set_viewport(gl, gl->win_width, gl->win_height, false, true); else { gl_check_fbo_dimensions(gl); // Go back to what we're supposed to do, render to FBO #0 :D gl_start_frame_fbo(gl); } #else gl_set_viewport(gl, gl->win_width, gl->win_height, false, true); #endif } static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsigned pitch) { // Res change. Need to clear out texture. if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf) { gl->last_width[gl->tex_index] = width; gl->last_height[gl->tex_index] = height; #if defined(HAVE_PSGL) 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(width * sizeof(uint32_t))); 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; set_texture_coords(gl->tex_coords, xamt, yamt); } // We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly. else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] || height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK]) { GLfloat xamt = (GLfloat)width / gl->tex_w; GLfloat yamt = (GLfloat)height / gl->tex_h; set_texture_coords(gl->tex_coords, xamt, yamt); } } // It is *much* faster (order of mangnitude on my setup) to use a custom SIMD-optimized conversion routine than letting GL do it :( #if !defined(HAVE_PSGL) && !defined(HAVE_OPENGLES2) static inline void gl_convert_frame_rgb16_32(gl_t *gl, void *output, const void *input, int width, int height, int in_pitch) { if (width != gl->scaler.in_width || height != gl->scaler.in_height) { gl->scaler.in_width = width; gl->scaler.in_height = height; gl->scaler.out_width = width; gl->scaler.out_height = height; gl->scaler.in_fmt = SCALER_FMT_RGB565; gl->scaler.out_fmt = SCALER_FMT_ARGB8888; gl->scaler.scaler_type = SCALER_TYPE_POINT; scaler_ctx_gen_filter(&gl->scaler); } gl->scaler.in_stride = in_pitch; gl->scaler.out_stride = width * sizeof(uint32_t); scaler_ctx_scale(&gl->scaler, output, input); } #endif #if defined(HAVE_PSGL) static inline void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch) { if (!gl->fbo_inited) gl_set_viewport(gl, gl->win_width, gl->win_height, false, true); 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; uint8_t *buffer = (uint8_t*)glMapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, GL_WRITE_ONLY) + buffer_addr; for (unsigned h = 0; h < height; h++, buffer += buffer_stride, frame_copy += pitch) memcpy(buffer, frame_copy, frame_copy_size); glUnmapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE); } static void gl_init_textures(gl_t *gl, const video_info_t *video) { 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->border_type); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->border_type); 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 inline void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch) { #ifdef HAVE_OPENGLES2 #ifdef HAVE_EGL if (gl->egl_images) { EGLImageKHR img = 0; bool new_egl = context_write_egl_image_func(frame, width, height, pitch, (gl->base_size == 4), gl->tex_index, &img); if (img == EGL_NO_IMAGE_KHR) { RARCH_ERR("[GL]: Failed to create EGL image.\n"); return; } if (new_egl) pglEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)img); } else #endif { // No GL_UNPACK_ROW_LENGTH ;( unsigned pitch_width = pitch / gl->base_size; if (width == pitch_width) // Happy path :D { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, gl->texture_type, gl->texture_fmt, frame); } else // Slower path. { const uint8_t *src = (const uint8_t*)frame; for (unsigned h = 0; h < height; h++, src += pitch) { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1, gl->texture_type, gl->texture_fmt, src); } } } #else glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch)); if (gl->base_size == 2) { // Always use 32-bit textures on desktop GL. gl_convert_frame_rgb16_32(gl, gl->conv_buffer, frame, width, height, pitch); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, gl->texture_type, gl->texture_fmt, gl->conv_buffer); } else { 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); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } #endif } static void gl_init_textures(gl_t *gl, const video_info_t *video) { #if defined(HAVE_EGL) && defined(HAVE_OPENGLES2) gl->egl_images = load_eglimage_proc(gl) && context_init_egl_image_buffer_func(video); #else (void)video; #endif 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->border_type); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->border_type); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter); if (!gl->egl_images) { glTexImage2D(GL_TEXTURE_2D, 0, gl->internal_fmt, 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 static inline void gl_next_texture_index(gl_t *gl, const struct gl_tex_info *tex_info) { 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; } static inline void gl_set_shader_viewport(gl_t *gl, unsigned shader) { gl_shader_use(shader); gl_set_viewport(gl, gl->win_width, gl->win_height, false, true); } static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { RARCH_PERFORMANCE_INIT(frame_run); RARCH_PERFORMANCE_START(frame_run); gl_t *gl = (gl_t*)data; gl_shader_use(1); gl->frame_count++; glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); #ifdef HAVE_FBO // Render to texture in first pass. if (gl->fbo_inited) { // Recompute FBO geometry. // When width/height changes or window sizes change, we have to recalcuate geometry of our FBO. gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height); gl_start_frame_fbo(gl); } #endif if (gl->should_resize) { gl->should_resize = false; context_set_resize_func(gl->win_width, gl->win_height); // On resize, we might have to recreate our FBOs due to "Viewport" scale, and set a new viewport. gl_update_resize(gl); } if (frame) // Can be NULL for frame dupe / NULL render. { gl_update_input_size(gl, width, height, pitch); RARCH_PERFORMANCE_INIT(copy_frame); RARCH_PERFORMANCE_START(copy_frame); gl_copy_frame(gl, frame, width, height, pitch); RARCH_PERFORMANCE_STOP(copy_frame); } struct gl_tex_info tex_info = {0}; tex_info.tex = gl->texture[gl->tex_index]; tex_info.input_size[0] = width; tex_info.input_size[1] = height; tex_info.tex_size[0] = gl->tex_w; tex_info.tex_size[1] = gl->tex_h; 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, NULL, 0); gl_shader_set_coords(&gl->coords, &gl->mvp); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); #ifdef HAVE_FBO if (gl->fbo_inited) gl_frame_fbo(gl, &tex_info); #endif gl_next_texture_index(gl, &tex_info); if (msg) gl_render_msg(gl, msg); #if !defined(RARCH_CONSOLE) && !defined(ANDROID) context_update_window_title_func(false); #endif RARCH_PERFORMANCE_STOP(frame_run); #ifdef RARCH_CONSOLE if (!gl->block_swap) #endif context_swap_buffers_func(); #ifdef HAVE_RMENU if (gl->draw_rmenu) context_rmenu_frame_func(gl); #endif return true; } #ifndef NO_GL_FF_VERTEX static void gl_disable_client_arrays(void) { glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } #endif 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); gl_shader_deinit(); #ifndef NO_GL_FF_VERTEX gl_disable_client_arrays(); #endif glDeleteTextures(TEXTURES, gl->texture); #if defined(HAVE_PSGL) glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0); glDeleteBuffers(1, &gl->pbo); #endif #ifdef HAVE_FBO gl_deinit_fbo(gl); #endif context_destroy_func(); free(gl->empty_buf); free(gl->conv_buffer); free(gl); } static void gl_set_nonblock_state(void *data, bool state) { gl_t *gl = (gl_t*)data; RARCH_LOG("GL VSync => %s\n", state ? "off" : "on"); context_swap_interval_func(state ? 0 : 1); } static bool resolve_extensions(gl_t *gl) { #ifdef _WIN32 // Win32 GL lib doesn't have some elementary functions needed. // Need to load dynamically :( if (!load_gl_proc_win32(gl)) return false; #endif #ifdef NO_GL_CLAMP_TO_BORDER // NOTE: This will be a serious problem for some shaders. gl->border_type = GL_CLAMP_TO_EDGE; #else gl->border_type = GL_CLAMP_TO_BORDER; #endif #ifdef HAVE_OPENGLES2 if (!gl_query_extension("BGRA8888")) { RARCH_ERR("[GL]: GLES implementation does not have BGRA8888 extension.\n"); return false; } #endif #if 0 // Useful for debugging, but kinda obnoxious. const char *ext = (const char*)glGetString(GL_EXTENSIONS); if (ext) RARCH_LOG("[GL] Supported extensions: %s\n", ext); #endif return true; } static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data) { #ifdef _WIN32 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; #ifdef HAVE_OPENGLES gl->ctx_driver = gfx_ctx_init_first(GFX_CTX_OPENGL_ES_API); #else gl->ctx_driver = gfx_ctx_init_first(GFX_CTX_OPENGL_API); #endif if (!gl->ctx_driver) { free(gl); return NULL; } RARCH_LOG("Found GL context: %s\n", gl->ctx_driver->ident); context_get_video_size_func(&gl->full_x, &gl->full_y); RARCH_LOG("Detecting screen resolution %ux%u.\n", gl->full_x, gl->full_y); context_swap_interval_func(video->vsync ? 1 : 0); unsigned win_width = video->width; unsigned win_height = video->height; if (video->fullscreen && (win_width == 0) && (win_height == 0)) { win_width = gl->full_x; win_height = gl->full_y; } if (!context_set_video_mode_func(win_width, win_height, g_settings.video.force_16bit ? 15 : 0, video->fullscreen)) { free(gl); return NULL; } #ifndef RARCH_CONSOLE context_update_window_title_func(true); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #endif if (!resolve_extensions(gl)) { context_destroy_func(); free(gl); return NULL; } gl->vsync = video->vsync; gl->fullscreen = video->fullscreen; // Get real known video size, which might have been altered by context. context_get_video_size_func(&gl->win_width, &gl->win_height); RARCH_LOG("GL: Using resolution %ux%u\n", gl->win_width, gl->win_height); if (gl->full_x || gl->full_y) // We got bogus from gfx_ctx_get_video_size. Replace. { gl->full_x = gl->win_width; gl->full_y = gl->win_height; } #if defined(HAVE_RMENU) && defined(HAVE_CG) RARCH_LOG("Initializing menu shader ...\n"); gl_cg_set_menu_shader(default_paths.menu_shader_file); #endif #ifdef HAVE_GLSL gl_glsl_set_get_proc_address(gl->ctx_driver->get_proc_address); #endif if (!gl_shader_init()) { RARCH_ERR("Shader init failed.\n"); context_destroy_func(); 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_set_shader_viewport(gl, 0); gl_set_shader_viewport(gl, 1); 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->internal_fmt = video->rgb32 ? RARCH_GL_INTERNAL_FORMAT32 : RARCH_GL_INTERNAL_FORMAT16; gl->texture_type = video->rgb32 ? RARCH_GL_TEXTURE_TYPE32 : RARCH_GL_TEXTURE_TYPE16; gl->texture_fmt = video->rgb32 ? RARCH_GL_FORMAT32 : RARCH_GL_FORMAT16; gl->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); #ifndef HAVE_OPENGLES glEnable(GL_TEXTURE_2D); #endif glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords)); gl->coords.vertex = vertex_ptr; gl->coords.tex_coord = gl->tex_coords; gl->coords.color = white_color; gl->coords.lut_tex_coord = tex_coords; gl_shader_set_coords(&gl->coords, &gl->mvp); gl->tex_w = RARCH_SCALE_BASE * video->input_scale; gl->tex_h = RARCH_SCALE_BASE * video->input_scale; #if defined(HAVE_PSGL) 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(sizeof(uint32_t), gl->tex_w * gl->tex_h); #if !defined(HAVE_PSGL) gl->conv_buffer = calloc(sizeof(uint32_t), gl->tex_w * gl->tex_h); if (!gl->conv_buffer) { context_destroy_func(); free(gl); return NULL; } #endif gl_init_textures(gl, video); 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)); } context_input_driver_func(input, input_data); gl_init_font(gl, g_settings.video.font_path, g_settings.video.font_size); if (!gl_check_error()) { context_destroy_func(); free(gl); return NULL; } return gl; } static bool gl_alive(void *data) { gl_t *gl = (gl_t*)data; bool quit, resize; context_check_window_func(&quit, &resize, &gl->win_width, &gl->win_height, gl->frame_count); if (quit) gl->quitting = true; else if (resize) gl->should_resize = true; return !gl->quitting; } static bool gl_focus(void *data) { gl_t *gl = (gl_t*)data; return context_has_focus_func(); } #if defined(HAVE_XML) || defined(HAVE_CG) static bool gl_set_shader(void *data, enum rarch_shader_type type, const char *path) { gl_t *gl = (gl_t*)data; #ifdef HAVE_FBO gl_deinit_fbo(gl); glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); #endif gl_shader_deinit(); switch (type) { #ifdef HAVE_XML case RARCH_SHADER_BSNES: if (!gl_glsl_init(path)) return false; break; #endif #ifdef HAVE_CG case RARCH_SHADER_CG: if (!gl_cg_init(path)) return false; break; #endif default: RARCH_ERR("Invalid shader type in gl_set_shader().\n"); return false; } #ifdef HAVE_FBO // Set up render to texture again. gl_init_fbo(gl, gl->tex_w, gl->tex_h); #endif // Apparently need to set viewport for passes when we aren't using FBOs. gl_set_shader_viewport(gl, 0); gl_set_shader_viewport(gl, 1); return true; } #endif #ifndef NO_GL_READ_VIEWPORT static void gl_viewport_info(void *data, struct rarch_viewport *vp) { gl_t *gl = (gl_t*)data; *vp = gl->vp; } static bool gl_read_viewport(void *data, uint8_t *buffer) { gl_t *gl = (gl_t*)data; glPixelStorei(GL_PACK_ALIGNMENT, 1); #ifdef HAVE_OPENGLES glReadPixels(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height, GL_RGB, GL_UNSIGNED_BYTE, buffer); uint8_t *pixels = (uint8_t*)buffer; unsigned num_pixels = gl->vp.width * gl->vp.height; // Convert RGB to BGR. Formats are byte ordered, so just swap 1st and 3rd byte. for (unsigned i = 0; i <= num_pixels; pixels += 3, i++) { uint8_t tmp = pixels[2]; pixels[2] = pixels[0]; pixels[0] = tmp; } #else glPixelStorei(GL_PACK_ROW_LENGTH, gl->vp.width); glReadPixels(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height, GL_BGR, GL_UNSIGNED_BYTE, buffer); #endif return true; } #endif #ifdef HAVE_RMENU static void gl_init_menu(void *data) { gl_t *gl = (gl_t*)data; RARCH_LOG("Initializing menu shader...\n"); if (gl->ctx_driver->rmenu_init) context_rmenu_init_func(); } #endif #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_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM) { video_info.width = g_extern.console.screen.viewports.custom_vp.width; video_info.height = g_extern.console.screen.viewports.custom_vp.height; } driver.video_data = gl_init(&video_info, NULL, NULL); gl_t *gl = (gl_t*)driver.video_data; context_set_fbo_func(g_settings.video.fbo.enable); context_get_available_resolutions_func(); gl_init_menu(gl); #ifdef HAVE_FBO // FBO mode has to be enabled once even if FBO mode has to be // turned off if (!g_settings.video.fbo.enable) { context_apply_fbo_state_changes_func(FBO_DEINIT); context_apply_fbo_state_changes_func(FBO_INIT); context_apply_fbo_state_changes_func(FBO_DEINIT); } #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; #ifdef RARCH_CONSOLE bool should_block_swap = gl->block_swap; #endif #ifdef HAVE_RMENU bool should_draw_rmenu = gl->draw_rmenu; #endif gl_stop(); #ifdef HAVE_CG gl_cg_invalidate_context(); #endif gl_start(); #ifdef HAVE_RMENU gl->draw_rmenu = should_draw_rmenu; #endif gl->frame_count = 0; #ifdef RARCH_CONSOLE gl->block_swap = should_block_swap; SET_TIMER_EXPIRATION(gl, 30); #endif } static void gl_apply_state_changes(void) { gl_t *gl = (gl_t*)driver.video_data; gl->should_resize = true; } static void gl_set_aspect_ratio(void *data, unsigned aspectratio_index) { (void)data; gl_t *gl = driver.video_data; if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_AUTO) rarch_set_auto_viewport(g_extern.frame_cache.width, g_extern.frame_cache.height); else if(g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CORE) rarch_set_core_viewport(); g_settings.video.aspect_ratio = aspectratio_lut[g_settings.video.aspect_ratio_idx].value; g_settings.video.force_aspect = false; gl->keep_aspect = true; gl->should_resize = true; } #endif const video_driver_t video_gl = { gl_init, gl_frame, gl_set_nonblock_state, gl_alive, gl_focus, #if defined(HAVE_XML) || defined(HAVE_CG) gl_set_shader, #else NULL, #endif gl_free, "gl", #ifdef RARCH_CONSOLE gl_start, gl_stop, gl_restart, gl_apply_state_changes, gl_set_aspect_ratio, #endif gl_set_rotation, #ifndef NO_GL_READ_VIEWPORT gl_viewport_info, gl_read_viewport, #else NULL, NULL, #endif };