/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2015 - Daniel De Matteis * Copyright (C) 2012-2015 - Michael Lelli * * 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 . */ #ifdef _MSC_VER #pragma comment(lib, "opengl32") #endif #include "../../driver.h" #include "../../performance.h" #include #include "../image/image.h" #include #include "../../libretro.h" #include #include #include "../../general.h" #include "../../retroarch.h" #include #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "../gl_common.h" #include "../gfx_common.h" #include "../video_context.h" #include #ifdef HAVE_GLSL #include "../shader/shader_glsl.h" #endif #ifdef GL_DEBUG #include #endif #include "../video_shader_driver.h" /* Used for the last pass when rendering to the back buffer. */ static 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 const GLfloat white_color[] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, }; static inline unsigned get_alignment(unsigned pitch) { if (pitch & 1) return 1; if (pitch & 2) return 2; if (pitch & 4) return 4; return 8; } static inline bool gl_query_extension(gl_t *gl, const char *ext) { bool ret = false; if (gl->core_context) { #ifdef GL_NUM_EXTENSIONS GLint i, exts; exts = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &exts); for (i = 0; i < exts; i++) { const char *str = (const char*)glGetStringi(GL_EXTENSIONS, i); if (str && strstr(str, ext)) { ret = true; break; } } #endif } else { const char *str = (const char*)glGetString(GL_EXTENSIONS); ret = str && strstr(str, ext); } RARCH_LOG("Querying GL extension: %s => %s\n", ext, ret ? "exists" : "doesn't exist"); return ret; } #ifdef HAVE_OVERLAY static void gl_render_overlay(void *data); static void gl_overlay_vertex_geom(void *data, unsigned image, float x, float y, float w, float h); static void gl_overlay_tex_geom(void *data, unsigned image, float x, float y, float w, float h); #endif #define set_texture_coords(coords, xamt, yamt) \ coords[2] = xamt; \ coords[6] = xamt; \ coords[5] = yamt; \ coords[7] = yamt #if defined(HAVE_EGL) && defined(HAVE_OPENGLES2) static bool check_eglimage_proc(void) { return glEGLImageTargetTexture2DOES != NULL; } #endif #ifdef HAVE_GL_SYNC static bool check_sync_proc(gl_t *gl) { if (!gl_query_extension(gl, "ARB_sync")) return false; return glFenceSync && glDeleteSync && glClientWaitSync; } #endif #ifndef HAVE_OPENGLES static bool init_vao(gl_t *gl) { if (!gl->core_context && !gl_query_extension(gl, "ARB_vertex_array_object")) return false; if (!(glGenVertexArrays && glBindVertexArray && glDeleteVertexArrays)) return false; glGenVertexArrays(1, &gl->vao); return true; } #endif #ifdef HAVE_FBO #if defined(HAVE_PSGL) #define glGenFramebuffers glGenFramebuffersOES #define glBindFramebuffer glBindFramebufferOES #define glFramebufferTexture2D glFramebufferTexture2DOES #define glCheckFramebufferStatus glCheckFramebufferStatusOES #define glDeleteFramebuffers glDeleteFramebuffersOES #define glGenRenderbuffers glGenRenderbuffersOES #define glBindRenderbuffer glBindRenderbufferOES #define glFramebufferRenderbuffer glFramebufferRenderbufferOES #define glRenderbufferStorage glRenderbufferStorageOES #define glDeleteRenderbuffers glDeleteRenderbuffersOES #define check_fbo_proc(gl) (true) #elif !defined(HAVE_OPENGLES2) static bool check_fbo_proc(gl_t *gl) { if (!gl->core_context && !gl_query_extension(gl, "ARB_framebuffer_object")) return false; return glGenFramebuffers && glBindFramebuffer && glFramebufferTexture2D && glCheckFramebufferStatus && glDeleteFramebuffers && glGenRenderbuffers && glBindRenderbuffer && glFramebufferRenderbuffer && glRenderbufferStorage && glDeleteRenderbuffers; } #else #define check_fbo_proc(gl) (true) #endif #endif /* Shaders */ static bool gl_shader_init(gl_t *gl) { enum rarch_shader_type type; bool ret = false; const shader_backend_t *backend = NULL; const char *shader_path = (g_settings.video.shader_enable && *g_settings.video.shader_path) ? g_settings.video.shader_path : NULL; if (!gl) { RARCH_ERR("Invalid GL instance passed.\n"); return false; } type = gfx_shader_parse_type(shader_path, gl->core_context ? RARCH_SHADER_GLSL : DEFAULT_SHADER_TYPE); if (type == RARCH_SHADER_NONE) { RARCH_LOG("[GL]: Not loading any shader.\n"); return true; } switch (type) { #ifdef HAVE_CG case RARCH_SHADER_CG: RARCH_LOG("[GL]: Using Cg shader backend.\n"); backend = &gl_cg_backend; break; #endif #ifdef HAVE_GLSL case RARCH_SHADER_GLSL: RARCH_LOG("[GL]: Using GLSL shader backend.\n"); backend = &gl_glsl_backend; break; #endif default: break; } if (!backend) { RARCH_ERR("[GL]: Didn't find valid shader backend. Continuing without shaders.\n"); return true; } #ifdef HAVE_GLSL if (gl->core_context && RARCH_SHADER_CG) { RARCH_ERR("[GL]: Cg cannot be used with core GL context. Falling back to GLSL.\n"); backend = &gl_glsl_backend; shader_path = NULL; } #endif gl->shader = backend; if (gl->shader && gl->shader->init) { ret = gl->shader->init(gl, shader_path); if (!ret) { RARCH_ERR("[GL]: Failed to initialize shader, falling back to stock.\n"); ret = gl->shader->init(gl, NULL); } } return ret; } static void gl_shader_deinit(gl_t *gl) { if (gl->shader) gl->shader->deinit(); gl->shader = NULL; } #ifndef NO_GL_FF_VERTEX static void gl_disable_client_arrays(gl_t *gl) { if (!gl || gl->core_context) return; glClientActiveTexture(GL_TEXTURE1); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } #endif #ifdef IOS /* There is no default frame buffer on iOS. */ void apple_bind_game_view_fbo(void); #define gl_bind_backbuffer() apple_bind_game_view_fbo() #else #define gl_bind_backbuffer() glBindFramebuffer(RARCH_GL_FRAMEBUFFER, 0) #endif static inline GLenum min_filter_to_mag(GLenum type) { switch (type) { case GL_LINEAR_MIPMAP_LINEAR: return GL_LINEAR; case GL_NEAREST_MIPMAP_NEAREST: return GL_NEAREST; default: return type; } } static 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; } #ifdef HAVE_FBO static void gl_shader_scale(gl_t *gl, unsigned idx, struct gfx_fbo_scale *scale) { scale->valid = false; gl->shader->shader_scale(idx, scale); } /* Compute FBO geometry. * When width/height changes or window sizes change, * we have to recalculate geometry of our FBO. */ static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height, unsigned vp_width, unsigned vp_height) { int i; bool size_modified = false; GLint max_size = 0; unsigned last_width = width; unsigned last_height = height; unsigned last_max_width = gl->tex_w; unsigned last_max_height = gl->tex_h; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size); /* Calculate viewports for FBOs. */ for (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; } 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; } 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) { int i; GLuint base_filt = g_settings.video.smooth ? GL_LINEAR : GL_NEAREST; GLuint base_mip_filt = g_settings.video.smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST; glGenTextures(gl->fbo_pass, gl->fbo_texture); for (i = 0; i < gl->fbo_pass; i++) { glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]); bool mipmapped = gl->shader->mipmap_input(i + 2); GLenum min_filter = mipmapped ? base_mip_filt : base_filt; bool smooth = false; if (gl->shader->filter_type(i + 2, &smooth)) min_filter = mipmapped ? (smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) : (smooth ? GL_LINEAR : GL_NEAREST); GLenum mag_filter = min_filter_to_mag(min_filter); enum gfx_wrap_type wrap = gl->shader->wrap_type(i + 2); GLenum wrap_enum = gl_wrap_type_to_enum(wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_enum); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_enum); bool fp_fbo = gl->fbo_scale[i].fp_fbo; bool srgb_fbo = gl->fbo_scale[i].srgb_fbo; if (fp_fbo) { if (!gl->has_fp_fbo) RARCH_ERR("[GL]: Floating-point FBO was requested, but is not supported. Falling back to UNORM. Result may band/clip/etc.!\n"); } else if (srgb_fbo) { if (!gl->has_srgb_fbo) RARCH_ERR("[GL]: sRGB FBO was requested, but it is not supported. Falling back to UNORM. Result may have banding!\n"); } if (g_settings.video.force_srgb_disable) srgb_fbo = false; #ifndef HAVE_OPENGLES2 if (fp_fbo && gl->has_fp_fbo) { RARCH_LOG("[GL]: FBO pass #%d is floating-point.\n", i); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_RGBA, GL_FLOAT, NULL); } else #endif { #ifndef HAVE_OPENGLES if (srgb_fbo && gl->has_srgb_fbo) { RARCH_LOG("[GL]: FBO pass #%d is sRGB.\n", i); #ifdef HAVE_OPENGLES2 /* EXT defines are same as core GLES3 defines, * but GLES3 variant requires different arguments. */ glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB_ALPHA_EXT, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, gl->has_srgb_fbo_gles3 ? GL_RGBA : GL_SRGB_ALPHA_EXT, GL_UNSIGNED_BYTE, NULL); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8_ALPHA8, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); #endif } else #endif { #ifdef HAVE_OPENGLES2 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); #else /* Avoid potential performance * reductions on particular platforms. */ 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); #endif } } } glBindTexture(GL_TEXTURE_2D, 0); } static bool gl_create_fbo_targets(gl_t *gl) { int i; if (!gl) return false; glBindTexture(GL_TEXTURE_2D, 0); glGenFramebuffers(gl->fbo_pass, gl->fbo); for (i = 0; i < gl->fbo_pass; i++) { glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[i]); glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER, RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0); GLenum status = glCheckFramebufferStatus(RARCH_GL_FRAMEBUFFER); if (status != RARCH_GL_FRAMEBUFFER_COMPLETE) goto error; } return true; error: glDeleteFramebuffers(gl->fbo_pass, gl->fbo); RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n"); return false; } static void gl_deinit_fbo(gl_t *gl) { if (!gl->fbo_inited) return; glDeleteTextures(gl->fbo_pass, gl->fbo_texture); glDeleteFramebuffers(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->fbo_pass = 0; } /* Set up render to texture. */ static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height) { int i; if (!gl || gl->shader->num_shaders() == 0) return; struct gfx_fbo_scale scale, scale_last; gl_shader_scale(gl, 1, &scale); gl_shader_scale(gl, gl->shader->num_shaders(), &scale_last); /* we always want FBO to be at least initialized on startup for consoles */ if (gl->shader->num_shaders() == 1 && !scale.valid) return; if (!check_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_shaders() - 1; if (scale_last.valid) gl->fbo_pass++; if (!scale.valid) { scale.scale_x = 1.0f; scale.scale_y = 1.0f; scale.type_x = scale.type_y = RARCH_SCALE_INPUT; scale.valid = true; } gl->fbo_scale[0] = scale; for (i = 1; i < gl->fbo_pass; i++) { gl_shader_scale(gl, 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 (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("[GL]: 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); RARCH_ERR("Failed to create FBO targets. Will continue without FBO.\n"); return; } gl->fbo_inited = true; } #ifndef HAVE_GCMGL static void gl_deinit_hw_render(gl_t *gl) { if (!gl) return; context_bind_hw_render(gl, true); if (gl->hw_render_fbo_init) glDeleteFramebuffers(gl->textures, gl->hw_render_fbo); if (gl->hw_render_depth_init) glDeleteRenderbuffers(gl->textures, gl->hw_render_depth); gl->hw_render_fbo_init = false; context_bind_hw_render(gl, false); } static bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height) { unsigned i; bool depth = false, stencil = false; GLint max_fbo_size = 0, max_renderbuffer_size = 0; /* We can only share texture objects through contexts. * FBOs are "abstract" objects and are not shared. */ context_bind_hw_render(gl, true); RARCH_LOG("[GL]: Initializing HW render (%u x %u).\n", width, height); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_fbo_size); glGetIntegerv(RARCH_GL_MAX_RENDERBUFFER_SIZE, &max_renderbuffer_size); RARCH_LOG("[GL]: Max texture size: %d px, renderbuffer size: %u px.\n", max_fbo_size, max_renderbuffer_size); if (!check_fbo_proc(gl)) return false; glBindTexture(GL_TEXTURE_2D, 0); glGenFramebuffers(gl->textures, gl->hw_render_fbo); depth = g_extern.system.hw_render_callback.depth; stencil = g_extern.system.hw_render_callback.stencil; #ifdef HAVE_OPENGLES2 if (stencil && !gl_query_extension(gl, "OES_packed_depth_stencil")) return false; #endif if (depth) { glGenRenderbuffers(gl->textures, gl->hw_render_depth); gl->hw_render_depth_init = true; } for (i = 0; i < gl->textures; i++) { glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->hw_render_fbo[i]); glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER, RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->texture[i], 0); if (depth) { glBindRenderbuffer(RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]); glRenderbufferStorage(RARCH_GL_RENDERBUFFER, stencil ? RARCH_GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT16, width, height); glBindRenderbuffer(RARCH_GL_RENDERBUFFER, 0); if (stencil) { #if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGLES1) || defined(OSX_PPC) /* GLES2 is a bit weird, as always. * There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL. */ glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, RARCH_GL_DEPTH_ATTACHMENT, RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]); glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, RARCH_GL_STENCIL_ATTACHMENT, RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]); #else /* We use ARB FBO extensions, no need to check. */ glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]); #endif } else { glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, RARCH_GL_DEPTH_ATTACHMENT, RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]); } } GLenum status = glCheckFramebufferStatus(RARCH_GL_FRAMEBUFFER); if (status != RARCH_GL_FRAMEBUFFER_COMPLETE) { RARCH_ERR("[GL]: Failed to create HW render FBO #%u, error: 0x%u.\n", i, (unsigned)status); return false; } } gl_bind_backbuffer(); gl->hw_render_fbo_init = true; context_bind_hw_render(gl, false); return true; } #endif #endif static void gl_set_projection(gl_t *gl, struct gl_ortho *ortho, bool allow_rotate) { math_matrix_4x4 rot; /* Calculate projection. */ matrix_4x4_ortho(&gl->mvp_no_rot, ortho->left, ortho->right, ortho->bottom, ortho->top, ortho->znear, ortho->zfar); if (!allow_rotate) { gl->mvp = gl->mvp_no_rot; return; } matrix_4x4_rotate_z(&rot, M_PI * gl->rotation / 180.0f); matrix_4x4_multiply(&gl->mvp, &rot, &gl->mvp_no_rot); } void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate) { int x = 0, y = 0; float device_aspect = (float)width / height; struct gl_ortho ortho = {0, 1, 0, 1, -1, 1}; if (gl->ctx_driver->translate_aspect) device_aspect = gl->ctx_driver->translate_aspect(gl, width, height); if (g_settings.video.scale_integer && !force_full) { gfx_scale_integer(&gl->vp, width, height, g_extern.system.aspect_ratio, gl->keep_aspect); width = gl->vp.width; height = gl->vp.height; } else if (gl->keep_aspect && !force_full) { float delta; float desired_aspect = g_extern.system.aspect_ratio; #if defined(HAVE_MENU) if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM) { const struct rarch_viewport *custom = (const struct rarch_viewport*) &g_extern.console.screen.viewports.custom_vp; /* GL has bottom-left origin viewport. */ x = custom->x; y = gl->win_height - custom->y - custom->height; width = custom->width; height = custom->height; } else #endif { if (fabsf(device_aspect - desired_aspect) < 0.0001f) { /* 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 - 1.0f) / 2.0f + 0.5f; x = (int)roundf(width * (0.5f - delta)); width = (unsigned)roundf(2.0f * width * delta); } else { delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f; y = (int)roundf(height * (0.5f - delta)); height = (unsigned)roundf(2.0f * height * delta); } } gl->vp.x = x; gl->vp.y = y; gl->vp.width = width; gl->vp.height = height; } else { gl->vp.x = gl->vp.y = 0; gl->vp.width = width; gl->vp.height = height; } #if defined(RARCH_MOBILE) /* In portrait mode, we want viewport to gravitate to top of screen. */ if (device_aspect < 1.0f) gl->vp.y *= 2; #endif glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.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; } #if 0 RARCH_LOG("Setting viewport @ %ux%u\n", width, height); #endif } static void gl_set_rotation(void *data, unsigned rotation) { gl_t *gl = (gl_t*)data; struct gl_ortho ortho = {0, 1, 0, 1, -1, 1}; if (!gl) return; 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]); glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[0]); 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. */ gl->coords.vertex = vertexes; #if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES) if (gl->has_srgb_fbo) glEnable(GL_FRAMEBUFFER_SRGB); #endif } /* On resize, we might have to recreate our FBOs * due to "Viewport" scale, and set a new viewport. */ static void gl_check_fbo_dimensions(gl_t *gl) { int i; /* Check if we have to recreate our FBO textures. */ for (i = 0; i < gl->fbo_pass; i++) { 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) { /* Check proactively since we might suddently * get sizes of tex_w width or tex_h 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; glBindFramebuffer(RARCH_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); glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER, RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0); GLenum status = glCheckFramebufferStatus(RARCH_GL_FRAMEBUFFER); if (status != RARCH_GL_FRAMEBUFFER_COMPLETE) RARCH_WARN("Failed to reinitialize FBO texture.\n"); RARCH_LOG("[GL]: 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) { 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]; int i; GLfloat xamt, yamt; unsigned fbo_tex_info_cnt = 0; GLfloat fbo_tex_coords[8] = {0.0f}; /* Render the rest of our passes. */ gl->coords.tex_coord = fbo_tex_coords; /* Calculate viewports, texture coordinates etc, * and render all passes from FBOs, to another FBO. */ for (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]; xamt = (GLfloat)prev_rect->img_width / prev_rect->width; 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)); fbo_tex_info_cnt++; glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[i]); gl->shader->use(gl, i + 1); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]); if (gl->shader->mipmap_input(i + 1)) glGenerateMipmap(GL_TEXTURE_2D); 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(gl, prev_rect->img_width, prev_rect->img_height, prev_rect->width, prev_rect->height, gl->vp.width, gl->vp.height, g_extern.frame_count, tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt); gl->coords.vertices = 4; gl->shader->set_coords(&gl->coords); gl->shader->set_mvp(gl, &gl->mvp); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } #if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES) if (gl->has_srgb_fbo) glDisable(GL_FRAMEBUFFER_SRGB); #endif /* Render our last FBO texture directly to screen. */ prev_rect = &gl->fbo_rect[gl->fbo_pass - 1]; xamt = (GLfloat)prev_rect->img_width / prev_rect->width; yamt = (GLfloat)prev_rect->img_height / prev_rect->height; set_texture_coords(fbo_tex_coords, xamt, yamt); /* Push final FBO to list. */ fbo_info = &fbo_tex_info[gl->fbo_pass - 1]; fbo_info->tex = gl->fbo_texture[gl->fbo_pass - 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)); fbo_tex_info_cnt++; /* Render our FBO texture to back buffer. */ gl_bind_backbuffer(); gl->shader->use(gl, gl->fbo_pass + 1); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]); if (gl->shader->mipmap_input(gl->fbo_pass + 1)) glGenerateMipmap(GL_TEXTURE_2D); glClear(GL_COLOR_BUFFER_BIT); gl_set_viewport(gl, gl->win_width, gl->win_height, false, true); gl->shader->set_params(gl, prev_rect->img_width, prev_rect->img_height, prev_rect->width, prev_rect->height, gl->vp.width, gl->vp.height, g_extern.frame_count, tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt); gl->coords.vertex = gl->vertex_ptr; gl->coords.vertices = 4; gl->shader->set_coords(&gl->coords); gl->shader->set_mvp(gl, &gl->mvp); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); gl->coords.tex_coord = gl->tex_info.coord; } #endif static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsigned pitch, bool clear) { bool set_coords = false; if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf) { /* Resolution change. Need to clear out texture. */ gl->last_width[gl->tex_index] = width; gl->last_height[gl->tex_index] = height; if (clear) { glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(width * sizeof(uint32_t))); #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 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, gl->tex_w, gl->tex_h, gl->texture_type, gl->texture_fmt, gl->empty_buf); #endif } set_coords = true; } else if ((width != gl->last_width[(gl->tex_index + gl->textures - 1) % gl->textures]) || (height != gl->last_height[(gl->tex_index + gl->textures - 1) % gl->textures])) { /* We might have used different texture coordinates * last frame. Edge case if resolution changes very rapidly. */ set_coords = true; } if (set_coords) { GLfloat xamt = (GLfloat)width / gl->tex_w; GLfloat yamt = (GLfloat)height / gl->tex_h; set_texture_coords(gl->tex_info.coord, xamt, yamt); } } /* It is *much* faster (order of magnitude 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 #ifdef HAVE_OPENGLES2 static inline void gl_convert_frame_argb8888_abgr8888(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_ARGB8888; gl->scaler.out_fmt = SCALER_FMT_ABGR8888; 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 static void gl_init_textures_data(gl_t *gl) { unsigned i; for (i = 0; i < gl->textures; i++) { gl->last_width[i] = gl->tex_w; gl->last_height[i] = gl->tex_h; } for (i = 0; i < gl->textures; i++) { gl->prev_info[i].tex = gl->texture[0]; 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)); } } static void gl_init_textures(gl_t *gl, const video_info_t *video) { unsigned i; #if defined(HAVE_EGL) && defined(HAVE_OPENGLES2) // Use regular textures if we use HW render. gl->egl_images = !gl->hw_render_use && check_eglimage_proc() && gl->ctx_driver->init_egl_image_buffer && gl->ctx_driver->init_egl_image_buffer(gl, video); #else (void)video; #endif #ifdef HAVE_PSGL if (!gl->pbo) 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 * gl->textures, NULL, GL_STREAM_DRAW); #endif GLenum internal_fmt = gl->internal_fmt; #ifndef HAVE_PSGL GLenum texture_type = gl->texture_type; GLenum texture_fmt = gl->texture_fmt; #endif #ifdef HAVE_OPENGLES2 /* GLES is picky about which format we use here. * Without extensions, we can *only* render to 16-bit FBOs. */ if (gl->hw_render_use && gl->base_size == sizeof(uint32_t)) { bool support_argb = gl_query_extension(gl, "OES_rgb8_rgba8") || gl_query_extension(gl, "ARM_argb8"); if (support_argb) { internal_fmt = GL_RGBA; texture_type = GL_RGBA; texture_fmt = GL_UNSIGNED_BYTE; } else { RARCH_WARN("[GL]: 32-bit FBO not supported. Falling back to 16-bit.\n"); internal_fmt = GL_RGB; texture_type = GL_RGB; texture_fmt = GL_UNSIGNED_SHORT_5_6_5; } } #endif glGenTextures(gl->textures, gl->texture); for (i = 0; i < gl->textures; i++) { glBindTexture(GL_TEXTURE_2D, gl->texture[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->wrap_mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->wrap_mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_mag_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_min_filter); #ifdef HAVE_PSGL glTextureReferenceSCE(GL_TEXTURE_2D, 1, gl->tex_w, gl->tex_h, 0, internal_fmt, gl->tex_w * gl->base_size, gl->tex_w * gl->tex_h * i * gl->base_size); #else if (gl->egl_images) continue; glTexImage2D(GL_TEXTURE_2D, 0, internal_fmt, gl->tex_w, gl->tex_h, 0, texture_type, texture_fmt, gl->empty_buf ? gl->empty_buf : NULL); #endif } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); } static inline void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch) { RARCH_PERFORMANCE_INIT(copy_frame); RARCH_PERFORMANCE_START(copy_frame); #if defined(HAVE_OPENGLES2) #if defined(HAVE_EGL) if (gl->egl_images) { EGLImageKHR img = 0; bool new_egl = gl->ctx_driver->write_egl_image(gl, 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) glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)img); } else #endif { glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(width * gl->base_size)); /* Fallback for GLES devices without GL_BGRA_EXT. */ if (gl->base_size == 4 && driver.gfx_use_rgba) { gl_convert_frame_argb8888_abgr8888(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 if (gl->support_unpack_row_length) { 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); } else { /* No GL_UNPACK_ROW_LENGTH. */ const GLvoid *data_buf = frame; unsigned pitch_width = pitch / gl->base_size; if (width != pitch_width) { /* Slow path - conv_buffer is preallocated * just in case we hit this path. */ unsigned h; const unsigned line_bytes = width * gl->base_size; uint8_t *dst = (uint8_t*)gl->conv_buffer; const uint8_t *src = (const uint8_t*)frame; for (h = 0; h < height; h++, src += pitch, dst += line_bytes) memcpy(dst, src, line_bytes); data_buf = gl->conv_buffer; } glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, gl->texture_type, gl->texture_fmt, data_buf); } } #elif defined(HAVE_PSGL) unsigned h; 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_READ_WRITE) + buffer_addr; for (h = 0; h < height; h++, buffer += buffer_stride, frame_copy += pitch) memcpy(buffer, frame_copy, frame_copy_size); glUnmapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE); #else const GLvoid *data_buf = frame; glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch)); if (gl->base_size == 2 && !gl->have_es2_compat) { /* Convert to 32-bit textures on desktop GL. */ gl_convert_frame_rgb16_32(gl, gl->conv_buffer, frame, width, height, pitch); data_buf = 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, data_buf); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); #endif RARCH_PERFORMANCE_STOP(copy_frame); } static inline void gl_set_prev_texture(gl_t *gl, const struct gl_tex_info *tex_info) { memmove(gl->prev_info + 1, gl->prev_info, sizeof(*tex_info) * (gl->textures - 1)); memcpy(&gl->prev_info[0], tex_info, sizeof(*tex_info)); } static inline void gl_set_shader_viewport(gl_t *gl, unsigned shader) { gl->shader->use(gl, shader); gl_set_viewport(gl, gl->win_width, gl->win_height, false, true); } #if defined(HAVE_GL_ASYNC_READBACK) && defined(HAVE_MENU) static void gl_pbo_async_readback(gl_t *gl) { glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index++]); gl->pbo_readback_index &= 3; /* 4 frames back, we can readback. */ gl->pbo_readback_valid[gl->pbo_readback_index] = true; glPixelStorei(GL_PACK_ROW_LENGTH, 0); glPixelStorei(GL_PACK_ALIGNMENT, get_alignment(gl->vp.width * sizeof(uint32_t))); /* Read asynchronously into PBO buffer. */ RARCH_PERFORMANCE_INIT(async_readback); RARCH_PERFORMANCE_START(async_readback); glReadBuffer(GL_BACK); #ifdef HAVE_OPENGLES3 glReadPixels(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height, GL_RGBA, GL_UNSIGNED_BYTE, NULL); #else glReadPixels(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); #endif RARCH_PERFORMANCE_STOP(async_readback); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); } #endif #if defined(HAVE_MENU) static inline void gl_draw_texture(gl_t *gl) { const GLfloat color[] = { 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, }; if (!gl->menu_texture) return; gl->coords.vertex = vertexes_flipped; gl->coords.tex_coord = tex_coords; gl->coords.color = color; glBindTexture(GL_TEXTURE_2D, gl->menu_texture); gl->shader->use(gl, GL_SHADER_STOCK_BLEND); gl->coords.vertices = 4; gl->shader->set_coords(&gl->coords); gl->shader->set_mvp(gl, &gl->mvp_no_rot); glEnable(GL_BLEND); if (gl->menu_texture_full_screen) { glViewport(0, 0, gl->win_width, gl->win_height); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height); } else glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); gl->coords.vertex = gl->vertex_ptr; gl->coords.tex_coord = gl->tex_info.coord; gl->coords.color = gl->white_color_ptr; } #endif static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { gl_t *gl = (gl_t*)data; RARCH_PERFORMANCE_INIT(frame_run); RARCH_PERFORMANCE_START(frame_run); if (!gl) return true; context_bind_hw_render(gl, false); #ifndef HAVE_OPENGLES if (gl->core_context) glBindVertexArray(gl->vao); #endif gl->shader->use(gl, 1); #ifdef IOS /* Apparently the viewport is lost each frame, thanks Apple. */ gl_set_viewport(gl, gl->win_width, gl->win_height, false, true); #endif #ifdef HAVE_FBO /* 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); gl_start_frame_fbo(gl); } #endif if (gl->should_resize) { gl->should_resize = false; gl->ctx_driver->set_resize(gl, gl->win_width, gl->win_height); #ifdef HAVE_FBO if (gl->fbo_inited) { gl_check_fbo_dimensions(gl); /* Go back to what we're supposed to do, * render to FBO #0. */ gl_start_frame_fbo(gl); } else #endif gl_set_viewport(gl, gl->win_width, gl->win_height, false, true); } gl->tex_index = frame ? ((gl->tex_index + 1) % gl->textures) : (gl->tex_index); glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); /* Can be NULL for frame dupe / NULL render. */ if (frame) { #ifdef HAVE_FBO if (!gl->hw_render_fbo_init) #endif { gl_update_input_size(gl, width, height, pitch, true); gl_copy_frame(gl, frame, width, height, pitch); } /* No point regenerating mipmaps * if there are no new frames. */ if (gl->tex_mipmap) glGenerateMipmap(GL_TEXTURE_2D); } /* Have to reset rendering state which libretro core * could easily have overridden. */ #ifdef HAVE_FBO if (gl->hw_render_fbo_init) { gl_update_input_size(gl, width, height, pitch, false); if (!gl->fbo_inited) { gl_bind_backbuffer(); gl_set_viewport(gl, gl->win_width, gl->win_height, false, true); } #ifndef HAVE_OPENGLES if (!gl->core_context) glEnable(GL_TEXTURE_2D); #endif glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_CULL_FACE); glDisable(GL_DITHER); glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } #endif gl->tex_info.tex = gl->texture[gl->tex_index]; gl->tex_info.input_size[0] = width; gl->tex_info.input_size[1] = height; gl->tex_info.tex_size[0] = gl->tex_w; gl->tex_info.tex_size[1] = gl->tex_h; glClear(GL_COLOR_BUFFER_BIT); gl->shader->set_params(gl, width, height, gl->tex_w, gl->tex_h, gl->vp.width, gl->vp.height, g_extern.frame_count, &gl->tex_info, gl->prev_info, NULL, 0); gl->coords.vertices = 4; gl->shader->set_coords(&gl->coords); gl->shader->set_mvp(gl, &gl->mvp); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); #ifdef HAVE_FBO if (gl->fbo_inited) gl_frame_fbo(gl, &gl->tex_info); #endif gl_set_prev_texture(gl, &gl->tex_info); #if defined(HAVE_MENU) if (g_extern.is_menu && driver.menu_ctx && driver.menu_ctx->frame) driver.menu_ctx->frame(); if (gl->menu_texture_enable) gl_draw_texture(gl); #endif if (msg && gl->font_driver && gl->font_handle) gl->font_driver->render_msg(gl->font_handle, msg, NULL); #ifdef HAVE_OVERLAY if (gl->overlay_enable) gl_render_overlay(gl); #endif gl->ctx_driver->update_window_title(gl); RARCH_PERFORMANCE_STOP(frame_run); #ifdef HAVE_FBO /* Reset state which could easily mess up libretro core. */ if (gl->hw_render_fbo_init) { gl->shader->use(gl, 0); glBindTexture(GL_TEXTURE_2D, 0); #ifndef NO_GL_FF_VERTEX gl_disable_client_arrays(gl); #endif } #endif #ifndef NO_GL_READ_PIXELS /* Screenshots. */ if (gl->readback_buffer_screenshot) { glPixelStorei(GL_PACK_ALIGNMENT, 4); #ifndef HAVE_OPENGLES glPixelStorei(GL_PACK_ROW_LENGTH, 0); glReadBuffer(GL_BACK); #endif glReadPixels(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height, GL_RGBA, GL_UNSIGNED_BYTE, gl->readback_buffer_screenshot); } #ifdef HAVE_GL_ASYNC_READBACK #ifdef HAVE_MENU /* Don't readback if we're in menu mode. */ else if (gl->pbo_readback_enable && !gl->menu_texture_enable) gl_pbo_async_readback(gl); #endif #endif #endif /* Disable BFI during fast forward, slow-motion, * and pause to prevent flicker. */ if (g_settings.video.black_frame_insertion && !driver.nonblock_state && !g_extern.is_slowmotion && !g_extern.is_paused) { gl->ctx_driver->swap_buffers(gl); glClear(GL_COLOR_BUFFER_BIT); } gl->ctx_driver->swap_buffers(gl); g_extern.frame_count++; #ifdef HAVE_GL_SYNC if (g_settings.video.hard_sync && gl->have_sync) { RARCH_PERFORMANCE_INIT(gl_fence); RARCH_PERFORMANCE_START(gl_fence); glClear(GL_COLOR_BUFFER_BIT); gl->fences[gl->fence_count++] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); while (gl->fence_count > g_settings.video.hard_sync_frames) { glClientWaitSync(gl->fences[0], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000); glDeleteSync(gl->fences[0]); gl->fence_count--; memmove(gl->fences, gl->fences + 1, gl->fence_count * sizeof(GLsync)); } RARCH_PERFORMANCE_STOP(gl_fence); } #endif #ifndef HAVE_OPENGLES if (gl->core_context) glBindVertexArray(0); #endif context_bind_hw_render(gl, true); return true; } #ifdef HAVE_OVERLAY static void gl_free_overlay(gl_t *gl) { if (!gl) return; glDeleteTextures(gl->overlays, gl->overlay_tex); free(gl->overlay_tex); free(gl->overlay_vertex_coord); free(gl->overlay_tex_coord); free(gl->overlay_color_coord); gl->overlay_tex = NULL; gl->overlay_vertex_coord = NULL; gl->overlay_tex_coord = NULL; gl->overlay_color_coord = NULL; gl->overlays = 0; } #endif static void gl_free(void *data) { gl_t *gl = (gl_t*)data; if (!gl) return; context_bind_hw_render(gl, false); #ifdef HAVE_GL_SYNC if (gl->have_sync) { unsigned i; for (i = 0; i < gl->fence_count; i++) { glClientWaitSync(gl->fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000); glDeleteSync(gl->fences[i]); } gl->fence_count = 0; } #endif if (gl->font_driver && gl->font_handle) gl->font_driver->free(gl->font_handle); gl_shader_deinit(gl); #ifndef NO_GL_FF_VERTEX gl_disable_client_arrays(gl); #endif glDeleteTextures(gl->textures, gl->texture); #if defined(HAVE_MENU) if (gl->menu_texture) glDeleteTextures(1, &gl->menu_texture); #endif #ifdef HAVE_OVERLAY gl_free_overlay(gl); #endif #if defined(HAVE_PSGL) glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0); glDeleteBuffers(1, &gl->pbo); #endif scaler_ctx_gen_reset(&gl->scaler); #ifdef HAVE_GL_ASYNC_READBACK if (gl->pbo_readback_enable) { glDeleteBuffers(4, gl->pbo_readback); scaler_ctx_gen_reset(&gl->pbo_readback_scaler); } #endif #ifdef HAVE_FBO gl_deinit_fbo(gl); #ifndef HAVE_GCMGL gl_deinit_hw_render(gl); #endif #endif #ifndef HAVE_OPENGLES if (gl->core_context) { glBindVertexArray(0); glDeleteVertexArrays(1, &gl->vao); } #endif gl->ctx_driver->destroy(gl); 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; if (!gl) return; RARCH_LOG("[GL]: VSync => %s\n", state ? "off" : "on"); context_bind_hw_render(gl, false); gl->ctx_driver->swap_interval(gl, state ? 0 : g_settings.video.swap_interval); context_bind_hw_render(gl, true); } static bool resolve_extensions(gl_t *gl) { #ifndef HAVE_OPENGLES gl->core_context = (g_extern.system.hw_render_callback.context_type == RETRO_HW_CONTEXT_OPENGL_CORE); if (gl->core_context) { RARCH_LOG("[GL]: Using Core GL context.\n"); if (!init_vao(gl)) { RARCH_ERR("[GL]: Failed to initialize VAOs.\n"); return false; } } /* GL_RGB565 internal format support. * Even though ES2 support is claimed, the format * is not supported on older ATI catalyst drivers. * * The speed gain from using GL_RGB565 is worth * adding some workarounds for. */ const char *vendor = (const char*)glGetString(GL_VENDOR); const char *renderer = (const char*)glGetString(GL_RENDERER); if (vendor && renderer && (strstr(vendor, "ATI") || strstr(renderer, "ATI"))) RARCH_LOG("[GL]: ATI card detected, skipping check for GL_RGB565 support.\n"); else gl->have_es2_compat = gl_query_extension(gl, "ARB_ES2_compatibility"); #endif #ifdef HAVE_GL_SYNC gl->have_sync = check_sync_proc(gl); if (gl->have_sync && g_settings.video.hard_sync) RARCH_LOG("[GL]: Using ARB_sync to reduce latency.\n"); #endif driver.gfx_use_rgba = false; #ifdef HAVE_OPENGLES2 /* There are both APPLE and EXT variants. */ if (gl_query_extension(gl, "BGRA8888")) RARCH_LOG("[GL]: BGRA8888 extension found for GLES.\n"); else { driver.gfx_use_rgba = true; RARCH_WARN("[GL]: GLES implementation does not have BGRA8888 extension.\n" "32-bit path will require conversion.\n"); } bool gles3 = false; const char *version = (const char*)glGetString(GL_VERSION); unsigned gles_major = 0, gles_minor = 0; /* This format is mandated by GLES. */ if (version && sscanf(version, "OpenGL ES %u.%u", &gles_major, &gles_minor) == 2 && gles_major >= 3) { RARCH_LOG("[GL]: GLES3 or newer detected. Auto-enabling some extensions.\n"); gles3 = true; } /* GLES3 has unpack_subimage and sRGB in core. */ gl->support_unpack_row_length = gles3; if (!gles3 && gl_query_extension(gl, "GL_EXT_unpack_subimage")) { RARCH_LOG("[GL]: Extension GL_EXT_unpack_subimage, can copy textures faster using UNPACK_ROW_LENGTH.\n"); gl->support_unpack_row_length = true; } /* No extensions for float FBO currently. */ gl->has_srgb_fbo = gles3 || gl_query_extension(gl, "EXT_sRGB"); gl->has_srgb_fbo_gles3 = gles3; #else #ifdef HAVE_FBO /* Float FBO is core in 3.2. */ #ifdef HAVE_GCMGL gl->has_fp_fbo = false; /* FIXME - rewrite GL implementation */ #else gl->has_fp_fbo = gl->core_context || gl_query_extension(gl, "ARB_texture_float"); #endif gl->has_srgb_fbo = gl->core_context || (gl_query_extension(gl, "EXT_texture_sRGB") && gl_query_extension(gl, "ARB_framebuffer_sRGB")); #endif #endif #ifdef HAVE_FBO if (g_settings.video.force_srgb_disable) gl->has_srgb_fbo = false; #endif #ifdef GL_DEBUG /* Useful for debugging, but kinda obnoxious otherwise. */ RARCH_LOG("[GL]: Supported extensions:\n"); if (gl->core_context) { #ifdef GL_NUM_EXTENSIONS GLint exts = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &exts); for (GLint i = 0; i < exts; i++) { const char *ext = (const char*)glGetStringi(GL_EXTENSIONS, i); if (ext) RARCH_LOG("\t%s\n", ext); } #endif } else { const char *ext = (const char*)glGetString(GL_EXTENSIONS); if (ext) { size_t i; struct string_list *list = string_split(ext, " "); for (i = 0; i < list->size; i++) RARCH_LOG("\t%s\n", list->elems[i].data); string_list_free(list); } } #endif return true; } static inline void gl_set_texture_fmts(gl_t *gl, bool rgb32) { gl->internal_fmt = rgb32 ? RARCH_GL_INTERNAL_FORMAT32 : RARCH_GL_INTERNAL_FORMAT16; gl->texture_type = rgb32 ? RARCH_GL_TEXTURE_TYPE32 : RARCH_GL_TEXTURE_TYPE16; gl->texture_fmt = rgb32 ? RARCH_GL_FORMAT32 : RARCH_GL_FORMAT16; gl->base_size = rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); if (driver.gfx_use_rgba && rgb32) { gl->internal_fmt = GL_RGBA; gl->texture_type = GL_RGBA; } #ifndef HAVE_OPENGLES if (!rgb32 && gl->have_es2_compat) { RARCH_LOG("[GL]: Using GL_RGB565 for texture uploads.\n"); gl->internal_fmt = RARCH_GL_INTERNAL_FORMAT16_565; gl->texture_type = RARCH_GL_TEXTURE_TYPE16_565; gl->texture_fmt = RARCH_GL_FORMAT16_565; } #endif } #ifdef HAVE_GL_ASYNC_READBACK static void gl_init_pbo_readback(gl_t *gl) { unsigned i; struct scaler_ctx *scaler = NULL; (void)scaler; /* Only bother with this if we're doing GPU recording. * Check g_extern.recording_enable and not * driver.recording_data, because recording is * not initialized yet. */ gl->pbo_readback_enable = g_settings.video.gpu_record && g_extern.recording_enable; if (!gl->pbo_readback_enable) return; RARCH_LOG("[GL]: Async PBO readback enabled.\n"); glGenBuffers(4, gl->pbo_readback); for (i = 0; i < 4; i++) { glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[i]); glBufferData(GL_PIXEL_PACK_BUFFER, gl->vp.width * gl->vp.height * sizeof(uint32_t), NULL, GL_STREAM_READ); } glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); #ifndef HAVE_OPENGLES3 scaler = &gl->pbo_readback_scaler; scaler->in_width = gl->vp.width; scaler->in_height = gl->vp.height; scaler->out_width = gl->vp.width; scaler->out_height = gl->vp.height; scaler->in_stride = gl->vp.width * sizeof(uint32_t); scaler->out_stride = gl->vp.width * 3; scaler->in_fmt = SCALER_FMT_ARGB8888; scaler->out_fmt = SCALER_FMT_BGR24; scaler->scaler_type = SCALER_TYPE_POINT; if (!scaler_ctx_gen_filter(scaler)) { gl->pbo_readback_enable = false; RARCH_ERR("Failed to initialize pixel conversion for PBO.\n"); glDeleteBuffers(4, gl->pbo_readback); } #endif } #endif static const gfx_ctx_driver_t *gl_get_context(gl_t *gl) { const struct retro_hw_render_callback *cb = (const struct retro_hw_render_callback*) &g_extern.system.hw_render_callback; unsigned major = cb->version_major; unsigned minor = cb->version_minor; #ifdef HAVE_OPENGLES enum gfx_ctx_api api = GFX_CTX_OPENGL_ES_API; const char *api_name = "OpenGL ES 2.0"; #ifdef HAVE_OPENGLES3 if (cb->context_type == RETRO_HW_CONTEXT_OPENGLES3) { major = 3; minor = 0; api_name = "OpenGL ES 3.0"; } else if (cb->context_type == RETRO_HW_CONTEXT_OPENGLES_VERSION) api_name = "OpenGL ES 3.1+"; #endif #else enum gfx_ctx_api api = GFX_CTX_OPENGL_API; const char *api_name = "OpenGL"; #endif (void)api_name; gl->shared_context_use = g_settings.video.shared_context && cb->context_type != RETRO_HW_CONTEXT_NONE; return gfx_ctx_init_first(gl, g_settings.video.context_driver, api, major, minor, gl->shared_context_use); } #ifdef GL_DEBUG #ifdef HAVE_OPENGLES2 #define DEBUG_CALLBACK_TYPE GL_APIENTRY #define GL_DEBUG_SOURCE_API GL_DEBUG_SOURCE_API_KHR #define GL_DEBUG_SOURCE_WINDOW_SYSTEM GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR #define GL_DEBUG_SOURCE_SHADER_COMPILER GL_DEBUG_SOURCE_SHADER_COMPILER_KHR #define GL_DEBUG_SOURCE_THIRD_PARTY GL_DEBUG_SOURCE_THIRD_PARTY_KHR #define GL_DEBUG_SOURCE_APPLICATION GL_DEBUG_SOURCE_APPLICATION_KHR #define GL_DEBUG_SOURCE_OTHER GL_DEBUG_SOURCE_OTHER_KHR #define GL_DEBUG_TYPE_ERROR GL_DEBUG_TYPE_ERROR_KHR #define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR #define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR #define GL_DEBUG_TYPE_PORTABILITY GL_DEBUG_TYPE_PORTABILITY_KHR #define GL_DEBUG_TYPE_PERFORMANCE GL_DEBUG_TYPE_PERFORMANCE_KHR #define GL_DEBUG_TYPE_MARKER GL_DEBUG_TYPE_MARKER_KHR #define GL_DEBUG_TYPE_PUSH_GROUP GL_DEBUG_TYPE_PUSH_GROUP_KHR #define GL_DEBUG_TYPE_POP_GROUP GL_DEBUG_TYPE_POP_GROUP_KHR #define GL_DEBUG_TYPE_OTHER GL_DEBUG_TYPE_OTHER_KHR #define GL_DEBUG_SEVERITY_HIGH GL_DEBUG_SEVERITY_HIGH_KHR #define GL_DEBUG_SEVERITY_MEDIUM GL_DEBUG_SEVERITY_MEDIUM_KHR #define GL_DEBUG_SEVERITY_LOW GL_DEBUG_SEVERITY_LOW_KHR #else #define DEBUG_CALLBACK_TYPE APIENTRY #endif static void DEBUG_CALLBACK_TYPE gl_debug_cb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, void *userParam) { const char *src, *typestr; gl_t *gl = (gl_t*)userParam; /* Useful for debugger. */ (void)gl; (void)id; (void)length; switch (source) { case GL_DEBUG_SOURCE_API: src = "API"; break; case GL_DEBUG_SOURCE_WINDOW_SYSTEM: src = "Window system"; break; case GL_DEBUG_SOURCE_SHADER_COMPILER: src = "Shader compiler"; break; case GL_DEBUG_SOURCE_THIRD_PARTY: src = "3rd party"; break; case GL_DEBUG_SOURCE_APPLICATION: src = "Application"; break; case GL_DEBUG_SOURCE_OTHER: src = "Other"; break; default: src = "Unknown"; break; } switch (type) { case GL_DEBUG_TYPE_ERROR: typestr = "Error"; break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: typestr = "Deprecated behavior"; break; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: typestr = "Undefined behavior"; break; case GL_DEBUG_TYPE_PORTABILITY: typestr = "Portability"; break; case GL_DEBUG_TYPE_PERFORMANCE: typestr = "Performance"; break; case GL_DEBUG_TYPE_MARKER: typestr = "Marker"; break; case GL_DEBUG_TYPE_PUSH_GROUP: typestr = "Push group"; break; case GL_DEBUG_TYPE_POP_GROUP: typestr = "Pop group"; break; case GL_DEBUG_TYPE_OTHER: typestr = "Other"; break; default: typestr = "Unknown"; break; } switch (severity) { case GL_DEBUG_SEVERITY_HIGH: RARCH_ERR("[GL debug (High, %s, %s)]: %s\n", src, typestr, message); break; case GL_DEBUG_SEVERITY_MEDIUM: RARCH_WARN("[GL debug (Medium, %s, %s)]: %s\n", src, typestr, message); break; case GL_DEBUG_SEVERITY_LOW: RARCH_LOG("[GL debug (Low, %s, %s)]: %s\n", src, typestr, message); break; } } static void gl_begin_debug(gl_t *gl) { if (gl_query_extension(gl, "KHR_debug")) { #ifdef HAVE_OPENGLES2 glDebugMessageCallbackKHR(gl_debug_cb, gl); glDebugMessageControlKHR(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR); #else glDebugMessageCallback(gl_debug_cb, gl); glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); #endif } #ifndef HAVE_OPENGLES2 else if (gl_query_extension(gl, "ARB_debug_output")) { glDebugMessageCallbackARB(gl_debug_cb, gl); glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); } #endif else RARCH_ERR("Neither GL_KHR_debug nor GL_ARB_debug_output are implemented. Cannot start GL debugging.\n"); } #endif static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data) { unsigned win_width, win_height; bool force_smooth = false; gl_t *gl = NULL; const gfx_ctx_driver_t *ctx_driver = NULL; const char *vendor = NULL; const char *renderer = NULL; const char *version = NULL; struct retro_hw_render_callback *hw_render = NULL; #ifdef _WIN32 gfx_set_dwm(); #endif gl = (gl_t*)calloc(1, sizeof(gl_t)); if (!gl) return NULL; ctx_driver = gl_get_context(gl); if (!ctx_driver) { free(gl); return NULL; } gl->ctx_driver = ctx_driver; gl->video_info = *video; RARCH_LOG("Found GL context: %s\n", gl->ctx_driver->ident); gl->ctx_driver->get_video_size(gl, &gl->full_x, &gl->full_y); RARCH_LOG("Detecting screen resolution %ux%u.\n", gl->full_x, gl->full_y); gl->ctx_driver->swap_interval(gl, video->vsync ? g_settings.video.swap_interval : 0); win_width = video->width; win_height = video->height; if (video->fullscreen && (win_width == 0) && (win_height == 0)) { win_width = gl->full_x; win_height = gl->full_y; } if (!gl->ctx_driver->set_video_mode(gl, win_width, win_height, video->fullscreen)) { free(gl); return NULL; } /* Clear out potential error flags in case we use cached context. */ glGetError(); vendor = (const char*)glGetString(GL_VENDOR); renderer = (const char*)glGetString(GL_RENDERER); version = (const char*)glGetString(GL_VERSION); RARCH_LOG("[GL]: Vendor: %s, Renderer: %s.\n", vendor, renderer); RARCH_LOG("[GL]: Version: %s.\n", version); #ifndef RARCH_CONSOLE rglgen_resolve_symbols(gl->ctx_driver->get_proc_address); #endif glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); if (!resolve_extensions(gl)) { gl->ctx_driver->destroy(gl); free(gl); return NULL; } #ifdef GL_DEBUG gl_begin_debug(gl); #endif gl->vsync = video->vsync; gl->fullscreen = video->fullscreen; /* Get real known video size, which might have been altered by context. */ gl->ctx_driver->get_video_size(gl, &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; } hw_render = &g_extern.system.hw_render_callback; gl->vertex_ptr = hw_render->bottom_left_origin ? vertexes : vertexes_flipped; /* Better pipelining with GPU due to synchronous glSubTexImage. * Multiple async PBOs would be an alternative, * but still need multiple textures with PREV. */ gl->textures = 4; #ifdef HAVE_FBO gl->hw_render_use = hw_render->context_type != RETRO_HW_CONTEXT_NONE; if (gl->hw_render_use) { /* All on GPU, no need to excessively * create textures. */ gl->textures = 1; #ifdef GL_DEBUG context_bind_hw_render(gl, true); gl_begin_debug(gl); context_bind_hw_render(gl, false); #endif } #endif gl->white_color_ptr = white_color; #ifdef HAVE_GLSL gl_glsl_set_get_proc_address(gl->ctx_driver->get_proc_address); gl_glsl_set_context_type(gl->core_context, hw_render->version_major, hw_render->version_minor); #endif gl->shader = (const shader_backend_t*)shader_ctx_init_first(); if (gl->shader) { RARCH_LOG("[GL]: Default shader backend found: %s.\n", gl->shader->ident); } if (!gl_shader_init(gl)) { RARCH_ERR("[GL]: Shader initialization failed.\n"); gl->ctx_driver->destroy(gl); free(gl); return NULL; } if (gl->shader) { unsigned minimum = gl->shader->get_prev_textures(); gl->textures = max(minimum + 1, gl->textures); } RARCH_LOG("[GL]: Using %u textures.\n", gl->textures); RARCH_LOG("[GL]: Loaded %u program(s).\n", gl->shader->num_shaders()); gl->tex_w = RARCH_SCALE_BASE * video->input_scale; gl->tex_h = RARCH_SCALE_BASE * video->input_scale; 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); gl->tex_mipmap = gl->shader->mipmap_input(1); if (gl->shader->filter_type(1, &force_smooth)) gl->tex_min_filter = gl->tex_mipmap ? (force_smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) : (force_smooth ? GL_LINEAR : GL_NEAREST); else gl->tex_min_filter = gl->tex_mipmap ? (video->smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) : (video->smooth ? GL_LINEAR : GL_NEAREST); gl->tex_mag_filter = min_filter_to_mag(gl->tex_min_filter); gl->wrap_mode = gl_wrap_type_to_enum(gl->shader->wrap_type(1)); gl_set_texture_fmts(gl, video->rgb32); #ifndef HAVE_OPENGLES if (!gl->core_context) glEnable(GL_TEXTURE_2D); #endif glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_DITHER); memcpy(gl->tex_info.coord, tex_coords, sizeof(gl->tex_info.coord)); gl->coords.vertex = gl->vertex_ptr; gl->coords.tex_coord = gl->tex_info.coord; gl->coords.color = gl->white_color_ptr; gl->coords.lut_tex_coord = tex_coords; gl->coords.vertices = 4; /* 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) { gl->ctx_driver->destroy(gl); free(gl); return NULL; } #endif gl_init_textures(gl, video); gl_init_textures_data(gl); #ifdef HAVE_FBO gl_init_fbo(gl, gl->tex_w, gl->tex_h); #ifndef HAVE_GCMGL if (gl->hw_render_use && !gl_init_hw_render(gl, gl->tex_w, gl->tex_h)) { gl->ctx_driver->destroy(gl); free(gl); return NULL; } #endif #endif if (input && input_data) gl->ctx_driver->input_driver(gl, input, input_data); #ifndef RARCH_CONSOLE if (g_settings.video.font_enable) #endif { if (!gl_font_init_first(&gl->font_driver, &gl->font_handle, gl, *g_settings.video.font_path ? g_settings.video.font_path : NULL, g_settings.video.font_size)) RARCH_ERR("[GL]: Failed to initialize font renderer.\n"); } #ifdef HAVE_GL_ASYNC_READBACK gl_init_pbo_readback(gl); #endif if (!gl_check_error()) { gl->ctx_driver->destroy(gl); free(gl); return NULL; } context_bind_hw_render(gl, true); return gl; } static bool gl_alive(void *data) { bool quit = false, resize = false; gl_t *gl = (gl_t*)data; if (!gl) return false; gl->ctx_driver->check_window(gl, &quit, &resize, &gl->win_width, &gl->win_height, g_extern.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; if (!gl) return false; return gl->ctx_driver->has_focus(gl); } static bool gl_has_windowed(void *data) { gl_t *gl = (gl_t*)data; if (gl && gl->ctx_driver) return gl->ctx_driver->has_windowed(gl); return true; } static void gl_update_tex_filter_frame(gl_t *gl) { unsigned i; GLenum wrap_mode; GLuint new_filt; bool smooth = false; if (!gl) return; context_bind_hw_render(gl, false); if (!gl->shader->filter_type(1, &smooth)) smooth = g_settings.video.smooth; wrap_mode = gl_wrap_type_to_enum(gl->shader->wrap_type(1)); gl->tex_mipmap = gl->shader->mipmap_input(1); gl->video_info.smooth = smooth; new_filt = gl->tex_mipmap ? (smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) : (smooth ? GL_LINEAR : GL_NEAREST); if (new_filt == gl->tex_min_filter && wrap_mode == gl->wrap_mode) return; gl->tex_min_filter = new_filt; gl->tex_mag_filter = min_filter_to_mag(gl->tex_min_filter); gl->wrap_mode = wrap_mode; for (i = 0; i < gl->textures; i++) { if (!gl->texture[i]) continue; glBindTexture(GL_TEXTURE_2D, gl->texture[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->wrap_mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->wrap_mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_mag_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_min_filter); } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); context_bind_hw_render(gl, true); } static bool gl_set_shader(void *data, enum rarch_shader_type type, const char *path) { #if defined(HAVE_GLSL) || defined(HAVE_CG) gl_t *gl = (gl_t*)data; if (!gl) return false; context_bind_hw_render(gl, false); if (type == RARCH_SHADER_NONE) return false; gl_shader_deinit(gl); switch (type) { #ifdef HAVE_GLSL case RARCH_SHADER_GLSL: gl->shader = &gl_glsl_backend; break; #endif #ifdef HAVE_CG case RARCH_SHADER_CG: gl->shader = &gl_cg_backend; break; #endif default: break; } if (!gl->shader) { RARCH_ERR("[GL]: Cannot find shader core for path: %s.\n", path); context_bind_hw_render(gl, true); return false; } #ifdef HAVE_FBO gl_deinit_fbo(gl); glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); #endif if (!gl->shader->init(gl, path)) { RARCH_WARN("[GL]: Failed to set multipass shader. Falling back to stock.\n"); bool ret = gl->shader->init(gl, NULL); if (!ret) gl->shader = NULL; context_bind_hw_render(gl, true); return false; } gl_update_tex_filter_frame(gl); if (gl->shader) { unsigned textures = gl->shader->get_prev_textures() + 1; if (textures > gl->textures) // Have to reinit a bit. { #if defined(HAVE_FBO) && !defined(HAVE_GCMGL) gl_deinit_hw_render(gl); #endif glDeleteTextures(gl->textures, gl->texture); #if defined(HAVE_PSGL) glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0); glDeleteBuffers(1, &gl->pbo); #endif gl->textures = textures; RARCH_LOG("[GL]: Using %u textures.\n", gl->textures); gl->tex_index = 0; gl_init_textures(gl, &gl->video_info); gl_init_textures_data(gl); #if defined(HAVE_FBO) && !defined(HAVE_GCMGL) if (gl->hw_render_use) gl_init_hw_render(gl, gl->tex_w, gl->tex_h); #endif } } #ifdef HAVE_FBO 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); context_bind_hw_render(gl, true); return true; #else return false; #endif } static void gl_viewport_info(void *data, struct rarch_viewport *vp) { unsigned top_y, top_dist; gl_t *gl = (gl_t*)data; *vp = gl->vp; vp->full_width = gl->win_width; vp->full_height = gl->win_height; /* Adjust as GL viewport is bottom-up. */ top_y = vp->y + vp->height; top_dist = gl->win_height - top_y; vp->y = top_dist; } #ifdef NO_GL_READ_PIXELS static bool gl_read_viewport(void *data, uint8_t *buffer) { return false; } #else static bool gl_read_viewport(void *data, uint8_t *buffer) { unsigned num_pixels = 0; gl_t *gl = (gl_t*)data; if (!gl) return false; context_bind_hw_render(gl, false); RARCH_PERFORMANCE_INIT(read_viewport); RARCH_PERFORMANCE_START(read_viewport); #ifdef HAVE_GL_ASYNC_READBACK if (gl->pbo_readback_enable) { const uint8_t *ptr = NULL; /* Don't readback if we're in menu mode. */ if (!gl->pbo_readback_valid[gl->pbo_readback_index]) { /* We haven't buffered up enough frames yet, come back later. */ context_bind_hw_render(gl, true); return false; } gl->pbo_readback_valid[gl->pbo_readback_index] = false; glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index]); #ifdef HAVE_OPENGLES3 /* Slower path, but should work on all implementations at least. */ num_pixels = gl->vp.width * gl->vp.height; ptr = (const uint8_t*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, num_pixels * sizeof(uint32_t), GL_MAP_READ_BIT); if (ptr) { unsigned x, y; for (y = 0; y < gl->vp.height; y++) { for (x = 0; x < gl->vp.width; x++, buffer += 3, ptr += 4) { buffer[0] = ptr[2]; /* RGBA -> BGR. */ buffer[1] = ptr[1]; buffer[2] = ptr[0]; } } } else { RARCH_ERR("[GL]: Failed to map pixel unpack buffer.\n"); context_bind_hw_render(gl, true); return false; } #else ptr = (const uint8_t*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); if (!ptr) { RARCH_ERR("[GL]: Failed to map pixel unpack buffer.\n"); context_bind_hw_render(gl, true); return false; } scaler_ctx_scale(&gl->pbo_readback_scaler, buffer, ptr); #endif glUnmapBuffer(GL_PIXEL_PACK_BUFFER); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); } else /* Use slow synchronous readbacks. Use this with plain screenshots as we don't really care about performance in this case. */ #endif { unsigned i; uint8_t *dst = NULL; const uint8_t *src = NULL; /* GLES2 only guarantees GL_RGBA/GL_UNSIGNED_BYTE * readbacks so do just that. * GLES2 also doesn't support reading back data * from front buffer, so render a cached frame * and have gl_frame() do the readback while it's * in the back buffer. * * Keep codepath similar for GLES and desktop GL. */ num_pixels = gl->vp.width * gl->vp.height; gl->readback_buffer_screenshot = malloc(num_pixels * sizeof(uint32_t)); if (!gl->readback_buffer_screenshot) { RARCH_PERFORMANCE_STOP(read_viewport); context_bind_hw_render(gl, true); return false; } rarch_render_cached_frame(); dst = buffer; src = (const uint8_t*)gl->readback_buffer_screenshot; for (i = 0; i < num_pixels; i++, dst += 3, src += 4) { dst[0] = src[2]; /* RGBA -> BGR. */ dst[1] = src[1]; dst[2] = src[0]; } free(gl->readback_buffer_screenshot); gl->readback_buffer_screenshot = NULL; } RARCH_PERFORMANCE_STOP(read_viewport); context_bind_hw_render(gl, true); return true; } #endif #ifdef HAVE_OVERLAY static void gl_free_overlay(gl_t *gl); static bool gl_overlay_load(void *data, const struct texture_image *images, unsigned num_images) { unsigned i, j; gl_t *gl = (gl_t*)data; if (!gl) return false; context_bind_hw_render(gl, false); gl_free_overlay(gl); gl->overlay_tex = (GLuint*)calloc(num_images, sizeof(*gl->overlay_tex)); if (!gl->overlay_tex) { context_bind_hw_render(gl, true); return false; } gl->overlay_vertex_coord = (GLfloat*)calloc(2 * 4 * num_images, sizeof(GLfloat)); gl->overlay_tex_coord = (GLfloat*)calloc(2 * 4 * num_images, sizeof(GLfloat)); gl->overlay_color_coord = (GLfloat*)calloc(4 * 4 * num_images, sizeof(GLfloat)); if (!gl->overlay_vertex_coord || !gl->overlay_tex_coord || !gl->overlay_color_coord) return false; gl->overlays = num_images; glGenTextures(num_images, gl->overlay_tex); for (i = 0; i < num_images; i++) { glBindTexture(GL_TEXTURE_2D, gl->overlay_tex[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(images[i].width * sizeof(uint32_t))); glTexImage2D(GL_TEXTURE_2D, 0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32, images[i].width, images[i].height, 0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, images[i].pixels); /* Default. Stretch to whole screen. */ gl_overlay_tex_geom(gl, i, 0, 0, 1, 1); gl_overlay_vertex_geom(gl, i, 0, 0, 1, 1); for (j = 0; j < 16; j++) gl->overlay_color_coord[16 * i + j] = 1.0f; } context_bind_hw_render(gl, true); return true; } static void gl_overlay_tex_geom(void *data, unsigned image, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { GLfloat *tex = NULL; gl_t *gl = (gl_t*)data; if (!gl) return; tex = (GLfloat*)&gl->overlay_tex_coord[image * 8]; if (!tex) return; tex[0] = x; tex[1] = y; tex[2] = x + w; tex[3] = y; tex[4] = x; tex[5] = y + h; tex[6] = x + w; tex[7] = y + h; } static void gl_overlay_vertex_geom(void *data, unsigned image, float x, float y, float w, float h) { GLfloat *vertex = NULL; gl_t *gl = (gl_t*)data; if (!gl) return; vertex = (GLfloat*)&gl->overlay_vertex_coord[image * 8]; /* Flipped, so we preserve top-down semantics. */ y = 1.0f - y; h = -h; if (!vertex) return; vertex[0] = x; vertex[1] = y; vertex[2] = x + w; vertex[3] = y; vertex[4] = x; vertex[5] = y + h; vertex[6] = x + w; vertex[7] = y + h; } static void gl_overlay_enable(void *data, bool state) { gl_t *gl = (gl_t*)data; if (!gl) return; gl->overlay_enable = state; if (gl->ctx_driver->show_mouse && gl->fullscreen) gl->ctx_driver->show_mouse(gl, state); } static void gl_overlay_full_screen(void *data, bool enable) { gl_t *gl = (gl_t*)data; if (gl) gl->overlay_full_screen = enable; } static void gl_overlay_set_alpha(void *data, unsigned image, float mod) { GLfloat *color = NULL; gl_t *gl = (gl_t*)data; if (!gl) return; color = (GLfloat*)&gl->overlay_color_coord[image * 16]; if (!color) return; color[ 0 + 3] = mod; color[ 4 + 3] = mod; color[ 8 + 3] = mod; color[12 + 3] = mod; } static void gl_render_overlay(void *data) { unsigned i; gl_t *gl = (gl_t*)data; if (!gl) return; glEnable(GL_BLEND); if (gl->overlay_full_screen) glViewport(0, 0, gl->win_width, gl->win_height); /* Ensure that we reset the attrib array. */ gl->shader->use(gl, GL_SHADER_STOCK_BLEND); gl->coords.vertex = gl->overlay_vertex_coord; gl->coords.tex_coord = gl->overlay_tex_coord; gl->coords.color = gl->overlay_color_coord; gl->coords.vertices = 4 * gl->overlays; gl->shader->set_coords(&gl->coords); gl->shader->set_mvp(gl, &gl->mvp_no_rot); for (i = 0; i < gl->overlays; i++) { glBindTexture(GL_TEXTURE_2D, gl->overlay_tex[i]); glDrawArrays(GL_TRIANGLE_STRIP, 4 * i, 4); } glDisable(GL_BLEND); gl->coords.vertex = gl->vertex_ptr; gl->coords.tex_coord = gl->tex_info.coord; gl->coords.color = gl->white_color_ptr; gl->coords.vertices = 4; if (gl->overlay_full_screen) glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height); } static const video_overlay_interface_t gl_overlay_interface = { gl_overlay_enable, gl_overlay_load, gl_overlay_tex_geom, gl_overlay_vertex_geom, gl_overlay_full_screen, gl_overlay_set_alpha, }; static void gl_get_overlay_interface(void *data, const video_overlay_interface_t **iface) { (void)data; *iface = &gl_overlay_interface; } #endif #ifdef HAVE_FBO static uintptr_t gl_get_current_framebuffer(void *data) { gl_t *gl = (gl_t*)data; return gl->hw_render_fbo[(gl->tex_index + 1) % gl->textures]; } static retro_proc_address_t gl_get_proc_address(void *data, const char *sym) { gl_t *gl = (gl_t*)data; return gl->ctx_driver->get_proc_address(sym); } #endif static void gl_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) { gl_t *gl = (gl_t*)data; switch (aspect_ratio_idx) { case ASPECT_RATIO_SQUARE: gfx_set_square_pixel_viewport( g_extern.system.av_info.geometry.base_width, g_extern.system.av_info.geometry.base_height); break; case ASPECT_RATIO_CORE: gfx_set_core_viewport(); break; case ASPECT_RATIO_CONFIG: gfx_set_config_viewport(); break; default: break; } g_extern.system.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value; if (!gl) return; gl->keep_aspect = true; gl->should_resize = true; } #if defined(HAVE_MENU) static void gl_set_texture_frame(void *data, const void *frame, bool rgb32, unsigned width, unsigned height, float alpha) { unsigned base_size; gl_t *gl = (gl_t*)data; if (!gl) return; context_bind_hw_render(gl, false); if (!gl->menu_texture) { glGenTextures(1, &gl->menu_texture); glBindTexture(GL_TEXTURE_2D, gl->menu_texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } else glBindTexture(GL_TEXTURE_2D, gl->menu_texture); gl->menu_texture_alpha = alpha; base_size = rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(width * base_size)); if (rgb32) { glTexImage2D(GL_TEXTURE_2D, 0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32, width, height, 0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, frame); } else { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, frame); } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); context_bind_hw_render(gl, true); } static void gl_set_texture_enable(void *data, bool state, bool full_screen) { gl_t *gl = (gl_t*)data; if (!gl) return; gl->menu_texture_enable = state; gl->menu_texture_full_screen = full_screen; } #endif static void gl_apply_state_changes(void *data) { gl_t *gl = (gl_t*)data; if (gl) gl->should_resize = true; } static void gl_set_osd_msg(void *data, const char *msg, const struct font_params *params, void *font) { gl_t *gl = (gl_t*)data; if (!gl) return; if (gl->font_driver && gl->font_handle) { context_bind_hw_render(gl, false); gl->font_driver->render_msg(font ? font : gl->font_handle, msg, params); context_bind_hw_render(gl, true); } } static void gl_show_mouse(void *data, bool state) { gl_t *gl = (gl_t*)data; if (gl && gl->ctx_driver->show_mouse) gl->ctx_driver->show_mouse(gl, state); } static struct gfx_shader *gl_get_current_shader(void *data) { gl_t *gl = (gl_t*)data; return (gl && gl->shader) ? gl->shader->get_current_shader() : NULL; } static const video_poke_interface_t gl_poke_interface = { NULL, #ifdef HAVE_FBO gl_get_current_framebuffer, gl_get_proc_address, #endif gl_set_aspect_ratio, gl_apply_state_changes, #if defined(HAVE_MENU) gl_set_texture_frame, gl_set_texture_enable, #endif gl_set_osd_msg, gl_show_mouse, NULL, gl_get_current_shader, }; static void gl_get_poke_interface(void *data, const video_poke_interface_t **iface) { (void)data; *iface = &gl_poke_interface; } video_driver_t video_gl = { gl_init, gl_frame, gl_set_nonblock_state, gl_alive, gl_focus, gl_has_windowed, gl_set_shader, gl_free, "gl", gl_set_rotation, gl_viewport_info, gl_read_viewport, #ifdef HAVE_OVERLAY gl_get_overlay_interface, #endif gl_get_poke_interface, gl_wrap_type_to_enum, };