RetroArch/gfx/gl_common.h
2012-12-23 18:39:01 +01:00

374 lines
10 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef __GL_COMMON_H
#define __GL_COMMON_H
#include "../general.h"
#include "fonts/fonts.h"
#include "math/matrix.h"
#include "gfx_context.h"
#include "scaler/scaler.h"
#include "fonts/gl_font.h"
#ifdef HAVE_CONFIG_H
#include "../config.h"
#endif
#include <string.h>
#ifdef HAVE_EGL
#include <EGL/egl.h>
#include <EGL/eglext.h>
#endif
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#elif defined(HAVE_PSGL)
#include <PSGL/psgl.h>
#include <PSGL/psglu.h>
#include <GLES/glext.h>
#elif defined(HAVE_OPENGL_MODERN)
#include <GL3/gl3.h>
#include <GL3/gl3ext.h>
#elif defined(HAVE_OPENGLES2)
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#elif defined(HAVE_OPENGLES1)
#include <GLES/gl.h>
#include <GLES/glext.h>
#else
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#if defined(ANDROID) && defined(HAVE_GRIFFIN)
#include "../console/griffin/hook_context.h"
#else
#define gl_shader_use_func(vid, num) gl_shader_use(vid, num)
#define gl_shader_num_func(vid) gl_shader_num(vid)
#define gl_shader_set_params_func(vid, width, height, \
tex_width, tex_height, out_width, out_height, \
frame_count, info, prev_info, fbo_info, fbo_info_cnt) \
gl_shader_set_params(vid, width, height, tex_width, tex_height, \
out_width, out_height, frame_count, info, prev_info, fbo_info, fbo_info_cnt)
#define gl_shader_set_coords_func(vid, coords, mat) gl_shader_set_coords(vid, coords, mat)
#define context_get_video_size_func(win, height) gl->ctx_driver->get_video_size(win, height)
#define context_update_window_title_func(var) gl->ctx_driver->update_window_title(var)
#define context_destroy_func() gl->ctx_driver->destroy()
#define context_set_fbo_func(var) gl->ctx_driver->set_fbo(var)
#define context_get_available_resolutions_func() gl->ctx_driver->get_available_resolutions()
#define context_translate_aspect_func(width, height) gl->ctx_driver->translate_aspect(width, height)
#define context_set_resize_func(width, height) gl->ctx_driver->set_resize(width, height)
#define context_swap_buffers_func() gl->ctx_driver->swap_buffers()
#define context_post_render_func(gl) gl->ctx_driver->post_render(gl)
#define context_swap_interval_func(var) gl->ctx_driver->swap_interval(var)
#define context_has_focus_func() gl->ctx_driver->has_focus()
#define context_check_window_func(quit, resize, width, height, frame_count) \
gl->ctx_driver->check_window(quit, resize, width, height, frame_count)
#define context_update_window_title_func(var) gl->ctx_driver->update_window_title(var)
#define context_set_video_mode_func(width, height, fullscreen) gl->ctx_driver->set_video_mode(width, height, fullscreen)
#define context_input_driver_func(input, input_data) gl->ctx_driver->input_driver(input, input_data)
#ifdef HAVE_RMENU
#define context_rmenu_init_func() gl->ctx_driver->rmenu_init()
#define context_rmenu_frame_func(ctx) gl->ctx_driver->rmenu_frame(ctx)
#endif
#ifdef HAVE_EGL
#define context_init_egl_image_buffer_func(video) gl->ctx_driver->init_egl_image_buffer(video)
#define context_write_egl_image_func(frame, width, height, pitch, base_size, tex_index, img) \
gl->ctx_driver->write_egl_image(frame, width, height, pitch, base_size, tex_index,img)
#endif
#endif
static inline bool gl_query_extension(const char *ext)
{
const char *str = (const char*)glGetString(GL_EXTENSIONS);
bool ret = str && strstr(str, ext);
RARCH_LOG("Querying GL extension: %s => %s\n",
ext, ret ? "exists" : "doesn't exist");
return ret;
}
static inline bool gl_check_error(void)
{
int error = glGetError();
switch (error)
{
case GL_INVALID_ENUM:
RARCH_ERR("GL: Invalid enum.\n");
break;
case GL_INVALID_VALUE:
RARCH_ERR("GL: Invalid value.\n");
break;
case GL_INVALID_OPERATION:
RARCH_ERR("GL: Invalid operation.\n");
break;
case GL_OUT_OF_MEMORY:
RARCH_ERR("GL: Out of memory.\n");
break;
case GL_NO_ERROR:
return true;
default:
RARCH_ERR("Non specified GL error.\n");
}
return false;
}
static inline unsigned get_alignment(unsigned pitch)
{
if (pitch & 1)
return 1;
if (pitch & 2)
return 2;
if (pitch & 4)
return 4;
return 8;
}
struct gl_fbo_rect
{
unsigned img_width;
unsigned img_height;
unsigned max_img_width;
unsigned max_img_height;
unsigned width;
unsigned height;
};
enum gl_scale_type
{
RARCH_SCALE_ABSOLUTE,
RARCH_SCALE_INPUT,
RARCH_SCALE_VIEWPORT
};
struct gl_fbo_scale
{
enum gl_scale_type type_x;
enum gl_scale_type type_y;
float scale_x;
float scale_y;
unsigned abs_x;
unsigned abs_y;
bool valid;
};
struct gl_ortho
{
GLfloat left;
GLfloat right;
GLfloat bottom;
GLfloat top;
GLfloat znear;
GLfloat zfar;
};
struct gl_tex_info
{
GLuint tex;
GLfloat input_size[2];
GLfloat tex_size[2];
GLfloat coord[8];
};
struct gl_coords
{
const GLfloat *vertex;
const GLfloat *color;
const GLfloat *tex_coord;
const GLfloat *lut_tex_coord;
};
typedef struct gl_shader_backend gl_shader_backend_t;
#define MAX_SHADERS 16
#if (defined(HAVE_GLSL) || defined(HAVE_CG))
#define TEXTURES 8
#else
#define TEXTURES 1
#endif
#define TEXTURES_MASK (TEXTURES - 1)
typedef struct gl
{
const gfx_ctx_driver_t *ctx_driver;
const gl_shader_backend_t *shader;
bool vsync;
GLuint texture[TEXTURES];
unsigned tex_index; // For use with PREV.
struct gl_tex_info prev_info[TEXTURES];
GLuint tex_filter;
void *empty_buf;
void *conv_buffer;
struct scaler_ctx scaler;
unsigned frame_count;
#ifdef HAVE_FBO
// Render-to-texture, multipass shaders
GLuint fbo[MAX_SHADERS];
GLuint fbo_texture[MAX_SHADERS];
struct gl_fbo_rect fbo_rect[MAX_SHADERS];
struct gl_fbo_scale fbo_scale[MAX_SHADERS];
int fbo_pass;
bool fbo_inited;
#endif
bool should_resize;
bool quitting;
bool fullscreen;
bool keep_aspect;
unsigned rotation;
unsigned full_x, full_y;
unsigned win_width;
unsigned win_height;
struct rarch_viewport vp;
unsigned vp_out_width;
unsigned vp_out_height;
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
unsigned tex_w, tex_h;
GLfloat tex_coords[8];
math_matrix mvp;
struct gl_coords coords;
GLuint pbo;
GLenum internal_fmt;
GLenum texture_type; // RGB565 or ARGB
GLenum texture_fmt;
GLenum border_type;
unsigned base_size; // 2 or 4
// Fonts
void *font;
const gl_font_renderer_t *font_ctx;
const font_renderer_driver_t *font_driver;
GLuint font_tex;
int font_tex_w, font_tex_h;
uint16_t *font_tex_buf;
char font_last_msg[256];
int font_last_width, font_last_height;
GLfloat font_color[16];
GLfloat font_color_dark[16];
bool egl_images;
#ifdef HAVE_OVERLAY
// Overlay rendering
bool overlay_enable;
GLuint tex_overlay;
GLfloat overlay_tex_coord[8];
GLfloat overlay_vertex_coord[8];
GLfloat overlay_alpha_mod; // TODO. Needs a specific shader.
#endif
#if !defined(HAVE_OPENGLES) && defined(HAVE_FFMPEG)
// PBOs used for asynchronous viewport readbacks.
GLuint pbo_readback[4];
bool pbo_readback_enable;
bool pbo_readback_valid;
unsigned pbo_readback_index;
struct scaler_ctx pbo_readback_scaler;
#endif
} gl_t;
// Windows ... <_<
#ifdef _WIN32
extern PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture;
extern PFNGLACTIVETEXTUREPROC pglActiveTexture;
#else
#define pglClientActiveTexture glClientActiveTexture
#define pglActiveTexture glActiveTexture
#endif
#if defined(HAVE_PSGL)
#define RARCH_GL_INTERNAL_FORMAT32 GL_ARGB_SCE
#define RARCH_GL_INTERNAL_FORMAT16 GL_RGB5
#define RARCH_GL_TEXTURE_TYPE32 GL_BGRA
#define RARCH_GL_TEXTURE_TYPE16 GL_BGRA
#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV
#define RARCH_GL_FORMAT16 GL_RGB5
#elif defined(HAVE_OPENGLES)
// Imgtec/SGX headers have this missing.
#ifndef GL_BGRA_EXT
#define GL_BGRA_EXT 0x80E1
#endif
#define RARCH_GL_INTERNAL_FORMAT32 GL_BGRA_EXT
#define RARCH_GL_INTERNAL_FORMAT16 GL_RGB
#define RARCH_GL_TEXTURE_TYPE32 GL_BGRA_EXT
#define RARCH_GL_TEXTURE_TYPE16 GL_RGB
#define RARCH_GL_FORMAT32 GL_UNSIGNED_BYTE
#define RARCH_GL_FORMAT16 GL_UNSIGNED_SHORT_5_6_5
#else
// On desktop, we always use 32-bit.
#define RARCH_GL_INTERNAL_FORMAT32 GL_RGBA
#define RARCH_GL_INTERNAL_FORMAT16 GL_RGBA
#define RARCH_GL_TEXTURE_TYPE32 GL_BGRA
#define RARCH_GL_TEXTURE_TYPE16 GL_BGRA
#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV
#define RARCH_GL_FORMAT16 GL_UNSIGNED_INT_8_8_8_8_REV
#endif
// Platform specific workarounds/hacks.
#if defined(__CELLOS_LV2__)
#define NO_GL_READ_VIEWPORT
#endif
#if defined(HAVE_OPENGL_MODERN) || defined(HAVE_OPENGLES2) || defined(HAVE_PSGL)
#define NO_GL_FF_VERTEX
#endif
#if defined(HAVE_OPENGL_MODERN) || defined(HAVE_OPENGLES2) || defined(HAVE_PSGL)
#define NO_GL_FF_MATRIX
#endif
#if defined(HAVE_OPENGLES2) // TODO: Figure out exactly what.
#define NO_GL_CLAMP_TO_BORDER
#endif
#if defined(HAVE_OPENGLES2) // It's an extension. Don't bother checking for it atm.
#undef GL_UNPACK_ROW_LENGTH
#endif
extern const GLfloat vertexes_flipped[];
extern const GLfloat white_color[];
void gl_shader_use(gl_t *gl, unsigned index);
void gl_set_projection(gl_t *gl, struct gl_ortho *ortho, bool allow_rotate);
void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate);
void gl_shader_set_coords(gl_t *gl, const struct gl_coords *coords, const math_matrix *mat);
void gl_init_fbo(gl_t *gl, unsigned width, unsigned height);
void gl_deinit_fbo(gl_t *gl);
#endif