mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-15 06:50:32 +00:00
a3c14626a4
Griffin targets in order to avoid function pinter
1684 lines
46 KiB
C
1684 lines
46 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2012 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "../driver.h"
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#include "../performance.h"
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#include "scaler/scaler.h"
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#include <stdint.h>
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#include "../libretro.h"
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#include <stdio.h>
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#include <string.h>
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#include "../general.h"
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#include <math.h>
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gl_common.h"
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#include "gl_font.h"
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#include "gfx_common.h"
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#include "gfx_context.h"
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#include "../compat/strl.h"
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#ifdef HAVE_CG
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#include "shader_cg.h"
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#endif
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#ifdef HAVE_GLSL
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#include "shader_glsl.h"
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#endif
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// Used for the last pass when rendering to the back buffer.
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const GLfloat vertexes_flipped[] = {
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0, 1,
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1, 1,
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0, 0,
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1, 0
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};
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// Used when rendering to an FBO.
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// Texture coords have to be aligned with vertex coordinates.
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static const GLfloat vertexes[] = {
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0, 0,
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1, 0,
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0, 1,
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1, 1
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};
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static const GLfloat tex_coords[] = {
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0, 0,
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1, 0,
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0, 1,
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1, 1
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};
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static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yamt)
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{
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coords[2] = xamt;
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coords[6] = xamt;
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coords[5] = yamt;
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coords[7] = yamt;
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}
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const GLfloat white_color[] = {
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1, 1, 1, 1,
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1, 1, 1, 1,
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1, 1, 1, 1,
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1, 1, 1, 1,
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};
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const GLfloat *vertex_ptr = vertexes_flipped;
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const GLfloat *default_vertex_ptr = vertexes_flipped;
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#undef LOAD_GL_SYM
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#define LOAD_GL_SYM(SYM) if (!pgl##SYM) { \
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gfx_ctx_proc_t sym = gl->ctx_driver->get_proc_address("gl" #SYM); \
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memcpy(&(pgl##SYM), &sym, sizeof(sym)); \
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}
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#if defined(HAVE_EGL) && defined(HAVE_OPENGLES2)
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static PFNGLEGLIMAGETARGETTEXTURE2DOESPROC pglEGLImageTargetTexture2DOES;
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static bool load_eglimage_proc(gl_t *gl)
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{
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LOAD_GL_SYM(EGLImageTargetTexture2DOES);
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return pglEGLImageTargetTexture2DOES;
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}
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#endif
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#ifdef HAVE_FBO
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#if defined(_WIN32) && !defined(RARCH_CONSOLE)
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static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers;
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static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer;
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static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D;
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static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus;
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static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers;
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static bool load_fbo_proc(gl_t *gl)
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{
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LOAD_GL_SYM(GenFramebuffers);
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LOAD_GL_SYM(BindFramebuffer);
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LOAD_GL_SYM(FramebufferTexture2D);
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LOAD_GL_SYM(CheckFramebufferStatus);
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LOAD_GL_SYM(DeleteFramebuffers);
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return pglGenFramebuffers && pglBindFramebuffer && pglFramebufferTexture2D &&
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pglCheckFramebufferStatus && pglDeleteFramebuffers;
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}
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#elif defined(HAVE_OPENGLES2)
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#define pglGenFramebuffers glGenFramebuffers
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#define pglBindFramebuffer glBindFramebuffer
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#define pglFramebufferTexture2D glFramebufferTexture2D
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#define pglCheckFramebufferStatus glCheckFramebufferStatus
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#define pglDeleteFramebuffers glDeleteFramebuffers
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#define load_fbo_proc(gl) (true)
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#elif defined(HAVE_OPENGLES)
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#define pglGenFramebuffers glGenFramebuffersOES
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#define pglBindFramebuffer glBindFramebufferOES
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#define pglFramebufferTexture2D glFramebufferTexture2DOES
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#define pglCheckFramebufferStatus glCheckFramebufferStatusOES
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#define pglDeleteFramebuffers glDeleteFramebuffersOES
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#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
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#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
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#define load_fbo_proc(gl) (true)
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#else
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#define pglGenFramebuffers glGenFramebuffers
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#define pglBindFramebuffer glBindFramebuffer
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#define pglFramebufferTexture2D glFramebufferTexture2D
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#define pglCheckFramebufferStatus glCheckFramebufferStatus
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#define pglDeleteFramebuffers glDeleteFramebuffers
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#define load_fbo_proc(gl) (true)
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#endif
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#endif
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#ifdef _WIN32
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PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture;
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PFNGLACTIVETEXTUREPROC pglActiveTexture;
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static PFNGLBINDBUFFERPROC pglBindBuffer;
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static PFNGLBUFFERSUBDATAPROC pglBufferSubData;
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static PFNGLBUFFERDATAPROC pglBufferData;
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static PFNGLMAPBUFFERPROC pglMapBuffer;
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static PFNGLUNMAPBUFFERPROC pglUnmapBuffer;
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static inline bool load_gl_proc_win32(gl_t *gl)
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{
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LOAD_GL_SYM(ClientActiveTexture);
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LOAD_GL_SYM(ActiveTexture);
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LOAD_GL_SYM(BindBuffer);
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LOAD_GL_SYM(BufferSubData);
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LOAD_GL_SYM(BufferData);
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LOAD_GL_SYM(MapBuffer);
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LOAD_GL_SYM(UnmapBuffer);
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return pglClientActiveTexture && pglActiveTexture && pglBindBuffer &&
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pglBufferSubData && pglBufferData && pglMapBuffer && pglUnmapBuffer;
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}
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#else
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#define pglBindBuffer glBindBuffer
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#define pglBufferSubData glBufferSubData
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#define pglBufferData glBufferData
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#define pglMapBuffer glMapBuffer
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#define pglUnmapBuffer glUnmapBuffer
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#endif
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////////////////// Shaders
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#ifdef HAVE_OPENGLES2
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static bool gl_shader_init(void) // We always need a shader alive in GLES2.
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{
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const char *shader_path = NULL;
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if ((g_settings.video.shader_type == RARCH_SHADER_AUTO || g_settings.video.shader_type == RARCH_SHADER_BSNES)
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&& *g_settings.video.bsnes_shader_path)
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shader_path = g_settings.video.bsnes_shader_path;
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return gl_glsl_init(shader_path);
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}
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#else
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static bool gl_shader_init(void)
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{
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switch (g_settings.video.shader_type)
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{
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case RARCH_SHADER_AUTO:
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{
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if (*g_settings.video.cg_shader_path && *g_settings.video.bsnes_shader_path)
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RARCH_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
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#ifdef HAVE_CG
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if (*g_settings.video.cg_shader_path)
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return gl_cg_init(g_settings.video.cg_shader_path);
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#endif
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#ifdef HAVE_XML
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if (*g_settings.video.bsnes_shader_path)
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return gl_glsl_init(g_settings.video.bsnes_shader_path);
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#endif
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break;
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}
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#ifdef HAVE_CG
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case RARCH_SHADER_CG:
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return gl_cg_init(g_settings.video.cg_shader_path);
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#endif
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#ifdef HAVE_XML
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case RARCH_SHADER_BSNES:
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return gl_glsl_init(g_settings.video.bsnes_shader_path);
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#endif
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default:
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break;
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}
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return true;
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}
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#endif
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void gl_shader_use(unsigned index)
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{
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#ifdef HAVE_CG
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gl_cg_use(index);
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#endif
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#ifdef HAVE_GLSL
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gl_glsl_use(index);
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#endif
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}
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static inline void gl_shader_deinit(void)
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{
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#ifdef HAVE_CG
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gl_cg_deinit();
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#endif
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#ifdef HAVE_GLSL
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gl_glsl_deinit();
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#endif
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}
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#ifndef NO_GL_FF_VERTEX
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static void gl_set_coords(const struct gl_coords *coords)
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{
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pglClientActiveTexture(GL_TEXTURE0);
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glVertexPointer(2, GL_FLOAT, 0, coords->vertex);
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glEnableClientState(GL_VERTEX_ARRAY);
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glColorPointer(4, GL_FLOAT, 0, coords->color);
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glEnableClientState(GL_COLOR_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, coords->tex_coord);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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pglClientActiveTexture(GL_TEXTURE1);
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glTexCoordPointer(2, GL_FLOAT, 0, coords->lut_tex_coord);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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pglClientActiveTexture(GL_TEXTURE0);
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}
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#endif
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#ifndef NO_GL_FF_MATRIX
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static void gl_set_mvp(const math_matrix *mat)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(mat->data);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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#endif
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void gl_shader_set_coords(const struct gl_coords *coords, const math_matrix *mat)
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{
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bool ret_coords = false;
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bool ret_mvp = false;
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(void)ret_coords;
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(void)ret_mvp;
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#ifdef HAVE_GLSL
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if (!ret_coords)
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ret_coords |= gl_glsl_set_coords(coords);
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if (!ret_mvp)
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ret_mvp |= gl_glsl_set_mvp(mat);
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#endif
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#ifdef HAVE_CG
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if (!ret_coords)
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ret_coords |= gl_cg_set_coords(coords);
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if (!ret_mvp)
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ret_mvp |= gl_cg_set_mvp(mat);
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#endif
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// Fall back to FF-style if needed and possible.
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#ifndef NO_GL_FF_VERTEX
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if (!ret_coords)
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gl_set_coords(coords);
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#endif
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#ifndef NO_GL_FF_MATRIX
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if (!ret_mvp)
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gl_set_mvp(mat);
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#endif
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}
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static inline void gl_shader_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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unsigned out_width, unsigned out_height,
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unsigned frame_count,
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const struct gl_tex_info *info,
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const struct gl_tex_info *prev_info,
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const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
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{
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#ifdef HAVE_CG
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gl_cg_set_params(width, height,
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tex_width, tex_height,
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out_width, out_height,
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frame_count, info, prev_info, fbo_info, fbo_info_cnt);
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#endif
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#ifdef HAVE_GLSL
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gl_glsl_set_params(width, height,
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tex_width, tex_height,
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out_width, out_height,
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frame_count, info, prev_info, fbo_info, fbo_info_cnt);
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#endif
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}
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static unsigned gl_shader_num(void)
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{
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#ifdef HAVE_CG
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unsigned cg_num = gl_cg_num();
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if (cg_num)
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return cg_num;
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#endif
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#ifdef HAVE_GLSL
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unsigned glsl_num = gl_glsl_num();
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if (glsl_num)
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return glsl_num;
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#endif
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return 0;
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}
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static bool gl_shader_filter_type(unsigned index, bool *smooth)
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{
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bool valid = false;
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#ifdef HAVE_CG
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if (!valid)
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valid = gl_cg_filter_type(index, smooth);
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#endif
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#ifdef HAVE_GLSL
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if (!valid)
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valid = gl_glsl_filter_type(index, smooth);
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#endif
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return valid;
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}
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#ifdef HAVE_FBO
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static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
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{
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scale->valid = false;
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#ifdef HAVE_CG
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if (!scale->valid)
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gl_cg_shader_scale(index, scale);
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#endif
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#ifdef HAVE_GLSL
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if (!scale->valid)
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gl_glsl_shader_scale(index, scale);
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#endif
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}
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#endif
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///////////////////
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#ifdef HAVE_FBO
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static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
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unsigned vp_width, unsigned vp_height)
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{
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unsigned last_width = width;
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unsigned last_height = height;
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unsigned last_max_width = gl->tex_w;
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unsigned last_max_height = gl->tex_h;
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GLint max_size = 0;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size);
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bool size_modified = false;
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// Calculate viewports for FBOs.
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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switch (gl->fbo_scale[i].type_x)
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{
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case RARCH_SCALE_INPUT:
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gl->fbo_rect[i].img_width = last_width * gl->fbo_scale[i].scale_x;
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gl->fbo_rect[i].max_img_width = last_max_width * gl->fbo_scale[i].scale_x;
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break;
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case RARCH_SCALE_ABSOLUTE:
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gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].abs_x;
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break;
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case RARCH_SCALE_VIEWPORT:
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gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * vp_width;
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break;
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default:
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break;
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}
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switch (gl->fbo_scale[i].type_y)
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{
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case RARCH_SCALE_INPUT:
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gl->fbo_rect[i].img_height = last_height * gl->fbo_scale[i].scale_y;
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gl->fbo_rect[i].max_img_height = last_max_height * gl->fbo_scale[i].scale_y;
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break;
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case RARCH_SCALE_ABSOLUTE:
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gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].abs_y;
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break;
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case RARCH_SCALE_VIEWPORT:
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gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * vp_height;
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break;
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default:
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break;
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}
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if (gl->fbo_rect[i].img_width > (unsigned)max_size)
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{
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size_modified = true;
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gl->fbo_rect[i].img_width = max_size;
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}
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if (gl->fbo_rect[i].img_height > (unsigned)max_size)
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{
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size_modified = true;
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gl->fbo_rect[i].img_height = max_size;
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}
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if (gl->fbo_rect[i].max_img_width > (unsigned)max_size)
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{
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size_modified = true;
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gl->fbo_rect[i].max_img_width = max_size;
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}
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if (gl->fbo_rect[i].max_img_height > (unsigned)max_size)
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{
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size_modified = true;
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gl->fbo_rect[i].max_img_height = max_size;
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}
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if (size_modified)
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RARCH_WARN("FBO textures exceeded maximum size of GPU (%ux%u). Resizing to fit.\n", max_size, max_size);
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last_width = gl->fbo_rect[i].img_width;
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last_height = gl->fbo_rect[i].img_height;
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last_max_width = gl->fbo_rect[i].max_img_width;
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last_max_height = gl->fbo_rect[i].max_img_height;
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}
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}
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static void gl_create_fbo_textures(gl_t *gl)
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{
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glGenTextures(gl->fbo_pass, gl->fbo_texture);
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GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST;
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->border_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->border_type);
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GLuint filter_type = base_filt;
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bool smooth = false;
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if (gl_shader_filter_type(i + 2, &smooth))
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filter_type = smooth ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
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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
|
|
};
|
|
|