mirror of
https://github.com/CTCaer/RetroArch.git
synced 2025-01-04 17:18:39 +00:00
1087 lines
32 KiB
C
1087 lines
32 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2017 - Daniel De Matteis
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* Copyright (C) 2012-2015 - Michael Lelli
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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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#ifdef _MSC_VER
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#pragma comment(lib, "opengl32")
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#endif
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#include <stdio.h>
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#include <stdint.h>
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#include <math.h>
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#include <string.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 <compat/strl.h>
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#include <gfx/scaler/scaler.h>
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#include <formats/image.h>
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#include <retro_inline.h>
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#include <retro_miscellaneous.h>
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#include <retro_math.h>
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#include <string/stdstring.h>
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#include <gfx/gl_capabilities.h>
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#include <gfx/video_frame.h>
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#include "gl_legacy_renderchain.h"
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#include "../video_driver.h"
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#include "../common/gl_common.h"
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#include "../../driver.h"
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#include "../../configuration.h"
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#include "../../verbosity.h"
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#if defined(_WIN32) && !defined(_XBOX)
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#include "../common/win32_common.h"
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#endif
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#include "../video_driver.h"
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#define set_texture_coords(coords, xamt, yamt) \
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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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/* Used when rendering to an FBO.
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* Texture coords have to be aligned
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* with vertex coordinates. */
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static const GLfloat fbo_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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#ifdef IOS
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/* There is no default frame buffer on iOS. */
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void cocoagl_bind_game_view_fbo(void);
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#define gl_bind_backbuffer() cocoagl_bind_game_view_fbo()
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#else
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#define gl_bind_backbuffer() glBindFramebuffer(RARCH_GL_FRAMEBUFFER, 0)
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#endif
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#ifdef HAVE_FBO
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void gl_renderchain_convert_geometry(gl_t *gl,
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struct video_fbo_rect *fbo_rect,
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struct gfx_fbo_scale *fbo_scale,
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unsigned last_width, unsigned last_max_width,
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unsigned last_height, unsigned last_max_height,
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unsigned vp_width, unsigned vp_height)
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{
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switch (fbo_scale->type_x)
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{
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case RARCH_SCALE_INPUT:
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fbo_rect->img_width = fbo_scale->scale_x * last_width;
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fbo_rect->max_img_width = last_max_width * fbo_scale->scale_x;
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break;
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case RARCH_SCALE_ABSOLUTE:
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fbo_rect->img_width = fbo_rect->max_img_width =
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fbo_scale->abs_x;
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break;
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case RARCH_SCALE_VIEWPORT:
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fbo_rect->img_width = fbo_rect->max_img_width =
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fbo_scale->scale_x * vp_width;
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break;
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}
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switch (fbo_scale->type_y)
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{
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case RARCH_SCALE_INPUT:
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fbo_rect->img_height = last_height * fbo_scale->scale_y;
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fbo_rect->max_img_height = last_max_height * fbo_scale->scale_y;
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break;
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case RARCH_SCALE_ABSOLUTE:
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fbo_rect->img_height = fbo_scale->abs_y;
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fbo_rect->max_img_height = fbo_scale->abs_y;
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break;
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case RARCH_SCALE_VIEWPORT:
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fbo_rect->img_height = fbo_rect->max_img_height =
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fbo_scale->scale_y * vp_height;
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break;
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}
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}
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static bool gl_recreate_fbo(
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struct video_fbo_rect *fbo_rect,
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GLuint fbo,
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GLuint* texture
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)
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{
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glBindFramebuffer(RARCH_GL_FRAMEBUFFER, fbo);
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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gl_load_texture_image(GL_TEXTURE_2D,
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0, RARCH_GL_INTERNAL_FORMAT32,
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fbo_rect->width,
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fbo_rect->height,
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0, RARCH_GL_TEXTURE_TYPE32,
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RARCH_GL_FORMAT32, NULL);
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glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
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RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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*texture, 0);
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if (glCheckFramebufferStatus(RARCH_GL_FRAMEBUFFER)
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== RARCH_GL_FRAMEBUFFER_COMPLETE)
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return true;
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RARCH_WARN("Failed to reinitialize FBO texture.\n");
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return false;
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}
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static void gl_check_fbo_dimension(gl_t *gl, unsigned i,
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bool update_feedback)
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{
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struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i];
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/* Check proactively since we might suddently
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* get sizes of tex_w width or tex_h height. */
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unsigned img_width = fbo_rect->max_img_width;
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unsigned img_height = fbo_rect->max_img_height;
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unsigned max = img_width > img_height ? img_width : img_height;
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unsigned pow2_size = next_pow2(max);
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fbo_rect->width = pow2_size;
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fbo_rect->height = pow2_size;
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gl_recreate_fbo(fbo_rect, gl->fbo[i], &gl->fbo_texture[i]);
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/* Update feedback texture in-place so we avoid having to
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* juggle two different fbo_rect structs since they get updated here. */
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if (update_feedback)
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{
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if (gl_recreate_fbo(fbo_rect, gl->fbo_feedback,
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&gl->fbo_feedback_texture))
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{
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/* Make sure the feedback textures are cleared
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* so we don't feedback noise. */
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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RARCH_LOG("[GL]: Recreating FBO texture #%d: %ux%u\n",
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i, fbo_rect->width, fbo_rect->height);
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}
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/* On resize, we might have to recreate our FBOs
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* due to "Viewport" scale, and set a new viewport. */
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void gl_check_fbo_dimensions(gl_t *gl)
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{
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int i;
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/* Check if we have to recreate our FBO textures. */
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for (i = 0; i < gl->fbo_pass; i++)
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{
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struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i];
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if (fbo_rect)
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{
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bool update_feedback = gl->fbo_feedback_enable
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&& (unsigned)i == gl->fbo_feedback_pass;
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if ((fbo_rect->max_img_width > fbo_rect->width) ||
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(fbo_rect->max_img_height > fbo_rect->height))
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gl_check_fbo_dimension(gl, i, update_feedback);
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}
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}
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}
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static GLfloat fbo_tex_coords[8] = {0.0f};
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void gl_renderchain_render(gl_t *gl,
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video_frame_info_t *video_info,
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uint64_t frame_count,
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const struct video_tex_info *tex_info,
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const struct video_tex_info *feedback_info)
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{
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int i;
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video_shader_ctx_mvp_t mvp;
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video_shader_ctx_coords_t coords;
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video_shader_ctx_params_t params;
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video_shader_ctx_info_t shader_info;
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struct video_tex_info fbo_tex_info[GFX_MAX_SHADERS];
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struct video_tex_info *fbo_info = NULL;
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const struct video_fbo_rect *prev_rect = NULL;
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GLfloat xamt = 0.0f;
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GLfloat yamt = 0.0f;
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unsigned mip_level = 0;
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unsigned fbo_tex_info_cnt = 0;
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unsigned width = video_info->width;
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unsigned height = video_info->height;
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/* Render the rest of our passes. */
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gl->coords.tex_coord = fbo_tex_coords;
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/* Calculate viewports, texture coordinates etc,
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* and render all passes from FBOs, to another FBO. */
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for (i = 1; i < gl->fbo_pass; i++)
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{
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video_shader_ctx_mvp_t mvp;
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video_shader_ctx_coords_t coords;
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video_shader_ctx_params_t params;
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const struct video_fbo_rect *rect = &gl->fbo_rect[i];
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prev_rect = &gl->fbo_rect[i - 1];
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fbo_info = &fbo_tex_info[i - 1];
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xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
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yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
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set_texture_coords(fbo_tex_coords, xamt, yamt);
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fbo_info->tex = gl->fbo_texture[i - 1];
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fbo_info->input_size[0] = prev_rect->img_width;
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fbo_info->input_size[1] = prev_rect->img_height;
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fbo_info->tex_size[0] = prev_rect->width;
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fbo_info->tex_size[1] = prev_rect->height;
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memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
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fbo_tex_info_cnt++;
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glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[i]);
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shader_info.data = gl;
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shader_info.idx = i + 1;
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shader_info.set_active = true;
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video_shader_driver_use(shader_info);
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
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mip_level = i + 1;
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if (video_shader_driver_mipmap_input(&mip_level)
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&& gl_check_capability(GL_CAPS_MIPMAP))
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glGenerateMipmap(GL_TEXTURE_2D);
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glClear(GL_COLOR_BUFFER_BIT);
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/* Render to FBO with certain size. */
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gl_set_viewport(gl, video_info,
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rect->img_width, rect->img_height, true, false);
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params.data = gl;
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params.width = prev_rect->img_width;
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params.height = prev_rect->img_height;
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params.tex_width = prev_rect->width;
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params.tex_height = prev_rect->height;
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params.out_width = gl->vp.width;
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params.out_height = gl->vp.height;
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params.frame_counter = (unsigned int)frame_count;
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params.info = tex_info;
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params.prev_info = gl->prev_info;
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params.feedback_info = feedback_info;
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params.fbo_info = fbo_tex_info;
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params.fbo_info_cnt = fbo_tex_info_cnt;
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video_shader_driver_set_parameters(params);
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gl->coords.vertices = 4;
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coords.handle_data = NULL;
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coords.data = &gl->coords;
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video_shader_driver_set_coords(coords);
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mvp.data = gl;
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mvp.matrix = &gl->mvp;
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video_shader_driver_set_mvp(mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
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if (gl->has_srgb_fbo)
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glDisable(GL_FRAMEBUFFER_SRGB);
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#endif
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/* Render our last FBO texture directly to screen. */
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prev_rect = &gl->fbo_rect[gl->fbo_pass - 1];
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xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
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yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
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set_texture_coords(fbo_tex_coords, xamt, yamt);
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/* Push final FBO to list. */
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fbo_info = &fbo_tex_info[gl->fbo_pass - 1];
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fbo_info->tex = gl->fbo_texture[gl->fbo_pass - 1];
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fbo_info->input_size[0] = prev_rect->img_width;
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fbo_info->input_size[1] = prev_rect->img_height;
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fbo_info->tex_size[0] = prev_rect->width;
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fbo_info->tex_size[1] = prev_rect->height;
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memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
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fbo_tex_info_cnt++;
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/* Render our FBO texture to back buffer. */
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gl_bind_backbuffer();
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shader_info.data = gl;
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shader_info.idx = gl->fbo_pass + 1;
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shader_info.set_active = true;
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video_shader_driver_use(shader_info);
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
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mip_level = gl->fbo_pass + 1;
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if (video_shader_driver_mipmap_input(&mip_level)
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&& gl_check_capability(GL_CAPS_MIPMAP))
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glGenerateMipmap(GL_TEXTURE_2D);
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glClear(GL_COLOR_BUFFER_BIT);
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gl_set_viewport(gl, video_info,
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width, height, false, true);
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params.data = gl;
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params.width = prev_rect->img_width;
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params.height = prev_rect->img_height;
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params.tex_width = prev_rect->width;
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params.tex_height = prev_rect->height;
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params.out_width = gl->vp.width;
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params.out_height = gl->vp.height;
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params.frame_counter = (unsigned int)frame_count;
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params.info = tex_info;
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params.prev_info = gl->prev_info;
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params.feedback_info = feedback_info;
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params.fbo_info = fbo_tex_info;
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params.fbo_info_cnt = fbo_tex_info_cnt;
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video_shader_driver_set_parameters(params);
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gl->coords.vertex = gl->vertex_ptr;
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gl->coords.vertices = 4;
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coords.handle_data = NULL;
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coords.data = &gl->coords;
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video_shader_driver_set_coords(coords);
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mvp.data = gl;
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mvp.matrix = &gl->mvp;
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video_shader_driver_set_mvp(mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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gl->coords.tex_coord = gl->tex_info.coord;
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}
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void gl_renderchain_free(gl_t *gl)
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{
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gl_deinit_fbo(gl);
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gl_deinit_hw_render(gl);
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}
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static bool gl_create_fbo_targets(gl_t *gl)
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{
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int i;
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenFramebuffers(gl->fbo_pass, gl->fbo);
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for (i = 0; i < gl->fbo_pass; i++)
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{
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GLenum status;
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glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[i]);
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glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
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RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
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status = glCheckFramebufferStatus(RARCH_GL_FRAMEBUFFER);
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if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
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goto error;
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}
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if (gl->fbo_feedback_texture)
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{
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GLenum status;
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glGenFramebuffers(1, &gl->fbo_feedback);
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glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo_feedback);
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glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
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RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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gl->fbo_feedback_texture, 0);
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status = glCheckFramebufferStatus(RARCH_GL_FRAMEBUFFER);
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if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
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goto error;
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/* Make sure the feedback textures are cleared
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* so we don't feedback noise. */
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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return true;
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error:
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glDeleteFramebuffers(gl->fbo_pass, gl->fbo);
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if (gl->fbo_feedback)
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glDeleteFramebuffers(1, &gl->fbo_feedback);
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RARCH_ERR("[GL]: Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
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return false;
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}
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|
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static void gl_create_fbo_texture(gl_t *gl, unsigned i, GLuint texture)
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{
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unsigned mip_level;
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bool fp_fbo;
|
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GLenum min_filter, mag_filter, wrap_enum;
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video_shader_ctx_filter_t filter_type;
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video_shader_ctx_wrap_t wrap = {0};
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bool mipmapped = false;
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bool smooth = false;
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settings_t *settings = config_get_ptr();
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GLuint base_filt = settings->bools.video_smooth ? GL_LINEAR : GL_NEAREST;
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GLuint base_mip_filt = settings->bools.video_smooth ?
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GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
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glBindTexture(GL_TEXTURE_2D, texture);
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mip_level = i + 2;
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mipmapped = video_shader_driver_mipmap_input(&mip_level);
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min_filter = mipmapped ? base_mip_filt : base_filt;
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filter_type.index = i + 2;
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filter_type.smooth = &smooth;
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|
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if (video_shader_driver_filter_type(&filter_type))
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{
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min_filter = mipmapped ? (smooth ?
|
|
GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
|
|
: (smooth ? GL_LINEAR : GL_NEAREST);
|
|
}
|
|
|
|
mag_filter = min_filter_to_mag(min_filter);
|
|
wrap.idx = i + 2;
|
|
|
|
video_shader_driver_wrap_type(&wrap);
|
|
|
|
wrap_enum = gl_wrap_type_to_enum(wrap.type);
|
|
|
|
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);
|
|
|
|
fp_fbo = gl->fbo_scale[i].fp_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");
|
|
}
|
|
|
|
#if !defined(HAVE_OPENGLES2)
|
|
if (fp_fbo && gl->has_fp_fbo)
|
|
{
|
|
RARCH_LOG("[GL]: FBO pass #%d is floating-point.\n", i);
|
|
gl_load_texture_image(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
|
|
bool srgb_fbo = gl->fbo_scale[i].srgb_fbo;
|
|
|
|
if (!fp_fbo && 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 (settings->bools.video_force_srgb_disable)
|
|
srgb_fbo = false;
|
|
|
|
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
|
|
gl_load_texture_image(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
|
|
{
|
|
#if defined(HAVE_OPENGLES2) || defined(HAVE_PSGL)
|
|
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. */
|
|
gl_load_texture_image(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
|
|
}
|
|
}
|
|
}
|
|
|
|
static void gl_create_fbo_textures(gl_t *gl)
|
|
{
|
|
int i;
|
|
glGenTextures(gl->fbo_pass, gl->fbo_texture);
|
|
|
|
for (i = 0; i < gl->fbo_pass; i++)
|
|
gl_create_fbo_texture(gl, i, gl->fbo_texture[i]);
|
|
|
|
if (gl->fbo_feedback_enable)
|
|
{
|
|
glGenTextures(1, &gl->fbo_feedback_texture);
|
|
gl_create_fbo_texture(gl,
|
|
gl->fbo_feedback_pass, gl->fbo_feedback_texture);
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
/* Compute FBO geometry.
|
|
* When width/height changes or window sizes change,
|
|
* we have to recalculate geometry of our FBO. */
|
|
|
|
void gl_renderchain_recompute_pass_sizes(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++)
|
|
{
|
|
struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i];
|
|
struct gfx_fbo_scale *fbo_scale = &gl->fbo_scale[i];
|
|
|
|
gl_renderchain_convert_geometry(gl, fbo_rect, fbo_scale,
|
|
last_width, last_max_width,
|
|
last_height, last_max_height,
|
|
vp_width, vp_height
|
|
);
|
|
|
|
if (fbo_rect->img_width > (unsigned)max_size)
|
|
{
|
|
size_modified = true;
|
|
fbo_rect->img_width = max_size;
|
|
}
|
|
|
|
if (fbo_rect->img_height > (unsigned)max_size)
|
|
{
|
|
size_modified = true;
|
|
fbo_rect->img_height = max_size;
|
|
}
|
|
|
|
if (fbo_rect->max_img_width > (unsigned)max_size)
|
|
{
|
|
size_modified = true;
|
|
fbo_rect->max_img_width = max_size;
|
|
}
|
|
|
|
if (fbo_rect->max_img_height > (unsigned)max_size)
|
|
{
|
|
size_modified = true;
|
|
fbo_rect->max_img_height = max_size;
|
|
}
|
|
|
|
if (size_modified)
|
|
RARCH_WARN("FBO textures exceeded maximum size of GPU (%dx%d). Resizing to fit.\n", max_size, max_size);
|
|
|
|
last_width = fbo_rect->img_width;
|
|
last_height = fbo_rect->img_height;
|
|
last_max_width = fbo_rect->max_img_width;
|
|
last_max_height = fbo_rect->max_img_height;
|
|
}
|
|
}
|
|
|
|
void gl_renderchain_start_render(gl_t *gl, video_frame_info_t *video_info)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
|
|
glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[0]);
|
|
|
|
gl_set_viewport(gl, video_info, 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 = fbo_vertexes;
|
|
|
|
#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
|
|
if (gl->has_srgb_fbo)
|
|
glEnable(GL_FRAMEBUFFER_SRGB);
|
|
#endif
|
|
}
|
|
|
|
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;
|
|
|
|
if (gl->fbo_feedback)
|
|
glDeleteFramebuffers(1, &gl->fbo_feedback);
|
|
if (gl->fbo_feedback_texture)
|
|
glDeleteTextures(1, &gl->fbo_feedback_texture);
|
|
|
|
gl->fbo_feedback_enable = false;
|
|
gl->fbo_feedback_pass = 0;
|
|
gl->fbo_feedback_texture = 0;
|
|
gl->fbo_feedback = 0;
|
|
}
|
|
|
|
/* Set up render to texture. */
|
|
void gl_renderchain_init(gl_t *gl, unsigned fbo_width, unsigned fbo_height)
|
|
{
|
|
int i;
|
|
unsigned width, height;
|
|
video_shader_ctx_scale_t scaler;
|
|
video_shader_ctx_info_t shader_info;
|
|
struct gfx_fbo_scale scale, scale_last;
|
|
|
|
if (!video_shader_driver_info(&shader_info))
|
|
return;
|
|
|
|
if (!gl || shader_info.num == 0)
|
|
return;
|
|
|
|
video_driver_get_size(&width, &height);
|
|
|
|
scaler.idx = 1;
|
|
scaler.scale = &scale;
|
|
|
|
video_shader_driver_scale(&scaler);
|
|
|
|
scaler.idx = shader_info.num;
|
|
scaler.scale = &scale_last;
|
|
|
|
video_shader_driver_scale(&scaler);
|
|
|
|
/* we always want FBO to be at least initialized on startup for consoles */
|
|
if (shader_info.num == 1 && !scale.valid)
|
|
return;
|
|
|
|
if (!gl_check_capability(GL_CAPS_FBO))
|
|
{
|
|
RARCH_ERR("[GL]: Failed to locate FBO functions. Won't be able to use render-to-texture.\n");
|
|
return;
|
|
}
|
|
|
|
gl->fbo_pass = shader_info.num - 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++)
|
|
{
|
|
scaler.idx = i + 1;
|
|
scaler.scale = &gl->fbo_scale[i];
|
|
|
|
video_shader_driver_scale(&scaler);
|
|
|
|
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_renderchain_recompute_pass_sizes(gl,
|
|
fbo_width, fbo_height, width, 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->fbo_feedback_enable = video_shader_driver_get_feedback_pass(
|
|
&gl->fbo_feedback_pass);
|
|
|
|
if (gl->fbo_feedback_enable && gl->fbo_feedback_pass
|
|
< (unsigned)gl->fbo_pass)
|
|
{
|
|
RARCH_LOG("[GL]: Creating feedback FBO %d @ %ux%u\n", i,
|
|
gl->fbo_rect[gl->fbo_feedback_pass].width,
|
|
gl->fbo_rect[gl->fbo_feedback_pass].height);
|
|
}
|
|
else if (gl->fbo_feedback_enable)
|
|
{
|
|
RARCH_WARN("[GL]: Tried to create feedback FBO of pass #%u, but there are only %d FBO passes. Will use input texture as feedback texture.\n",
|
|
gl->fbo_feedback_pass, gl->fbo_pass);
|
|
gl->fbo_feedback_enable = false;
|
|
}
|
|
|
|
gl_create_fbo_textures(gl);
|
|
if (!gl || !gl_create_fbo_targets(gl))
|
|
{
|
|
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
|
|
RARCH_ERR("[GL]: Failed to create FBO targets. Will continue without FBO.\n");
|
|
return;
|
|
}
|
|
|
|
gl->fbo_inited = true;
|
|
}
|
|
|
|
void gl_deinit_hw_render(gl_t *gl)
|
|
{
|
|
if (!gl)
|
|
return;
|
|
|
|
context_bind_hw_render(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(false);
|
|
}
|
|
|
|
bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
|
|
{
|
|
GLenum status;
|
|
unsigned i;
|
|
bool depth = false;
|
|
bool stencil = false;
|
|
GLint max_fbo_size = 0;
|
|
GLint max_renderbuffer_size = 0;
|
|
struct retro_hw_render_callback *hwr =
|
|
video_driver_get_hw_context();
|
|
|
|
/* We can only share texture objects through contexts.
|
|
* FBOs are "abstract" objects and are not shared. */
|
|
context_bind_hw_render(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: %d px.\n",
|
|
max_fbo_size, max_renderbuffer_size);
|
|
|
|
if (!gl_check_capability(GL_CAPS_FBO))
|
|
return false;
|
|
|
|
RARCH_LOG("[GL]: Supports FBO (render-to-texture).\n");
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glGenFramebuffers(gl->textures, gl->hw_render_fbo);
|
|
|
|
depth = hwr->depth;
|
|
stencil = hwr->stencil;
|
|
|
|
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(__MACH__) && (defined(__ppc__) || defined(__ppc64__))))
|
|
/* 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]);
|
|
}
|
|
}
|
|
|
|
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(false);
|
|
return true;
|
|
}
|
|
|
|
#endif
|
|
|
|
void gl_renderchain_bind_prev_texture(
|
|
void *data,
|
|
const struct video_tex_info *tex_info)
|
|
{
|
|
gl_t *gl = (gl_t*)data;
|
|
|
|
memmove(gl->prev_info + 1, gl->prev_info,
|
|
sizeof(*tex_info) * (gl->textures - 1));
|
|
memcpy(&gl->prev_info[0], tex_info,
|
|
sizeof(*tex_info));
|
|
|
|
#ifdef HAVE_FBO
|
|
/* Implement feedback by swapping out FBO/textures
|
|
* for FBO pass #N and feedbacks. */
|
|
if (gl->fbo_feedback_enable)
|
|
{
|
|
GLuint tmp_fbo = gl->fbo_feedback;
|
|
GLuint tmp_tex = gl->fbo_feedback_texture;
|
|
gl->fbo_feedback = gl->fbo[gl->fbo_feedback_pass];
|
|
gl->fbo_feedback_texture = gl->fbo_texture[gl->fbo_feedback_pass];
|
|
gl->fbo[gl->fbo_feedback_pass] = tmp_fbo;
|
|
gl->fbo_texture[gl->fbo_feedback_pass] = tmp_tex;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool gl_renderchain_add_lut(const struct video_shader *shader,
|
|
unsigned i, GLuint *textures_lut)
|
|
{
|
|
struct texture_image img;
|
|
enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR;
|
|
|
|
img.width = 0;
|
|
img.height = 0;
|
|
img.pixels = NULL;
|
|
img.supports_rgba = video_driver_supports_rgba();
|
|
|
|
if (!image_texture_load(&img, shader->lut[i].path))
|
|
{
|
|
RARCH_ERR("[GL]: Failed to load texture image from: \"%s\"\n",
|
|
shader->lut[i].path);
|
|
return false;
|
|
}
|
|
|
|
RARCH_LOG("[GL]: Loaded texture image from: \"%s\" ...\n",
|
|
shader->lut[i].path);
|
|
|
|
if (shader->lut[i].filter == RARCH_FILTER_NEAREST)
|
|
filter_type = TEXTURE_FILTER_NEAREST;
|
|
|
|
if (shader->lut[i].mipmap)
|
|
{
|
|
if (filter_type == TEXTURE_FILTER_NEAREST)
|
|
filter_type = TEXTURE_FILTER_MIPMAP_NEAREST;
|
|
else
|
|
filter_type = TEXTURE_FILTER_MIPMAP_LINEAR;
|
|
}
|
|
|
|
gl_load_texture_data(textures_lut[i],
|
|
shader->lut[i].wrap,
|
|
filter_type, 4,
|
|
img.width, img.height,
|
|
img.pixels, sizeof(uint32_t));
|
|
image_texture_free(&img);
|
|
|
|
return true;
|
|
}
|
|
|
|
void gl_renderchain_viewport_info(void *data, struct video_viewport *vp)
|
|
{
|
|
unsigned width, height;
|
|
unsigned top_y, top_dist;
|
|
gl_t *gl = (gl_t*)data;
|
|
|
|
video_driver_get_size(&width, &height);
|
|
|
|
*vp = gl->vp;
|
|
vp->full_width = width;
|
|
vp->full_height = height;
|
|
|
|
/* Adjust as GL viewport is bottom-up. */
|
|
top_y = vp->y + vp->height;
|
|
top_dist = height - top_y;
|
|
vp->y = top_dist;
|
|
}
|
|
|
|
bool gl_renderchain_read_viewport(void *data, uint8_t *buffer, bool is_idle)
|
|
{
|
|
#ifndef NO_GL_READ_PIXELS
|
|
unsigned num_pixels = 0;
|
|
gl_t *gl = (gl_t*)data;
|
|
|
|
if (!gl)
|
|
return false;
|
|
|
|
context_bind_hw_render(false);
|
|
|
|
num_pixels = gl->vp.width * gl->vp.height;
|
|
|
|
#ifdef HAVE_GL_ASYNC_READBACK
|
|
if (gl->pbo_readback_enable)
|
|
{
|
|
const uint8_t *ptr = NULL;
|
|
|
|
/* Don't readback if we're in menu mode.
|
|
* We haven't buffered up enough frames yet, come back later. */
|
|
if (!gl->pbo_readback_valid[gl->pbo_readback_index])
|
|
goto error;
|
|
|
|
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. */
|
|
ptr = (const uint8_t*)glMapBufferRange(GL_PIXEL_PACK_BUFFER,
|
|
0, num_pixels * sizeof(uint32_t), GL_MAP_READ_BIT);
|
|
|
|
if (ptr)
|
|
{
|
|
unsigned y;
|
|
for (y = 0; y < gl->vp.height; y++)
|
|
{
|
|
video_frame_convert_rgba_to_bgr(
|
|
(const void*)ptr,
|
|
buffer,
|
|
gl->vp.width);
|
|
}
|
|
}
|
|
#else
|
|
ptr = (const uint8_t*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
|
|
if (ptr)
|
|
{
|
|
struct scaler_ctx *ctx = &gl->pbo_readback_scaler;
|
|
scaler_ctx_scale_direct(ctx, buffer, ptr);
|
|
}
|
|
#endif
|
|
|
|
if (!ptr)
|
|
{
|
|
RARCH_ERR("[GL]: Failed to map pixel unpack buffer.\n");
|
|
goto error;
|
|
}
|
|
|
|
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
|
|
{
|
|
/* 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.
|
|
*/
|
|
gl->readback_buffer_screenshot = malloc(num_pixels * sizeof(uint32_t));
|
|
|
|
if (!gl->readback_buffer_screenshot)
|
|
goto error;
|
|
|
|
if (!is_idle)
|
|
video_driver_cached_frame();
|
|
|
|
video_frame_convert_rgba_to_bgr(
|
|
(const void*)gl->readback_buffer_screenshot,
|
|
buffer,
|
|
num_pixels);
|
|
|
|
free(gl->readback_buffer_screenshot);
|
|
gl->readback_buffer_screenshot = NULL;
|
|
}
|
|
|
|
context_bind_hw_render(true);
|
|
return true;
|
|
|
|
error:
|
|
context_bind_hw_render(true);
|
|
#endif
|
|
|
|
return false;
|
|
}
|