RetroArch/gfx/drivers/gl.c
2015-09-29 17:35:28 +02:00

3457 lines
94 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2015 - Daniel De Matteis
* Copyright (C) 2012-2015 - Michael Lelli
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#ifdef _MSC_VER
#pragma comment(lib, "opengl32")
#endif
#include "../../driver.h"
#include "../../performance.h"
#include <gfx/scaler/scaler.h>
#include <formats/image.h>
#include <retro_inline.h>
#include <stdint.h>
#include "../../libretro.h"
#include <stdio.h>
#include <string.h>
#include "../../general.h"
#include "../../retroarch.h"
#include <math.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gl_common.h"
#include "../font_driver.h"
#include "../video_viewport.h"
#include "../video_pixel_converter.h"
#include "../video_context_driver.h"
#include <compat/strl.h>
#ifdef HAVE_GLSL
#include "../drivers_shader/shader_glsl.h"
#endif
#ifdef GL_DEBUG
#include <string/string_list.h>
#endif
#if defined(_WIN32) && !defined(_XBOX)
#include "../drivers_wm/win32_shader_dlg.h"
#endif
#include "../video_shader_driver.h"
#ifndef GL_SYNC_GPU_COMMANDS_COMPLETE
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
#endif
#ifndef GL_SYNC_FLUSH_COMMANDS_BIT
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#endif
/* Used for the last pass when rendering to the back buffer. */
static const GLfloat vertexes_flipped[] = {
0, 1,
1, 1,
0, 0,
1, 0
};
/* Used when rendering to an FBO.
* Texture coords have to be aligned
* with vertex coordinates. */
static const GLfloat vertexes[] = {
0, 0,
1, 0,
0, 1,
1, 1
};
static const GLfloat tex_coords[] = {
0, 0,
1, 0,
0, 1,
1, 1
};
static const GLfloat white_color[] = {
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
};
static INLINE bool gl_query_extension(gl_t *gl, const char *ext)
{
bool ret = false;
if (gl->core_context)
{
#ifdef GL_NUM_EXTENSIONS
GLint i;
GLint exts = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &exts);
for (i = 0; i < exts; i++)
{
const char *str = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (str && strstr(str, ext))
{
ret = true;
break;
}
}
#endif
}
else
{
const char *str = (const char*)glGetString(GL_EXTENSIONS);
ret = str && strstr(str, ext);
}
RARCH_LOG("Querying GL extension: %s => %s\n",
ext, ret ? "exists" : "doesn't exist");
return ret;
}
#ifdef HAVE_OVERLAY
static void gl_render_overlay(void *data);
static void gl_overlay_vertex_geom(void *data,
unsigned image,
float x, float y, float w, float h);
static void gl_overlay_tex_geom(void *data,
unsigned image,
float x, float y, float w, float h);
#endif
#define set_texture_coords(coords, xamt, yamt) \
coords[2] = xamt; \
coords[6] = xamt; \
coords[5] = yamt; \
coords[7] = yamt
#if defined(HAVE_EGL) && defined(HAVE_OPENGLES2)
static bool gl_check_eglimage_proc(void)
{
return glEGLImageTargetTexture2DOES != NULL;
}
#endif
#ifdef HAVE_GL_SYNC
static bool gl_check_sync_proc(gl_t *gl)
{
if (!gl_query_extension(gl, "ARB_sync"))
return false;
return glFenceSync && glDeleteSync && glClientWaitSync;
}
#endif
#ifndef HAVE_OPENGLES
static bool gl_init_vao(gl_t *gl)
{
if (!gl->core_context && !gl_query_extension(gl, "ARB_vertex_array_object"))
return false;
if (!(glGenVertexArrays && glBindVertexArray && glDeleteVertexArrays))
return false;
glGenVertexArrays(1, &gl->vao);
return true;
}
#endif
#ifdef HAVE_FBO
#if defined(HAVE_PSGL)
#define glGenFramebuffers glGenFramebuffersOES
#define glBindFramebuffer glBindFramebufferOES
#define glFramebufferTexture2D glFramebufferTexture2DOES
#define glCheckFramebufferStatus glCheckFramebufferStatusOES
#define glDeleteFramebuffers glDeleteFramebuffersOES
#define glGenRenderbuffers glGenRenderbuffersOES
#define glBindRenderbuffer glBindRenderbufferOES
#define glFramebufferRenderbuffer glFramebufferRenderbufferOES
#define glRenderbufferStorage glRenderbufferStorageOES
#define glDeleteRenderbuffers glDeleteRenderbuffersOES
#define gl_check_fbo_proc(gl) (true)
#elif !defined(HAVE_OPENGLES2)
static bool gl_check_fbo_proc(gl_t *gl)
{
if (!gl->core_context && !gl_query_extension(gl, "ARB_framebuffer_object"))
return false;
return glGenFramebuffers && glBindFramebuffer && glFramebufferTexture2D &&
glCheckFramebufferStatus && glDeleteFramebuffers &&
glGenRenderbuffers && glBindRenderbuffer &&
glFramebufferRenderbuffer && glRenderbufferStorage &&
glDeleteRenderbuffers;
}
#else
#define gl_check_fbo_proc(gl) (true)
#endif
#endif
/* Shaders */
static bool gl_shader_init(gl_t *gl)
{
enum rarch_shader_type type;
bool ret = false;
const shader_backend_t *backend = NULL;
settings_t *settings = config_get_ptr();
const char *shader_path = (settings->video.shader_enable && *settings->video.shader_path) ?
settings->video.shader_path : NULL;
if (!gl)
{
RARCH_ERR("Invalid GL instance passed.\n");
return false;
}
type = video_shader_parse_type(shader_path,
gl->core_context ? RARCH_SHADER_GLSL : DEFAULT_SHADER_TYPE);
if (type == RARCH_SHADER_NONE)
{
RARCH_LOG("[GL]: Not loading any shader.\n");
return true;
}
switch (type)
{
#ifdef HAVE_CG
case RARCH_SHADER_CG:
RARCH_LOG("[GL]: Using Cg shader backend.\n");
backend = &gl_cg_backend;
break;
#endif
#ifdef HAVE_GLSL
case RARCH_SHADER_GLSL:
RARCH_LOG("[GL]: Using GLSL shader backend.\n");
backend = &gl_glsl_backend;
break;
#endif
default:
break;
}
if (!backend)
{
RARCH_ERR("[GL]: Didn't find valid shader backend. Continuing without shaders.\n");
return true;
}
#ifdef HAVE_GLSL
#ifdef HAVE_CG
if (gl->core_context && backend == &gl_cg_backend)
{
RARCH_ERR("[GL]: Cg cannot be used with core GL context. Falling back to GLSL.\n");
backend = &gl_glsl_backend;
shader_path = NULL;
}
#endif
#endif
gl->shader = backend;
if (gl->shader && gl->shader->init)
{
ret = gl->shader->init(gl, shader_path);
if (!ret)
{
RARCH_ERR("[GL]: Failed to initialize shader, falling back to stock.\n");
ret = gl->shader->init(gl, NULL);
}
}
return ret;
}
static void gl_shader_deinit(gl_t *gl)
{
if (gl->shader)
gl->shader->deinit();
gl->shader = NULL;
}
#ifndef NO_GL_FF_VERTEX
static void gl_disable_client_arrays(gl_t *gl)
{
if (!gl || gl->core_context)
return;
glClientActiveTexture(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
#endif
#ifdef IOS
/* There is no default frame buffer on iOS. */
void cocoagl_bind_game_view_fbo(void);
#define gl_bind_backbuffer() cocoagl_bind_game_view_fbo()
#else
#define gl_bind_backbuffer() glBindFramebuffer(RARCH_GL_FRAMEBUFFER, 0)
#endif
static INLINE GLenum min_filter_to_mag(GLenum type)
{
switch (type)
{
case GL_LINEAR_MIPMAP_LINEAR:
return GL_LINEAR;
case GL_NEAREST_MIPMAP_NEAREST:
return GL_NEAREST;
default:
break;
}
return type;
}
#ifdef HAVE_FBO
static void gl_shader_scale(gl_t *gl, unsigned idx,
struct gfx_fbo_scale *scale)
{
scale->valid = false;
gl->shader->shader_scale(idx, scale);
}
/* Compute FBO geometry.
* When width/height changes or window sizes change,
* we have to recalculate geometry of our FBO. */
static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
unsigned vp_width, unsigned vp_height)
{
int i;
bool size_modified = false;
GLint max_size = 0;
unsigned last_width = width;
unsigned last_height = height;
unsigned last_max_width = gl->tex_w;
unsigned last_max_height = gl->tex_h;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size);
/* Calculate viewports for FBOs. */
for (i = 0; i < gl->fbo_pass; i++)
{
struct gfx_fbo_rect *fbo_rect = &gl->fbo_rect[i];
struct gfx_fbo_scale *fbo_scale = &gl->fbo_scale[i];
switch (gl->fbo_scale[i].type_x)
{
case RARCH_SCALE_INPUT:
fbo_rect->img_width = last_width * fbo_scale->scale_x;
fbo_rect->max_img_width = last_max_width * fbo_scale->scale_x;
break;
case RARCH_SCALE_ABSOLUTE:
fbo_rect->img_width = fbo_rect->max_img_width = fbo_scale->abs_x;
break;
case RARCH_SCALE_VIEWPORT:
fbo_rect->img_width = fbo_rect->max_img_width = fbo_scale->scale_x * vp_width;
break;
}
switch (fbo_scale->type_y)
{
case RARCH_SCALE_INPUT:
fbo_rect->img_height = last_height * fbo_scale->scale_y;
fbo_rect->max_img_height = last_max_height * fbo_scale->scale_y;
break;
case RARCH_SCALE_ABSOLUTE:
fbo_rect->img_height = fbo_rect->max_img_height = fbo_scale->abs_y;
break;
case RARCH_SCALE_VIEWPORT:
fbo_rect->img_height = fbo_rect->max_img_height = fbo_scale->scale_y * vp_height;
break;
}
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;
}
}
static void gl_create_fbo_texture(gl_t *gl, unsigned i, GLuint texture)
{
settings_t *settings = config_get_ptr();
enum gfx_wrap_type wrap;
GLenum min_filter, mag_filter, wrap_enum;
bool mipmapped = false;
bool smooth = false;
bool fp_fbo, srgb_fbo;
GLuint base_filt = settings->video.smooth ? GL_LINEAR : GL_NEAREST;
GLuint base_mip_filt = settings->video.smooth ?
GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
glBindTexture(GL_TEXTURE_2D, texture);
mipmapped = gl->shader->mipmap_input(i + 2);
min_filter = mipmapped ? base_mip_filt : base_filt;
if (gl->shader->filter_type(i + 2, &smooth))
{
min_filter = mipmapped ? (smooth ?
GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
: (smooth ? GL_LINEAR : GL_NEAREST);
}
mag_filter = min_filter_to_mag(min_filter);
wrap = gl->shader->wrap_type(i + 2);
wrap_enum = gl_wrap_type_to_enum(wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_enum);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_enum);
fp_fbo = gl->fbo_scale[i].fp_fbo;
srgb_fbo = gl->fbo_scale[i].srgb_fbo;
if (fp_fbo)
{
if (!gl->has_fp_fbo)
RARCH_ERR("[GL]: Floating-point FBO was requested, but is not supported. Falling back to UNORM. Result may band/clip/etc.!\n");
}
else if (srgb_fbo)
{
if (!gl->has_srgb_fbo)
RARCH_ERR("[GL]: sRGB FBO was requested, but it is not supported. Falling back to UNORM. Result may have banding!\n");
}
if (settings->video.force_srgb_disable)
srgb_fbo = false;
#ifndef HAVE_OPENGLES2
if (fp_fbo && gl->has_fp_fbo)
{
RARCH_LOG("[GL]: FBO pass #%d is floating-point.\n", i);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F,
gl->fbo_rect[i].width, gl->fbo_rect[i].height,
0, GL_RGBA, GL_FLOAT, NULL);
}
else
#endif
{
#ifndef HAVE_OPENGLES
if (srgb_fbo && gl->has_srgb_fbo)
{
RARCH_LOG("[GL]: FBO pass #%d is sRGB.\n", i);
#ifdef HAVE_OPENGLES2
/* EXT defines are same as core GLES3 defines,
* but GLES3 variant requires different arguments. */
glTexImage2D(GL_TEXTURE_2D,
0, GL_SRGB_ALPHA_EXT,
gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
gl->has_srgb_fbo_gles3 ? GL_RGBA : GL_SRGB_ALPHA_EXT,
GL_UNSIGNED_BYTE, NULL);
#else
glTexImage2D(GL_TEXTURE_2D,
0, GL_SRGB8_ALPHA8,
gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#endif
}
else
#endif
{
#ifdef HAVE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA,
gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#else
/* Avoid potential performance
* reductions on particular platforms. */
glTexImage2D(GL_TEXTURE_2D,
0, RARCH_GL_INTERNAL_FORMAT32,
gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, NULL);
#endif
}
}
}
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);
}
static bool gl_create_fbo_targets(gl_t *gl)
{
int i;
GLenum status;
if (!gl)
return false;
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(gl->fbo_pass, gl->fbo);
for (i = 0; i < gl->fbo_pass; i++)
{
glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[i]);
glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
status = glCheckFramebufferStatus(RARCH_GL_FRAMEBUFFER);
if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
goto error;
}
if (gl->fbo_feedback_texture)
{
glGenFramebuffers(1, &gl->fbo_feedback);
glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo_feedback);
glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_feedback_texture, 0);
status = glCheckFramebufferStatus(RARCH_GL_FRAMEBUFFER);
if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
goto error;
/* Make sure the feedback textures are cleared so we don't feedback noise. */
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
return true;
error:
glDeleteFramebuffers(gl->fbo_pass, gl->fbo);
if (gl->fbo_feedback)
glDeleteFramebuffers(1, &gl->fbo_feedback);
RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
return false;
}
static void gl_deinit_fbo(gl_t *gl)
{
if (!gl->fbo_inited)
return;
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
glDeleteFramebuffers(gl->fbo_pass, gl->fbo);
memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
memset(gl->fbo, 0, sizeof(gl->fbo));
gl->fbo_inited = false;
gl->fbo_pass = 0;
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 = -1;
gl->fbo_feedback_texture = 0;
gl->fbo_feedback = 0;
}
/* Set up render to texture. */
static void gl_init_fbo(gl_t *gl, unsigned fbo_width, unsigned fbo_height)
{
int i;
unsigned width, height;
struct gfx_fbo_scale scale, scale_last;
if (!gl || gl->shader->num_shaders() == 0)
return;
video_driver_get_size(&width, &height);
gl_shader_scale(gl, 1, &scale);
gl_shader_scale(gl, gl->shader->num_shaders(), &scale_last);
/* we always want FBO to be at least initialized on startup for consoles */
if (gl->shader->num_shaders() == 1 && !scale.valid)
return;
if (!gl_check_fbo_proc(gl))
{
RARCH_ERR("Failed to locate FBO functions. Won't be able to use render-to-texture.\n");
return;
}
gl->fbo_pass = gl->shader->num_shaders() - 1;
if (scale_last.valid)
gl->fbo_pass++;
if (!scale.valid)
{
scale.scale_x = 1.0f;
scale.scale_y = 1.0f;
scale.type_x = scale.type_y = RARCH_SCALE_INPUT;
scale.valid = true;
}
gl->fbo_scale[0] = scale;
for (i = 1; i < gl->fbo_pass; i++)
{
gl_shader_scale(gl, i + 1, &gl->fbo_scale[i]);
if (!gl->fbo_scale[i].valid)
{
gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0f;
gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y =
RARCH_SCALE_INPUT;
gl->fbo_scale[i].valid = true;
}
}
gl_compute_fbo_geometry(gl, 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 = gl->shader->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_create_fbo_targets(gl))
{
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
RARCH_ERR("Failed to create FBO targets. Will continue without FBO.\n");
return;
}
gl->fbo_inited = true;
}
static void gl_deinit_hw_render(gl_t *gl)
{
if (!gl)
return;
context_bind_hw_render(gl, true);
if (gl->hw_render_fbo_init)
glDeleteFramebuffers(gl->textures, gl->hw_render_fbo);
if (gl->hw_render_depth_init)
glDeleteRenderbuffers(gl->textures, gl->hw_render_depth);
gl->hw_render_fbo_init = false;
context_bind_hw_render(gl, false);
}
static bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
{
GLenum status;
unsigned i;
bool depth = false, stencil = false;
GLint max_fbo_size = 0, max_renderbuffer_size = 0;
const struct retro_hw_render_callback *hw_render =
(const struct retro_hw_render_callback*)video_driver_callback();
/* We can only share texture objects through contexts.
* FBOs are "abstract" objects and are not shared. */
context_bind_hw_render(gl, true);
RARCH_LOG("[GL]: Initializing HW render (%u x %u).\n", width, height);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_fbo_size);
glGetIntegerv(RARCH_GL_MAX_RENDERBUFFER_SIZE, &max_renderbuffer_size);
RARCH_LOG("[GL]: Max texture size: %d px, renderbuffer size: %d px.\n",
max_fbo_size, max_renderbuffer_size);
if (!gl_check_fbo_proc(gl))
return false;
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(gl->textures, gl->hw_render_fbo);
depth = hw_render->depth;
stencil = hw_render->stencil;
#ifdef HAVE_OPENGLES2
if (stencil && !gl_query_extension(gl, "OES_packed_depth_stencil"))
return false;
#endif
if (depth)
{
glGenRenderbuffers(gl->textures, gl->hw_render_depth);
gl->hw_render_depth_init = true;
}
for (i = 0; i < gl->textures; i++)
{
glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->hw_render_fbo[i]);
glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->texture[i], 0);
if (depth)
{
glBindRenderbuffer(RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]);
glRenderbufferStorage(RARCH_GL_RENDERBUFFER,
stencil ? RARCH_GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT16,
width, height);
glBindRenderbuffer(RARCH_GL_RENDERBUFFER, 0);
if (stencil)
{
#if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGLES1) || defined(OSX_PPC)
/* GLES2 is a bit weird, as always.
* There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL. */
glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER,
RARCH_GL_DEPTH_ATTACHMENT,
RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]);
glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER,
RARCH_GL_STENCIL_ATTACHMENT,
RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]);
#else
/* We use ARB FBO extensions, no need to check. */
glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER,
GL_DEPTH_STENCIL_ATTACHMENT,
RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]);
#endif
}
else
{
glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER,
RARCH_GL_DEPTH_ATTACHMENT,
RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]);
}
}
status = glCheckFramebufferStatus(RARCH_GL_FRAMEBUFFER);
if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
{
RARCH_ERR("[GL]: Failed to create HW render FBO #%u, error: 0x%u.\n",
i, (unsigned)status);
return false;
}
}
gl_bind_backbuffer();
gl->hw_render_fbo_init = true;
context_bind_hw_render(gl, false);
return true;
}
#endif
static void gl_set_projection(gl_t *gl, struct gfx_ortho *ortho, bool allow_rotate)
{
math_matrix_4x4 rot;
/* Calculate projection. */
matrix_4x4_ortho(&gl->mvp_no_rot, ortho->left, ortho->right,
ortho->bottom, ortho->top, ortho->znear, ortho->zfar);
if (!allow_rotate)
{
gl->mvp = gl->mvp_no_rot;
return;
}
matrix_4x4_rotate_z(&rot, M_PI * gl->rotation / 180.0f);
matrix_4x4_multiply(&gl->mvp, &rot, &gl->mvp_no_rot);
}
static void gl_set_viewport(void *data, unsigned viewport_width,
unsigned viewport_height, bool force_full, bool allow_rotate)
{
unsigned width, height;
int x = 0, y = 0;
float device_aspect = (float)viewport_width / viewport_height;
struct gfx_ortho ortho = {0, 1, 0, 1, -1, 1};
settings_t *settings = config_get_ptr();
gl_t *gl = (gl_t*)data;
video_driver_get_size(&width, &height);
gfx_ctx_translate_aspect(gl, &device_aspect,
viewport_width, viewport_height);
if (settings->video.scale_integer && !force_full)
{
video_viewport_get_scaled_integer(&gl->vp,
viewport_width, viewport_height,
video_driver_get_aspect_ratio(), gl->keep_aspect);
viewport_width = gl->vp.width;
viewport_height = gl->vp.height;
}
else if (gl->keep_aspect && !force_full)
{
float desired_aspect = video_driver_get_aspect_ratio();
#if defined(HAVE_MENU)
if (settings->video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
{
const struct video_viewport *custom = video_viewport_get_custom();
/* GL has bottom-left origin viewport. */
x = custom->x;
y = height - custom->y - custom->height;
viewport_width = custom->width;
viewport_height = custom->height;
}
else
#endif
{
float delta;
if (fabsf(device_aspect - desired_aspect) < 0.0001f)
{
/* If the aspect ratios of screen and desired aspect
* ratio are sufficiently equal (floating point stuff),
* assume they are actually equal.
*/
}
else if (device_aspect > desired_aspect)
{
delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f;
x = (int)roundf(viewport_width * (0.5f - delta));
viewport_width = (unsigned)roundf(2.0f * viewport_width * delta);
}
else
{
delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f;
y = (int)roundf(viewport_height * (0.5f - delta));
viewport_height = (unsigned)roundf(2.0f * viewport_height * delta);
}
}
gl->vp.x = x;
gl->vp.y = y;
gl->vp.width = viewport_width;
gl->vp.height = viewport_height;
}
else
{
gl->vp.x = gl->vp.y = 0;
gl->vp.width = viewport_width;
gl->vp.height = viewport_height;
}
#if defined(RARCH_MOBILE)
/* In portrait mode, we want viewport to gravitate to top of screen. */
if (device_aspect < 1.0f)
gl->vp.y *= 2;
#endif
glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
gl_set_projection(gl, &ortho, allow_rotate);
/* Set last backbuffer viewport. */
if (!force_full)
{
gl->vp_out_width = viewport_width;
gl->vp_out_height = viewport_height;
}
#if 0
RARCH_LOG("Setting viewport @ %ux%u\n", viewport_width, viewport_height);
#endif
}
static void gl_set_rotation(void *data, unsigned rotation)
{
gl_t *gl = (gl_t*)data;
struct gfx_ortho ortho = {0, 1, 0, 1, -1, 1};
if (!gl)
return;
gl->rotation = 90 * rotation;
gl_set_projection(gl, &ortho, true);
}
static void gl_set_video_mode(void *data, unsigned width, unsigned height,
bool fullscreen)
{
gfx_ctx_set_video_mode(data, width, height, fullscreen);
}
#ifdef HAVE_FBO
static INLINE void gl_start_frame_fbo(gl_t *gl)
{
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[0]);
gl_set_viewport(gl, gl->fbo_rect[0].img_width,
gl->fbo_rect[0].img_height, true, false);
/* Need to preserve the "flipped" state when in FBO
* as well to have consistent texture coordinates.
*
* We will "flip" it in place on last pass. */
gl->coords.vertex = vertexes;
#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
if (gl->has_srgb_fbo)
glEnable(GL_FRAMEBUFFER_SRGB);
#endif
}
static void gl_check_fbo_dimension(gl_t *gl, unsigned i, GLuint fbo, GLuint texture, bool update_feedback)
{
GLenum status;
unsigned img_width, img_height, max, pow2_size;
bool check_dimensions = false;
struct gfx_fbo_rect *fbo_rect = &gl->fbo_rect[i];
if (!fbo_rect)
return;
check_dimensions =
(fbo_rect->max_img_width > fbo_rect->width) ||
(fbo_rect->max_img_height > fbo_rect->height);
if (!check_dimensions)
return;
/* Check proactively since we might suddently
* get sizes of tex_w width or tex_h height. */
img_width = fbo_rect->max_img_width;
img_height = fbo_rect->max_img_height;
max = img_width > img_height ? img_width : img_height;
pow2_size = next_pow2(max);
fbo_rect->width = fbo_rect->height = pow2_size;
{
glBindFramebuffer(RARCH_GL_FRAMEBUFFER, fbo);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D,
0, RARCH_GL_INTERNAL_FORMAT32,
fbo_rect->width,
fbo_rect->height,
0, RARCH_GL_TEXTURE_TYPE32,
RARCH_GL_FORMAT32, NULL);
glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0);
status = glCheckFramebufferStatus(RARCH_GL_FRAMEBUFFER);
if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
RARCH_WARN("Failed to reinitialize FBO texture.\n");
}
/* Update feedback texture in-place so we avoid having to juggle two different fbo_rect structs since they get updated here. */
if (update_feedback)
{
glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo_feedback);
glBindTexture(GL_TEXTURE_2D, gl->fbo_feedback_texture);
glTexImage2D(GL_TEXTURE_2D,
0, RARCH_GL_INTERNAL_FORMAT32,
fbo_rect->width,
fbo_rect->height,
0, RARCH_GL_TEXTURE_TYPE32,
RARCH_GL_FORMAT32, NULL);
glFramebufferTexture2D(RARCH_GL_FRAMEBUFFER,
RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
gl->fbo_feedback_texture, 0);
status = glCheckFramebufferStatus(RARCH_GL_FRAMEBUFFER);
if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
RARCH_WARN("Failed to reinitialize FBO texture.\n");
else
{
/* Make sure the feedback textures are cleared so we don't feedback noise. */
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
}
RARCH_LOG("[GL]: Recreating FBO texture #%d: %ux%u\n",
i, fbo_rect->width, fbo_rect->height);
}
/* On resize, we might have to recreate our FBOs
* due to "Viewport" scale, and set a new viewport. */
static void gl_check_fbo_dimensions(gl_t *gl)
{
int i;
/* Check if we have to recreate our FBO textures. */
for (i = 0; i < gl->fbo_pass; i++)
{
bool update_feedback = gl->fbo_feedback_enable && (unsigned)i == gl->fbo_feedback_pass;
gl_check_fbo_dimension(gl, i, gl->fbo[i], gl->fbo_texture[i], update_feedback);
}
}
static void gl_frame_fbo(gl_t *gl, uint64_t frame_count,
const struct gfx_tex_info *tex_info, const struct gfx_tex_info *feedback_info)
{
unsigned width, height;
const struct gfx_fbo_rect *prev_rect;
struct gfx_tex_info *fbo_info;
struct gfx_tex_info fbo_tex_info[GFX_MAX_SHADERS];
int i;
GLfloat xamt, yamt;
unsigned fbo_tex_info_cnt = 0;
GLfloat fbo_tex_coords[8] = {0.0f};
video_driver_get_size(&width, &height);
/* Render the rest of our passes. */
gl->coords.tex_coord = fbo_tex_coords;
/* Calculate viewports, texture coordinates etc,
* and render all passes from FBOs, to another FBO. */
for (i = 1; i < gl->fbo_pass; i++)
{
const struct gfx_fbo_rect *rect = &gl->fbo_rect[i];
prev_rect = &gl->fbo_rect[i - 1];
fbo_info = &fbo_tex_info[i - 1];
xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(fbo_tex_coords, xamt, yamt);
fbo_info->tex = gl->fbo_texture[i - 1];
fbo_info->input_size[0] = prev_rect->img_width;
fbo_info->input_size[1] = prev_rect->img_height;
fbo_info->tex_size[0] = prev_rect->width;
fbo_info->tex_size[1] = prev_rect->height;
memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
fbo_tex_info_cnt++;
glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[i]);
gl->shader->use(gl, i + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
if (gl->shader->mipmap_input(i + 1))
glGenerateMipmap(GL_TEXTURE_2D);
glClear(GL_COLOR_BUFFER_BIT);
/* Render to FBO with certain size. */
gl_set_viewport(gl, rect->img_width, rect->img_height, true, false);
gl->shader->set_params(gl, prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp.width, gl->vp.height, (unsigned int)frame_count,
tex_info, gl->prev_info, feedback_info, fbo_tex_info, fbo_tex_info_cnt);
gl->coords.vertices = 4;
gl->shader->set_coords(&gl->coords);
gl->shader->set_mvp(gl, &gl->mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
if (gl->has_srgb_fbo)
glDisable(GL_FRAMEBUFFER_SRGB);
#endif
/* Render our last FBO texture directly to screen. */
prev_rect = &gl->fbo_rect[gl->fbo_pass - 1];
xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(fbo_tex_coords, xamt, yamt);
/* Push final FBO to list. */
fbo_info = &fbo_tex_info[gl->fbo_pass - 1];
fbo_info->tex = gl->fbo_texture[gl->fbo_pass - 1];
fbo_info->input_size[0] = prev_rect->img_width;
fbo_info->input_size[1] = prev_rect->img_height;
fbo_info->tex_size[0] = prev_rect->width;
fbo_info->tex_size[1] = prev_rect->height;
memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
fbo_tex_info_cnt++;
/* Render our FBO texture to back buffer. */
gl_bind_backbuffer();
gl->shader->use(gl, gl->fbo_pass + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
if (gl->shader->mipmap_input(gl->fbo_pass + 1))
glGenerateMipmap(GL_TEXTURE_2D);
glClear(GL_COLOR_BUFFER_BIT);
gl_set_viewport(gl, width, height, false, true);
gl->shader->set_params(gl,
prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp.width, gl->vp.height, (unsigned int)frame_count,
tex_info, gl->prev_info, feedback_info, fbo_tex_info, fbo_tex_info_cnt);
gl->coords.vertex = gl->vertex_ptr;
gl->coords.vertices = 4;
gl->shader->set_coords(&gl->coords);
gl->shader->set_mvp(gl, &gl->mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl->coords.tex_coord = gl->tex_info.coord;
}
#endif
static void gl_update_input_size(gl_t *gl, unsigned width,
unsigned height, unsigned pitch, bool clear)
{
GLfloat xamt, yamt;
bool set_coords = false;
if ((width != gl->last_width[gl->tex_index] ||
height != gl->last_height[gl->tex_index]) && gl->empty_buf)
{
/* Resolution change. Need to clear out texture. */
gl->last_width[gl->tex_index] = width;
gl->last_height[gl->tex_index] = height;
if (clear)
{
glPixelStorei(GL_UNPACK_ALIGNMENT,
video_pixel_get_alignment(width * sizeof(uint32_t)));
#if defined(HAVE_PSGL)
glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size,
gl->tex_w * gl->tex_h * gl->base_size,
gl->empty_buf);
#else
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, gl->tex_w, gl->tex_h, gl->texture_type,
gl->texture_fmt, gl->empty_buf);
#endif
}
set_coords = true;
}
else if ((width !=
gl->last_width[(gl->tex_index + gl->textures - 1) % gl->textures]) ||
(height !=
gl->last_height[(gl->tex_index + gl->textures - 1) % gl->textures]))
{
/* We might have used different texture coordinates
* last frame. Edge case if resolution changes very rapidly. */
set_coords = true;
}
if (!set_coords)
return;
xamt = (GLfloat)width / gl->tex_w;
yamt = (GLfloat)height / gl->tex_h;
set_texture_coords(gl->tex_info.coord, xamt, yamt);
}
/* It is *much* faster (order of magnitude on my setup)
* to use a custom SIMD-optimized conversion routine
* than letting GL do it. */
#if !defined(HAVE_PSGL) && !defined(HAVE_OPENGLES2)
static INLINE void gl_convert_frame_rgb16_32(gl_t *gl, void *output,
const void *input, int width, int height, int in_pitch)
{
if (width != gl->scaler.in_width || height != gl->scaler.in_height)
{
gl->scaler.in_width = width;
gl->scaler.in_height = height;
gl->scaler.out_width = width;
gl->scaler.out_height = height;
gl->scaler.in_fmt = SCALER_FMT_RGB565;
gl->scaler.out_fmt = SCALER_FMT_ARGB8888;
gl->scaler.scaler_type = SCALER_TYPE_POINT;
scaler_ctx_gen_filter(&gl->scaler);
}
gl->scaler.in_stride = in_pitch;
gl->scaler.out_stride = width * sizeof(uint32_t);
scaler_ctx_scale(&gl->scaler, output, input);
}
#endif
#ifdef HAVE_OPENGLES2
static INLINE void gl_convert_frame_argb8888_abgr8888(gl_t *gl,
void *output, const void *input,
int width, int height, int in_pitch)
{
if (width != gl->scaler.in_width || height != gl->scaler.in_height)
{
gl->scaler.in_width = width;
gl->scaler.in_height = height;
gl->scaler.out_width = width;
gl->scaler.out_height = height;
gl->scaler.in_fmt = SCALER_FMT_ARGB8888;
gl->scaler.out_fmt = SCALER_FMT_ABGR8888;
gl->scaler.scaler_type = SCALER_TYPE_POINT;
scaler_ctx_gen_filter(&gl->scaler);
}
gl->scaler.in_stride = in_pitch;
gl->scaler.out_stride = width * sizeof(uint32_t);
scaler_ctx_scale(&gl->scaler, output, input);
}
#endif
static void gl_init_textures_data(gl_t *gl)
{
unsigned i;
for (i = 0; i < gl->textures; i++)
{
gl->last_width[i] = gl->tex_w;
gl->last_height[i] = gl->tex_h;
}
for (i = 0; i < gl->textures; i++)
{
gl->prev_info[i].tex = gl->texture[0];
gl->prev_info[i].input_size[0] = gl->tex_w;
gl->prev_info[i].tex_size[0] = gl->tex_w;
gl->prev_info[i].input_size[1] = gl->tex_h;
gl->prev_info[i].tex_size[1] = gl->tex_h;
memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords));
}
}
static void gl_init_textures(gl_t *gl, const video_info_t *video)
{
unsigned i;
GLenum internal_fmt, texture_type = 0, texture_fmt = 0;
(void)texture_type;
(void)texture_fmt;
#if defined(HAVE_EGL) && defined(HAVE_OPENGLES2)
/* Use regular textures if we use HW render. */
gl->egl_images = !gl->hw_render_use && gl_check_eglimage_proc() &&
gfx_ctx_image_buffer_init(gl, video);
#else
(void)video;
#endif
#ifdef HAVE_PSGL
if (!gl->pbo)
glGenBuffers(1, &gl->pbo);
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo);
glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
gl->tex_w * gl->tex_h * gl->base_size * gl->textures, NULL, GL_STREAM_DRAW);
#endif
internal_fmt = gl->internal_fmt;
#ifndef HAVE_PSGL
texture_type = gl->texture_type;
texture_fmt = gl->texture_fmt;
#endif
#ifdef HAVE_OPENGLES2
/* GLES is picky about which format we use here.
* Without extensions, we can *only* render to 16-bit FBOs. */
if (gl->hw_render_use && gl->base_size == sizeof(uint32_t))
{
bool support_argb = gl_query_extension(gl, "OES_rgb8_rgba8")
|| gl_query_extension(gl, "ARM_argb8");
if (support_argb)
{
internal_fmt = GL_RGBA;
texture_type = GL_RGBA;
texture_fmt = GL_UNSIGNED_BYTE;
}
else
{
RARCH_WARN("[GL]: 32-bit FBO not supported. Falling back to 16-bit.\n");
internal_fmt = GL_RGB;
texture_type = GL_RGB;
texture_fmt = GL_UNSIGNED_SHORT_5_6_5;
}
}
#endif
glGenTextures(gl->textures, gl->texture);
for (i = 0; i < gl->textures; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->wrap_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->wrap_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_mag_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_min_filter);
#ifdef HAVE_PSGL
glTextureReferenceSCE(GL_TEXTURE_2D, 1,
gl->tex_w, gl->tex_h, 0,
internal_fmt,
gl->tex_w * gl->base_size,
gl->tex_w * gl->tex_h * i * gl->base_size);
#else
if (gl->egl_images)
continue;
glTexImage2D(GL_TEXTURE_2D,
0, internal_fmt, gl->tex_w, gl->tex_h, 0, texture_type,
texture_fmt, gl->empty_buf ? gl->empty_buf : NULL);
#endif
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
static INLINE void gl_copy_frame(gl_t *gl, const void *frame,
unsigned width, unsigned height, unsigned pitch)
{
static struct retro_perf_counter copy_frame = {0};
rarch_perf_init(&copy_frame, "copy_frame");
retro_perf_start(&copy_frame);
#if defined(HAVE_OPENGLES2)
#if defined(HAVE_EGL)
if (gl->egl_images)
{
EGLImageKHR img = 0;
bool new_egl = gfx_ctx_image_buffer_write(gl,
frame, width, height, pitch, (gl->base_size == 4),
gl->tex_index, &img);
if (img == EGL_NO_IMAGE_KHR)
{
RARCH_ERR("[GL]: Failed to create EGL image.\n");
return;
}
if (new_egl)
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)img);
}
else
#endif
{
driver_t *driver = driver_get_ptr();
glPixelStorei(GL_UNPACK_ALIGNMENT, video_pixel_get_alignment(width * gl->base_size));
/* Fallback for GLES devices without GL_BGRA_EXT. */
if (gl->base_size == 4 && driver->gfx_use_rgba)
{
gl_convert_frame_argb8888_abgr8888(gl, gl->conv_buffer,
frame, width, height, pitch);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, gl->conv_buffer);
}
else if (gl->support_unpack_row_length)
{
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, frame);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
else
{
/* No GL_UNPACK_ROW_LENGTH. */
const GLvoid *data_buf = frame;
unsigned pitch_width = pitch / gl->base_size;
if (width != pitch_width)
{
/* Slow path - conv_buffer is preallocated
* just in case we hit this path. */
unsigned h;
const unsigned line_bytes = width * gl->base_size;
uint8_t *dst = (uint8_t*)gl->conv_buffer;
const uint8_t *src = (const uint8_t*)frame;
for (h = 0; h < height; h++, src += pitch, dst += line_bytes)
memcpy(dst, src, line_bytes);
data_buf = gl->conv_buffer;
}
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, data_buf);
}
}
#elif defined(HAVE_PSGL)
{
unsigned h;
size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
size_t buffer_stride = gl->tex_w * gl->base_size;
const uint8_t *frame_copy = frame;
size_t frame_copy_size = width * gl->base_size;
uint8_t *buffer = (uint8_t*)glMapBuffer(
GL_TEXTURE_REFERENCE_BUFFER_SCE, GL_READ_WRITE) + buffer_addr;
for (h = 0; h < height; h++, buffer += buffer_stride, frame_copy += pitch)
memcpy(buffer, frame_copy, frame_copy_size);
glUnmapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE);
}
#else
{
const GLvoid *data_buf = frame;
glPixelStorei(GL_UNPACK_ALIGNMENT, video_pixel_get_alignment(pitch));
if (gl->base_size == 2 && !gl->have_es2_compat)
{
/* Convert to 32-bit textures on desktop GL. */
gl_convert_frame_rgb16_32(gl, gl->conv_buffer,
frame, width, height, pitch);
data_buf = gl->conv_buffer;
}
else
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, data_buf);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
#endif
retro_perf_stop(&copy_frame);
}
static INLINE void gl_set_prev_texture(gl_t *gl,
const struct gfx_tex_info *tex_info)
{
memmove(gl->prev_info + 1, gl->prev_info,
sizeof(*tex_info) * (gl->textures - 1));
memcpy(&gl->prev_info[0], tex_info,
sizeof(*tex_info));
/* 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;
}
}
static INLINE void gl_set_shader_viewport(gl_t *gl, unsigned shader)
{
unsigned width, height;
video_driver_get_size(&width, &height);
gl->shader->use(gl, shader);
gl_set_viewport(gl, width, height, false, true);
}
#if defined(HAVE_GL_ASYNC_READBACK) && defined(HAVE_MENU)
static void gl_pbo_async_readback(gl_t *gl)
{
static struct retro_perf_counter async_readback = {0};
glBindBuffer(GL_PIXEL_PACK_BUFFER,
gl->pbo_readback[gl->pbo_readback_index++]);
gl->pbo_readback_index &= 3;
/* 4 frames back, we can readback. */
gl->pbo_readback_valid[gl->pbo_readback_index] = true;
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_ALIGNMENT,
video_pixel_get_alignment(gl->vp.width * sizeof(uint32_t)));
/* Read asynchronously into PBO buffer. */
rarch_perf_init(&async_readback, "async_readback");
retro_perf_start(&async_readback);
glReadBuffer(GL_BACK);
#ifdef HAVE_OPENGLES3
glReadPixels(gl->vp.x, gl->vp.y,
gl->vp.width, gl->vp.height,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#else
glReadPixels(gl->vp.x, gl->vp.y,
gl->vp.width, gl->vp.height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
#endif
retro_perf_stop(&async_readback);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
#endif
#if defined(HAVE_MENU)
static INLINE void gl_draw_texture(gl_t *gl)
{
unsigned width, height;
GLfloat color[16];
color[ 0] = 1.0f;
color[ 1] = 1.0f;
color[ 2] = 1.0f;
color[ 3] = gl->menu_texture_alpha;
color[ 4] = 1.0f;
color[ 5] = 1.0f;
color[ 6] = 1.0f;
color[ 7] = gl->menu_texture_alpha;
color[ 8] = 1.0f;
color[ 9] = 1.0f;
color[10] = 1.0f;
color[11] = gl->menu_texture_alpha;
color[12] = 1.0f;
color[13] = 1.0f;
color[14] = 1.0f;
color[15] = gl->menu_texture_alpha;
if (!gl->menu_texture)
return;
video_driver_get_size(&width, &height);
gl->coords.vertex = vertexes_flipped;
gl->coords.tex_coord = tex_coords;
gl->coords.color = color;
glBindTexture(GL_TEXTURE_2D, gl->menu_texture);
gl->shader->use(gl, GL_SHADER_STOCK_BLEND);
gl->coords.vertices = 4;
gl->shader->set_coords(&gl->coords);
gl->shader->set_mvp(gl, &gl->mvp_no_rot);
glEnable(GL_BLEND);
if (gl->menu_texture_full_screen)
{
glViewport(0, 0, width, height);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
}
else
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
gl->coords.vertex = gl->vertex_ptr;
gl->coords.tex_coord = gl->tex_info.coord;
gl->coords.color = gl->white_color_ptr;
}
#endif
static bool gl_frame(void *data, const void *frame,
unsigned frame_width, unsigned frame_height,
uint64_t frame_count,
unsigned pitch, const char *msg)
{
bool is_slowmotion, is_paused;
unsigned width, height;
struct gfx_tex_info feedback_info;
static struct retro_perf_counter frame_run = {0};
gl_t *gl = (gl_t*)data;
driver_t *driver = driver_get_ptr();
settings_t *settings = config_get_ptr();
const struct font_renderer *font_driver = driver ? driver->font_osd_driver : NULL;
rarch_perf_init(&frame_run, "frame_run");
retro_perf_start(&frame_run);
video_driver_get_size(&width, &height);
context_bind_hw_render(gl, false);
#ifndef HAVE_OPENGLES
if (gl->core_context)
glBindVertexArray(gl->vao);
#endif
gl->shader->use(gl, 1);
#ifdef IOS
/* Apparently the viewport is lost each frame, thanks Apple. */
gl_set_viewport(gl, width, height, false, true);
#endif
#ifdef HAVE_FBO
/* Render to texture in first pass. */
if (gl->fbo_inited)
{
gl_compute_fbo_geometry(gl, frame_width, frame_height,
gl->vp_out_width, gl->vp_out_height);
gl_start_frame_fbo(gl);
}
#endif
if (gl->should_resize)
{
gl->should_resize = false;
gfx_ctx_set_resize(gl, width, height);
#ifdef HAVE_FBO
if (gl->fbo_inited)
{
gl_check_fbo_dimensions(gl);
/* Go back to what we're supposed to do,
* render to FBO #0. */
gl_start_frame_fbo(gl);
}
else
#endif
gl_set_viewport(gl, width, height, false, true);
}
gl->tex_index = frame ?
((gl->tex_index + 1) % gl->textures) : (gl->tex_index);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
/* Can be NULL for frame dupe / NULL render. */
if (frame)
{
#ifdef HAVE_FBO
if (!gl->hw_render_fbo_init)
#endif
{
gl_update_input_size(gl, frame_width, frame_height, pitch, true);
gl_copy_frame(gl, frame, frame_width, frame_height, pitch);
}
/* No point regenerating mipmaps
* if there are no new frames. */
if (gl->tex_mipmap)
glGenerateMipmap(GL_TEXTURE_2D);
}
/* Have to reset rendering state which libretro core
* could easily have overridden. */
#ifdef HAVE_FBO
if (gl->hw_render_fbo_init)
{
gl_update_input_size(gl, frame_width, frame_height, pitch, false);
if (!gl->fbo_inited)
{
gl_bind_backbuffer();
gl_set_viewport(gl, width, height, false, true);
}
#ifndef HAVE_OPENGLES
if (!gl->core_context)
glEnable(GL_TEXTURE_2D);
#endif
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_DITHER);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}
#endif
gl->tex_info.tex = gl->texture[gl->tex_index];
gl->tex_info.input_size[0] = frame_width;
gl->tex_info.input_size[1] = frame_height;
gl->tex_info.tex_size[0] = gl->tex_w;
gl->tex_info.tex_size[1] = gl->tex_h;
feedback_info = gl->tex_info;
if (gl->fbo_feedback_enable)
{
const struct gfx_fbo_rect *rect = &gl->fbo_rect[gl->fbo_feedback_pass];
GLfloat xamt = (GLfloat)rect->img_width / rect->width;
GLfloat yamt = (GLfloat)rect->img_height / rect->height;
feedback_info.tex = gl->fbo_feedback_texture;
feedback_info.input_size[0] = rect->img_width;
feedback_info.input_size[1] = rect->img_height;
feedback_info.tex_size[0] = rect->width;
feedback_info.tex_size[1] = rect->height;
set_texture_coords(feedback_info.coord, xamt, yamt);
}
glClear(GL_COLOR_BUFFER_BIT);
gl->shader->set_params(gl,
frame_width, frame_height,
gl->tex_w, gl->tex_h,
gl->vp.width, gl->vp.height,
(unsigned int)frame_count,
&gl->tex_info, gl->prev_info, &feedback_info,
NULL, 0);
gl->coords.vertices = 4;
gl->shader->set_coords(&gl->coords);
gl->shader->set_mvp(gl, &gl->mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
#ifdef HAVE_FBO
if (gl->fbo_inited)
gl_frame_fbo(gl, frame_count, &gl->tex_info, &feedback_info);
#endif
gl_set_prev_texture(gl, &gl->tex_info);
#if defined(HAVE_MENU)
if (gl->menu_texture_enable)
{
if (menu_driver_alive())
menu_driver_frame();
if (gl->menu_texture_enable)
gl_draw_texture(gl);
}
#endif
if (msg && driver->font_osd_driver && driver->font_osd_data)
font_driver->render_msg(driver->font_osd_data, msg, NULL);
#ifdef HAVE_OVERLAY
if (gl->overlay_enable)
gl_render_overlay(gl);
#endif
gfx_ctx_update_window_title(gl);
retro_perf_stop(&frame_run);
#ifdef HAVE_FBO
/* Reset state which could easily mess up libretro core. */
if (gl->hw_render_fbo_init)
{
gl->shader->use(gl, 0);
glBindTexture(GL_TEXTURE_2D, 0);
#ifndef NO_GL_FF_VERTEX
gl_disable_client_arrays(gl);
#endif
}
#endif
#ifndef NO_GL_READ_PIXELS
/* Screenshots. */
if (gl->readback_buffer_screenshot)
{
glPixelStorei(GL_PACK_ALIGNMENT, 4);
#ifndef HAVE_OPENGLES
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glReadBuffer(GL_BACK);
#endif
glReadPixels(gl->vp.x, gl->vp.y,
gl->vp.width, gl->vp.height,
GL_RGBA, GL_UNSIGNED_BYTE, gl->readback_buffer_screenshot);
}
#ifdef HAVE_GL_ASYNC_READBACK
#ifdef HAVE_MENU
/* Don't readback if we're in menu mode. */
else if (gl->pbo_readback_enable && !gl->menu_texture_enable)
gl_pbo_async_readback(gl);
#endif
#endif
#endif
rarch_main_ctl(RARCH_MAIN_CTL_IS_SLOWMOTION, &is_slowmotion);
rarch_main_ctl(RARCH_MAIN_CTL_IS_PAUSED, &is_paused);
/* Disable BFI during fast forward, slow-motion,
* and pause to prevent flicker. */
if (
settings->video.black_frame_insertion
&& !driver->nonblock_state
&& !is_slowmotion && !is_paused)
{
gfx_ctx_swap_buffers(gl);
glClear(GL_COLOR_BUFFER_BIT);
}
gfx_ctx_swap_buffers(gl);
#ifdef HAVE_GL_SYNC
if (settings->video.hard_sync && gl->have_sync)
{
static struct retro_perf_counter gl_fence = {0};
rarch_perf_init(&gl_fence, "gl_fence");
retro_perf_start(&gl_fence);
glClear(GL_COLOR_BUFFER_BIT);
gl->fences[gl->fence_count++] =
glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
while (gl->fence_count > settings->video.hard_sync_frames)
{
glClientWaitSync(gl->fences[0],
GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
glDeleteSync(gl->fences[0]);
gl->fence_count--;
memmove(gl->fences, gl->fences + 1,
gl->fence_count * sizeof(GLsync));
}
retro_perf_stop(&gl_fence);
}
#endif
#ifndef HAVE_OPENGLES
if (gl->core_context)
glBindVertexArray(0);
#endif
context_bind_hw_render(gl, true);
return true;
}
#ifdef HAVE_OVERLAY
static void gl_free_overlay(gl_t *gl)
{
if (!gl)
return;
glDeleteTextures(gl->overlays, gl->overlay_tex);
free(gl->overlay_tex);
free(gl->overlay_vertex_coord);
free(gl->overlay_tex_coord);
free(gl->overlay_color_coord);
gl->overlay_tex = NULL;
gl->overlay_vertex_coord = NULL;
gl->overlay_tex_coord = NULL;
gl->overlay_color_coord = NULL;
gl->overlays = 0;
}
#endif
static void gl_free(void *data)
{
gl_t *gl = (gl_t*)data;
driver_t *driver = driver_get_ptr();
const struct font_renderer *font_driver = driver ?
driver->font_osd_driver : NULL;
if (!gl)
return;
context_bind_hw_render(gl, false);
#ifdef HAVE_GL_SYNC
if (gl->have_sync)
{
unsigned i;
for (i = 0; i < gl->fence_count; i++)
{
glClientWaitSync(gl->fences[i],
GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
glDeleteSync(gl->fences[i]);
}
gl->fence_count = 0;
}
#endif
if (font_driver && driver->font_osd_data)
font_driver->free(driver->font_osd_data);
gl_shader_deinit(gl);
#ifndef NO_GL_FF_VERTEX
gl_disable_client_arrays(gl);
#endif
glDeleteTextures(gl->textures, gl->texture);
#if defined(HAVE_MENU)
if (gl->menu_texture)
glDeleteTextures(1, &gl->menu_texture);
#endif
#ifdef HAVE_OVERLAY
gl_free_overlay(gl);
#endif
#if defined(HAVE_PSGL)
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0);
glDeleteBuffers(1, &gl->pbo);
#endif
scaler_ctx_gen_reset(&gl->scaler);
#ifdef HAVE_GL_ASYNC_READBACK
if (gl->pbo_readback_enable)
{
glDeleteBuffers(4, gl->pbo_readback);
scaler_ctx_gen_reset(&gl->pbo_readback_scaler);
}
#endif
#ifdef HAVE_FBO
gl_deinit_fbo(gl);
gl_deinit_hw_render(gl);
#endif
#ifndef HAVE_OPENGLES
if (gl->core_context)
{
glBindVertexArray(0);
glDeleteVertexArrays(1, &gl->vao);
}
#endif
gfx_ctx_free(gl);
free(gl->empty_buf);
free(gl->conv_buffer);
free(gl);
}
static void gl_set_nonblock_state(void *data, bool state)
{
gl_t *gl = (gl_t*)data;
settings_t *settings = config_get_ptr();
if (!gl)
return;
RARCH_LOG("[GL]: VSync => %s\n", state ? "off" : "on");
context_bind_hw_render(gl, false);
gfx_ctx_swap_interval(gl,
state ? 0 : settings->video.swap_interval);
context_bind_hw_render(gl, true);
}
static bool resolve_extensions(gl_t *gl, const char *context_ident)
{
driver_t *driver = driver_get_ptr();
const char *vendor = (const char*)glGetString(GL_VENDOR);
const char *renderer = (const char*)glGetString(GL_RENDERER);
const char *version = (const char*)glGetString(GL_VERSION);
const struct retro_hw_render_callback *hw_render =
(const struct retro_hw_render_callback*)video_driver_callback();
#if defined(HAVE_GL_SYNC) || defined(HAVE_FBO)
settings_t *settings = config_get_ptr();
#endif
(void)vendor;
(void)renderer;
(void)version;
(void)hw_render;
#ifndef HAVE_OPENGLES
gl->core_context =
(hw_render->context_type == RETRO_HW_CONTEXT_OPENGL_CORE);
if (gl->core_context)
{
RARCH_LOG("[GL]: Using Core GL context.\n");
if (!gl_init_vao(gl))
{
RARCH_ERR("[GL]: Failed to initialize VAOs.\n");
return false;
}
}
/* GL_RGB565 internal format support.
* Even though ES2 support is claimed, the format
* is not supported on older ATI catalyst drivers.
*
* The speed gain from using GL_RGB565 is worth
* adding some workarounds for.
*/
if (vendor && renderer && (strstr(vendor, "ATI") || strstr(renderer, "ATI")))
RARCH_LOG("[GL]: ATI card detected, skipping check for GL_RGB565 support.\n");
else
gl->have_es2_compat = gl_query_extension(gl, "ARB_ES2_compatibility");
#endif
#ifdef HAVE_GL_SYNC
gl->have_sync = gl_check_sync_proc(gl);
if (gl->have_sync && settings->video.hard_sync)
RARCH_LOG("[GL]: Using ARB_sync to reduce latency.\n");
#endif
driver->gfx_use_rgba = false;
#ifdef HAVE_OPENGLES2
bool gles3 = false;
unsigned gles_major = 0, gles_minor = 0;
/* There are both APPLE and EXT variants. */
/* Videocore hardware supports BGRA8888 extension, but
* should be purposefully avoided. */
if (gl_query_extension(gl, "BGRA8888") && !strstr(renderer, "VideoCore"))
RARCH_LOG("[GL]: BGRA8888 extension found for GLES.\n");
else
{
driver->gfx_use_rgba = true;
RARCH_WARN("[GL]: GLES implementation does not have BGRA8888 extension.\n"
"32-bit path will require conversion.\n");
}
/* This format is mandated by GLES. */
if (version && sscanf(version, "OpenGL ES %u.%u",
&gles_major, &gles_minor) == 2 && gles_major >= 3)
{
RARCH_LOG("[GL]: GLES3 or newer detected. Auto-enabling some extensions.\n");
gles3 = true;
}
/* GLES3 has unpack_subimage and sRGB in core. */
gl->support_unpack_row_length = gles3;
if (!gles3 && gl_query_extension(gl, "GL_EXT_unpack_subimage"))
{
RARCH_LOG("[GL]: Extension GL_EXT_unpack_subimage, can copy textures faster using UNPACK_ROW_LENGTH.\n");
gl->support_unpack_row_length = true;
}
/* No extensions for float FBO currently. */
gl->has_srgb_fbo = gles3 || gl_query_extension(gl, "EXT_sRGB");
gl->has_srgb_fbo_gles3 = gles3;
#else
#ifdef HAVE_FBO
/* Float FBO is core in 3.2. */
gl->has_fp_fbo = gl->core_context || gl_query_extension(gl, "ARB_texture_float");
gl->has_srgb_fbo = gl->core_context ||
(gl_query_extension(gl, "EXT_texture_sRGB")
&& gl_query_extension(gl, "ARB_framebuffer_sRGB"));
#endif
#endif
#ifdef HAVE_FBO
if (settings->video.force_srgb_disable)
gl->has_srgb_fbo = false;
#endif
#ifdef GL_DEBUG
/* Useful for debugging, but kinda obnoxious otherwise. */
RARCH_LOG("[GL]: Supported extensions:\n");
if (gl->core_context)
{
#ifdef GL_NUM_EXTENSIONS
GLint exts = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &exts);
for (GLint i = 0; i < exts; i++)
{
const char *ext = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (ext)
RARCH_LOG("\t%s\n", ext);
}
#endif
}
else
{
const char *ext = (const char*)glGetString(GL_EXTENSIONS);
if (ext)
{
size_t i;
struct string_list *list = string_split(ext, " ");
for (i = 0; i < list->size; i++)
RARCH_LOG("\t%s\n", list->elems[i].data);
string_list_free(list);
}
}
#endif
return true;
}
static INLINE void gl_set_texture_fmts(gl_t *gl, bool rgb32)
{
driver_t *driver = driver_get_ptr();
gl->internal_fmt = RARCH_GL_INTERNAL_FORMAT16;
gl->texture_type = RARCH_GL_TEXTURE_TYPE16;
gl->texture_fmt = RARCH_GL_FORMAT16;
gl->base_size = sizeof(uint16_t);
if (rgb32)
{
gl->internal_fmt = RARCH_GL_INTERNAL_FORMAT32;
gl->texture_type = RARCH_GL_TEXTURE_TYPE32;
gl->texture_fmt = RARCH_GL_FORMAT32;
gl->base_size = sizeof(uint32_t);
if (driver->gfx_use_rgba)
{
gl->internal_fmt = GL_RGBA;
gl->texture_type = GL_RGBA;
}
}
#ifndef HAVE_OPENGLES
else if (gl->have_es2_compat)
{
RARCH_LOG("[GL]: Using GL_RGB565 for texture uploads.\n");
gl->internal_fmt = RARCH_GL_INTERNAL_FORMAT16_565;
gl->texture_type = RARCH_GL_TEXTURE_TYPE16_565;
gl->texture_fmt = RARCH_GL_FORMAT16_565;
}
#endif
}
#ifdef HAVE_GL_ASYNC_READBACK
static void gl_init_pbo_readback(gl_t *gl)
{
unsigned i;
struct scaler_ctx *scaler = NULL;
global_t *global = global_get_ptr();
settings_t *settings = config_get_ptr();
(void)scaler;
/* Only bother with this if we're doing GPU recording.
* Check global->recording_enable and not
* driver.recording_data, because recording is
* not initialized yet.
*/
gl->pbo_readback_enable = settings->video.gpu_record
&& global->record.enable;
if (!gl->pbo_readback_enable)
return;
RARCH_LOG("[GL]: Async PBO readback enabled.\n");
glGenBuffers(4, gl->pbo_readback);
for (i = 0; i < 4; i++)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[i]);
glBufferData(GL_PIXEL_PACK_BUFFER, gl->vp.width *
gl->vp.height * sizeof(uint32_t),
NULL, GL_STREAM_READ);
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
#ifndef HAVE_OPENGLES3
scaler = &gl->pbo_readback_scaler;
scaler->in_width = gl->vp.width;
scaler->in_height = gl->vp.height;
scaler->out_width = gl->vp.width;
scaler->out_height = gl->vp.height;
scaler->in_stride = gl->vp.width * sizeof(uint32_t);
scaler->out_stride = gl->vp.width * 3;
scaler->in_fmt = SCALER_FMT_ARGB8888;
scaler->out_fmt = SCALER_FMT_BGR24;
scaler->scaler_type = SCALER_TYPE_POINT;
if (!scaler_ctx_gen_filter(scaler))
{
gl->pbo_readback_enable = false;
RARCH_ERR("Failed to initialize pixel conversion for PBO.\n");
glDeleteBuffers(4, gl->pbo_readback);
}
#endif
}
#endif
static const gfx_ctx_driver_t *gl_get_context(gl_t *gl)
{
const struct retro_hw_render_callback *cb =
(const struct retro_hw_render_callback*)video_driver_callback();
unsigned major = cb->version_major;
unsigned minor = cb->version_minor;
settings_t *settings = config_get_ptr();
#ifdef HAVE_OPENGLES
enum gfx_ctx_api api = GFX_CTX_OPENGL_ES_API;
const char *api_name = "OpenGL ES 2.0";
#ifdef HAVE_OPENGLES3
if (cb->context_type == RETRO_HW_CONTEXT_OPENGLES3)
{
major = 3;
minor = 0;
api_name = "OpenGL ES 3.0";
}
else if (cb->context_type == RETRO_HW_CONTEXT_OPENGLES_VERSION)
api_name = "OpenGL ES 3.1+";
#endif
#else
enum gfx_ctx_api api = GFX_CTX_OPENGL_API;
const char *api_name = "OpenGL";
#endif
(void)api_name;
gl->shared_context_use = settings->video.shared_context
&& cb->context_type != RETRO_HW_CONTEXT_NONE;
return gfx_ctx_init_first(gl, settings->video.context_driver,
api, major, minor, gl->shared_context_use);
}
#ifdef GL_DEBUG
#ifdef HAVE_OPENGLES2
#define DEBUG_CALLBACK_TYPE GL_APIENTRY
#define GL_DEBUG_SOURCE_API GL_DEBUG_SOURCE_API_KHR
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR
#define GL_DEBUG_SOURCE_SHADER_COMPILER GL_DEBUG_SOURCE_SHADER_COMPILER_KHR
#define GL_DEBUG_SOURCE_THIRD_PARTY GL_DEBUG_SOURCE_THIRD_PARTY_KHR
#define GL_DEBUG_SOURCE_APPLICATION GL_DEBUG_SOURCE_APPLICATION_KHR
#define GL_DEBUG_SOURCE_OTHER GL_DEBUG_SOURCE_OTHER_KHR
#define GL_DEBUG_TYPE_ERROR GL_DEBUG_TYPE_ERROR_KHR
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR
#define GL_DEBUG_TYPE_PORTABILITY GL_DEBUG_TYPE_PORTABILITY_KHR
#define GL_DEBUG_TYPE_PERFORMANCE GL_DEBUG_TYPE_PERFORMANCE_KHR
#define GL_DEBUG_TYPE_MARKER GL_DEBUG_TYPE_MARKER_KHR
#define GL_DEBUG_TYPE_PUSH_GROUP GL_DEBUG_TYPE_PUSH_GROUP_KHR
#define GL_DEBUG_TYPE_POP_GROUP GL_DEBUG_TYPE_POP_GROUP_KHR
#define GL_DEBUG_TYPE_OTHER GL_DEBUG_TYPE_OTHER_KHR
#define GL_DEBUG_SEVERITY_HIGH GL_DEBUG_SEVERITY_HIGH_KHR
#define GL_DEBUG_SEVERITY_MEDIUM GL_DEBUG_SEVERITY_MEDIUM_KHR
#define GL_DEBUG_SEVERITY_LOW GL_DEBUG_SEVERITY_LOW_KHR
#else
#define DEBUG_CALLBACK_TYPE APIENTRY
#endif
static void DEBUG_CALLBACK_TYPE gl_debug_cb(GLenum source, GLenum type,
GLuint id, GLenum severity, GLsizei length,
const GLchar *message, void *userParam)
{
const char *src = NULL;
const char **typestr = NULL;
gl_t *gl = (gl_t*)userParam; /* Useful for debugger. */
(void)gl;
(void)id;
(void)length;
switch (source)
{
case GL_DEBUG_SOURCE_API:
src = "API";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
src = "Window system";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER:
src = "Shader compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY:
src = "3rd party";
break;
case GL_DEBUG_SOURCE_APPLICATION:
src = "Application";
break;
case GL_DEBUG_SOURCE_OTHER:
src = "Other";
break;
default:
src = "Unknown";
break;
}
switch (type)
{
case GL_DEBUG_TYPE_ERROR:
typestr = "Error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
typestr = "Deprecated behavior";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
typestr = "Undefined behavior";
break;
case GL_DEBUG_TYPE_PORTABILITY:
typestr = "Portability";
break;
case GL_DEBUG_TYPE_PERFORMANCE:
typestr = "Performance";
break;
case GL_DEBUG_TYPE_MARKER:
typestr = "Marker";
break;
case GL_DEBUG_TYPE_PUSH_GROUP:
typestr = "Push group";
break;
case GL_DEBUG_TYPE_POP_GROUP:
typestr = "Pop group";
break;
case GL_DEBUG_TYPE_OTHER:
typestr = "Other";
break;
default:
typestr = "Unknown";
break;
}
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH:
RARCH_ERR("[GL debug (High, %s, %s)]: %s\n", src, typestr, message);
break;
case GL_DEBUG_SEVERITY_MEDIUM:
RARCH_WARN("[GL debug (Medium, %s, %s)]: %s\n", src, typestr, message);
break;
case GL_DEBUG_SEVERITY_LOW:
RARCH_LOG("[GL debug (Low, %s, %s)]: %s\n", src, typestr, message);
break;
}
}
static void gl_begin_debug(gl_t *gl)
{
if (gl_query_extension(gl, "KHR_debug"))
{
#ifdef HAVE_OPENGLES2
glDebugMessageCallbackKHR(gl_debug_cb, gl);
glDebugMessageControlKHR(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR);
#else
glDebugMessageCallback(gl_debug_cb, gl);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
#endif
}
#ifndef HAVE_OPENGLES2
else if (gl_query_extension(gl, "ARB_debug_output"))
{
glDebugMessageCallbackARB(gl_debug_cb, gl);
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
}
#endif
else
RARCH_ERR("Neither GL_KHR_debug nor GL_ARB_debug_output are implemented. Cannot start GL debugging.\n");
}
#endif
static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data)
{
unsigned win_width, win_height, temp_width = 0, temp_height = 0;
bool force_smooth = false;
gl_t *gl = NULL;
const gfx_ctx_driver_t *ctx_driver = NULL;
const char *vendor = NULL;
const char *renderer = NULL;
const char *version = NULL;
struct retro_hw_render_callback *hw_render = NULL;
settings_t *settings = config_get_ptr();
driver_t *driver = driver_get_ptr();
gl = (gl_t*)calloc(1, sizeof(gl_t));
if (!gl)
return NULL;
ctx_driver = gl_get_context(gl);
if (!ctx_driver)
goto error;
driver->video_context = ctx_driver;
gl->video_info = *video;
RARCH_LOG("Found GL context: %s\n", ctx_driver->ident);
gfx_ctx_get_video_size(gl, &gl->full_x, &gl->full_y);
RARCH_LOG("Detecting screen resolution %ux%u.\n", gl->full_x, gl->full_y);
gfx_ctx_swap_interval(gl,
video->vsync ? settings->video.swap_interval : 0);
win_width = video->width;
win_height = video->height;
if (video->fullscreen && (win_width == 0) && (win_height == 0))
{
win_width = gl->full_x;
win_height = gl->full_y;
}
if (!gfx_ctx_set_video_mode(gl, win_width, win_height, video->fullscreen))
goto error;
/* Clear out potential error flags in case we use cached context. */
glGetError();
vendor = (const char*)glGetString(GL_VENDOR);
renderer = (const char*)glGetString(GL_RENDERER);
version = (const char*)glGetString(GL_VERSION);
RARCH_LOG("[GL]: Vendor: %s, Renderer: %s.\n", vendor, renderer);
RARCH_LOG("[GL]: Version: %s.\n", version);
#ifndef RARCH_CONSOLE
rglgen_resolve_symbols(ctx_driver->get_proc_address);
#endif
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
if (!resolve_extensions(gl, ctx_driver->ident))
goto error;
#ifdef GL_DEBUG
gl_begin_debug(gl);
#endif
gl->vsync = video->vsync;
gl->fullscreen = video->fullscreen;
/* Get real known video size, which might have been altered by context. */
gfx_ctx_get_video_size(gl, &temp_width, &temp_height);
if (temp_width != 0 && temp_height != 0)
{
video_driver_set_size_width(temp_width);
video_driver_set_size_height(temp_height);
}
video_driver_get_size(&temp_width, &temp_height);
RARCH_LOG("GL: Using resolution %ux%u\n", temp_width, temp_height);
if (gl->full_x || gl->full_y)
{
/* We got bogus from gfx_ctx_get_video_size. Replace. */
gl->full_x = temp_width;
gl->full_y = temp_height;
}
hw_render = video_driver_callback();
gl->vertex_ptr = hw_render->bottom_left_origin ? vertexes : vertexes_flipped;
/* Better pipelining with GPU due to synchronous glSubTexImage.
* Multiple async PBOs would be an alternative,
* but still need multiple textures with PREV.
*/
gl->textures = 4;
#ifdef HAVE_FBO
gl->hw_render_use = hw_render->context_type != RETRO_HW_CONTEXT_NONE;
if (gl->hw_render_use)
{
/* All on GPU, no need to excessively
* create textures. */
gl->textures = 1;
#ifdef GL_DEBUG
context_bind_hw_render(gl, true);
gl_begin_debug(gl);
context_bind_hw_render(gl, false);
#endif
}
#endif
gl->white_color_ptr = white_color;
#ifdef HAVE_GLSL
gl_glsl_set_get_proc_address(ctx_driver->get_proc_address);
gl_glsl_set_context_type(gl->core_context,
hw_render->version_major, hw_render->version_minor);
#endif
gl->shader = (const shader_backend_t*)shader_ctx_init_first();
if (gl->shader)
{
RARCH_LOG("[GL]: Default shader backend found: %s.\n",
gl->shader->ident);
}
if (!gl_shader_init(gl))
{
RARCH_ERR("[GL]: Shader initialization failed.\n");
goto error;
}
if (gl->shader)
{
unsigned minimum = gl->shader->get_prev_textures();
gl->textures = max(minimum + 1, gl->textures);
}
RARCH_LOG("[GL]: Using %u textures.\n", gl->textures);
RARCH_LOG("[GL]: Loaded %u program(s).\n", gl->shader->num_shaders());
gl->tex_w = gl->tex_h = (RARCH_SCALE_BASE * video->input_scale);
gl->keep_aspect = video->force_aspect;
/* Apparently need to set viewport for passes
* when we aren't using FBOs. */
gl_set_shader_viewport(gl, 0);
gl_set_shader_viewport(gl, 1);
gl->tex_mipmap = gl->shader->mipmap_input(1);
if (gl->shader->filter_type(1, &force_smooth))
gl->tex_min_filter = gl->tex_mipmap ? (force_smooth ?
GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
: (force_smooth ? GL_LINEAR : GL_NEAREST);
else
gl->tex_min_filter = gl->tex_mipmap ?
(video->smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
: (video->smooth ? GL_LINEAR : GL_NEAREST);
gl->tex_mag_filter = min_filter_to_mag(gl->tex_min_filter);
gl->wrap_mode = gl_wrap_type_to_enum(gl->shader->wrap_type(1));
gl_set_texture_fmts(gl, video->rgb32);
#ifndef HAVE_OPENGLES
if (!gl->core_context)
glEnable(GL_TEXTURE_2D);
#endif
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_DITHER);
memcpy(gl->tex_info.coord, tex_coords, sizeof(gl->tex_info.coord));
gl->coords.vertex = gl->vertex_ptr;
gl->coords.tex_coord = gl->tex_info.coord;
gl->coords.color = gl->white_color_ptr;
gl->coords.lut_tex_coord = tex_coords;
gl->coords.vertices = 4;
/* Empty buffer that we use to clear out
* the texture with on res change. */
gl->empty_buf = calloc(sizeof(uint32_t), gl->tex_w * gl->tex_h);
#if !defined(HAVE_PSGL)
gl->conv_buffer = calloc(sizeof(uint32_t), gl->tex_w * gl->tex_h);
if (!gl->conv_buffer)
goto error;
#endif
gl_init_textures(gl, video);
gl_init_textures_data(gl);
#ifdef HAVE_FBO
gl_init_fbo(gl, gl->tex_w, gl->tex_h);
if (gl->hw_render_use &&
!gl_init_hw_render(gl, gl->tex_w, gl->tex_h))
goto error;
#endif
gfx_ctx_input_driver(gl, input, input_data);
if (settings->video.font_enable)
{
if (!font_init_first((const void**)&driver->font_osd_driver, &driver->font_osd_data,
gl, *settings->video.font_path
? settings->video.font_path : NULL, settings->video.font_size,
FONT_DRIVER_RENDER_OPENGL_API))
RARCH_ERR("[GL]: Failed to initialize font renderer.\n");
}
#ifdef HAVE_GL_ASYNC_READBACK
gl_init_pbo_readback(gl);
#endif
if (!gl_check_error())
goto error;
context_bind_hw_render(gl, true);
return gl;
error:
if (ctx_driver)
ctx_driver->destroy(gl);
free(gl);
return NULL;
}
static bool gl_alive(void *data)
{
unsigned temp_width = 0, temp_height = 0;
bool ret = false;
bool quit = false, resize = false;
gl_t *gl = (gl_t*)data;
if (gfx_ctx_check_window(data, &quit,
&resize, &temp_width, &temp_height))
{
if (quit)
gl->quitting = true;
else if (resize)
gl->should_resize = true;
ret = !gl->quitting;
}
if (temp_width != 0 && temp_height != 0)
{
video_driver_set_size_width(temp_width);
video_driver_set_size_height(temp_height);
}
return ret;
}
static bool gl_focus(void *data)
{
return gfx_ctx_focus(data);
}
static bool gl_suppress_screensaver(void *data, bool enable)
{
return gfx_ctx_suppress_screensaver(data, enable);
}
static bool gl_has_windowed(void *data)
{
return gfx_ctx_has_windowed(data);
}
static void gl_update_tex_filter_frame(gl_t *gl)
{
unsigned i;
GLenum wrap_mode;
GLuint new_filt;
bool smooth = false;
settings_t *settings = config_get_ptr();
if (!gl)
return;
context_bind_hw_render(gl, false);
if (!gl->shader->filter_type(1, &smooth))
smooth = settings->video.smooth;
wrap_mode = gl_wrap_type_to_enum(gl->shader->wrap_type(1));
gl->tex_mipmap = gl->shader->mipmap_input(1);
gl->video_info.smooth = smooth;
new_filt = gl->tex_mipmap ? (smooth ?
GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
: (smooth ? GL_LINEAR : GL_NEAREST);
if (new_filt == gl->tex_min_filter && wrap_mode == gl->wrap_mode)
return;
gl->tex_min_filter = new_filt;
gl->tex_mag_filter = min_filter_to_mag(gl->tex_min_filter);
gl->wrap_mode = wrap_mode;
for (i = 0; i < gl->textures; i++)
{
if (!gl->texture[i])
continue;
glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->wrap_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->wrap_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_mag_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_min_filter);
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
context_bind_hw_render(gl, true);
}
static bool gl_set_shader(void *data,
enum rarch_shader_type type, const char *path)
{
#if defined(HAVE_GLSL) || defined(HAVE_CG)
gl_t *gl = (gl_t*)data;
if (!gl)
return false;
context_bind_hw_render(gl, false);
if (type == RARCH_SHADER_NONE)
return false;
gl_shader_deinit(gl);
switch (type)
{
#ifdef HAVE_GLSL
case RARCH_SHADER_GLSL:
gl->shader = &gl_glsl_backend;
break;
#endif
#ifdef HAVE_CG
case RARCH_SHADER_CG:
gl->shader = &gl_cg_backend;
break;
#endif
default:
break;
}
if (!gl->shader)
{
RARCH_ERR("[GL]: Cannot find shader core for path: %s.\n", path);
context_bind_hw_render(gl, true);
return false;
}
#ifdef HAVE_FBO
gl_deinit_fbo(gl);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
#endif
if (!gl->shader->init(gl, path))
{
bool ret = gl->shader->init(gl, NULL);
RARCH_WARN("[GL]: Failed to set multipass shader. Falling back to stock.\n");
if (!ret)
gl->shader = NULL;
context_bind_hw_render(gl, true);
return false;
}
gl_update_tex_filter_frame(gl);
if (gl->shader)
{
unsigned textures = gl->shader->get_prev_textures() + 1;
if (textures > gl->textures) /* Have to reinit a bit. */
{
#if defined(HAVE_FBO)
gl_deinit_hw_render(gl);
#endif
glDeleteTextures(gl->textures, gl->texture);
#if defined(HAVE_PSGL)
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0);
glDeleteBuffers(1, &gl->pbo);
#endif
gl->textures = textures;
RARCH_LOG("[GL]: Using %u textures.\n", gl->textures);
gl->tex_index = 0;
gl_init_textures(gl, &gl->video_info);
gl_init_textures_data(gl);
#if defined(HAVE_FBO)
if (gl->hw_render_use)
gl_init_hw_render(gl, gl->tex_w, gl->tex_h);
#endif
}
}
#ifdef HAVE_FBO
gl_init_fbo(gl, gl->tex_w, gl->tex_h);
#endif
/* Apparently need to set viewport for passes when we aren't using FBOs. */
gl_set_shader_viewport(gl, 0);
gl_set_shader_viewport(gl, 1);
context_bind_hw_render(gl, true);
#if defined(_WIN32) && !defined(_XBOX)
shader_dlg_params_reload();
#endif
return true;
#else
return false;
#endif
}
static void gl_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;
}
#ifdef NO_GL_READ_PIXELS
static bool gl_read_viewport(void *data, uint8_t *buffer)
{
return false;
}
#else
static bool gl_read_viewport(void *data, uint8_t *buffer)
{
static struct retro_perf_counter read_viewport = {0};
unsigned num_pixels = 0;
gl_t *gl = (gl_t*)data;
if (!gl)
return false;
context_bind_hw_render(gl, false);
rarch_perf_init(&read_viewport, "read_viewport");
retro_perf_start(&read_viewport);
#ifdef HAVE_GL_ASYNC_READBACK
if (gl->pbo_readback_enable)
{
const uint8_t *ptr = NULL;
/* Don't readback if we're in menu mode.
* 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. */
num_pixels = gl->vp.width * gl->vp.height;
ptr = (const uint8_t*)glMapBufferRange(GL_PIXEL_PACK_BUFFER,
0, num_pixels * sizeof(uint32_t), GL_MAP_READ_BIT);
if (ptr)
{
unsigned x, y;
for (y = 0; y < gl->vp.height; y++)
{
for (x = 0; x < gl->vp.width; x++, buffer += 3, ptr += 4)
{
buffer[0] = ptr[2]; /* RGBA -> BGR. */
buffer[1] = ptr[1];
buffer[2] = ptr[0];
}
}
}
else
{
RARCH_ERR("[GL]: Failed to map pixel unpack buffer.\n");
goto error;
}
#else
ptr = (const uint8_t*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (!ptr)
{
RARCH_ERR("[GL]: Failed to map pixel unpack buffer.\n");
goto error;
}
scaler_ctx_scale(&gl->pbo_readback_scaler, buffer, ptr);
#endif
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
else /* Use slow synchronous readbacks. Use this with plain screenshots as we don't really care about performance in this case. */
#endif
{
unsigned i;
uint8_t *dst = NULL;
const uint8_t *src = NULL;
/* GLES2 only guarantees GL_RGBA/GL_UNSIGNED_BYTE
* readbacks so do just that.
* GLES2 also doesn't support reading back data
* from front buffer, so render a cached frame
* and have gl_frame() do the readback while it's
* in the back buffer.
*
* Keep codepath similar for GLES and desktop GL.
*/
num_pixels = gl->vp.width * gl->vp.height;
gl->readback_buffer_screenshot = malloc(num_pixels * sizeof(uint32_t));
if (!gl->readback_buffer_screenshot)
{
retro_perf_stop(&read_viewport);
goto error;
}
video_driver_cached_frame();
dst = buffer;
src = (const uint8_t*)gl->readback_buffer_screenshot;
for (i = 0; i < num_pixels; i++, dst += 3, src += 4)
{
dst[0] = src[2]; /* RGBA -> BGR. */
dst[1] = src[1];
dst[2] = src[0];
}
free(gl->readback_buffer_screenshot);
gl->readback_buffer_screenshot = NULL;
}
retro_perf_stop(&read_viewport);
context_bind_hw_render(gl, true);
return true;
error:
context_bind_hw_render(gl, true);
return false;
}
#endif
#if 0
#define READ_RAW_GL_FRAME_TEST
#endif
#if defined(READ_RAW_GL_FRAME_TEST)
static void* gl_read_frame_raw(void *data, unsigned *width_p,
unsigned *height_p, size_t *pitch_p)
{
gl_t *gl = (gl_t*)data;
unsigned width = gl->last_width[gl->tex_index];
unsigned height = gl->last_height[gl->tex_index];
size_t pitch = gl->tex_w * gl->base_size;
#ifdef HAVE_FBO
void* buffer = NULL;
#endif
void* buffer_texture = NULL;
#ifdef HAVE_FBO
if (gl->hw_render_use)
{
buffer = malloc(pitch * height);
if (!buffer)
return NULL;
}
#endif
buffer_texture = malloc(pitch * gl->tex_h);
if (!buffer_texture)
{
#ifdef HAVE_FBO
if (buffer)
free(buffer);
#endif
return NULL;
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
glGetTexImage(GL_TEXTURE_2D, 0,gl->texture_type, gl->texture_fmt, buffer_texture);
*width_p = width;
*height_p = height;
*pitch_p = pitch;
#ifdef HAVE_FBO
if (gl->hw_render_use)
{
unsigned i;
for(i = 0; i < height ; i++)
memcpy((uint8_t*)buffer + i * pitch,
(uint8_t*)buffer_texture + (height - 1 - i) * pitch, pitch);
free(buffer_texture);
return buffer;
}
#endif
return buffer_texture;
}
#endif
#ifdef HAVE_OVERLAY
static void gl_free_overlay(gl_t *gl);
static bool gl_overlay_load(void *data,
const void *image_data, unsigned num_images)
{
unsigned i, j;
gl_t *gl = (gl_t*)data;
const struct texture_image *images =
(const struct texture_image*)image_data;
if (!gl)
return false;
context_bind_hw_render(gl, false);
gl_free_overlay(gl);
gl->overlay_tex = (GLuint*)calloc(num_images, sizeof(*gl->overlay_tex));
if (!gl->overlay_tex)
{
context_bind_hw_render(gl, true);
return false;
}
gl->overlay_vertex_coord = (GLfloat*)calloc(2 * 4 * num_images, sizeof(GLfloat));
gl->overlay_tex_coord = (GLfloat*)calloc(2 * 4 * num_images, sizeof(GLfloat));
gl->overlay_color_coord = (GLfloat*)calloc(4 * 4 * num_images, sizeof(GLfloat));
if (!gl->overlay_vertex_coord || !gl->overlay_tex_coord || !gl->overlay_color_coord)
return false;
gl->overlays = num_images;
glGenTextures(num_images, gl->overlay_tex);
for (i = 0; i < num_images; i++)
{
unsigned alignment = video_pixel_get_alignment(images[i].width
* sizeof(uint32_t));
gl_load_texture_data(gl->overlay_tex[i],
RARCH_WRAP_EDGE, TEXTURE_FILTER_LINEAR,
alignment,
images[i].width, images[i].height, images[i].pixels,
sizeof(uint32_t));
/* Default. Stretch to whole screen. */
gl_overlay_tex_geom(gl, i, 0, 0, 1, 1);
gl_overlay_vertex_geom(gl, i, 0, 0, 1, 1);
for (j = 0; j < 16; j++)
gl->overlay_color_coord[16 * i + j] = 1.0f;
}
context_bind_hw_render(gl, true);
return true;
}
static void gl_overlay_tex_geom(void *data,
unsigned image,
GLfloat x, GLfloat y,
GLfloat w, GLfloat h)
{
GLfloat *tex = NULL;
gl_t *gl = (gl_t*)data;
if (!gl)
return;
tex = (GLfloat*)&gl->overlay_tex_coord[image * 8];
if (!tex)
return;
tex[0] = x;
tex[1] = y;
tex[2] = x + w;
tex[3] = y;
tex[4] = x;
tex[5] = y + h;
tex[6] = x + w;
tex[7] = y + h;
}
static void gl_overlay_vertex_geom(void *data,
unsigned image,
float x, float y,
float w, float h)
{
GLfloat *vertex = NULL;
gl_t *gl = (gl_t*)data;
if (!gl)
return;
if (image > gl->overlays)
{
RARCH_ERR("Invalid overlay id: %u\n", image);
return;
}
vertex = (GLfloat*)&gl->overlay_vertex_coord[image * 8];
/* Flipped, so we preserve top-down semantics. */
y = 1.0f - y;
h = -h;
if (!vertex)
return;
vertex[0] = x;
vertex[1] = y;
vertex[2] = x + w;
vertex[3] = y;
vertex[4] = x;
vertex[5] = y + h;
vertex[6] = x + w;
vertex[7] = y + h;
}
static void gl_overlay_enable(void *data, bool state)
{
gl_t *gl = (gl_t*)data;
if (!gl)
return;
gl->overlay_enable = state;
if (gl->fullscreen)
gfx_ctx_show_mouse(gl, state);
}
static void gl_overlay_full_screen(void *data, bool enable)
{
gl_t *gl = (gl_t*)data;
if (gl)
gl->overlay_full_screen = enable;
}
static void gl_overlay_set_alpha(void *data, unsigned image, float mod)
{
GLfloat *color = NULL;
gl_t *gl = (gl_t*)data;
if (!gl)
return;
color = (GLfloat*)&gl->overlay_color_coord[image * 16];
if (!color)
return;
color[ 0 + 3] = mod;
color[ 4 + 3] = mod;
color[ 8 + 3] = mod;
color[12 + 3] = mod;
}
static void gl_render_overlay(void *data)
{
unsigned i;
unsigned width, height;
gl_t *gl = (gl_t*)data;
if (!gl)
return;
video_driver_get_size(&width, &height);
glEnable(GL_BLEND);
if (gl->overlay_full_screen)
glViewport(0, 0, width, height);
/* Ensure that we reset the attrib array. */
gl->shader->use(gl, GL_SHADER_STOCK_BLEND);
gl->coords.vertex = gl->overlay_vertex_coord;
gl->coords.tex_coord = gl->overlay_tex_coord;
gl->coords.color = gl->overlay_color_coord;
gl->coords.vertices = 4 * gl->overlays;
gl->shader->set_coords(&gl->coords);
gl->shader->set_mvp(gl, &gl->mvp_no_rot);
for (i = 0; i < gl->overlays; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->overlay_tex[i]);
glDrawArrays(GL_TRIANGLE_STRIP, 4 * i, 4);
}
glDisable(GL_BLEND);
gl->coords.vertex = gl->vertex_ptr;
gl->coords.tex_coord = gl->tex_info.coord;
gl->coords.color = gl->white_color_ptr;
gl->coords.vertices = 4;
if (gl->overlay_full_screen)
glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
}
static const video_overlay_interface_t gl_overlay_interface = {
gl_overlay_enable,
gl_overlay_load,
gl_overlay_tex_geom,
gl_overlay_vertex_geom,
gl_overlay_full_screen,
gl_overlay_set_alpha,
};
static void gl_get_overlay_interface(void *data,
const video_overlay_interface_t **iface)
{
(void)data;
*iface = &gl_overlay_interface;
}
#endif
#ifdef HAVE_FBO
static uintptr_t gl_get_current_framebuffer(void *data)
{
gl_t *gl = (gl_t*)data;
return gl->hw_render_fbo[(gl->tex_index + 1) % gl->textures];
}
#endif
static retro_proc_address_t gl_get_proc_address(void *data, const char *sym)
{
return gfx_ctx_get_proc_address(sym);
}
static void gl_set_aspect_ratio(void *data, unsigned aspect_ratio_idx)
{
gl_t *gl = (gl_t*)data;
const struct retro_system_av_info *av_info =
(const struct retro_system_av_info*)video_viewport_get_system_av_info();
switch (aspect_ratio_idx)
{
case ASPECT_RATIO_SQUARE:
video_viewport_set_square_pixel(
av_info->geometry.base_width,
av_info->geometry.base_height);
break;
case ASPECT_RATIO_CORE:
video_viewport_set_core();
break;
case ASPECT_RATIO_CONFIG:
video_viewport_set_config();
break;
default:
break;
}
video_driver_set_aspect_ratio_value(aspectratio_lut[aspect_ratio_idx].value);
if (!gl)
return;
gl->keep_aspect = true;
gl->should_resize = true;
}
#if defined(HAVE_MENU)
static void gl_set_texture_frame(void *data,
const void *frame, bool rgb32, unsigned width, unsigned height,
float alpha)
{
unsigned base_size = rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
gl_t *gl = (gl_t*)data;
if (!gl)
return;
context_bind_hw_render(gl, false);
if (!gl->menu_texture)
glGenTextures(1, &gl->menu_texture);
gl_load_texture_data(gl->menu_texture,
RARCH_WRAP_EDGE, TEXTURE_FILTER_LINEAR,
video_pixel_get_alignment(width * base_size),
width, height, frame,
base_size);
gl->menu_texture_alpha = alpha;
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
context_bind_hw_render(gl, true);
}
static void gl_set_texture_enable(void *data, bool state, bool full_screen)
{
gl_t *gl = (gl_t*)data;
if (!gl)
return;
gl->menu_texture_enable = state;
gl->menu_texture_full_screen = full_screen;
}
#endif
static void gl_apply_state_changes(void *data)
{
gl_t *gl = (gl_t*)data;
if (gl)
gl->should_resize = true;
}
static void gl_set_osd_msg(void *data, const char *msg,
const struct font_params *params, void *font)
{
driver_t *driver = driver_get_ptr();
const struct font_renderer *font_driver = driver ?
driver->font_osd_driver : NULL;
gl_t *gl = (gl_t*)data;
if (!gl)
return;
if (!font)
font = driver->font_osd_data;
if (driver->font_osd_driver && font)
font_driver->render_msg(font, msg, params);
}
static void gl_show_mouse(void *data, bool state)
{
gfx_ctx_show_mouse(data, state);
}
static struct video_shader *gl_get_current_shader(void *data)
{
gl_t *gl = (gl_t*)data;
return (gl && gl->shader) ? gl->shader->get_current_shader() : NULL;
}
static void gl_get_video_output_size(void *data,
unsigned *width, unsigned *height)
{
gfx_ctx_get_video_output_size(data, width, height);
}
static void gl_get_video_output_prev(void *data)
{
gfx_ctx_get_video_output_prev(data);
}
static void gl_get_video_output_next(void *data)
{
gfx_ctx_get_video_output_next(data);
}
static const video_poke_interface_t gl_poke_interface = {
gl_set_video_mode,
NULL,
gl_get_video_output_size,
gl_get_video_output_prev,
gl_get_video_output_next,
#ifdef HAVE_FBO
gl_get_current_framebuffer,
#else
NULL,
#endif
gl_get_proc_address,
gl_set_aspect_ratio,
gl_apply_state_changes,
#if defined(HAVE_MENU)
gl_set_texture_frame,
gl_set_texture_enable,
#endif
gl_set_osd_msg,
gl_show_mouse,
NULL,
gl_get_current_shader,
};
static void gl_get_poke_interface(void *data,
const video_poke_interface_t **iface)
{
(void)data;
*iface = &gl_poke_interface;
}
video_driver_t video_gl = {
gl_init,
gl_frame,
gl_set_nonblock_state,
gl_alive,
gl_focus,
gl_suppress_screensaver,
gl_has_windowed,
gl_set_shader,
gl_free,
"gl",
gl_set_viewport,
gl_set_rotation,
gl_viewport_info,
gl_read_viewport,
#if defined(READ_RAW_GL_FRAME_TEST)
gl_read_frame_raw,
#else
NULL,
#endif
#ifdef HAVE_OVERLAY
gl_get_overlay_interface,
#endif
gl_get_poke_interface,
gl_wrap_type_to_enum,
};