mirror of
https://github.com/CTCaer/RetroArch.git
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86 lines
3.0 KiB
C
86 lines
3.0 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "shader_common.h"
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#include "../retroarch_logger.h"
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#ifdef HAVE_OPENGL
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void gl_load_texture_data(GLuint obj, const struct texture_image *img,
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GLenum wrap, bool linear, bool mipmap)
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{
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glBindTexture(GL_TEXTURE_2D, obj);
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#ifdef HAVE_PSGL
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mipmap = false;
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#endif
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
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GLint mag_filter = linear ? GL_LINEAR : GL_NEAREST;
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GLint min_filter = linear ? (mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) :
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(mipmap ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
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#ifndef HAVE_PSGL
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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#endif
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glTexImage2D(GL_TEXTURE_2D,
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0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32, img->width, img->height,
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0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, img->pixels);
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#ifndef HAVE_PSGL
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if (mipmap)
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glGenerateMipmap(GL_TEXTURE_2D);
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#endif
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}
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bool gl_load_luts(const struct gfx_shader *generic_shader, GLuint *lut_textures)
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{
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unsigned i, num_luts;
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num_luts = min(generic_shader->luts, GFX_MAX_TEXTURES);
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if (!generic_shader->luts)
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return true;
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// Original shader_glsl.c code only generated one texture handle. I assume
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// it was a bug, but if not, replace num_luts with 1 when GLSL is used.
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glGenTextures(num_luts, lut_textures);
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for (i = 0; i < num_luts; i++)
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{
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struct texture_image img = {0};
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RARCH_LOG("Loading texture image from: \"%s\" ...\n",
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generic_shader->lut[i].path);
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if (!texture_image_load(&img, generic_shader->lut[i].path))
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{
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RARCH_ERR("Failed to load texture image from: \"%s\"\n", generic_shader->lut[i].path);
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return false;
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}
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gl_load_texture_data(lut_textures[i], &img,
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gl_wrap_type_to_enum(generic_shader->lut[i].wrap),
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generic_shader->lut[i].filter != RARCH_FILTER_NEAREST,
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generic_shader->lut[i].mipmap);
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texture_image_free(&img);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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#endif // HAVE_OPENGL
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