RetroArch/gfx/gl_common.c

205 lines
6.0 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2015 - Daniel De Matteis
*
* 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/>.
*/
#include "gl_common.h"
void gl_load_texture_data(GLuint id,
enum gfx_wrap_type wrap_type,
enum texture_filter_type filter_type,
unsigned alignment,
unsigned width, unsigned height,
const void *frame, unsigned base_size)
{
GLint mag_filter, min_filter;
bool want_mipmap = false;
bool rgb32 = (base_size == (sizeof(uint32_t)));
driver_t *driver = driver_get_ptr();
GLenum wrap = gl_wrap_type_to_enum(wrap_type);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
switch (filter_type)
{
case TEXTURE_FILTER_MIPMAP_LINEAR:
min_filter = GL_LINEAR_MIPMAP_NEAREST;
mag_filter = GL_LINEAR;
#ifndef HAVE_PSGL
want_mipmap = true;
#endif
break;
case TEXTURE_FILTER_MIPMAP_NEAREST:
min_filter = GL_NEAREST_MIPMAP_NEAREST;
mag_filter = GL_NEAREST;
#ifndef HAVE_PSGL
want_mipmap = true;
#endif
break;
case TEXTURE_FILTER_NEAREST:
min_filter = GL_NEAREST;
mag_filter = GL_NEAREST;
break;
case TEXTURE_FILTER_LINEAR:
default:
min_filter = GL_LINEAR;
mag_filter = GL_LINEAR;
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
#ifndef HAVE_PSGL
glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
#endif
glTexImage2D(GL_TEXTURE_2D,
0,
(driver->gfx_use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32,
width, height, 0,
(driver->gfx_use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32,
(rgb32) ? RARCH_GL_FORMAT32 : GL_UNSIGNED_SHORT_4_4_4_4, frame);
if (want_mipmap)
glGenerateMipmap(GL_TEXTURE_2D);
}
bool gl_load_luts(const struct video_shader *shader,
GLuint *textures_lut)
{
unsigned i;
unsigned num_luts = min(shader->luts, GFX_MAX_TEXTURES);
if (!shader->luts)
return true;
glGenTextures(num_luts, textures_lut);
for (i = 0; i < num_luts; i++)
{
struct texture_image img = {0};
enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR;
RARCH_LOG("Loading texture image from: \"%s\" ...\n",
shader->lut[i].path);
if (!texture_image_load(&img, shader->lut[i].path))
{
RARCH_ERR("Failed to load texture image from: \"%s\"\n",
shader->lut[i].path);
return false;
}
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));
texture_image_free(&img);
}
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
static INLINE bool realloc_checked(void **ptr, size_t size)
{
void *nptr;
if (*ptr)
nptr = realloc(*ptr, size);
else
nptr = malloc(size);
if (nptr)
*ptr = nptr;
return *ptr == nptr;
}
bool gl_coord_array_add(gl_coord_array_t *ca, const gl_coords_t *coords, unsigned count)
{
bool success = false;
count = min(count, coords->vertices);
if (ca->coords.vertices + count >= ca->allocated)
{
unsigned alloc_size = next_pow2(ca->coords.vertices + count);
size_t base_size = sizeof(GLfloat) * alloc_size;
bool vert_ok = realloc_checked((void**)&ca->coords.vertex, 2 * base_size);
bool color_ok = realloc_checked((void**)&ca->coords.color, 4 * base_size);
bool tex_ok = realloc_checked((void**)&ca->coords.tex_coord, 2 * base_size);
bool lut_ok = realloc_checked((void**)&ca->coords.lut_tex_coord, 2 * base_size);
if (vert_ok && color_ok && tex_ok && lut_ok)
{
ca->allocated = alloc_size;
success = true;
}
}
else
success = true;
if (success)
{
size_t base_size = coords->vertices * sizeof(GLfloat);
size_t offset = ca->coords.vertices;
/* XXX: i wish we used interlaced arrays so we could call memcpy only once */
memcpy(ca->coords.vertex + offset * 2, coords->vertex, base_size * 2);
memcpy(ca->coords.color + offset * 4, coords->color, base_size * 4);
memcpy(ca->coords.tex_coord + offset * 2, coords->tex_coord, base_size * 2);
memcpy(ca->coords.lut_tex_coord + offset * 2, coords->lut_tex_coord, base_size * 2);
ca->coords.vertices += count;
}
else
RARCH_WARN("Allocation failed.");
return success;
}
void gl_coord_array_free(gl_coord_array_t *ca)
{
if (!ca->allocated)
return;
free(ca->coords.vertex);
free(ca->coords.color);
free(ca->coords.tex_coord);
free(ca->coords.lut_tex_coord);
ca->coords.vertex = NULL;
ca->coords.color = NULL;
ca->coords.tex_coord = NULL;
ca->coords.lut_tex_coord = NULL;
ca->coords.vertices = 0;
ca->allocated = 0;
}