RetroArch/gfx/gl.c

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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2012 - 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-
* ation, either version 3 of the License, or (at your option) any later version.
*
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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
* PURPOSE. See the GNU General Public License for more details.
*
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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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#include "../driver.h"
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#include <stdint.h>
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#include "../libretro.h"
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#include <stdio.h>
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#include <string.h>
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#include "../general.h"
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#include <math.h>
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gl_common.h"
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#include "gl_font.h"
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#include "gfx_common.h"
#include "gfx_context.h"
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#include "../compat/strl.h"
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#ifdef HAVE_SDL
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#define NO_SDL_GLEXT
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#include "context/sdl_ctx.h"
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#include "../input/rarch_sdl_input.h"
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#endif
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#ifdef HAVE_CG
#include "shader_cg.h"
#endif
#ifdef HAVE_XML
#include "shader_glsl.h"
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#endif
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// Used for the last pass when rendering to the back buffer.
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const GLfloat vertexes_flipped[] = {
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0, 0,
0, 1,
1, 1,
1, 0
};
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// Used when rendering to an FBO.
// Texture coords have to be aligned with vertex coordinates.
static const GLfloat vertexes[] = {
0, 1,
0, 0,
1, 0,
1, 1
};
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static const GLfloat tex_coords[] = {
0, 1,
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0, 0,
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1, 0,
1, 1
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};
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const GLfloat white_color[] = {
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1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
};
const GLfloat *vertex_ptr = vertexes_flipped;
const GLfloat *default_vertex_ptr = vertexes_flipped;
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#ifdef HAVE_SDL
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#define LOAD_SYM(sym) if (!p##sym) { SDL_SYM_WRAP(p##sym, #sym) }
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#endif
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#ifdef HAVE_FBO
#if defined(_WIN32) && !defined(RARCH_CONSOLE)
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static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers = NULL;
static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer = NULL;
static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL;
static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus = NULL;
static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers = NULL;
static bool load_fbo_proc(void)
{
LOAD_SYM(glGenFramebuffers);
LOAD_SYM(glBindFramebuffer);
LOAD_SYM(glFramebufferTexture2D);
LOAD_SYM(glCheckFramebufferStatus);
LOAD_SYM(glDeleteFramebuffers);
return pglGenFramebuffers && pglBindFramebuffer && pglFramebufferTexture2D &&
pglCheckFramebufferStatus && pglDeleteFramebuffers;
}
#elif defined(HAVE_OPENGLES)
#define pglGenFramebuffers glGenFramebuffersOES
#define pglBindFramebuffer glBindFramebufferOES
#define pglFramebufferTexture2D glFramebufferTexture2DOES
#define pglCheckFramebufferStatus glCheckFramebufferStatusOES
#define pglDeleteFramebuffers glDeleteFramebuffersOES
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#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
#define glOrtho glOrthof
static bool load_fbo_proc(void) { return true; }
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#else
#define pglGenFramebuffers glGenFramebuffers
#define pglBindFramebuffer glBindFramebuffer
#define pglFramebufferTexture2D glFramebufferTexture2D
#define pglCheckFramebufferStatus glCheckFramebufferStatus
#define pglDeleteFramebuffers glDeleteFramebuffers
static bool load_fbo_proc(void) { return true; }
#endif
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#endif
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#if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32)
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PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture = NULL;
PFNGLACTIVETEXTUREPROC pglActiveTexture = NULL;
static inline bool load_gl_proc(void)
{
LOAD_SYM(glClientActiveTexture);
LOAD_SYM(glActiveTexture);
return pglClientActiveTexture && pglActiveTexture;
}
#else
static inline bool load_gl_proc(void) { return true; }
#endif
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////////////////// Shaders
static bool gl_shader_init(void)
{
switch (g_settings.video.shader_type)
{
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case RARCH_SHADER_AUTO:
{
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if (*g_settings.video.cg_shader_path && *g_settings.video.bsnes_shader_path)
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RARCH_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
#ifdef HAVE_CG
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if (*g_settings.video.cg_shader_path)
return gl_cg_init(g_settings.video.cg_shader_path);
#endif
#ifdef HAVE_XML
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if (*g_settings.video.bsnes_shader_path)
return gl_glsl_init(g_settings.video.bsnes_shader_path);
#endif
break;
}
#ifdef HAVE_CG
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case RARCH_SHADER_CG:
return gl_cg_init(g_settings.video.cg_shader_path);
#endif
#ifdef HAVE_XML
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case RARCH_SHADER_BSNES:
return gl_glsl_init(g_settings.video.bsnes_shader_path);
#endif
default:
break;
}
return true;
}
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void gl_shader_use(unsigned index)
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{
#ifdef HAVE_CG
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gl_cg_use(index);
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#endif
#ifdef HAVE_XML
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gl_glsl_use(index);
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#endif
}
static void gl_shader_deinit(void)
{
#ifdef HAVE_CG
gl_cg_deinit();
#endif
#ifdef HAVE_XML
gl_glsl_deinit();
#endif
}
static void gl_shader_set_proj_matrix(void)
{
#ifdef HAVE_CG
gl_cg_set_proj_matrix();
#endif
#ifdef HAVE_XML
gl_glsl_set_proj_matrix();
#endif
}
static void gl_shader_set_params(unsigned width, unsigned height,
unsigned tex_width, unsigned tex_height,
unsigned out_width, unsigned out_height,
unsigned frame_count,
const struct gl_tex_info *info,
const struct gl_tex_info *prev_info,
const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt)
{
#ifdef HAVE_CG
gl_cg_set_params(width, height,
tex_width, tex_height,
out_width, out_height,
frame_count, info, prev_info, fbo_info, fbo_info_cnt);
#endif
#ifdef HAVE_XML
gl_glsl_set_params(width, height,
tex_width, tex_height,
out_width, out_height,
frame_count, info, prev_info, fbo_info, fbo_info_cnt);
#endif
}
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static unsigned gl_shader_num(void)
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{
#ifdef HAVE_CG
unsigned cg_num = gl_cg_num();
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if (cg_num)
return cg_num;
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#endif
#ifdef HAVE_XML
unsigned glsl_num = gl_glsl_num();
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if (glsl_num)
return glsl_num;
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#endif
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return 0;
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}
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static bool gl_shader_filter_type(unsigned index, bool *smooth)
{
bool valid = false;
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#ifdef HAVE_CG
if (!valid)
valid = gl_cg_filter_type(index, smooth);
#endif
#ifdef HAVE_XML
if (!valid)
valid = gl_glsl_filter_type(index, smooth);
#endif
return valid;
}
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#ifdef HAVE_FBO
static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
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{
scale->valid = false;
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#ifdef HAVE_CG
if (!scale->valid)
gl_cg_shader_scale(index, scale);
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#endif
#ifdef HAVE_XML
if (!scale->valid)
gl_glsl_shader_scale(index, scale);
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#endif
}
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#endif
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///////////////////
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#ifdef HAVE_FBO
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static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
unsigned vp_width, unsigned vp_height);
static void gl_create_fbo_textures(gl_t *gl)
{
glGenTextures(gl->fbo_pass, gl->fbo_texture);
GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST;
for (int i = 0; i < gl->fbo_pass; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
GLuint filter_type = base_filt;
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bool smooth = false;
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if (gl_shader_filter_type(i + 2, &smooth))
filter_type = smooth ? GL_LINEAR : GL_NEAREST;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
glTexImage2D(GL_TEXTURE_2D,
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0, RARCH_GL_INTERNAL_FORMAT, gl->fbo_rect[i].width, gl->fbo_rect[i].height,
0, RARCH_GL_TEXTURE_TYPE,
RARCH_GL_FORMAT32, NULL);
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}
glBindTexture(GL_TEXTURE_2D, 0);
}
static bool gl_create_fbo_targets(gl_t *gl)
{
pglGenFramebuffers(gl->fbo_pass, gl->fbo);
for (int i = 0; i < gl->fbo_pass; i++)
{
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto error;
}
return true;
error:
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
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RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
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return false;
}
static void gl_deinit_fbo(gl_t *gl)
{
if (gl->fbo_inited)
{
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
memset(gl->fbo, 0, sizeof(gl->fbo));
gl->fbo_inited = false;
gl->render_to_tex = false;
gl->fbo_pass = 0;
}
}
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static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
{
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// No need to use FBOs.
if (!g_settings.video.render_to_texture && gl_shader_num() == 0)
return;
struct gl_fbo_scale scale, scale_last;
gl_shader_scale(1, &scale);
gl_shader_scale(gl_shader_num(), &scale_last);
// No need to use FBOs.
if (gl_shader_num() == 1 && !scale.valid && !g_settings.video.render_to_texture)
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return;
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if (!load_fbo_proc())
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{
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RARCH_ERR("Failed to locate FBO functions. Won't be able to use render-to-texture.\n");
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return;
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}
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gl->fbo_pass = gl_shader_num() - 1;
if (scale_last.valid)
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gl->fbo_pass++;
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if (gl->fbo_pass <= 0)
gl->fbo_pass = 1;
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if (!scale.valid)
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{
scale.scale_x = g_settings.video.fbo_scale_x;
scale.scale_y = g_settings.video.fbo_scale_y;
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scale.type_x = scale.type_y = RARCH_SCALE_INPUT;
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scale.valid = true;
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}
gl->fbo_scale[0] = scale;
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for (int i = 1; i < gl->fbo_pass; i++)
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{
gl_shader_scale(i + 1, &gl->fbo_scale[i]);
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if (!gl->fbo_scale[i].valid)
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{
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gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0f;
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gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = RARCH_SCALE_INPUT;
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gl->fbo_scale[i].valid = true;
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}
}
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gl_compute_fbo_geometry(gl, width, height, gl->win_width, gl->win_height);
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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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);
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RARCH_LOG("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
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}
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gl_create_fbo_textures(gl);
if (!gl_create_fbo_targets(gl))
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{
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glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
return;
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}
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gl->fbo_inited = true;
}
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#endif
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////////////
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void gl_set_projection(gl_t *gl, struct gl_ortho *ortho, bool allow_rotate)
{
#ifdef RARCH_CONSOLE
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if (g_console.overscan_enable)
{
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ortho->left = -g_console.overscan_amount / 2;
ortho->right = 1 + g_console.overscan_amount / 2;
ortho->bottom = -g_console.overscan_amount / 2;
}
#endif
gfx_ctx_set_projection(gl, ortho, allow_rotate);
gl_shader_set_proj_matrix();
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}
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void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate)
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{
unsigned vp_x_temp, vp_y_temp, vp_width_temp, vp_height_temp;
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struct gl_ortho ortho = {0};
vp_x_temp = 0;
vp_y_temp = 0;
vp_width_temp = width;
vp_height_temp = height;
ortho.left = 0.0f;
ortho.right = 1.0f;
ortho.bottom = 0.0f;
ortho.top = 1.0f;
ortho.near = -1.0f;
ortho.far = 1.0f;
if (gl->keep_aspect && !force_full)
{
float desired_aspect = g_settings.video.aspect_ratio;
float device_aspect = (float)width / height;
float delta;
#ifdef RARCH_CONSOLE
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if (g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM)
{
delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
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vp_x_temp = g_console.viewports.custom_vp.x;
vp_y_temp = g_console.viewports.custom_vp.y;
vp_width_temp = g_console.viewports.custom_vp.width;
vp_height_temp = g_console.viewports.custom_vp.height;
}
else
#endif
{
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if (fabs(device_aspect - desired_aspect) < 0.0001)
{
// If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff),
// assume they are actually equal.
}
else if (device_aspect > desired_aspect)
{
delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
vp_x_temp = (GLint)(width * (0.5 - delta));
vp_width_temp = (GLint)(2.0 * width * delta);
width = (unsigned)(2.0 * width * delta);
}
else
{
delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5;
vp_y_temp = (GLint)(height * (0.5 - delta));
vp_height_temp = (GLint)(2.0 * height * delta);
height = (unsigned)(2.0 * height * delta);
}
}
}
glViewport(vp_x_temp, vp_y_temp, vp_width_temp, vp_height_temp);
gl_set_projection(gl, &ortho, allow_rotate);
gl->vp_width = width;
gl->vp_height = height;
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// Set last backbuffer viewport.
if (!force_full)
{
gl->vp_out_width = width;
gl->vp_out_height = height;
}
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//RARCH_LOG("Setting viewport @ %ux%u\n", width, height);
}
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static void gl_set_rotation(void *data, unsigned rotation)
{
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struct gl_ortho ortho = {0};
ortho.left = 0;
ortho.right = 1;
ortho.bottom = 0;
ortho.top = 1;
ortho.near = -1;
ortho.far = 1;
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gl_t *gl = (gl_t*)driver.video_data;
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gl->rotation = 90 * rotation;
gl_set_projection(gl, &ortho, true);
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}
static inline void set_lut_texture_coords(const GLfloat *coords)
{
#if defined(HAVE_XML) || defined(HAVE_CG)
// For texture images.
pglClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, coords);
pglClientActiveTexture(GL_TEXTURE0);
#else
(void)coords;
#endif
}
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static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yamt)
{
coords[1] = yamt;
coords[4] = xamt;
coords[6] = xamt;
coords[7] = yamt;
}
static void check_window(gl_t *gl)
{
bool quit, resize;
gfx_ctx_check_window(&quit,
&resize, &gl->win_width, &gl->win_height,
gl->frame_count);
if (quit)
gl->quitting = true;
else if (resize)
gl->should_resize = true;
}
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#ifdef HAVE_FBO
static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height,
unsigned vp_width, unsigned vp_height)
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{
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unsigned last_width = width;
unsigned last_height = height;
unsigned last_max_width = gl->tex_w;
unsigned last_max_height = gl->tex_h;
// Calculate viewports for FBOs.
for (int i = 0; i < gl->fbo_pass; i++)
{
switch (gl->fbo_scale[i].type_x)
{
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case RARCH_SCALE_INPUT:
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gl->fbo_rect[i].img_width = last_width * gl->fbo_scale[i].scale_x;
gl->fbo_rect[i].max_img_width = last_max_width * gl->fbo_scale[i].scale_x;
break;
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case RARCH_SCALE_ABSOLUTE:
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gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].abs_x;
break;
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case RARCH_SCALE_VIEWPORT:
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gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * vp_width;
break;
default:
break;
}
switch (gl->fbo_scale[i].type_y)
{
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case RARCH_SCALE_INPUT:
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gl->fbo_rect[i].img_height = last_height * gl->fbo_scale[i].scale_y;
gl->fbo_rect[i].max_img_height = last_max_height * gl->fbo_scale[i].scale_y;
break;
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case RARCH_SCALE_ABSOLUTE:
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gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].abs_y;
break;
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case RARCH_SCALE_VIEWPORT:
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gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * vp_height;
break;
default:
break;
}
last_width = gl->fbo_rect[i].img_width;
last_height = gl->fbo_rect[i].img_height;
last_max_width = gl->fbo_rect[i].max_img_width;
last_max_height = gl->fbo_rect[i].max_img_height;
}
}
static void gl_start_frame_fbo(gl_t *gl)
{
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
gl->render_to_tex = true;
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gl_set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true, false);
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// Need to preserve the "flipped" state when in FBO as well to have
// consistent texture coordinates.
// We will "flip" it in place on last pass.
if (gl->render_to_tex)
glVertexPointer(2, GL_FLOAT, 0, vertexes);
}
static void gl_check_fbo_dimensions(gl_t *gl)
{
// Check if we have to recreate our FBO textures.
for (int i = 0; i < gl->fbo_pass; i++)
2011-03-06 18:56:35 +00:00
{
2012-01-31 23:14:04 +00:00
// Check proactively since we might suddently get sizes of tex_w width or tex_h height.
if (gl->fbo_rect[i].max_img_width > gl->fbo_rect[i].width ||
gl->fbo_rect[i].max_img_height > gl->fbo_rect[i].height)
2011-03-14 22:48:19 +00:00
{
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unsigned img_width = gl->fbo_rect[i].max_img_width;
unsigned img_height = gl->fbo_rect[i].max_img_height;
unsigned max = img_width > img_height ? img_width : img_height;
unsigned pow2_size = next_pow2(max);
gl->fbo_rect[i].width = gl->fbo_rect[i].height = pow2_size;
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
glTexImage2D(GL_TEXTURE_2D,
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0, RARCH_GL_INTERNAL_FORMAT, gl->fbo_rect[i].width, gl->fbo_rect[i].height,
0, RARCH_GL_TEXTURE_TYPE,
RARCH_GL_FORMAT32, NULL);
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pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
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RARCH_WARN("Failed to reinit FBO texture.\n");
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RARCH_LOG("Recreating FBO texture #%d: %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
2012-01-31 23:14:04 +00:00
}
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}
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}
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2012-01-31 23:14:04 +00:00
static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info)
{
GLfloat fbo_tex_coords[8] = {0.0f};
// Render the rest of our passes.
glTexCoordPointer(2, GL_FLOAT, 0, fbo_tex_coords);
// It's kinda handy ... :)
const struct gl_fbo_rect *prev_rect;
const struct gl_fbo_rect *rect;
struct gl_tex_info *fbo_info;
struct gl_tex_info fbo_tex_info[MAX_SHADERS];
unsigned fbo_tex_info_cnt = 0;
// Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO.
for (int i = 1; i < gl->fbo_pass; i++)
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{
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prev_rect = &gl->fbo_rect[i - 1];
rect = &gl->fbo_rect[i];
fbo_info = &fbo_tex_info[i - 1];
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2012-01-31 23:14:04 +00:00
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(fbo_tex_coords, xamt, yamt);
fbo_info->tex = gl->fbo_texture[i - 1];
fbo_info->input_size[0] = prev_rect->img_width;
fbo_info->input_size[1] = prev_rect->img_height;
fbo_info->tex_size[0] = prev_rect->width;
fbo_info->tex_size[1] = prev_rect->height;
memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
gl_shader_use(i + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
glClear(GL_COLOR_BUFFER_BIT);
// Render to FBO with certain size.
2012-05-27 10:26:43 +00:00
gl_set_viewport(gl, rect->img_width, rect->img_height, true, false);
2012-01-31 23:14:04 +00:00
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, gl->frame_count,
tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glDrawArrays(GL_QUADS, 0, 4);
fbo_tex_info_cnt++;
}
// Render our last FBO texture directly to screen.
prev_rect = &gl->fbo_rect[gl->fbo_pass - 1];
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(fbo_tex_coords, xamt, yamt);
// Render our FBO texture to back buffer.
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_shader_use(gl->fbo_pass + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
glClear(GL_COLOR_BUFFER_BIT);
gl->render_to_tex = false;
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
2012-01-31 23:14:04 +00:00
gl_shader_set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp_width, gl->vp_height, gl->frame_count,
tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
2012-01-31 23:14:04 +00:00
glDrawArrays(GL_QUADS, 0, 4);
glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
}
#endif
2011-03-06 18:56:35 +00:00
2012-01-31 23:14:04 +00:00
static void gl_update_resize(gl_t *gl)
{
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#ifdef HAVE_FBO
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if (!gl->render_to_tex)
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
2012-01-31 23:14:04 +00:00
else
{
gl_check_fbo_dimensions(gl);
// Go back to what we're supposed to do, render to FBO #0 :D
gl_start_frame_fbo(gl);
2011-01-06 19:01:32 +00:00
}
2012-01-31 23:14:04 +00:00
#else
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
2012-01-31 23:14:04 +00:00
#endif
}
2011-01-06 19:01:32 +00:00
2012-01-31 23:14:04 +00:00
static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsigned pitch)
{
// Res change. Need to clear out texture.
if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf)
2010-12-26 03:15:12 +00:00
{
gl->last_width[gl->tex_index] = width;
gl->last_height[gl->tex_index] = height;
#ifdef HAVE_OPENGL_TEXREF
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
2011-01-22 23:27:20 +00:00
glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch));
glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w);
2011-03-07 18:12:14 +00:00
2011-03-27 18:33:14 +00:00
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, gl->tex_w, gl->tex_h, gl->texture_type,
gl->texture_fmt, gl->empty_buf);
#endif
2010-12-26 03:15:12 +00:00
2011-06-05 00:21:35 +00:00
GLfloat xamt = (GLfloat)width / gl->tex_w;
GLfloat yamt = (GLfloat)height / gl->tex_h;
2011-03-16 11:28:02 +00:00
2011-06-05 00:21:35 +00:00
set_texture_coords(gl->tex_coords, xamt, yamt);
2010-12-26 03:15:12 +00:00
}
2011-11-12 11:28:07 +00:00
// We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly.
2012-01-31 23:14:04 +00:00
else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] ||
height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK])
{
GLfloat xamt = (GLfloat)width / gl->tex_w;
GLfloat yamt = (GLfloat)height / gl->tex_h;
set_texture_coords(gl->tex_coords, xamt, yamt);
}
2012-01-31 23:14:04 +00:00
}
#ifdef __CELLOS_LV2__
static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
{
2012-05-26 13:59:22 +00:00
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;
2012-05-26 13:59:22 +00:00
size_t frame_copy_size = width * gl->base_size;
for (unsigned h = 0; h < height; h++)
{
glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
2012-05-26 13:59:22 +00:00
buffer_addr,
frame_copy_size,
frame_copy);
frame_copy += pitch;
buffer_addr += buffer_stride;
}
}
2012-05-26 14:01:59 +00:00
static void gl_init_textures(gl_t *gl)
{
glGenTextures(TEXTURES, gl->texture);
for (unsigned i = 0; i < TEXTURES; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
glTextureReferenceSCE(GL_TEXTURE_2D, 1,
gl->tex_w, gl->tex_h, 0,
gl->texture_fmt,
gl->tex_w * gl->base_size,
gl->tex_w * gl->tex_h * i * gl->base_size);
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
#else
static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
2012-01-31 23:14:04 +00:00
{
2011-03-07 18:12:14 +00:00
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
2010-12-26 03:15:12 +00:00
glTexSubImage2D(GL_TEXTURE_2D,
2011-03-07 18:12:14 +00:00
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, frame);
2012-01-31 23:14:04 +00:00
}
2012-05-26 13:46:37 +00:00
static void gl_init_textures(gl_t *gl)
{
glGenTextures(TEXTURES, gl->texture);
for (unsigned i = 0; i < TEXTURES; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w);
glTexImage2D(GL_TEXTURE_2D,
2012-05-26 14:29:02 +00:00
0, RARCH_GL_INTERNAL_FORMAT, gl->tex_w, gl->tex_h, 0, gl->texture_type,
2012-05-26 13:46:37 +00:00
gl->texture_fmt, gl->empty_buf ? gl->empty_buf : NULL);
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
2012-05-26 14:01:59 +00:00
#endif
2012-05-26 13:46:37 +00:00
static void gl_next_texture_index(gl_t *gl, const struct gl_tex_info *tex_info)
2012-01-31 23:14:04 +00:00
{
memmove(gl->prev_info + 1, gl->prev_info, sizeof(*tex_info) * (TEXTURES - 1));
memcpy(&gl->prev_info[0], tex_info, sizeof(*tex_info));
gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK;
}
2011-12-24 12:46:12 +00:00
2012-01-31 23:14:04 +00:00
static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
gl_t *gl = (gl_t*)data;
2011-05-26 10:53:24 +00:00
2012-01-31 23:14:04 +00:00
gl_shader_use(1);
gl->frame_count++;
2011-05-26 10:53:24 +00:00
2012-01-31 23:14:04 +00:00
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
2010-12-14 13:28:09 +00:00
2011-03-23 22:48:13 +00:00
#ifdef HAVE_FBO
2012-01-31 23:14:04 +00:00
// Render to texture in first pass.
2011-03-06 18:56:35 +00:00
if (gl->fbo_inited)
{
2012-01-31 23:14:04 +00:00
// Recompute FBO geometry.
// When width/height changes or window sizes change, we have to recalcuate geometry of our FBO.
2012-01-31 23:14:04 +00:00
gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height);
gl_start_frame_fbo(gl);
}
#endif
2012-01-31 23:14:04 +00:00
if (gl->should_resize)
{
gl->should_resize = false;
gfx_ctx_set_resize(gl->win_width, gl->win_height);
2012-01-31 23:14:04 +00:00
// On resize, we might have to recreate our FBOs due to "Viewport" scale, and set a new viewport.
gl_update_resize(gl);
}
2011-03-12 15:33:01 +00:00
2012-01-31 23:14:04 +00:00
gl_update_input_size(gl, width, height, pitch);
2011-03-14 22:48:19 +00:00
2012-01-31 23:14:04 +00:00
gl_copy_frame(gl, frame, width, height, pitch);
2011-03-14 22:48:19 +00:00
2012-01-31 23:14:04 +00:00
struct gl_tex_info tex_info = {0};
tex_info.tex = gl->texture[gl->tex_index];
tex_info.input_size[0] = width;
tex_info.input_size[1] = height;
tex_info.tex_size[0] = gl->tex_w;
tex_info.tex_size[1] = gl->tex_h;
2011-03-12 15:33:01 +00:00
2012-01-31 23:14:04 +00:00
memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords));
2012-01-31 23:14:04 +00:00
glClear(GL_COLOR_BUFFER_BIT);
gl_shader_set_params(width, height,
gl->tex_w, gl->tex_h,
gl->vp_width, gl->vp_height,
gl->frame_count,
&tex_info, gl->prev_info, NULL, 0);
2012-01-31 23:14:04 +00:00
glDrawArrays(GL_QUADS, 0, 4);
2012-01-31 23:14:04 +00:00
#ifdef HAVE_FBO
if (gl->fbo_inited)
gl_frame_fbo(gl, &tex_info);
2011-03-23 22:48:13 +00:00
#endif
2012-01-31 23:14:04 +00:00
gl_next_texture_index(gl, &tex_info);
if (msg)
2012-05-27 12:27:17 +00:00
{
gl_render_msg(gl, msg);
2012-05-27 12:27:17 +00:00
gl_render_msg_post(gl);
}
2011-01-22 23:27:20 +00:00
gfx_ctx_update_window_title(false);
#ifdef RARCH_CONSOLE
2012-05-27 21:14:46 +00:00
if (!gl->block_swap)
#endif
gfx_ctx_swap_buffers();
#ifdef HAVE_CG_MENU
if(gl->menu_render)
{
gl_shader_use(RARCH_CG_MENU_SHADER_INDEX);
gl_shader_set_params(gl->win_width, gl->win_height, gl->win_width,
gl->win_height, gl->win_width, gl->win_height, gl->frame_count,
NULL, NULL, NULL, 0);
gl_set_viewport(gl, gl->win_width, gl->win_height, true, false);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gl->menu_texture_id);
glVertexPointer(2, GL_FLOAT, 0, default_vertex_ptr);
glDrawArrays(GL_QUADS, 0, 4);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
#endif
2010-05-28 00:45:18 +00:00
return true;
}
static void gl_free(void *data)
{
#ifdef RARCH_CONSOLE
if (driver.video_data)
return;
#endif
2011-12-24 12:46:12 +00:00
gl_t *gl = (gl_t*)data;
2011-01-22 23:27:20 +00:00
gl_deinit_font(gl);
gl_shader_deinit();
2010-11-08 22:38:32 +00:00
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2011-11-12 14:51:37 +00:00
glDisableClientState(GL_COLOR_ARRAY);
2011-11-12 11:28:07 +00:00
glDeleteTextures(TEXTURES, gl->texture);
2011-03-23 22:48:13 +00:00
2012-05-27 10:38:07 +00:00
#ifdef HAVE_OPENGL_TEXREF
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0);
glDeleteBuffers(1, &gl->pbo);
#endif
2011-03-23 22:48:13 +00:00
#ifdef HAVE_FBO
2012-01-31 23:14:04 +00:00
gl_deinit_fbo(gl);
2011-03-23 22:48:13 +00:00
#endif
2012-01-31 23:14:04 +00:00
gfx_ctx_destroy();
2011-03-13 19:52:06 +00:00
if (gl->empty_buf)
free(gl->empty_buf);
2011-03-13 19:52:06 +00:00
free(gl);
2010-05-28 00:45:18 +00:00
}
2010-08-16 16:40:17 +00:00
static void gl_set_nonblock_state(void *data, bool state)
{
2011-12-24 12:46:12 +00:00
gl_t *gl = (gl_t*)data;
2010-08-16 16:40:17 +00:00
if (gl->vsync)
{
2012-04-21 21:25:32 +00:00
RARCH_LOG("GL VSync => %s\n", state ? "off" : "on");
gfx_ctx_set_swap_interval(state ? 0 : 1, true);
2010-08-16 16:40:17 +00:00
}
}
2011-11-02 18:31:36 +00:00
static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data)
2010-05-28 00:45:18 +00:00
{
#ifdef _WIN32
2011-08-07 19:15:50 +00:00
gfx_set_dwm();
#endif
#ifdef RARCH_CONSOLE
if (driver.video_data)
return driver.video_data;
#endif
2012-05-27 13:04:43 +00:00
gl_t *gl = (gl_t*)calloc(1, sizeof(gl_t));
if (!gl)
return NULL;
if (!gfx_ctx_init())
2012-05-27 13:04:43 +00:00
{
free(gl);
return NULL;
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}
2012-05-25 20:28:20 +00:00
unsigned full_x = 0, full_y = 0;
gfx_ctx_get_video_size(&full_x, &full_y);
RARCH_LOG("Detecting resolution %ux%u.\n", full_x, full_y);
gfx_ctx_set_swap_interval(video->vsync ? 1 : 0, false);
unsigned win_width = video->width;
unsigned win_height = video->height;
if (video->fullscreen && (win_width == 0) && (win_height == 0))
{
win_width = full_x;
win_height = full_y;
}
if (!gfx_ctx_set_video_mode(win_width, win_height,
g_settings.video.force_16bit ? 15 : 0, video->fullscreen))
2012-05-27 13:04:43 +00:00
{
free(gl);
return NULL;
2012-05-27 13:04:43 +00:00
}
2011-01-11 21:33:28 +00:00
#ifndef RARCH_CONSOLE
gfx_ctx_update_window_title(true);
2011-08-06 01:28:07 +00:00
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#endif
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#if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32)
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// Win32 GL lib doesn't have some functions needed for XML shaders.
// Need to load dynamically :(
if (!load_gl_proc())
{
gfx_ctx_destroy();
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free(gl);
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return NULL;
}
#endif
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gl->vsync = video->vsync;
gl->fullscreen = video->fullscreen;
gl->full_x = full_x;
gl->full_y = full_y;
gl->win_width = win_width;
gl->win_height = win_height;
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RARCH_LOG("GL: Using resolution %ux%u\n", gl->win_width, gl->win_height);
#ifdef HAVE_CG_MENU
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RARCH_LOG("Initializing menu shader ...\n");
gl_cg_set_menu_shader(DEFAULT_MENU_SHADER_FILE);
#endif
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if (!gl_shader_init())
{
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RARCH_ERR("Shader init failed.\n");
gfx_ctx_destroy();
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free(gl);
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return NULL;
}
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RARCH_LOG("GL: Loaded %u program(s).\n", gl_shader_num());
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#ifdef HAVE_FBO
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// Set up render to texture.
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gl_init_fbo(gl, RARCH_SCALE_BASE * video->input_scale,
RARCH_SCALE_BASE * video->input_scale);
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#endif
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gl->keep_aspect = video->force_aspect;
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// Apparently need to set viewport for passes when we aren't using FBOs.
gl_shader_use(0);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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gl_shader_use(1);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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bool force_smooth = false;
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if (gl_shader_filter_type(1, &force_smooth))
gl->tex_filter = force_smooth ? GL_LINEAR : GL_NEAREST;
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else
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gl->tex_filter = video->smooth ? GL_LINEAR : GL_NEAREST;
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gl->texture_type = RARCH_GL_TEXTURE_TYPE;
gl->texture_fmt = video->rgb32 ? RARCH_GL_FORMAT32 : RARCH_GL_FORMAT16;
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gl->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DITHER);
glClearColor(0, 0, 0, 1);
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glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
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memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords));
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glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords);
glColorPointer(4, GL_FLOAT, 0, white_color);
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set_lut_texture_coords(tex_coords);
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gl->tex_w = RARCH_SCALE_BASE * video->input_scale;
gl->tex_h = RARCH_SCALE_BASE * video->input_scale;
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#ifdef HAVE_OPENGL_TEXREF
glGenBuffers(1, &gl->pbo);
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo);
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glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
gl->tex_w * gl->tex_h * gl->base_size * TEXTURES, NULL, GL_STREAM_DRAW);
#endif
// Empty buffer that we use to clear out the texture with on res change.
gl->empty_buf = calloc(gl->tex_w * gl->tex_h, gl->base_size);
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gl_init_textures(gl);
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for (unsigned i = 0; i < TEXTURES; i++)
{
gl->last_width[i] = gl->tex_w;
gl->last_height[i] = gl->tex_h;
}
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for (unsigned i = 0; i < TEXTURES; i++)
{
gl->prev_info[i].tex = gl->texture[(gl->tex_index - (i + 1)) & TEXTURES_MASK];
gl->prev_info[i].input_size[0] = gl->tex_w;
gl->prev_info[i].tex_size[0] = gl->tex_w;
gl->prev_info[i].input_size[1] = gl->tex_h;
gl->prev_info[i].tex_size[1] = gl->tex_h;
memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords));
}
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gfx_ctx_input_driver(input, input_data);
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gl_init_font(gl, g_settings.video.font_path, g_settings.video.font_size);
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if (!gl_check_error())
{
gfx_ctx_destroy();
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free(gl);
return NULL;
}
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return gl;
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}
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static bool gl_alive(void *data)
{
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gl_t *gl = (gl_t*)data;
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check_window(gl);
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return !gl->quitting;
}
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static bool gl_focus(void *data)
{
(void)data;
return gfx_ctx_window_has_focus();
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}
#ifdef HAVE_XML
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static bool gl_xml_shader(void *data, const char *path)
{
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gl_t *gl = (gl_t*)data;
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#ifdef HAVE_FBO
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gl_deinit_fbo(gl);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
#endif
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gl_shader_deinit();
if (!gl_glsl_init(path))
return false;
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#ifdef HAVE_FBO
// Set up render to texture again.
gl_init_fbo(gl, gl->tex_w, gl->tex_h);
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#endif
// Apparently need to set viewport for passes when we aren't using FBOs.
gl_shader_use(0);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
gl_shader_use(1);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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return true;
}
#endif
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#ifdef RARCH_CONSOLE
static void gl_start(void)
{
video_info_t video_info = {0};
// Might have to supply correct values here.
video_info.vsync = g_settings.video.vsync;
video_info.force_aspect = false;
video_info.smooth = g_settings.video.smooth;
video_info.input_scale = 2;
video_info.fullscreen = true;
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if (g_console.aspect_ratio_index == ASPECT_RATIO_CUSTOM)
{
video_info.width = g_console.viewports.custom_vp.width;
video_info.height = g_console.viewports.custom_vp.height;
}
driver.video_data = gl_init(&video_info, NULL, NULL);
#ifdef HAVE_FBO
gfx_ctx_set_fbo(g_console.fbo_enabled);
#endif
gfx_ctx_get_available_resolutions();
#ifdef HAVE_CG_MENU
gfx_ctx_menu_init();
#endif
}
static void gl_stop(void)
{
void *data = driver.video_data;
driver.video_data = NULL;
gl_free(data);
}
static void gl_restart(void)
{
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gl_t *gl = driver.video_data;
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if (!gl)
return;
gl_stop();
gl_cg_invalidate_context();
gl_start();
}
#endif
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const video_driver_t video_gl = {
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gl_init,
gl_frame,
gl_set_nonblock_state,
gl_alive,
gl_focus,
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#ifdef HAVE_XML
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gl_xml_shader,
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#else
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NULL,
#endif
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gl_free,
"gl",
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#ifdef RARCH_CONSOLE
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NULL, // FIXME: set_swap_block_state - to be removed
NULL, // FIXME: swap - to be removed
NULL, // FIXME: set_aspect_ratio - to be removed
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gl_start,
gl_stop,
gl_restart,
#endif
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gl_set_rotation,
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};