RetroArch/gfx/gl.c

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/* SSNES - A Super Nintendo Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010-2011 - Hans-Kristian Arntzen
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*
* Some code herein may be based on code found in BSNES.
*
* SSNES 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.
*
* SSNES 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 SSNES.
* If not, see <http://www.gnu.org/licenses/>.
*/
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#include "driver.h"
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#include <stdint.h>
#include "libsnes.hpp"
#include <stdio.h>
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#include <sys/time.h>
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#include <string.h>
#include "general.h"
#include <assert.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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#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#else
#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
#include <GL/glext.h>
#endif
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#define NO_SDL_GLEXT
#include "SDL.h"
#include "SDL_opengl.h"
#include "input/ssnes_sdl_input.h"
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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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#include "gl_common.h"
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#ifdef HAVE_FREETYPE
#include "fonts.h"
#endif
static const GLfloat vertexes[] = {
0, 0, 0,
0, 1, 0,
1, 1, 0,
1, 0, 0
};
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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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typedef struct gl
{
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bool vsync;
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GLuint texture;
GLuint tex_filter;
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bool should_resize;
bool quitting;
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bool keep_aspect;
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unsigned full_x, full_y;
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unsigned win_width;
unsigned win_height;
unsigned vp_width;
unsigned vp_height;
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unsigned last_width;
unsigned last_height;
unsigned tex_w, tex_h;
GLfloat tex_coords[8];
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#ifdef HAVE_FREETYPE
font_renderer_t *font;
GLuint font_tex;
#endif
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} gl_t;
////////////////// Shaders
static bool gl_shader_init(void)
{
switch (g_settings.video.shader_type)
{
case SSNES_SHADER_AUTO:
{
if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0)
SSNES_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
#ifdef HAVE_CG
if (strlen(g_settings.video.cg_shader_path) > 0)
return gl_cg_init(g_settings.video.cg_shader_path);
#endif
#ifdef HAVE_XML
if (strlen(g_settings.video.bsnes_shader_path) > 0)
return gl_glsl_init(g_settings.video.bsnes_shader_path);
#endif
break;
}
#ifdef HAVE_CG
case SSNES_SHADER_CG:
{
return gl_cg_init(g_settings.video.cg_shader_path);
break;
}
#endif
#ifdef HAVE_XML
case SSNES_SHADER_BSNES:
{
return gl_glsl_init(g_settings.video.bsnes_shader_path);
break;
}
#endif
default:
break;
}
return true;
}
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static inline void gl_shader_deactivate(void)
{
#ifdef HAVE_CG
gl_cg_deactivate();
#endif
#ifdef HAVE_XML
gl_glsl_deactivate();
#endif
}
static inline void gl_shader_activate(void)
{
#ifdef HAVE_CG
gl_cg_activate();
#endif
#ifdef HAVE_XML
gl_glsl_activate();
#endif
}
static inline void gl_shader_deinit(void)
{
#ifdef HAVE_CG
gl_cg_deinit();
#endif
#ifdef HAVE_XML
gl_glsl_deinit();
#endif
}
static inline 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 inline void gl_shader_set_params(unsigned width, unsigned height,
unsigned tex_width, unsigned tex_height,
unsigned out_width, unsigned out_height)
{
#ifdef HAVE_CG
gl_cg_set_params(width, height, tex_width, tex_height, out_width, out_height);
#endif
#ifdef HAVE_XML
gl_glsl_set_params(width, height, tex_width, tex_height, out_width, out_height);
#endif
}
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///////////////////
//////////////// Message rendering
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static inline void gl_init_font(gl_t *gl, const char *font_path, unsigned font_size)
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{
#ifdef HAVE_FREETYPE
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if (strlen(font_path) > 0)
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{
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gl->font = font_renderer_new(font_path, font_size);
if (gl->font)
{
glGenTextures(1, &gl->font_tex);
glBindTexture(GL_TEXTURE_2D, gl->font_tex);
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, gl->texture);
}
else
SSNES_WARN("Couldn't init font renderer with font \"%s\"...\n", font_path);
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}
#endif
}
static inline void gl_deinit_font(gl_t *gl)
{
#ifdef HAVE_FREETYPE
if (gl->font)
{
font_renderer_free(gl->font);
glDeleteTextures(1, &gl->font_tex);
}
#endif
}
static inline unsigned get_alignment(unsigned pitch)
{
if (pitch & 1)
return 1;
if (pitch & 2)
return 2;
if (pitch & 4)
return 4;
return 8;
}
static void gl_render_msg(gl_t *gl, const char *msg)
{
#ifdef HAVE_FREETYPE
if (!gl->font)
return;
GLfloat font_vertex[12];
// Deactivate custom shaders. Enable the font texture.
gl_shader_deactivate();
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glBindTexture(GL_TEXTURE_2D, gl->font_tex);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), font_vertex);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), tex_coords); // Use the static one (uses whole texture).
// Need blending.
// Using fixed function pipeline here since we cannot guarantee presence of shaders (would be kinda overkill anyways).
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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struct font_output_list out;
font_renderer_msg(gl->font, msg, &out);
struct font_output *head = out.head;
while (head != NULL)
{
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GLfloat lx = (GLfloat)head->off_x / gl->vp_width + g_settings.video.msg_pos_x;
GLfloat hx = (GLfloat)(head->off_x + head->width) / gl->vp_width + g_settings.video.msg_pos_x;
GLfloat ly = (GLfloat)head->off_y / gl->vp_height + g_settings.video.msg_pos_y;
GLfloat hy = (GLfloat)(head->off_y + head->height) / gl->vp_height + g_settings.video.msg_pos_y;
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font_vertex[0] = lx;
font_vertex[1] = ly;
font_vertex[3] = lx;
font_vertex[4] = hy;
font_vertex[6] = hx;
font_vertex[7] = hy;
font_vertex[9] = hx;
font_vertex[10] = ly;
glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(head->pitch));
glPixelStorei(GL_UNPACK_ROW_LENGTH, head->pitch);
glTexImage2D(GL_TEXTURE_2D,
0, GL_INTENSITY8, head->width, head->height, 0, GL_LUMINANCE,
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GL_UNSIGNED_BYTE, head->output);
head = head->next;
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glFlush();
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glDrawArrays(GL_QUADS, 0, 4);
}
font_renderer_free_output(&out);
// Go back to old rendering path.
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), vertexes);
glBindTexture(GL_TEXTURE_2D, gl->texture);
glDisable(GL_BLEND);
gl_shader_activate();
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#endif
}
//////////////
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static void set_viewport(gl_t *gl)
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{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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GLuint out_width = gl->win_width, out_height = gl->win_height;
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if (gl->keep_aspect)
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{
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float desired_aspect = g_settings.video.aspect_ratio;
float device_aspect = (float)gl->win_width / gl->win_height;
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// If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff),
// assume they are actually equal.
if ( (int)(device_aspect*1000) > (int)(desired_aspect*1000) )
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{
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float delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5;
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glViewport(gl->win_width * (0.5 - delta), 0, 2.0 * gl->win_width * delta, gl->win_height);
out_width = (int)(2.0 * gl->win_width * delta);
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}
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else if ( (int)(device_aspect*1000) < (int)(desired_aspect*1000) )
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{
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float delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5;
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glViewport(0, gl->win_height * (0.5 - delta), gl->win_width, 2.0 * gl->win_height * delta);
out_height = (int)(2.0 * gl->win_height * delta);
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}
else
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glViewport(0, 0, gl->win_width, gl->win_height);
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}
else
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glViewport(0, 0, gl->win_width, gl->win_height);
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glOrtho(0, 1, 0, 1, -1, 1);
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glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gl_shader_set_proj_matrix();
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gl->vp_width = out_width;
gl->vp_height = out_height;
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}
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static float tv_to_fps(const struct timeval *tv, const struct timeval *new_tv, int frames)
{
float time = new_tv->tv_sec - tv->tv_sec + (new_tv->tv_usec - tv->tv_usec)/1000000.0;
return frames/time;
}
static void show_fps(void)
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{
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// Shows FPS in taskbar.
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static int frames = 0;
static struct timeval tv;
struct timeval new_tv;
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if (frames == 0)
gettimeofday(&tv, NULL);
if ((frames % 180) == 0 && frames > 0)
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{
gettimeofday(&new_tv, NULL);
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struct timeval tmp_tv = tv;
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gettimeofday(&tv, NULL);
char tmpstr[256] = {0};
float fps = tv_to_fps(&tmp_tv, &new_tv, 180);
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snprintf(tmpstr, sizeof(tmpstr), "SSNES || FPS: %6.1f || Frames: %d", fps, frames);
SDL_WM_SetCaption(tmpstr, NULL);
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}
frames++;
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}
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static bool gl_frame(void *data, const uint16_t* frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
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{
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gl_t *gl = data;
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if (gl->should_resize)
{
gl->should_resize = false;
SDL_SetVideoMode(gl->win_width, gl->win_height, 0, SDL_OPENGL | SDL_RESIZABLE | (g_settings.video.fullscreen ? SDL_FULLSCREEN : 0));
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set_viewport(gl);
}
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glClear(GL_COLOR_BUFFER_BIT);
gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height);
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if (width != gl->last_width || height != gl->last_height) // res change. need to clear out texture.
{
gl->last_width = width;
gl->last_height = height;
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glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch));
glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w);
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uint8_t *tmp = calloc(1, gl->tex_w * gl->tex_h * sizeof(uint16_t));
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, gl->tex_w, gl->tex_h, GL_BGRA,
GL_UNSIGNED_SHORT_1_5_5_5_REV, tmp);
free(tmp);
gl->tex_coords[0] = 0;
gl->tex_coords[1] = (GLfloat)height / gl->tex_h;
gl->tex_coords[2] = 0;
gl->tex_coords[3] = 0;
gl->tex_coords[4] = (GLfloat)width / gl->tex_w;
gl->tex_coords[5] = 0;
gl->tex_coords[6] = (GLfloat)width / gl->tex_w;
gl->tex_coords[7] = (GLfloat)height / gl->tex_h;
}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 1);
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glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, GL_BGRA,
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GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
glFlush();
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glDrawArrays(GL_QUADS, 0, 4);
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if (msg)
gl_render_msg(gl, msg);
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show_fps();
SDL_GL_SwapBuffers();
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return true;
}
static void gl_free(void *data)
{
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gl_t *gl = data;
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gl_deinit_font(gl);
gl_shader_deinit();
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glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDeleteTextures(1, &gl->texture);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
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}
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static void gl_set_nonblock_state(void *data, bool state)
{
gl_t *gl = data;
if (gl->vsync)
{
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SSNES_LOG("GL VSync => %s\n", state ? "off" : "on");
#ifdef _WIN32
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static BOOL (APIENTRY *wgl_swap_interval)(int) = NULL;
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if (!wgl_swap_interval) wgl_swap_interval = (BOOL (APIENTRY*)(int)) SDL_GL_GetProcAddress("wglSwapIntervalEXT");
if (wgl_swap_interval) wgl_swap_interval(state ? 0 : 1);
#else
static int (*glx_swap_interval)(int) = NULL;
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if (!glx_swap_interval) glx_swap_interval = (int (*)(int))SDL_GL_GetProcAddress("glXSwapIntervalSGI");
if (!glx_swap_interval) glx_swap_interval = (int (*)(int))SDL_GL_GetProcAddress("glXSwapIntervalMESA");
if (glx_swap_interval) glx_swap_interval(state ? 0 : 1);
#endif
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}
}
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static void* gl_init(video_info_t *video, const input_driver_t **input, void **input_data)
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{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
return NULL;
const SDL_VideoInfo *video_info = SDL_GetVideoInfo();
assert(video_info);
unsigned full_x = video_info->current_w;
unsigned full_y = video_info->current_h;
SSNES_LOG("Detecting desktop resolution %ux%u.\n", full_x, full_y);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, video->vsync ? 1 : 0);
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if (!SDL_SetVideoMode(video->width, video->height, 0, SDL_OPENGL | SDL_RESIZABLE | (video->fullscreen ? SDL_FULLSCREEN : 0)))
return NULL;
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int attr = 0;
SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL, &attr);
if (attr <= 0 && video->vsync)
SSNES_WARN("GL VSync has not been enabled!\n");
attr = 0;
SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &attr);
if (attr <= 0)
SSNES_WARN("GL double buffer has not been enabled!\n");
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gl_t *gl = calloc(1, sizeof(gl_t));
if (!gl)
return NULL;
gl->full_x = full_x;
gl->full_y = full_y;
if (video->fullscreen)
{
gl->win_width = video->width ? video->width : gl->full_x;
gl->win_height = video->height ? video->height : gl->full_y;
}
else
{
gl->win_width = video->width;
gl->win_height = video->height;
}
SSNES_LOG("GL: Using resolution %ux%u\n", gl->win_width, gl->win_height);
gl->vsync = video->vsync;
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gl->keep_aspect = video->force_aspect;
set_viewport(gl);
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if (!gl_shader_init())
{
SSNES_ERR("Shader init failed.\n");
SDL_QuitSubSystem(SDL_INIT_VIDEO);
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free(gl);
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return NULL;
}
// Remove that ugly mouse :D
SDL_ShowCursor(SDL_DISABLE);
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if ( video->smooth )
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gl->tex_filter = GL_LINEAR;
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else
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gl->tex_filter = GL_NEAREST;
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DITHER);
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glDisable(GL_DEPTH_TEST);
glColor4f(1, 1, 1, 1);
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glClearColor(0, 0, 0, 0);
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SDL_WM_SetCaption("SSNES", NULL);
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glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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glGenTextures(1, &gl->texture);
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glBindTexture(GL_TEXTURE_2D, gl->texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
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glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), vertexes);
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memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords));
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
gl->tex_w = 256 * video->input_scale;
gl->tex_h = 256 * video->input_scale;
uint8_t *tmp = calloc(1, gl->tex_w * gl->tex_h * sizeof(uint16_t));
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, gl->tex_w, gl->tex_h, 0, GL_BGRA,
GL_UNSIGNED_SHORT_1_5_5_5_REV, tmp);
free(tmp);
gl->last_width = gl->tex_w;
gl->last_height = gl->tex_h;
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// Hook up SDL input driver to get SDL_QUIT events and RESIZE.
sdl_input_t *sdl_input = input_sdl.init();
if (sdl_input)
{
sdl_input->quitting = &gl->quitting;
sdl_input->should_resize = &gl->should_resize;
sdl_input->new_width = &gl->win_width;
sdl_input->new_height = &gl->win_height;
*input = &input_sdl;
*input_data = sdl_input;
}
else
*input = NULL;
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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())
{
SDL_QuitSubSystem(SDL_INIT_VIDEO);
free(gl);
return NULL;
}
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return gl;
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}
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static bool gl_alive(void *data)
{
gl_t *gl = data;
return !gl->quitting;
}
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static bool gl_focus(void *data)
{
(void)data;
return (SDL_GetAppState() & (SDL_APPINPUTFOCUS | SDL_APPACTIVE)) == (SDL_APPINPUTFOCUS | SDL_APPACTIVE);
}
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const video_driver_t video_gl = {
.init = gl_init,
.frame = gl_frame,
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.alive = gl_alive,
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.set_nonblock_state = gl_set_nonblock_state,
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.focus = gl_focus,
.free = gl_free,
.ident = "gl"
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};
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