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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#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 "gfx_common.h"
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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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#ifdef HAVE_FREETYPE
#include "fonts.h"
#endif
static const GLfloat vertexes[] = {
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0, 0,
0, 1,
1, 1,
1, 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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};
static const GLfloat fbo_tex_coords[] = {
0, 0,
0, 1,
1, 1,
1, 0
};
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#ifdef _WIN32
static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers = NULL;
static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer = NULL;
static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL;
static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus = NULL;
static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers = NULL;
#define LOAD_SYM(sym) p##sym = ((void*)SDL_GL_GetProcAddress(#sym))
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;
}
#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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#define MAX_SHADERS 16
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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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// Render-to-texture, multipass shaders
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GLuint fbo[MAX_SHADERS];
GLuint fbo_texture[MAX_SHADERS];
struct gl_fbo_rect fbo_rect[MAX_SHADERS];
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struct gl_fbo_scale fbo_scale[MAX_SHADERS];
bool render_to_tex;
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int fbo_pass;
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bool fbo_inited;
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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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GLfloat fbo_tex_coords[8];
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GLenum texture_type; // XBGR1555 or RGBA
GLenum texture_fmt;
unsigned base_size; // 2 or 4
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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;
}
static 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)
{
#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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static unsigned gl_shader_num(void)
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{
unsigned num = 0;
#ifdef HAVE_CG
unsigned cg_num = gl_cg_num();
if (cg_num > num)
num = cg_num;
#endif
#ifdef HAVE_XML
unsigned glsl_num = gl_glsl_num();
if (glsl_num > num)
num = glsl_num;
#endif
return num;
}
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static bool gl_shader_filter_type(unsigned index, bool *smooth)
{
bool valid = false;
#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;
}
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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///////////////////
//////////////// 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
}
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static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
{
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if (!g_settings.video.render_to_texture && gl_shader_num() <= 1)
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return;
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if (!load_fbo_proc())
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{
SSNES_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;
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struct gl_fbo_scale scale;
gl_shader_scale(gl_shader_num(), &scale);
if (scale.valid)
gl->fbo_pass++;
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else
{
scale.scale_x = g_settings.video.fbo_scale_x;
scale.scale_y = g_settings.video.fbo_scale_y;
}
gl->fbo_rect[0].width = width * next_pow2(ceil(scale.scale_x));
gl->fbo_rect[0].height = height * next_pow2(ceil(scale.scale_y));
gl->fbo_scale[0] = scale;
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SSNES_LOG("Creating FBO 0 @ %ux%u\n", gl->fbo_rect[0].width, gl->fbo_rect[0].height);
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if (gl->fbo_pass <= 0)
gl->fbo_pass = 1;
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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]);
if (gl->fbo_scale[i].valid)
{
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gl->fbo_scale[i].scale_x *= gl->fbo_scale[i - 1].scale_x;
gl->fbo_scale[i].scale_y *= gl->fbo_scale[i - 1].scale_y;
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gl->fbo_rect[i].width = width * next_pow2(ceil(gl->fbo_scale[i].scale_x));
gl->fbo_rect[i].height = height * next_pow2(ceil(gl->fbo_scale[i].scale_y));
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}
else
{
// Use previous values, essentially a 1x scale compared to last shader in chain.
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gl->fbo_rect[i] = gl->fbo_rect[i - 1];
gl->fbo_scale[i] = gl->fbo_scale[i - 1];
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}
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SSNES_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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glGenTextures(gl->fbo_pass, gl->fbo_texture);
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GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST;
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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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);
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GLuint filter_type = base_filt;
bool smooth;
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);
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glTexImage2D(GL_TEXTURE_2D,
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0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, NULL);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
pglGenFramebuffers(gl->fbo_pass, gl->fbo);
for (int i = 0; i < gl->fbo_pass; i++)
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{
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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;
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}
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gl->fbo_inited = true;
return;
error:
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
SSNES_WARN("Failed to set up FBO. Two-pass shading will not work.\n");
}
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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
}
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////////////
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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;
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GLfloat font_vertex[8];
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// Deactivate custom shaders. Enable the font texture.
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gl_shader_use(0);
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glBindTexture(GL_TEXTURE_2D, gl->font_tex);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), font_vertex);
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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);
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;
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font_vertex[2] = lx;
font_vertex[3] = hy;
font_vertex[4] = hx;
font_vertex[5] = hy;
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font_vertex[6] = hx;
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font_vertex[7] = ly;
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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;
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);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes);
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glBindTexture(GL_TEXTURE_2D, gl->texture);
glDisable(GL_BLEND);
#endif
}
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static void set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full)
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{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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if (gl->keep_aspect && !force_full)
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{
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float desired_aspect = g_settings.video.aspect_ratio;
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float device_aspect = (float)width / 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.
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if (fabs(device_aspect - desired_aspect) < 0.0001)
{
glViewport(0, 0, width, height);
}
else if (device_aspect > desired_aspect)
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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(width * (0.5 - delta), 0, 2.0 * width * delta, height);
width = 2.0 * width * delta;
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}
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else
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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, height * (0.5 - delta), width, 2.0 * height * delta);
height = 2.0 * height * delta;
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}
}
else
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glViewport(0, 0, width, 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 = width;
gl->vp_height = height;
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//SSNES_LOG("Setting viewport @ %ux%u\n", width, height);
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}
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static bool gl_frame(void *data, const void* 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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gl_shader_use(1);
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// Render to texture in first pass.
if (gl->fbo_inited)
{
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// Calculate viewports for FBOs.
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for (int i = 0; i < gl->fbo_pass; i++)
{
gl->fbo_rect[i].img_width = width * gl->fbo_scale[i].scale_x;
gl->fbo_rect[i].img_height = height * gl->fbo_scale[i].scale_y;
}
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glBindTexture(GL_TEXTURE_2D, gl->texture);
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pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
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gl->render_to_tex = true;
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set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true);
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}
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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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if (!gl->render_to_tex)
set_viewport(gl, gl->win_width, gl->win_height, false);
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}
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glClear(GL_COLOR_BUFFER_BIT);
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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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// Can we pass NULL here, hmm?
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void *tmp = calloc(1, gl->tex_w * gl->tex_h * gl->base_size);
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0, gl->tex_w, gl->tex_h, gl->texture_type,
gl->texture_fmt, tmp);
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free(tmp);
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GLfloat x = (GLfloat)width / gl->tex_w;
GLfloat y = (GLfloat)height / gl->tex_h;
gl->tex_coords[1] = y;
gl->tex_coords[4] = x;
gl->tex_coords[6] = x;
gl->tex_coords[7] = y;
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//SSNES_LOG("Setting last rect: %ux%u\n", width, height);
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, frame);
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glDrawArrays(GL_QUADS, 0, 4);
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if (gl->fbo_inited)
{
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// Render the rest of our passes.
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->fbo_tex_coords);
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// It's kinda handy ... :)
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const struct gl_fbo_rect *prev_rect;
const struct gl_fbo_rect *rect;
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// Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO.
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for (int i = 1; i < gl->fbo_pass; i++)
{
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prev_rect = &gl->fbo_rect[i - 1];
rect = &gl->fbo_rect[i];
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
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gl->fbo_tex_coords[3] = yamt;
gl->fbo_tex_coords[4] = xamt;
gl->fbo_tex_coords[5] = yamt;
gl->fbo_tex_coords[6] = xamt;
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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);
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// Render to FBO with certain size.
set_viewport(gl, rect->img_width, rect->img_height, true);
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gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, prev_rect->width, prev_rect->height, gl->vp_width, gl->vp_height);
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glDrawArrays(GL_QUADS, 0, 4);
}
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// Render our last FBO texture directly to screen.
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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;
gl->fbo_tex_coords[3] = yamt;
gl->fbo_tex_coords[4] = xamt;
gl->fbo_tex_coords[5] = yamt;
gl->fbo_tex_coords[6] = xamt;
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// Render our FBO texture to back buffer.
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_shader_use(gl->fbo_pass + 1);
glClear(GL_COLOR_BUFFER_BIT);
gl->render_to_tex = false;
set_viewport(gl, gl->win_width, gl->win_height, false);
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gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, prev_rect->width, prev_rect->height, gl->vp_width, gl->vp_height);
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
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glDrawArrays(GL_QUADS, 0, 4);
glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
}
if (msg)
gl_render_msg(gl, msg);
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char buf[128];
if (gfx_window_title(buf, sizeof(buf)))
SDL_WM_SetCaption(buf, NULL);
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);
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if (gl->fbo_inited)
{
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glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
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}
SDL_QuitSubSystem(SDL_INIT_VIDEO);
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free(gl);
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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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// Remove that ugly mouse :D
SDL_ShowCursor(SDL_DISABLE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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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);
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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;
}
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SSNES_LOG("GL: Loaded %u programs(s).\n", gl_shader_num());
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// Set up render to texture.
gl_init_fbo(gl, 256 * video->input_scale, 256 * video->input_scale);
gl->vsync = video->vsync;
gl->keep_aspect = video->force_aspect;
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// Apparently need to set viewport for passes when we aren't using FBOs.
set_viewport(gl, gl->win_width, gl->win_height, false);
gl_shader_use(1);
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set_viewport(gl, gl->win_width, gl->win_height, false);
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bool force_smooth;
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 = video->rgb32 ? GL_RGBA : GL_BGRA;
gl->texture_fmt = video->rgb32 ? GL_UNSIGNED_INT_8_8_8_8 : GL_UNSIGNED_SHORT_1_5_5_5_REV;
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);
glColor4f(1, 1, 1, 1);
glClearColor(0, 0, 0, 1);
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char buf[128];
if (gfx_window_title(buf, sizeof(buf)))
SDL_WM_SetCaption(buf, NULL);
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glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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glGenTextures(1, &gl->texture);
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2010-11-13 01:48:32 +00:00
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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2010-11-13 01:48:32 +00:00
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);
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glVertexPointer(2, GL_FLOAT, 2 * 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;
2011-03-07 18:12:14 +00:00
2010-12-26 03:15:12 +00:00
glTexImage2D(GL_TEXTURE_2D,
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0, GL_RGBA, gl->tex_w, gl->tex_h, 0, gl->texture_type,
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gl->texture_fmt, NULL);
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2010-12-26 03:15:12 +00:00
gl->last_width = gl->tex_w;
gl->last_height = gl->tex_h;
2010-05-28 00:45:18 +00:00
2011-01-06 19:01:32 +00:00
// 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;
2011-01-22 23:27:20 +00:00
2011-01-23 01:48:06 +00:00
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;
}
2011-02-05 20:45:44 +00:00
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"
2010-05-28 00:45:18 +00:00
};
2010-12-14 13:28:09 +00:00
2010-05-28 00:45:18 +00:00