RetroArch/gfx/gl_common.h

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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
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* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __GL_COMMON_H
#define __GL_COMMON_H
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#include "../general.h"
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#include "fonts/fonts.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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#if defined(__APPLE__)
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
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#elif defined(__CELLOS_LV2__)
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#include <PSGL/psgl.h>
#include <PSGL/psglu.h>
#include <GLES/glext.h>
#else
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#endif
static inline bool gl_check_error(void)
{
int error = glGetError();
switch (error)
{
case GL_INVALID_ENUM:
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RARCH_ERR("GL: Invalid enum.\n");
break;
case GL_INVALID_VALUE:
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RARCH_ERR("GL: Invalid value. (You're not alone.)\n");
break;
case GL_INVALID_OPERATION:
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RARCH_ERR("GL: Invalid operation.\n");
break;
case GL_STACK_OVERFLOW:
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RARCH_ERR("GL: Stack overflow. (wtf)\n");
break;
case GL_STACK_UNDERFLOW:
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RARCH_ERR("GL: Stack underflow. (:v)\n");
break;
case GL_OUT_OF_MEMORY:
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RARCH_ERR("GL: Out of memory. Harhar.\n");
break;
case GL_NO_ERROR:
return true;
default:
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RARCH_ERR("Non specified error :v\n");
}
return false;
}
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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;
}
struct gl_fbo_rect
{
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unsigned img_width;
unsigned img_height;
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unsigned max_img_width;
unsigned max_img_height;
unsigned width;
unsigned height;
};
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enum gl_scale_type
{
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RARCH_SCALE_ABSOLUTE,
RARCH_SCALE_INPUT,
RARCH_SCALE_VIEWPORT
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};
struct gl_fbo_scale
{
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enum gl_scale_type type_x;
enum gl_scale_type type_y;
float scale_x;
float scale_y;
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unsigned abs_x;
unsigned abs_y;
bool valid;
};
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// DOS creeps into Win32, yay.
#undef near
#undef far
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struct gl_ortho
{
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GLfloat left;
GLfloat right;
GLfloat bottom;
GLfloat top;
GLfloat near;
GLfloat far;
};
struct gl_tex_info
{
GLuint tex;
GLfloat input_size[2];
GLfloat tex_size[2];
GLfloat coord[8];
};
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#define MAX_SHADERS 16
#if defined(HAVE_XML) || defined(HAVE_CG)
#define TEXTURES 8
#else
#define TEXTURES 1
#endif
#define TEXTURES_MASK (TEXTURES - 1)
typedef struct gl
{
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#ifdef RARCH_CONSOLE
bool block_swap;
#endif
#ifdef HAVE_CG_MENU
bool menu_render;
GLuint menu_texture_id;
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#endif
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bool vsync;
GLuint texture[TEXTURES];
unsigned tex_index; // For use with PREV.
struct gl_tex_info prev_info[TEXTURES];
GLuint tex_filter;
void *empty_buf;
unsigned frame_count;
#ifdef HAVE_FBO
// Render-to-texture, multipass shaders
GLuint fbo[MAX_SHADERS];
GLuint fbo_texture[MAX_SHADERS];
struct gl_fbo_rect fbo_rect[MAX_SHADERS];
struct gl_fbo_scale fbo_scale[MAX_SHADERS];
bool render_to_tex;
int fbo_pass;
bool fbo_inited;
#endif
bool should_resize;
bool quitting;
bool fullscreen;
bool keep_aspect;
unsigned rotation;
unsigned full_x, full_y;
unsigned win_width;
unsigned win_height;
unsigned vp_width, vp_out_width;
unsigned vp_height, vp_out_height;
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
unsigned tex_w, tex_h;
GLfloat tex_coords[8];
#ifdef __CELLOS_LV2__
GLuint pbo;
#endif
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GLenum texture_type; // XBGR1555 or ARGB
GLenum texture_fmt;
unsigned base_size; // 2 or 4
#ifdef HAVE_FREETYPE
font_renderer_t *font;
GLuint font_tex;
int font_tex_w, font_tex_h;
void *font_tex_empty_buf;
char font_last_msg[256];
int font_last_width, font_last_height;
GLfloat font_color[16];
GLfloat font_color_dark[16];
#endif
} gl_t;
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// Windows ... <_<
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#if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32)
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extern PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture;
extern PFNGLACTIVETEXTUREPROC pglActiveTexture;
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#else
#define pglClientActiveTexture glClientActiveTexture
#define pglActiveTexture glActiveTexture
#endif
#ifdef __CELLOS_LV2__
#define RARCH_GL_INTERNAL_FORMAT GL_ARGB_SCE
#define RARCH_GL_TEXTURE_TYPE GL_ARGB_SCE
#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8
#define RARCH_GL_FORMAT16 GL_RGB5_A1
#else
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#define RARCH_GL_INTERNAL_FORMAT GL_RGBA
#define RARCH_GL_TEXTURE_TYPE GL_BGRA
#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV
#define RARCH_GL_FORMAT16 GL_UNSIGNED_SHORT_1_5_5_5_REV
#endif
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void gl_shader_use(unsigned index);
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void gl_set_projection(gl_t *gl, struct gl_ortho *ortho, bool allow_rotate);
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void gl_set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate);
#endif