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(GL) Refactors pt. 2
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commit
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72
gfx/gl.c
72
gfx/gl.c
@ -330,16 +330,8 @@ void gl_shader_set_coords(gl_t *gl, const struct gl_coords *coords, const math_m
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if (!gl)
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return;
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bool ret_coords = false;
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bool ret_mvp = false;
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(void)ret_coords;
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(void)ret_mvp;
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if (gl->shader)
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ret_coords = gl->shader->set_coords(coords);
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if (gl->shader)
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ret_mvp = gl->shader->set_mvp(gl, mat);
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bool ret_coords = (gl->shader) ? gl->shader->set_coords(coords) : false;
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bool ret_mvp = (gl->shader) ? gl->shader->set_mvp(gl, mat) : false;
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// Fall back to FF-style if needed and possible.
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#ifndef NO_GL_FF_VERTEX
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@ -480,7 +472,8 @@ static void gl_create_fbo_textures(gl_t *gl)
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glGenTextures(gl->fbo_pass, gl->fbo_texture);
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GLuint base_filt = g_settings.video.smooth ? GL_LINEAR : GL_NEAREST;
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GLuint base_mip_filt = g_settings.video.smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
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GLuint base_mip_filt = g_settings.video.smooth ?
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GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
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for (i = 0; i < gl->fbo_pass; i++)
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{
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@ -784,6 +777,8 @@ static bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
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void gl_set_projection(gl_t *gl, struct gl_ortho *ortho, bool allow_rotate)
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{
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math_matrix rot;
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if (!gl)
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return;
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@ -791,15 +786,15 @@ void gl_set_projection(gl_t *gl, struct gl_ortho *ortho, bool allow_rotate)
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matrix_ortho(&gl->mvp_no_rot, ortho->left, ortho->right,
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ortho->bottom, ortho->top, ortho->znear, ortho->zfar);
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if (allow_rotate)
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if (!allow_rotate)
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{
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math_matrix rot;
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gl->mvp = gl->mvp_no_rot;
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return;
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}
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matrix_rotate_z(&rot, M_PI * gl->rotation / 180.0f);
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matrix_multiply(&gl->mvp, &rot, &gl->mvp_no_rot);
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}
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else
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gl->mvp = gl->mvp_no_rot;
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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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{
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@ -904,16 +899,16 @@ static void gl_set_rotation(void *data, unsigned rotation)
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#ifdef HAVE_FBO
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static inline void gl_start_frame_fbo(gl_t *gl)
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{
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if (!gl)
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return;
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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glBindFramebuffer(RARCH_GL_FRAMEBUFFER, gl->fbo[0]);
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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
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// consistent texture coordinates.
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// We will "flip" it in place on last pass.
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gl_set_viewport(gl, gl->fbo_rect[0].img_width,
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gl->fbo_rect[0].img_height, true, false);
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/* Need to preserve the "flipped" state when in FBO
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* as well to have consistent texture coordinates.
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*
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* We will "flip" it in place on last pass. */
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gl->coords.vertex = vertexes;
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#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
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@ -1078,21 +1073,6 @@ static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info)
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}
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#endif
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static void gl_update_resize(gl_t *gl)
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{
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#ifdef HAVE_FBO
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if (gl && gl->fbo_inited)
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{
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gl_check_fbo_dimensions(gl);
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// Go back to what we're supposed to do, render to FBO #0 :D
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gl_start_frame_fbo(gl);
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return;
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}
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#endif
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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}
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static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsigned pitch, bool clear)
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{
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bool set_coords = false;
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@ -1507,8 +1487,20 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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gl->should_resize = false;
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context_set_resize_func(gl, gl->win_width, gl->win_height);
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// On resize, we might have to recreate our FBOs due to "Viewport" scale, and set a new viewport.
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gl_update_resize(gl);
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/* On resize, we might have to recreate our FBOs
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* due to "Viewport" scale, and set a new viewport. */
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#ifdef HAVE_FBO
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if (gl->fbo_inited)
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{
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gl_check_fbo_dimensions(gl);
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/* Go back to what we're supposed to do,
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* render to FBO #0. */
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gl_start_frame_fbo(gl);
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}
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else
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#endif
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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}
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gl->tex_index = frame ? ((gl->tex_index + 1) % gl->textures) : (gl->tex_index);
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