(GL3) Move functions over to shader_gl3.cpp and make them static

This commit is contained in:
libretroadmin 2023-01-24 04:24:22 +01:00
parent 6b184a1857
commit bb48289dd4
3 changed files with 222 additions and 244 deletions

View File

@ -133,28 +133,6 @@ typedef struct gl3
void gl3_bind_scratch_vbo(gl3_t *gl, const void *data, size_t size);
GLuint gl3_compile_shader(GLenum stage, const char *source);
void gl3_framebuffer_clear(GLuint id);
void gl3_framebuffer_copy(
GLuint fb_id,
GLuint quad_program,
GLuint quad_vbo,
GLint flat_ubo_vertex,
struct Size2D size,
GLuint image);
void gl3_framebuffer_copy_partial(
GLuint fb_id,
GLuint quad_program,
GLint flat_ubo_vertex,
struct Size2D size,
GLuint image,
float rx, float ry);
uint32_t gl3_get_cross_compiler_target_version(void);
RETRO_END_DECLS
#endif

View File

@ -56,119 +56,6 @@
static const struct video_ortho gl3_default_ortho = {0, 1, 0, 1, -1, 1};
void gl3_framebuffer_copy(
GLuint fb_id,
GLuint quad_program,
GLuint quad_vbo,
GLint flat_ubo_vertex,
struct Size2D size,
GLuint image)
{
glBindFramebuffer(GL_FRAMEBUFFER, fb_id);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glViewport(0, 0, size.width, size.height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(quad_program);
if (flat_ubo_vertex >= 0)
{
static float mvp[16] = {
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 2.0f, 0.0f,
-1.0f,-1.0f, 0.0f, 1.0f
};
glUniform4fv(flat_ubo_vertex, 4, mvp);
}
/* Draw quad */
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(0)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(2 * sizeof(float))));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void gl3_framebuffer_copy_partial(
GLuint fb_id,
GLuint quad_program,
GLint flat_ubo_vertex,
struct Size2D size,
GLuint image,
float rx, float ry)
{
GLuint vbo;
const float quad_data[16] = {
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, rx, 0.0f,
0.0f, 1.0f, 0.0f, ry,
1.0f, 1.0f, rx, ry,
};
glBindFramebuffer(GL_FRAMEBUFFER, fb_id);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glViewport(0, 0, size.width, size.height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(quad_program);
if (flat_ubo_vertex >= 0)
{
static float mvp[16] = {
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 2.0f, 0.0f,
-1.0f,-1.0f, 0.0f, 1.0f
};
glUniform4fv(flat_ubo_vertex, 4, mvp);
}
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
/* A bit crude, but heeeey. */
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad_data), quad_data, GL_STREAM_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(0)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(2 * sizeof(float))));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &vbo);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
static void gl3_deinit_fences(gl3_t *gl)
{
int i;
@ -231,20 +118,6 @@ static void gl3_deinit_pbo_readback(gl3_t *gl)
scaler_ctx_gen_reset(&gl->pbo_readback_scaler);
}
static void gl3_slow_readback(gl3_t *gl, void *buffer)
{
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
#ifndef HAVE_OPENGLES
glReadBuffer(GL_BACK);
#endif
glReadPixels(gl->vp.x, gl->vp.y,
gl->vp.width, gl->vp.height,
GL_RGBA, GL_UNSIGNED_BYTE, buffer);
}
static void gl3_pbo_async_readback(gl3_t *gl)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER,
@ -291,92 +164,6 @@ static void gl3_fence_iterate(gl3_t *gl, unsigned hard_sync_frames)
}
}
uint32_t gl3_get_cross_compiler_target_version(void)
{
const char *version = (const char*)glGetString(GL_VERSION);
unsigned major = 0;
unsigned minor = 0;
#ifdef HAVE_OPENGLES3
if (!version || sscanf(version, "OpenGL ES %u.%u", &major, &minor) != 2)
return 300;
if (major == 2 && minor == 0)
return 100;
#else
if (!version || sscanf(version, "%u.%u", &major, &minor) != 2)
return 150;
if (major == 3)
{
switch (minor)
{
case 2:
return 150;
case 1:
return 140;
case 0:
return 130;
}
}
else if (major == 2)
{
switch (minor)
{
case 1:
return 120;
case 0:
return 110;
}
}
#endif
return 100 * major + 10 * minor;
}
GLuint gl3_compile_shader(GLenum stage, const char *source)
{
GLint status;
GLuint shader = glCreateShader(stage);
const char *ptr = source;
glShaderSource(shader, 1, &ptr, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status)
{
GLint length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length > 0)
{
char *info_log = (char*)malloc(length);
if (info_log)
{
glGetShaderInfoLog(shader, length, &length, info_log);
RARCH_ERR("[GLCore]: Failed to compile shader: %s\n", info_log);
free(info_log);
glDeleteShader(shader);
return 0;
}
}
}
return shader;
}
void gl3_framebuffer_clear(GLuint id)
{
glBindFramebuffer(GL_FRAMEBUFFER, id);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void gl3_bind_scratch_vbo(gl3_t *gl, const void *data, size_t size)
{
if (!gl->scratch_vbos[gl->scratch_vbo_index])
@ -419,7 +206,7 @@ static void gl3_overlay_vertex_geom(void *data,
float w, float h)
{
GLfloat *vertex = NULL;
gl3_t *gl = (gl3_t*)data;
gl3_t *gl = (gl3_t*)data;
if (!gl)
return;
@ -538,7 +325,7 @@ static void gl3_deinit_hw_render(gl3_t *gl)
static void gl3_destroy_resources(gl3_t *gl)
{
unsigned i;
int i;
if (!gl)
return;
@ -1454,7 +1241,7 @@ static void video_texture_load_gl3(
static bool gl3_overlay_load(void *data,
const void *image_data, unsigned num_images)
{
unsigned i, j;
int i, j;
GLuint id;
gl3_t *gl = (gl3_t*)data;
const struct texture_image *images =
@ -2033,7 +1820,16 @@ static bool gl3_frame(void *data, const void *frame,
if (gl->readback_buffer_screenshot)
{
/* For screenshots, just do the regular slow readback. */
gl3_slow_readback(gl, gl->readback_buffer_screenshot);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
#ifndef HAVE_OPENGLES
glReadBuffer(GL_BACK);
#endif
glReadPixels(gl->vp.x, gl->vp.y,
gl->vp.width, gl->vp.height,
GL_RGBA, GL_UNSIGNED_BYTE,
gl->readback_buffer_screenshot);
}
else if (gl->pbo_readback_enable)
{

View File

@ -58,6 +58,196 @@ static void gl3_build_default_matrix(float *data)
data[15] = 1.0f;
}
static void gl3_framebuffer_copy(
GLuint fb_id,
GLuint quad_program,
GLuint quad_vbo,
GLint flat_ubo_vertex,
struct Size2D size,
GLuint image)
{
glBindFramebuffer(GL_FRAMEBUFFER, fb_id);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glViewport(0, 0, size.width, size.height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(quad_program);
if (flat_ubo_vertex >= 0)
{
static float mvp[16] = {
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 2.0f, 0.0f,
-1.0f,-1.0f, 0.0f, 1.0f
};
glUniform4fv(flat_ubo_vertex, 4, mvp);
}
/* Draw quad */
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(0)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(2 * sizeof(float))));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
static void gl3_framebuffer_copy_partial(
GLuint fb_id,
GLuint quad_program,
GLint flat_ubo_vertex,
struct Size2D size,
GLuint image,
float rx, float ry)
{
GLuint vbo;
const float quad_data[16] = {
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, rx, 0.0f,
0.0f, 1.0f, 0.0f, ry,
1.0f, 1.0f, rx, ry,
};
glBindFramebuffer(GL_FRAMEBUFFER, fb_id);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glViewport(0, 0, size.width, size.height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(quad_program);
if (flat_ubo_vertex >= 0)
{
static float mvp[16] = {
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 2.0f, 0.0f,
-1.0f,-1.0f, 0.0f, 1.0f
};
glUniform4fv(flat_ubo_vertex, 4, mvp);
}
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
/* A bit crude, but heeeey. */
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad_data), quad_data, GL_STREAM_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(0)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(2 * sizeof(float))));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &vbo);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
static GLuint gl3_compile_shader(GLenum stage, const char *source)
{
GLint status;
GLuint shader = glCreateShader(stage);
const char *ptr = source;
glShaderSource(shader, 1, &ptr, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status)
{
GLint length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length > 0)
{
char *info_log = (char*)malloc(length);
if (info_log)
{
glGetShaderInfoLog(shader, length, &length, info_log);
RARCH_ERR("[GLCore]: Failed to compile shader: %s\n", info_log);
free(info_log);
glDeleteShader(shader);
return 0;
}
}
}
return shader;
}
static uint32_t gl3_get_cross_compiler_target_version(void)
{
const char *version = (const char*)glGetString(GL_VERSION);
unsigned major = 0;
unsigned minor = 0;
#ifdef HAVE_OPENGLES3
if (!version || sscanf(version, "OpenGL ES %u.%u", &major, &minor) != 2)
return 300;
if (major == 2 && minor == 0)
return 100;
#else
if (!version || sscanf(version, "%u.%u", &major, &minor) != 2)
return 150;
if (major == 3)
{
switch (minor)
{
case 2:
return 150;
case 1:
return 140;
case 0:
return 130;
}
}
else if (major == 2)
{
switch (minor)
{
case 1:
return 120;
case 0:
return 110;
}
}
#endif
return 100 * major + 10 * minor;
}
GLuint gl3_cross_compile_program(
const uint32_t *vertex, size_t vertex_size,
const uint32_t *fragment, size_t fragment_size,
@ -182,9 +372,9 @@ GLuint gl3_cross_compile_program(
texture_binding_fixups.push_back(binding);
}
auto vertex_source = vertex_compiler.compile();
auto fragment_source = fragment_compiler.compile();
GLuint vertex_shader = gl3_compile_shader(GL_VERTEX_SHADER, vertex_source.c_str());
auto vertex_source = vertex_compiler.compile();
auto fragment_source = fragment_compiler.compile();
GLuint vertex_shader = gl3_compile_shader(GL_VERTEX_SHADER, vertex_source.c_str());
GLuint fragment_shader = gl3_compile_shader(GL_FRAGMENT_SHADER, fragment_source.c_str());
#if 0
@ -2048,13 +2238,27 @@ void gl3_filter_chain::clear_history_and_feedback()
for (i = 0; i < original_history.size(); i++)
{
if (original_history[i]->is_complete())
gl3_framebuffer_clear(original_history[i]->get_framebuffer());
{
GLuint id = original_history[i]->get_framebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, id);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
for (i = 0; i < passes.size(); i++)
{
gl3_shader::Framebuffer *fb = passes[i]->get_feedback_framebuffer();
if (fb && fb->is_complete())
gl3_framebuffer_clear(fb->get_framebuffer());
{
GLuint id = fb->get_framebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, id);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
}