Use glsym symbol loader instead of ugly poking.

This commit is contained in:
Themaister 2013-07-05 18:15:42 +02:00
parent b33af9d6b6
commit e44249b73f
14 changed files with 4827 additions and 416 deletions

View File

@ -196,7 +196,8 @@ ifeq ($(HAVE_OPENGL), 1)
gfx/fonts/gl_font.o \
gfx/fonts/gl_raster_font.o \
gfx/math/matrix.o \
gfx/state_tracker.o
gfx/state_tracker.o \
gfx/glsym/rglgen.o
ifeq ($(HAVE_KMS), 1)
OBJ += gfx/context/drm_egl_ctx.o
@ -223,12 +224,14 @@ ifeq ($(HAVE_OPENGL), 1)
ifeq ($(HAVE_GLES), 1)
LIBS += -lGLESv2
DEFINES += -DHAVE_OPENGLES -DHAVE_OPENGLES2
OBJ += gfx/glsym/glsym_es2.o
else
DEFINES += -DHAVE_GL_SYNC
OBJ += gfx/glsym/glsym_gl.o
ifeq ($(OSX), 1)
LIBS += -framework OpenGL
else
LIBS += -lGL
DEFINES += -DHAVE_GL_SYNC
endif
endif
@ -424,6 +427,7 @@ clean:
rm -f audio/*.o
rm -f conf/*.o
rm -f gfx/*.o
rm -f gfx/glsym/*.o
rm -f gfx/rpng/*.o
rm -f gfx/fonts/*.o
rm -f gfx/math/*.o

View File

@ -114,7 +114,7 @@ ifeq ($(HAVE_THREADS), 1)
endif
ifeq ($(HAVE_OPENGL), 1)
OBJ += gfx/gl.o gfx/math/matrix.o gfx/fonts/gl_font.o gfx/fonts/gl_raster_font.o gfx/gfx_context.o gfx/context/wgl_ctx.o gfx/shader_glsl.o
OBJ += gfx/gl.o gfx/math/matrix.o gfx/fonts/gl_font.o gfx/fonts/gl_raster_font.o gfx/gfx_context.o gfx/context/wgl_ctx.o gfx/shader_glsl.o gfx/glsym/rglgen.o gfx/glsym/glsym.o
DEFINES += -DHAVE_OPENGL -DHAVE_OVERLAY -DHAVE_GLSL -DHAVE_GL_SYNC
LIBS += -lopengl32 -lgdi32 -lcomdlg32
endif
@ -287,6 +287,7 @@ clean:
rm -f conf/*.o
rm -f gfx/scaler/*.o
rm -f gfx/*.o
rm -f gfx/glsym/*.o
rm -f gfx/d3d9/*.o
rm -f gfx/context/*.o
rm -f gfx/math/*.o

294
gfx/gl.c
View File

@ -138,174 +138,64 @@ static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yam
coords[7] = yamt;
}
#undef LOAD_GL_SYM
#define LOAD_GL_SYM(SYM) if (!pgl##SYM) { \
gfx_ctx_proc_t sym = gl->ctx_driver->get_proc_address("gl" #SYM); \
memcpy(&(pgl##SYM), &sym, sizeof(sym)); \
}
#if defined(HAVE_EGL) && defined(HAVE_OPENGLES2)
static PFNGLEGLIMAGETARGETTEXTURE2DOESPROC pglEGLImageTargetTexture2DOES;
static bool load_eglimage_proc(gl_t *gl)
static bool check_eglimage_proc(void)
{
LOAD_GL_SYM(EGLImageTargetTexture2DOES);
return pglEGLImageTargetTexture2DOES;
return glEGLImageTargetTexture2DOES != NULL;
}
#endif
#ifdef HAVE_GL_SYNC
static PFNGLFENCESYNCPROC pglFenceSync;
static PFNGLDELETESYNCPROC pglDeleteSync;
static PFNGLCLIENTWAITSYNCPROC pglClientWaitSync;
static bool load_sync_proc(gl_t *gl)
static bool check_sync_proc(void)
{
if (!gl_query_extension(gl, "ARB_sync"))
return false;
LOAD_GL_SYM(FenceSync);
LOAD_GL_SYM(DeleteSync);
LOAD_GL_SYM(ClientWaitSync);
return pglFenceSync && pglDeleteSync && pglClientWaitSync;
return glFenceSync && glDeleteSync && glClientWaitSync;
}
#endif
#ifndef HAVE_OPENGLES
static PFNGLGENVERTEXARRAYSPROC pglGenVertexArrays;
static PFNGLBINDVERTEXARRAYPROC pglBindVertexArray;
static PFNGLDELETEVERTEXARRAYSPROC pglDeleteVertexArrays;
static bool load_vao_proc(gl_t *gl)
static bool init_vao(gl_t *gl)
{
LOAD_GL_SYM(GenVertexArrays);
LOAD_GL_SYM(BindVertexArray);
LOAD_GL_SYM(DeleteVertexArrays);
bool present = pglGenVertexArrays && pglBindVertexArray && pglDeleteVertexArrays;
bool present = glGenVertexArrays && glBindVertexArray && glDeleteVertexArrays;
if (!present)
return false;
pglGenVertexArrays(1, &gl->vao);
glGenVertexArrays(1, &gl->vao);
return true;
}
#endif
#ifdef HAVE_FBO
#if defined(_WIN32) && !defined(RARCH_CONSOLE)
static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers;
static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer;
static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D;
static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus;
static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers;
static PFNGLGENRENDERBUFFERSPROC pglGenRenderbuffers;
static PFNGLBINDRENDERBUFFERPROC pglBindRenderbuffer;
static PFNGLFRAMEBUFFERRENDERBUFFERPROC pglFramebufferRenderbuffer;
static PFNGLRENDERBUFFERSTORAGEPROC pglRenderbufferStorage;
static PFNGLDELETERENDERBUFFERSPROC pglDeleteRenderbuffers;
static bool load_fbo_proc(gl_t *gl)
{
LOAD_GL_SYM(GenFramebuffers);
LOAD_GL_SYM(BindFramebuffer);
LOAD_GL_SYM(FramebufferTexture2D);
LOAD_GL_SYM(CheckFramebufferStatus);
LOAD_GL_SYM(DeleteFramebuffers);
LOAD_GL_SYM(GenRenderbuffers);
LOAD_GL_SYM(BindRenderbuffer);
LOAD_GL_SYM(FramebufferRenderbuffer);
LOAD_GL_SYM(RenderbufferStorage);
LOAD_GL_SYM(DeleteRenderbuffers);
return pglGenFramebuffers && pglBindFramebuffer && pglFramebufferTexture2D &&
pglCheckFramebufferStatus && pglDeleteFramebuffers &&
pglGenRenderbuffers && pglBindRenderbuffer &&
pglFramebufferRenderbuffer && pglRenderbufferStorage &&
pglDeleteRenderbuffers;
}
#elif defined(HAVE_OPENGLES2)
#define pglGenFramebuffers glGenFramebuffers
#define pglBindFramebuffer glBindFramebuffer
#define pglFramebufferTexture2D glFramebufferTexture2D
#define pglCheckFramebufferStatus glCheckFramebufferStatus
#define pglDeleteFramebuffers glDeleteFramebuffers
#define pglGenRenderbuffers glGenRenderbuffers
#define pglBindRenderbuffer glBindRenderbuffer
#define pglFramebufferRenderbuffer glFramebufferRenderbuffer
#define pglRenderbufferStorage glRenderbufferStorage
#define pglDeleteRenderbuffers glDeleteRenderbuffers
#define load_fbo_proc(gl) (true)
#elif defined(HAVE_OPENGLES)
#define pglGenFramebuffers glGenFramebuffersOES
#define pglBindFramebuffer glBindFramebufferOES
#define pglFramebufferTexture2D glFramebufferTexture2DOES
#define pglCheckFramebufferStatus glCheckFramebufferStatusOES
#define pglDeleteFramebuffers glDeleteFramebuffersOES
#define pglGenRenderbuffers glGenRenderbuffersOES
#define pglBindRenderbuffer glBindRenderbufferOES
#define pglFramebufferRenderbuffer glFramebufferRenderbufferOES
#define pglRenderbufferStorage glRenderbufferStorageOES
#define pglDeleteRenderbuffers glDeleteRenderbuffersOES
#if defined(HAVE_PSGL)
#define glGenFramebuffers glGenFramebuffersOES
#define glBindFramebuffer glBindFramebufferOES
#define glFramebufferTexture2D glFramebufferTexture2DOES
#define glCheckFramebufferStatus glCheckFramebufferStatusOES
#define glDeleteFramebuffers glDeleteFramebuffersOES
#define glGenRenderbuffers glGenRenderbuffersOES
#define glBindRenderbuffer glBindRenderbufferOES
#define glFramebufferRenderbuffer glFramebufferRenderbufferOES
#define glRenderbufferStorage glRenderbufferStorageOES
#define glDeleteRenderbuffers glDeleteRenderbuffersOES
#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
#define load_fbo_proc(gl) (true)
#else
#define pglGenFramebuffers glGenFramebuffers
#define pglBindFramebuffer glBindFramebuffer
#define pglFramebufferTexture2D glFramebufferTexture2D
#define pglCheckFramebufferStatus glCheckFramebufferStatus
#define pglDeleteFramebuffers glDeleteFramebuffers
#define pglGenRenderbuffers glGenRenderbuffers
#define pglBindRenderbuffer glBindRenderbuffer
#define pglFramebufferRenderbuffer glFramebufferRenderbuffer
#define pglRenderbufferStorage glRenderbufferStorage
#define pglDeleteRenderbuffers glDeleteRenderbuffers
#define load_fbo_proc(gl) (true)
#endif
#endif
#ifdef _WIN32
PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture;
PFNGLACTIVETEXTUREPROC pglActiveTexture;
static PFNGLGENBUFFERSPROC pglGenBuffers;
static PFNGLGENBUFFERSPROC pglDeleteBuffers;
static PFNGLBINDBUFFERPROC pglBindBuffer;
static PFNGLBUFFERSUBDATAPROC pglBufferSubData;
static PFNGLBUFFERDATAPROC pglBufferData;
static PFNGLMAPBUFFERPROC pglMapBuffer;
static PFNGLUNMAPBUFFERPROC pglUnmapBuffer;
static inline bool load_gl_proc_win32(gl_t *gl)
#define check_fbo_proc() (true)
#elif !defined(HAVE_OPENGLES2)
static bool check_fbo_proc(void)
{
LOAD_GL_SYM(ClientActiveTexture);
LOAD_GL_SYM(ActiveTexture);
LOAD_GL_SYM(GenBuffers);
LOAD_GL_SYM(DeleteBuffers);
LOAD_GL_SYM(BindBuffer);
LOAD_GL_SYM(BufferSubData);
LOAD_GL_SYM(BufferData);
LOAD_GL_SYM(MapBuffer);
LOAD_GL_SYM(UnmapBuffer);
return pglClientActiveTexture && pglActiveTexture &&
pglGenBuffers && pglDeleteBuffers &&
pglBindBuffer && pglBufferSubData && pglBufferData &&
pglMapBuffer && pglUnmapBuffer;
return glGenFramebuffers && glBindFramebuffer && glFramebufferTexture2D &&
glCheckFramebufferStatus && glDeleteFramebuffers &&
glGenRenderbuffers && glBindRenderbuffer &&
glFramebufferRenderbuffer && glRenderbufferStorage &&
glDeleteRenderbuffers;
}
#else
#define pglGenBuffers glGenBuffers
#define pglDeleteBuffers glDeleteBuffers
#define pglBindBuffer glBindBuffer
#define pglBufferSubData glBufferSubData
#define pglBufferData glBufferData
#define pglMapBuffer glMapBuffer
#define pglUnmapBuffer glUnmapBuffer
#define check_fbo_proc() (true)
#endif
#if defined(__APPLE__) || defined(HAVE_PSGL)
#define GL_RGBA32F GL_RGBA32F_ARB
#endif
#endif
////////////////// Shaders
@ -382,11 +272,11 @@ static inline void gl_shader_deinit(void *data)
#ifndef NO_GL_FF_VERTEX
static void gl_set_coords(const struct gl_coords *coords)
{
pglClientActiveTexture(GL_TEXTURE1);
glClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, 0, coords->lut_tex_coord);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
pglClientActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
glVertexPointer(2, GL_FLOAT, 0, coords->vertex);
glEnableClientState(GL_VERTEX_ARRAY);
@ -402,9 +292,9 @@ static void gl_disable_client_arrays(gl_t *gl)
if (gl->core_context)
return;
pglClientActiveTexture(GL_TEXTURE1);
glClientActiveTexture(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
pglClientActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
@ -457,7 +347,7 @@ void gl_shader_set_coords(void *data, const struct gl_coords *coords, const math
void apple_bind_game_view_fbo(void);
#define gl_bind_backbuffer() apple_bind_game_view_fbo()
#else
#define gl_bind_backbuffer() pglBindFramebuffer(GL_FRAMEBUFFER, 0)
#define gl_bind_backbuffer() glBindFramebuffer(GL_FRAMEBUFFER, 0)
#endif
#ifdef HAVE_FBO
@ -630,13 +520,13 @@ static bool gl_create_fbo_targets(void *data)
gl_t *gl = (gl_t*)data;
glBindTexture(GL_TEXTURE_2D, 0);
pglGenFramebuffers(gl->fbo_pass, gl->fbo);
glGenFramebuffers(gl->fbo_pass, gl->fbo);
for (int i = 0; i < gl->fbo_pass; i++)
{
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
glBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto error;
}
@ -644,7 +534,7 @@ static bool gl_create_fbo_targets(void *data)
return true;
error:
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
glDeleteFramebuffers(gl->fbo_pass, gl->fbo);
RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
return false;
}
@ -656,7 +546,7 @@ void gl_deinit_fbo(void *data)
if (gl->fbo_inited)
{
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
glDeleteFramebuffers(gl->fbo_pass, gl->fbo);
memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
memset(gl->fbo, 0, sizeof(gl->fbo));
gl->fbo_inited = false;
@ -679,7 +569,7 @@ void gl_init_fbo(void *data, unsigned width, unsigned height)
if (gl_shader_num(gl) == 1 && !scale.valid)
return;
if (!load_fbo_proc(gl))
if (!check_fbo_proc())
{
RARCH_ERR("Failed to locate FBO functions. Won't be able to use render-to-texture.\n");
return;
@ -742,11 +632,11 @@ bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &max_renderbuffer_size);
RARCH_LOG("[GL]: Max texture size: %d px, renderbuffer size: %u px.\n", max_fbo_size, max_renderbuffer_size);
if (!load_fbo_proc(gl))
if (!check_fbo_proc())
return false;
glBindTexture(GL_TEXTURE_2D, 0);
pglGenFramebuffers(TEXTURES, gl->hw_render_fbo);
glGenFramebuffers(TEXTURES, gl->hw_render_fbo);
bool depth = g_extern.system.hw_render_callback.depth;
bool stencil = g_extern.system.hw_render_callback.stencil;
@ -758,14 +648,14 @@ bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
if (depth)
{
pglGenRenderbuffers(TEXTURES, gl->hw_render_depth);
glGenRenderbuffers(TEXTURES, gl->hw_render_depth);
gl->hw_render_depth_init = true;
}
for (unsigned i = 0; i < TEXTURES; i++)
{
pglBindFramebuffer(GL_FRAMEBUFFER, gl->hw_render_fbo[i]);
pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->texture[i], 0);
glBindFramebuffer(GL_FRAMEBUFFER, gl->hw_render_fbo[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->texture[i], 0);
if (depth)
{
@ -775,38 +665,38 @@ bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
{
#ifdef HAVE_OPENGLES2
// GLES2 is a bit weird, as always. :P
pglBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
pglRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES,
glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES,
width, height);
pglBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL.
pglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, gl->hw_render_depth[i]);
pglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl->hw_render_depth[i]);
#else
// We use ARB FBO extensions, no need to check.
pglBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
pglRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
width, height);
pglBindRenderbuffer(GL_RENDERBUFFER, 0);
pglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl->hw_render_depth[i]);
#endif
}
else
{
pglBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
pglRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
width, height);
pglBindRenderbuffer(GL_RENDERBUFFER, 0);
pglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, gl->hw_render_depth[i]);
}
}
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
RARCH_ERR("[GL]: Failed to create HW render FBO #%u, error: 0x%u.\n", i, (unsigned)status);
@ -943,7 +833,7 @@ static inline void gl_start_frame_fbo(void *data)
gl_t *gl = (gl_t*)data;
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
glBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
gl_set_viewport(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height, true, false);
// Need to preserve the "flipped" state when in FBO as well to have
@ -969,7 +859,7 @@ static void gl_check_fbo_dimensions(void *data)
unsigned pow2_size = next_pow2(max);
gl->fbo_rect[i].width = gl->fbo_rect[i].height = pow2_size;
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
glBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
glTexImage2D(GL_TEXTURE_2D,
@ -977,9 +867,9 @@ static void gl_check_fbo_dimensions(void *data)
0, RARCH_GL_TEXTURE_TYPE32,
RARCH_GL_FORMAT32, NULL);
pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
RARCH_WARN("Failed to reinit FBO texture.\n");
@ -1023,7 +913,7 @@ static void gl_frame_fbo(void *data, const struct gl_tex_info *tex_info)
fbo_info->tex_size[1] = prev_rect->height;
memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
glBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
if (gl->shader)
gl->shader->use(i + 1);
@ -1206,7 +1096,7 @@ static void gl_init_textures(void *data, const video_info_t *video)
gl_t *gl = (gl_t*)data;
#if defined(HAVE_EGL) && defined(HAVE_OPENGLES2)
// Use regular textures if we use HW render.
gl->egl_images = !gl->hw_render_use && load_eglimage_proc(gl) && context_init_egl_image_buffer_func(video);
gl->egl_images = !gl->hw_render_use && check_eglimage_proc() && context_init_egl_image_buffer_func(video);
#else
(void)video;
#endif
@ -1294,7 +1184,7 @@ static inline void gl_copy_frame(void *data, const void *frame, unsigned width,
}
if (new_egl)
pglEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)img);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)img);
}
else
#endif
@ -1387,7 +1277,7 @@ static inline void gl_set_shader_viewport(void *data, unsigned shader)
static void gl_pbo_async_readback(void *data)
{
gl_t *gl = (gl_t*)data;
pglBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index++]);
glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index++]);
gl->pbo_readback_index &= 3;
// If set, we 3 rendered frames already buffered up.
@ -1405,7 +1295,7 @@ static void gl_pbo_async_readback(void *data)
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
RARCH_PERFORMANCE_STOP(async_readback);
pglBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
#endif
@ -1461,7 +1351,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
#ifndef HAVE_OPENGLES
if (gl->core_context)
pglBindVertexArray(gl->vao);
glBindVertexArray(gl->vao);
#endif
if (gl->shader)
@ -1610,12 +1500,12 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
RARCH_PERFORMANCE_INIT(gl_fence);
RARCH_PERFORMANCE_START(gl_fence);
glClear(GL_COLOR_BUFFER_BIT);
gl->fences[gl->fence_count++] = pglFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
gl->fences[gl->fence_count++] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
while (gl->fence_count > g_settings.video.hard_sync_frames)
{
pglClientWaitSync(gl->fences[0], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
pglDeleteSync(gl->fences[0]);
glClientWaitSync(gl->fences[0], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
glDeleteSync(gl->fences[0]);
gl->fence_count--;
memmove(gl->fences, gl->fences + 1, gl->fence_count * sizeof(GLsync));
@ -1627,7 +1517,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
#ifndef HAVE_OPENGLES
if (gl->core_context)
pglBindVertexArray(0);
glBindVertexArray(0);
#endif
return true;
@ -1647,8 +1537,8 @@ static void gl_free(void *data)
{
for (unsigned i = 0; i < gl->fence_count; i++)
{
pglClientWaitSync(gl->fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
pglDeleteSync(gl->fences[i]);
glClientWaitSync(gl->fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
glDeleteSync(gl->fences[i]);
}
gl->fence_count = 0;
}
@ -1684,7 +1574,7 @@ static void gl_free(void *data)
#if !defined(HAVE_OPENGLES) && defined(HAVE_FFMPEG)
if (gl->pbo_readback_enable)
{
pglDeleteBuffers(4, gl->pbo_readback);
glDeleteBuffers(4, gl->pbo_readback);
scaler_ctx_gen_reset(&gl->pbo_readback_scaler);
}
#endif
@ -1694,9 +1584,9 @@ static void gl_free(void *data)
#ifndef HAVE_RGL
if (gl->hw_render_fbo_init)
pglDeleteFramebuffers(TEXTURES, gl->hw_render_fbo);
glDeleteFramebuffers(TEXTURES, gl->hw_render_fbo);
if (gl->hw_render_depth_init)
pglDeleteRenderbuffers(TEXTURES, gl->hw_render_depth);
glDeleteRenderbuffers(TEXTURES, gl->hw_render_depth);
gl->hw_render_fbo_init = false;
#endif
#endif
@ -1704,8 +1594,8 @@ static void gl_free(void *data)
#ifndef HAVE_OPENGLES
if (gl->core_context)
{
pglBindVertexArray(0);
pglDeleteVertexArrays(1, &gl->vao);
glBindVertexArray(0);
glDeleteVertexArrays(1, &gl->vao);
}
#endif
@ -1738,7 +1628,7 @@ static bool resolve_extensions(gl_t *gl)
gl->core_context = g_extern.system.hw_render_callback.context_type == RETRO_HW_CONTEXT_OPENGL_CORE;
RARCH_LOG("[GL]: Using Core GL context.\n");
if (gl->core_context &&
!load_vao_proc(gl))
!init_vao(gl))
{
RARCH_ERR("[GL]: Failed to init VAOs.\n");
return false;
@ -1746,7 +1636,7 @@ static bool resolve_extensions(gl_t *gl)
#endif
#ifdef HAVE_GL_SYNC
gl->have_sync = load_sync_proc(gl);
gl->have_sync = check_sync_proc();
if (gl->have_sync && g_settings.video.hard_sync)
RARCH_LOG("[GL]: Using ARB_sync to reduce latency.\n");
#endif
@ -1853,14 +1743,14 @@ static void gl_init_pbo_readback(void *data)
RARCH_LOG("Async PBO readback enabled.\n");
pglGenBuffers(4, gl->pbo_readback);
glGenBuffers(4, gl->pbo_readback);
for (unsigned i = 0; i < 4; i++)
{
pglBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[i]);
pglBufferData(GL_PIXEL_PACK_BUFFER, gl->vp.width * gl->vp.height * sizeof(uint32_t),
glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[i]);
glBufferData(GL_PIXEL_PACK_BUFFER, gl->vp.width * gl->vp.height * sizeof(uint32_t),
NULL, GL_STREAM_COPY);
}
pglBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
struct scaler_ctx *scaler = &gl->pbo_readback_scaler;
scaler->in_width = gl->vp.width;
@ -1877,7 +1767,7 @@ static void gl_init_pbo_readback(void *data)
{
gl->pbo_readback_enable = false;
RARCH_ERR("Failed to init pixel conversion for PBO.\n");
pglDeleteBuffers(4, gl->pbo_readback);
glDeleteBuffers(4, gl->pbo_readback);
}
}
#endif
@ -1950,6 +1840,8 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
return NULL;
}
rglgen_resolve_symbols(gl->ctx_driver->get_proc_address);
RARCH_LOG("Found GL context: %s\n", gl->ctx_driver->ident);
context_get_video_size_func(&gl->full_x, &gl->full_y);
@ -2265,8 +2157,8 @@ static bool gl_read_viewport(void *data, uint8_t *buffer)
if (!gl->pbo_readback_valid) // We haven't buffered up enough frames yet, come back later.
return false;
pglBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index]);
const void *ptr = pglMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index]);
const void *ptr = glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (!ptr)
{
RARCH_ERR("Failed to map pixel unpack buffer.\n");
@ -2274,8 +2166,8 @@ static bool gl_read_viewport(void *data, uint8_t *buffer)
}
scaler_ctx_scale(&gl->pbo_readback_scaler, buffer, ptr);
pglUnmapBuffer(GL_PIXEL_PACK_BUFFER);
pglBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
else // Use slow synchronous readbacks. Use this with plain screenshots as we don't really care about performance in this case.
#endif

View File

@ -35,31 +35,11 @@
#include <EGL/eglext.h>
#endif
#if defined(IOS)
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#elif defined(__APPLE__)
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#elif defined(HAVE_PSGL)
#include <PSGL/psgl.h>
#include <PSGL/psglu.h>
#include <GLES/glext.h>
#elif defined(HAVE_OPENGL_MODERN)
#include <GL3/gl3.h>
#include <GL3/gl3ext.h>
#elif defined(HAVE_OPENGLES2)
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#elif defined(HAVE_OPENGLES1)
#include <GLES/gl.h>
#include <GLES/glext.h>
#else
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#include "glsym/glsym.h"
#if defined(ANDROID) && defined(HAVE_GRIFFIN)
#include "../griffin/hook_context.h"
#else
#define context_get_video_size_func(win, height) gl->ctx_driver->get_video_size(win, height)
#define context_update_window_title_func() gl->ctx_driver->update_window_title()
#define context_destroy_func() gl->ctx_driver->destroy()
@ -281,15 +261,6 @@ typedef struct gl
GLuint vao;
} gl_t;
// Windows ... <_<
#ifdef _WIN32
extern PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture;
extern PFNGLACTIVETEXTUREPROC pglActiveTexture;
#else
#define pglClientActiveTexture glClientActiveTexture
#define pglActiveTexture glActiveTexture
#endif
#if defined(HAVE_PSGL)
#define RARCH_GL_INTERNAL_FORMAT32 GL_ARGB_SCE
#define RARCH_GL_INTERNAL_FORMAT16 GL_RGB5

73
gfx/glsym/glgen.py Executable file
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@ -0,0 +1,73 @@
#!/usr/bin/env python3
import sys
import os
import re
banned_ext = [ 'AMD', 'APPLE', 'EXT', 'NV', 'NVX', 'ATI', '3DLABS', 'SUN', 'SGI', 'SGIX', 'SGIS', 'INTEL', '3DFX', 'IBM', 'MESA', 'GREMEDY', 'OML', 'PGI', 'I3D', 'INGL', 'MTX', 'QCOM', 'IMG', 'ANGLE', 'SUNX', 'INGR' ]
def noext(sym):
for ext in banned_ext:
if sym.endswith(ext):
return False
return True
def find_gl_symbols(lines):
typedefs = []
syms = []
for line in lines:
m = re.search(r'^typedef.+PFN(\S+)PROC.+$', line)
g = re.search(r'^.+(gl\S+)\W*\(.+\).*$', line)
if m and noext(m.group(1)):
typedefs.append(m.group(0).replace('PFN', 'RGLSYM'))
if g and noext(g.group(1)):
syms.append(g.group(1))
return (typedefs, syms)
def generate_defines(gl_syms):
res = []
for line in gl_syms:
res.append('#define {} __rglgen_{}'.format(line, line))
return res
def generate_declarations(gl_syms):
return ['RGLSYM' + x.upper() + 'PROC ' + '__rglgen_' + x + ';' for x in gl_syms]
def generate_macros(gl_syms):
return [' SYM(' + x.replace('gl', '') + '),' for x in gl_syms]
def dump(f, lines):
f.write('\n'.join(lines))
f.write('\n\n')
if __name__ == '__main__':
with open(sys.argv[1], 'r') as f:
lines = f.readlines()
typedefs, syms = find_gl_symbols(lines)
overrides = generate_defines(syms)
declarations = generate_declarations(syms)
externs = ['extern ' + x for x in declarations]
macros = generate_macros(syms)
with open(sys.argv[2], 'w') as f:
f.write('#ifndef RGLGEN_DECL_H__\n')
f.write('#define RGLGEN_DECL_H__\n')
dump(f, typedefs)
dump(f, overrides)
dump(f, externs)
f.write('struct rglgen_sym_map { const char *sym; void *ptr; };\n')
f.write('extern const struct rglgen_sym_map rglgen_symbol_map[];\n')
f.write('#endif\n')
with open(sys.argv[3], 'w') as f:
f.write('#include "glsym.h"\n')
f.write('#include <stddef.h>\n')
f.write('#define SYM(x) { "gl" #x, &(gl##x) }\n')
f.write('const struct rglgen_sym_map rglgen_symbol_map[] = {\n')
dump(f, macros)
f.write(' { NULL, NULL },\n')
f.write('};\n')
dump(f, declarations)

13
gfx/glsym/glsym.h Normal file
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@ -0,0 +1,13 @@
#ifndef GLSYM_H__
#define GLSYM_H__
#include "rglgen.h"
#ifdef HAVE_OPENGLES2
#include "glsym_es2.h"
#else
#include "glsym_gl.h"
#endif
#endif

64
gfx/glsym/glsym_es2.c Normal file
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@ -0,0 +1,64 @@
#include "glsym.h"
#include <stddef.h>
#define SYM(x) { "gl" #x, &(gl##x) }
const struct rglgen_sym_map rglgen_symbol_map_rarch[] = {
SYM(EGLImageTargetTexture2DOES),
SYM(EGLImageTargetRenderbufferStorageOES),
SYM(GetProgramBinaryOES),
SYM(ProgramBinaryOES),
SYM(MapBufferOES),
SYM(UnmapBufferOES),
SYM(GetBufferPointervOES),
SYM(TexImage3DOES),
SYM(TexSubImage3DOES),
SYM(CopyTexSubImage3DOES),
SYM(CompressedTexImage3DOES),
SYM(CompressedTexSubImage3DOES),
SYM(FramebufferTexture3DOES),
SYM(BindVertexArrayOES),
SYM(DeleteVertexArraysOES),
SYM(GenVertexArraysOES),
SYM(IsVertexArrayOES),
SYM(DebugMessageControl),
SYM(DebugMessageInsert),
SYM(DebugMessageCallback),
SYM(GetDebugMessageLog),
SYM(PushDebugGroup),
SYM(PopDebugGroup),
SYM(ObjectLabel),
SYM(GetObjectLabel),
SYM(ObjectPtrLabel),
SYM(GetObjectPtrLabel),
SYM(GetPointerv),
{ NULL, NULL },
};
RGLSYMGLEGLIMAGETARGETTEXTURE2DOESPROC __rglgen_glEGLImageTargetTexture2DOES;
RGLSYMGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC __rglgen_glEGLImageTargetRenderbufferStorageOES;
RGLSYMGLGETPROGRAMBINARYOESPROC __rglgen_glGetProgramBinaryOES;
RGLSYMGLPROGRAMBINARYOESPROC __rglgen_glProgramBinaryOES;
RGLSYMGLMAPBUFFEROESPROC __rglgen_glMapBufferOES;
RGLSYMGLUNMAPBUFFEROESPROC __rglgen_glUnmapBufferOES;
RGLSYMGLGETBUFFERPOINTERVOESPROC __rglgen_glGetBufferPointervOES;
RGLSYMGLTEXIMAGE3DOESPROC __rglgen_glTexImage3DOES;
RGLSYMGLTEXSUBIMAGE3DOESPROC __rglgen_glTexSubImage3DOES;
RGLSYMGLCOPYTEXSUBIMAGE3DOESPROC __rglgen_glCopyTexSubImage3DOES;
RGLSYMGLCOMPRESSEDTEXIMAGE3DOESPROC __rglgen_glCompressedTexImage3DOES;
RGLSYMGLCOMPRESSEDTEXSUBIMAGE3DOESPROC __rglgen_glCompressedTexSubImage3DOES;
RGLSYMGLFRAMEBUFFERTEXTURE3DOESPROC __rglgen_glFramebufferTexture3DOES;
RGLSYMGLBINDVERTEXARRAYOESPROC __rglgen_glBindVertexArrayOES;
RGLSYMGLDELETEVERTEXARRAYSOESPROC __rglgen_glDeleteVertexArraysOES;
RGLSYMGLGENVERTEXARRAYSOESPROC __rglgen_glGenVertexArraysOES;
RGLSYMGLISVERTEXARRAYOESPROC __rglgen_glIsVertexArrayOES;
RGLSYMGLDEBUGMESSAGECONTROLPROC __rglgen_glDebugMessageControl;
RGLSYMGLDEBUGMESSAGEINSERTPROC __rglgen_glDebugMessageInsert;
RGLSYMGLDEBUGMESSAGECALLBACKPROC __rglgen_glDebugMessageCallback;
RGLSYMGLGETDEBUGMESSAGELOGPROC __rglgen_glGetDebugMessageLog;
RGLSYMGLPUSHDEBUGGROUPPROC __rglgen_glPushDebugGroup;
RGLSYMGLPOPDEBUGGROUPPROC __rglgen_glPopDebugGroup;
RGLSYMGLOBJECTLABELPROC __rglgen_glObjectLabel;
RGLSYMGLGETOBJECTLABELPROC __rglgen_glGetObjectLabel;
RGLSYMGLOBJECTPTRLABELPROC __rglgen_glObjectPtrLabel;
RGLSYMGLGETOBJECTPTRLABELPROC __rglgen_glGetObjectPtrLabel;
RGLSYMGLGETPOINTERVPROC __rglgen_glGetPointerv;

92
gfx/glsym/glsym_es2.h Normal file
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@ -0,0 +1,92 @@
#ifndef RGLGEN_DECL_H__
#define RGLGEN_DECL_H__
typedef void (GL_APIENTRYP RGLSYMGLEGLIMAGETARGETTEXTURE2DOESPROC) (GLenum target, GLeglImageOES image);
typedef void (GL_APIENTRYP RGLSYMGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC) (GLenum target, GLeglImageOES image);
typedef void (GL_APIENTRYP RGLSYMGLGETPROGRAMBINARYOESPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
typedef void (GL_APIENTRYP RGLSYMGLPROGRAMBINARYOESPROC) (GLuint program, GLenum binaryFormat, const GLvoid *binary, GLint length);
typedef void* (GL_APIENTRYP RGLSYMGLMAPBUFFEROESPROC) (GLenum target, GLenum access);
typedef GLboolean (GL_APIENTRYP RGLSYMGLUNMAPBUFFEROESPROC) (GLenum target);
typedef void (GL_APIENTRYP RGLSYMGLGETBUFFERPOINTERVOESPROC) (GLenum target, GLenum pname, GLvoid** params);
typedef void (GL_APIENTRYP RGLSYMGLTEXIMAGE3DOESPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
typedef void (GL_APIENTRYP RGLSYMGLTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels);
typedef void (GL_APIENTRYP RGLSYMGLCOPYTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GL_APIENTRYP RGLSYMGLCOMPRESSEDTEXIMAGE3DOESPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data);
typedef void (GL_APIENTRYP RGLSYMGLCOMPRESSEDTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data);
typedef void (GL_APIENTRYP RGLSYMGLFRAMEBUFFERTEXTURE3DOESPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
typedef void (GL_APIENTRYP RGLSYMGLBINDVERTEXARRAYOESPROC) (GLuint array);
typedef void (GL_APIENTRYP RGLSYMGLDELETEVERTEXARRAYSOESPROC) (GLsizei n, const GLuint *arrays);
typedef void (GL_APIENTRYP RGLSYMGLGENVERTEXARRAYSOESPROC) (GLsizei n, GLuint *arrays);
typedef GLboolean (GL_APIENTRYP RGLSYMGLISVERTEXARRAYOESPROC) (GLuint array);
typedef void (GL_APIENTRYP RGLSYMGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
typedef void (GL_APIENTRYP RGLSYMGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
typedef void (GL_APIENTRYP RGLSYMGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam);
typedef GLuint (GL_APIENTRYP RGLSYMGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufsize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
typedef void (GL_APIENTRYP RGLSYMGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar *message);
typedef void (GL_APIENTRYP RGLSYMGLPOPDEBUGGROUPPROC) (void);
typedef void (GL_APIENTRYP RGLSYMGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
typedef void (GL_APIENTRYP RGLSYMGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
typedef void (GL_APIENTRYP RGLSYMGLOBJECTPTRLABELPROC) (const void *ptr, GLsizei length, const GLchar *label);
typedef void (GL_APIENTRYP RGLSYMGLGETOBJECTPTRLABELPROC) (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
typedef void (GL_APIENTRYP RGLSYMGLGETPOINTERVPROC) (GLenum pname, void **params);
#define glEGLImageTargetTexture2DOES __rglgen_glEGLImageTargetTexture2DOES
#define glEGLImageTargetRenderbufferStorageOES __rglgen_glEGLImageTargetRenderbufferStorageOES
#define glGetProgramBinaryOES __rglgen_glGetProgramBinaryOES
#define glProgramBinaryOES __rglgen_glProgramBinaryOES
#define glMapBufferOES __rglgen_glMapBufferOES
#define glUnmapBufferOES __rglgen_glUnmapBufferOES
#define glGetBufferPointervOES __rglgen_glGetBufferPointervOES
#define glTexImage3DOES __rglgen_glTexImage3DOES
#define glTexSubImage3DOES __rglgen_glTexSubImage3DOES
#define glCopyTexSubImage3DOES __rglgen_glCopyTexSubImage3DOES
#define glCompressedTexImage3DOES __rglgen_glCompressedTexImage3DOES
#define glCompressedTexSubImage3DOES __rglgen_glCompressedTexSubImage3DOES
#define glFramebufferTexture3DOES __rglgen_glFramebufferTexture3DOES
#define glBindVertexArrayOES __rglgen_glBindVertexArrayOES
#define glDeleteVertexArraysOES __rglgen_glDeleteVertexArraysOES
#define glGenVertexArraysOES __rglgen_glGenVertexArraysOES
#define glIsVertexArrayOES __rglgen_glIsVertexArrayOES
#define glDebugMessageControl __rglgen_glDebugMessageControl
#define glDebugMessageInsert __rglgen_glDebugMessageInsert
#define glDebugMessageCallback __rglgen_glDebugMessageCallback
#define glGetDebugMessageLog __rglgen_glGetDebugMessageLog
#define glPushDebugGroup __rglgen_glPushDebugGroup
#define glPopDebugGroup __rglgen_glPopDebugGroup
#define glObjectLabel __rglgen_glObjectLabel
#define glGetObjectLabel __rglgen_glGetObjectLabel
#define glObjectPtrLabel __rglgen_glObjectPtrLabel
#define glGetObjectPtrLabel __rglgen_glGetObjectPtrLabel
#define glGetPointerv __rglgen_glGetPointerv
extern RGLSYMGLEGLIMAGETARGETTEXTURE2DOESPROC __rglgen_glEGLImageTargetTexture2DOES;
extern RGLSYMGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC __rglgen_glEGLImageTargetRenderbufferStorageOES;
extern RGLSYMGLGETPROGRAMBINARYOESPROC __rglgen_glGetProgramBinaryOES;
extern RGLSYMGLPROGRAMBINARYOESPROC __rglgen_glProgramBinaryOES;
extern RGLSYMGLMAPBUFFEROESPROC __rglgen_glMapBufferOES;
extern RGLSYMGLUNMAPBUFFEROESPROC __rglgen_glUnmapBufferOES;
extern RGLSYMGLGETBUFFERPOINTERVOESPROC __rglgen_glGetBufferPointervOES;
extern RGLSYMGLTEXIMAGE3DOESPROC __rglgen_glTexImage3DOES;
extern RGLSYMGLTEXSUBIMAGE3DOESPROC __rglgen_glTexSubImage3DOES;
extern RGLSYMGLCOPYTEXSUBIMAGE3DOESPROC __rglgen_glCopyTexSubImage3DOES;
extern RGLSYMGLCOMPRESSEDTEXIMAGE3DOESPROC __rglgen_glCompressedTexImage3DOES;
extern RGLSYMGLCOMPRESSEDTEXSUBIMAGE3DOESPROC __rglgen_glCompressedTexSubImage3DOES;
extern RGLSYMGLFRAMEBUFFERTEXTURE3DOESPROC __rglgen_glFramebufferTexture3DOES;
extern RGLSYMGLBINDVERTEXARRAYOESPROC __rglgen_glBindVertexArrayOES;
extern RGLSYMGLDELETEVERTEXARRAYSOESPROC __rglgen_glDeleteVertexArraysOES;
extern RGLSYMGLGENVERTEXARRAYSOESPROC __rglgen_glGenVertexArraysOES;
extern RGLSYMGLISVERTEXARRAYOESPROC __rglgen_glIsVertexArrayOES;
extern RGLSYMGLDEBUGMESSAGECONTROLPROC __rglgen_glDebugMessageControl;
extern RGLSYMGLDEBUGMESSAGEINSERTPROC __rglgen_glDebugMessageInsert;
extern RGLSYMGLDEBUGMESSAGECALLBACKPROC __rglgen_glDebugMessageCallback;
extern RGLSYMGLGETDEBUGMESSAGELOGPROC __rglgen_glGetDebugMessageLog;
extern RGLSYMGLPUSHDEBUGGROUPPROC __rglgen_glPushDebugGroup;
extern RGLSYMGLPOPDEBUGGROUPPROC __rglgen_glPopDebugGroup;
extern RGLSYMGLOBJECTLABELPROC __rglgen_glObjectLabel;
extern RGLSYMGLGETOBJECTLABELPROC __rglgen_glGetObjectLabel;
extern RGLSYMGLOBJECTPTRLABELPROC __rglgen_glObjectPtrLabel;
extern RGLSYMGLGETOBJECTPTRLABELPROC __rglgen_glGetObjectPtrLabel;
extern RGLSYMGLGETPOINTERVPROC __rglgen_glGetPointerv;
struct rglgen_sym_map { const char *sym; void *ptr; };
extern const struct rglgen_sym_map rglgen_symbol_map_rarch[]; // Avoid possible collisions with libretro GL.
#endif

1739
gfx/glsym/glsym_gl.c Normal file

File diff suppressed because it is too large Load Diff

2597
gfx/glsym/glsym_gl.h Normal file

File diff suppressed because it is too large Load Diff

19
gfx/glsym/rglgen.c Normal file
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@ -0,0 +1,19 @@
#include "rglgen.h"
#include "glsym.h"
#include <string.h>
void rglgen_resolve_symbols_custom(rglgen_proc_address_t proc,
const struct rglgen_sym_map *map)
{
for (; map->sym; map++)
{
rglgen_func_t func = proc(map->sym);
memcpy(map->ptr, &func, sizeof(func));
}
}
void rglgen_resolve_symbols(rglgen_proc_address_t proc)
{
rglgen_resolve_symbols_custom(proc, rglgen_symbol_map_rarch);
}

47
gfx/glsym/rglgen.h Normal file
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@ -0,0 +1,47 @@
#ifndef RGLGEN_H__
#define RGLGEN_H__
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#ifdef HAVE_EGL
#include <EGL/egl.h>
#include <EGL/eglext.h>
#endif
#if defined(IOS)
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#elif defined(__APPLE__)
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#elif defined(HAVE_PSGL)
#include <PSGL/psgl.h>
#include <PSGL/psglu.h>
#include <GLES/glext.h>
#elif defined(HAVE_OPENGL_MODERN)
#include <GL3/gl3.h>
#include <GL3/gl3ext.h>
#elif defined(HAVE_OPENGLES2)
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#elif defined(HAVE_OPENGLES1)
#include <GLES/gl.h>
#include <GLES/glext.h>
#else
#include <GL/gl.h>
#include <GL/glext.h>
#endif
struct rglgen_sym_map;
typedef void (*rglgen_func_t)(void);
typedef rglgen_func_t (*rglgen_proc_address_t)(const char*);
void rglgen_resolve_symbols(rglgen_proc_address_t proc);
void rglgen_resolve_symbols_custom(rglgen_proc_address_t proc,
const struct rglgen_sym_map *map);
#endif

View File

@ -58,68 +58,6 @@
#include "gl_common.h"
#include "image.h"
#if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGL_MODERN) || defined(__APPLE__)
#define pglCreateProgram glCreateProgram
#define pglUseProgram glUseProgram
#define pglCreateShader glCreateShader
#define pglDeleteShader glDeleteShader
#define pglShaderSource glShaderSource
#define pglCompileShader glCompileShader
#define pglAttachShader glAttachShader
#define pglDetachShader glDetachShader
#define pglLinkProgram glLinkProgram
#define pglGetUniformLocation glGetUniformLocation
#define pglUniform1i glUniform1i
#define pglUniform1f glUniform1f
#define pglUniform2fv glUniform2fv
#define pglUniform4fv glUniform4fv
#define pglUniformMatrix4fv glUniformMatrix4fv
#define pglGetShaderiv glGetShaderiv
#define pglGetShaderInfoLog glGetShaderInfoLog
#define pglGetProgramiv glGetProgramiv
#define pglGetProgramInfoLog glGetProgramInfoLog
#define pglDeleteProgram glDeleteProgram
#define pglGetAttachedShaders glGetAttachedShaders
#define pglGetAttribLocation glGetAttribLocation
#define pglEnableVertexAttribArray glEnableVertexAttribArray
#define pglDisableVertexAttribArray glDisableVertexAttribArray
#define pglVertexAttribPointer glVertexAttribPointer
#define pglGenBuffers glGenBuffers
#define pglBufferData glBufferData
#define pglDeleteBuffers glDeleteBuffers
#define pglBindBuffer glBindBuffer
#else
static PFNGLCREATEPROGRAMPROC pglCreateProgram;
static PFNGLUSEPROGRAMPROC pglUseProgram;
static PFNGLCREATESHADERPROC pglCreateShader;
static PFNGLDELETESHADERPROC pglDeleteShader;
static PFNGLSHADERSOURCEPROC pglShaderSource;
static PFNGLCOMPILESHADERPROC pglCompileShader;
static PFNGLATTACHSHADERPROC pglAttachShader;
static PFNGLDETACHSHADERPROC pglDetachShader;
static PFNGLLINKPROGRAMPROC pglLinkProgram;
static PFNGLGETUNIFORMLOCATIONPROC pglGetUniformLocation;
static PFNGLUNIFORM1IPROC pglUniform1i;
static PFNGLUNIFORM1FPROC pglUniform1f;
static PFNGLUNIFORM2FVPROC pglUniform2fv;
static PFNGLUNIFORM4FVPROC pglUniform4fv;
static PFNGLUNIFORMMATRIX4FVPROC pglUniformMatrix4fv;
static PFNGLGETSHADERIVPROC pglGetShaderiv;
static PFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog;
static PFNGLGETPROGRAMIVPROC pglGetProgramiv;
static PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog;
static PFNGLDELETEPROGRAMPROC pglDeleteProgram;
static PFNGLGETATTACHEDSHADERSPROC pglGetAttachedShaders;
static PFNGLGETATTRIBLOCATIONPROC pglGetAttribLocation;
static PFNGLENABLEVERTEXATTRIBARRAYPROC pglEnableVertexAttribArray;
static PFNGLDISABLEVERTEXATTRIBARRAYPROC pglDisableVertexAttribArray;
static PFNGLVERTEXATTRIBPOINTERPROC pglVertexAttribPointer;
static PFNGLGENBUFFERSPROC pglGenBuffers;
static PFNGLBUFFERDATAPROC pglBufferData;
static PFNGLDELETEBUFFERSPROC pglDeleteBuffers;
static PFNGLBINDBUFFERPROC pglBindBuffer;
#endif
#ifdef HAVE_OPENGLES2
#define BORDER_FUNC GL_CLAMP_TO_EDGE
#else
@ -312,14 +250,14 @@ static GLint get_uniform(GLuint prog, const char *base)
char buf[64];
snprintf(buf, sizeof(buf), "%s%s", glsl_shader->prefix, base);
GLint loc = pglGetUniformLocation(prog, buf);
GLint loc = glGetUniformLocation(prog, buf);
if (loc >= 0)
return loc;
for (unsigned i = 0; i < ARRAY_SIZE(glsl_prefixes); i++)
{
snprintf(buf, sizeof(buf), "%s%s", glsl_prefixes[i], base);
GLint loc = pglGetUniformLocation(prog, buf);
GLint loc = glGetUniformLocation(prog, buf);
if (loc >= 0)
return loc;
}
@ -331,14 +269,14 @@ static GLint get_attrib(GLuint prog, const char *base)
{
char buf[64];
snprintf(buf, sizeof(buf), "%s%s", glsl_shader->prefix, base);
GLint loc = pglGetUniformLocation(prog, buf);
GLint loc = glGetUniformLocation(prog, buf);
if (loc >= 0)
return loc;
for (unsigned i = 0; i < ARRAY_SIZE(glsl_prefixes); i++)
{
snprintf(buf, sizeof(buf), "%s%s", glsl_prefixes[i], base);
GLint loc = pglGetAttribLocation(prog, buf);
GLint loc = glGetAttribLocation(prog, buf);
if (loc >= 0)
return loc;
}
@ -394,7 +332,7 @@ static void print_shader_log(GLuint obj)
GLint info_len = 0;
GLint max_len;
pglGetShaderiv(obj, GL_INFO_LOG_LENGTH, &max_len);
glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &max_len);
if (max_len == 0)
return;
@ -403,7 +341,7 @@ static void print_shader_log(GLuint obj)
if (!info_log)
return;
pglGetShaderInfoLog(obj, max_len, &info_len, info_log);
glGetShaderInfoLog(obj, max_len, &info_len, info_log);
if (info_len > 0)
RARCH_LOG("Shader log: %s\n", info_log);
@ -416,7 +354,7 @@ static void print_linker_log(GLuint obj)
GLint info_len = 0;
GLint max_len;
pglGetProgramiv(obj, GL_INFO_LOG_LENGTH, &max_len);
glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &max_len);
if (max_len == 0)
return;
@ -425,7 +363,7 @@ static void print_linker_log(GLuint obj)
if (!info_log)
return;
pglGetProgramInfoLog(obj, max_len, &info_len, info_log);
glGetProgramInfoLog(obj, max_len, &info_len, info_log);
if (info_len > 0)
RARCH_LOG("Linker log: %s\n", info_log);
@ -453,11 +391,11 @@ static bool compile_shader(GLuint shader, const char *define, const char *progra
}
const char *source[] = { version, define, program };
pglShaderSource(shader, ARRAY_SIZE(source), source, NULL);
pglCompileShader(shader);
glShaderSource(shader, ARRAY_SIZE(source), source, NULL);
glCompileShader(shader);
GLint status;
pglGetShaderiv(shader, GL_COMPILE_STATUS, &status);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
print_shader_log(shader);
return status == GL_TRUE;
@ -465,15 +403,15 @@ static bool compile_shader(GLuint shader, const char *define, const char *progra
static bool link_program(GLuint prog)
{
pglLinkProgram(prog);
glLinkProgram(prog);
GLint status;
pglGetProgramiv(prog, GL_LINK_STATUS, &status);
glGetProgramiv(prog, GL_LINK_STATUS, &status);
print_linker_log(prog);
if (status == GL_TRUE)
{
pglUseProgram(prog);
glUseProgram(prog);
return true;
}
else
@ -482,34 +420,34 @@ static bool link_program(GLuint prog)
static GLuint compile_program(const char *vertex, const char *fragment, unsigned i)
{
GLuint prog = pglCreateProgram();
GLuint prog = glCreateProgram();
if (!prog)
return 0;
if (vertex)
{
RARCH_LOG("Found GLSL vertex shader.\n");
GLuint shader = pglCreateShader(GL_VERTEX_SHADER);
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
if (!compile_shader(shader, "#define VERTEX\n", vertex))
{
RARCH_ERR("Failed to compile vertex shader #%u\n", i);
return false;
}
pglAttachShader(prog, shader);
glAttachShader(prog, shader);
}
if (fragment)
{
RARCH_LOG("Found GLSL fragment shader.\n");
GLuint shader = pglCreateShader(GL_FRAGMENT_SHADER);
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
if (!compile_shader(shader, "#define FRAGMENT\n", fragment))
{
RARCH_ERR("Failed to compile fragment shader #%u\n", i);
return false;
}
pglAttachShader(prog, shader);
glAttachShader(prog, shader);
}
if (vertex || fragment)
@ -521,10 +459,10 @@ static GLuint compile_program(const char *vertex, const char *fragment, unsigned
return 0;
}
pglUseProgram(prog);
glUseProgram(prog);
GLint location = get_uniform(prog, "Texture");
pglUniform1i(location, 0);
pglUseProgram(0);
glUniform1i(location, 0);
glUseProgram(0);
}
return prog;
@ -573,7 +511,7 @@ static bool compile_programs(GLuint *gl_prog)
static void gl_glsl_reset_attrib(void)
{
for (unsigned i = 0; i < gl_attrib_index; i++)
pglDisableVertexAttribArray(gl_attribs[i]);
glDisableVertexAttribArray(gl_attribs[i]);
gl_attrib_index = 0;
}
@ -583,7 +521,7 @@ static void gl_glsl_set_vbo(GLfloat *buffer, size_t *buffer_elems, const GLfloat
{
//RARCH_LOG("[GL]: VBO updated with %u elems.\n", (unsigned)elems);
memcpy(buffer, data, elems * sizeof(GLfloat));
pglBufferData(GL_ARRAY_BUFFER, elems * sizeof(GLfloat), data, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, elems * sizeof(GLfloat), data, GL_STATIC_DRAW);
*buffer_elems = elems;
}
}
@ -591,21 +529,21 @@ static void gl_glsl_set_vbo(GLfloat *buffer, size_t *buffer_elems, const GLfloat
static void gl_glsl_set_attribs(GLuint vbo, GLfloat *buffer, size_t *buffer_elems,
const GLfloat *data, size_t elems, const struct glsl_attrib *attrs, size_t num_attrs)
{
pglBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
gl_glsl_set_vbo(buffer, buffer_elems, data, elems);
for (size_t i = 0; i < num_attrs; i++)
{
GLint loc = attrs[i].loc;
pglEnableVertexAttribArray(loc);
glEnableVertexAttribArray(loc);
gl_attribs[gl_attrib_index++] = loc;
pglVertexAttribPointer(loc, attrs[i].size, GL_FLOAT, GL_FALSE, 0,
glVertexAttribPointer(loc, attrs[i].size, GL_FLOAT, GL_FALSE, 0,
(const GLvoid*)(uintptr_t)attrs[i].offset);
}
pglBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
static void find_uniforms_frame(GLuint prog, struct shader_uniforms_frame *frame, const char *base)
@ -628,7 +566,7 @@ static void find_uniforms_frame(GLuint prog, struct shader_uniforms_frame *frame
static void find_uniforms(GLuint prog, struct shader_uniforms *uni)
{
pglUseProgram(prog);
glUseProgram(prog);
uni->mvp = get_uniform(prog, "MVPMatrix");
uni->tex_coord = get_attrib(prog, "TexCoord");
@ -644,7 +582,7 @@ static void find_uniforms(GLuint prog, struct shader_uniforms *uni)
uni->frame_direction = get_uniform(prog, "FrameDirection");
for (unsigned i = 0; i < glsl_shader->luts; i++)
uni->lut_texture[i] = pglGetUniformLocation(prog, glsl_shader->lut[i].id);
uni->lut_texture[i] = glGetUniformLocation(prog, glsl_shader->lut[i].id);
find_uniforms_frame(prog, &uni->orig, "Orig");
@ -662,7 +600,7 @@ static void find_uniforms(GLuint prog, struct shader_uniforms *uni)
find_uniforms_frame(prog, &uni->prev[i], frame_base);
}
pglUseProgram(0);
glUseProgram(0);
}
static void gl_glsl_delete_shader(GLuint prog)
@ -670,22 +608,14 @@ static void gl_glsl_delete_shader(GLuint prog)
GLsizei count;
GLuint shaders[2] = {0};
pglGetAttachedShaders(prog, 2, &count, shaders);
glGetAttachedShaders(prog, 2, &count, shaders);
for (GLsizei i = 0; i < count; i++)
{
pglDetachShader(prog, shaders[i]);
pglDeleteShader(shaders[i]);
glDetachShader(prog, shaders[i]);
glDeleteShader(shaders[i]);
}
pglDeleteProgram(prog);
}
// Platforms with broken get_proc_address.
// Assume functions are available without proc_address.
#undef LOAD_GL_SYM
#define LOAD_GL_SYM(SYM) if (!pgl##SYM) { \
gfx_ctx_proc_t sym = glsl_get_proc_address("gl" #SYM); \
memcpy(&(pgl##SYM), &sym, sizeof(sym)); \
glDeleteProgram(prog);
}
static void gl_glsl_free_shader(void)
@ -706,7 +636,7 @@ static void gl_glsl_free_shader(void)
static void gl_glsl_deinit(void)
{
pglUseProgram(0);
glUseProgram(0);
for (unsigned i = 0; i < GFX_MAX_SHADERS; i++)
{
if (gl_program[i] == 0 || (i && gl_program[i] == gl_program[0]))
@ -733,57 +663,26 @@ static void gl_glsl_deinit(void)
for (unsigned i = 0; i < GFX_MAX_SHADERS; i++)
{
if (glsl_vbo[i].vbo_primary)
pglDeleteBuffers(1, &glsl_vbo[i].vbo_primary);
glDeleteBuffers(1, &glsl_vbo[i].vbo_primary);
if (glsl_vbo[i].vbo_secondary)
pglDeleteBuffers(1, &glsl_vbo[i].vbo_secondary);
glDeleteBuffers(1, &glsl_vbo[i].vbo_secondary);
}
memset(&glsl_vbo, 0, sizeof(glsl_vbo));
}
static bool gl_glsl_init(const char *path)
{
#if !defined(HAVE_OPENGLES2) && !defined(HAVE_OPENGL_MODERN) && !defined(__APPLE__)
// Load shader functions.
LOAD_GL_SYM(CreateProgram);
LOAD_GL_SYM(UseProgram);
LOAD_GL_SYM(CreateShader);
LOAD_GL_SYM(DeleteShader);
LOAD_GL_SYM(ShaderSource);
LOAD_GL_SYM(CompileShader);
LOAD_GL_SYM(AttachShader);
LOAD_GL_SYM(DetachShader);
LOAD_GL_SYM(LinkProgram);
LOAD_GL_SYM(GetUniformLocation);
LOAD_GL_SYM(Uniform1i);
LOAD_GL_SYM(Uniform1f);
LOAD_GL_SYM(Uniform2fv);
LOAD_GL_SYM(Uniform4fv);
LOAD_GL_SYM(UniformMatrix4fv);
LOAD_GL_SYM(GetShaderiv);
LOAD_GL_SYM(GetShaderInfoLog);
LOAD_GL_SYM(GetProgramiv);
LOAD_GL_SYM(GetProgramInfoLog);
LOAD_GL_SYM(DeleteProgram);
LOAD_GL_SYM(GetAttachedShaders);
LOAD_GL_SYM(GetAttribLocation);
LOAD_GL_SYM(EnableVertexAttribArray);
LOAD_GL_SYM(DisableVertexAttribArray);
LOAD_GL_SYM(VertexAttribPointer);
LOAD_GL_SYM(GenBuffers);
LOAD_GL_SYM(BufferData);
LOAD_GL_SYM(DeleteBuffers);
LOAD_GL_SYM(BindBuffer);
#ifndef HAVE_OPENGLES2
RARCH_LOG("Checking GLSL shader support ...\n");
bool shader_support = pglCreateProgram && pglUseProgram && pglCreateShader
&& pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader
&& pglDetachShader && pglLinkProgram && pglGetUniformLocation
&& pglUniform1i && pglUniform1f && pglUniform2fv && pglUniform4fv && pglUniformMatrix4fv
&& pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog
&& pglDeleteProgram && pglGetAttachedShaders
&& pglGetAttribLocation && pglEnableVertexAttribArray && pglDisableVertexAttribArray
&& pglVertexAttribPointer
&& pglGenBuffers && pglBufferData && pglDeleteBuffers && pglBindBuffer;
bool shader_support = glCreateProgram && glUseProgram && glCreateShader
&& glDeleteShader && glShaderSource && glCompileShader && glAttachShader
&& glDetachShader && glLinkProgram && glGetUniformLocation
&& glUniform1i && glUniform1f && glUniform2fv && glUniform4fv && glUniformMatrix4fv
&& glGetShaderiv && glGetShaderInfoLog && glGetProgramiv && glGetProgramInfoLog
&& glDeleteProgram && glGetAttachedShaders
&& glGetAttribLocation && glEnableVertexAttribArray && glDisableVertexAttribArray
&& glVertexAttribPointer
&& glGenBuffers && glBufferData && glDeleteBuffers && glBindBuffer;
if (!shader_support)
{
@ -919,8 +818,8 @@ static bool gl_glsl_init(const char *path)
for (unsigned i = 0; i < GFX_MAX_SHADERS; i++)
{
pglGenBuffers(1, &glsl_vbo[i].vbo_primary);
pglGenBuffers(1, &glsl_vbo[i].vbo_secondary);
glGenBuffers(1, &glsl_vbo[i].vbo_primary);
glGenBuffers(1, &glsl_vbo[i].vbo_secondary);
}
return true;
@ -961,33 +860,33 @@ static void gl_glsl_set_params(unsigned width, unsigned height,
float texture_size[2] = {(float)tex_width, (float)tex_height};
if (uni->input_size >= 0)
pglUniform2fv(uni->input_size, 1, input_size);
glUniform2fv(uni->input_size, 1, input_size);
if (uni->output_size >= 0)
pglUniform2fv(uni->output_size, 1, output_size);
glUniform2fv(uni->output_size, 1, output_size);
if (uni->texture_size >= 0)
pglUniform2fv(uni->texture_size, 1, texture_size);
glUniform2fv(uni->texture_size, 1, texture_size);
if (uni->frame_count >= 0 && active_index)
{
unsigned modulo = glsl_shader->pass[active_index - 1].frame_count_mod;
if (modulo)
frame_count %= modulo;
pglUniform1i(uni->frame_count, frame_count);
glUniform1i(uni->frame_count, frame_count);
}
if (uni->frame_direction >= 0)
pglUniform1i(uni->frame_direction, g_extern.frame_is_reverse ? -1 : 1);
glUniform1i(uni->frame_direction, g_extern.frame_is_reverse ? -1 : 1);
for (unsigned i = 0; i < glsl_shader->luts; i++)
{
if (uni->lut_texture[i] >= 0)
{
// Have to rebind as HW render could override this.
pglActiveTexture(GL_TEXTURE0 + i + 1);
glActiveTexture(GL_TEXTURE0 + i + 1);
glBindTexture(GL_TEXTURE_2D, gl_teximage[i]);
pglUniform1i(uni->lut_texture[i], i + 1);
glUniform1i(uni->lut_texture[i], i + 1);
}
}
@ -999,18 +898,18 @@ static void gl_glsl_set_params(unsigned width, unsigned height,
if (uni->orig.texture >= 0)
{
// Bind original texture.
pglActiveTexture(GL_TEXTURE0 + texunit);
pglUniform1i(uni->orig.texture, texunit);
glActiveTexture(GL_TEXTURE0 + texunit);
glUniform1i(uni->orig.texture, texunit);
glBindTexture(GL_TEXTURE_2D, info->tex);
}
texunit++;
if (uni->orig.texture_size >= 0)
pglUniform2fv(uni->orig.texture_size, 1, info->tex_size);
glUniform2fv(uni->orig.texture_size, 1, info->tex_size);
if (uni->orig.input_size >= 0)
pglUniform2fv(uni->orig.input_size, 1, info->input_size);
glUniform2fv(uni->orig.input_size, 1, info->input_size);
// Pass texture coordinates.
if (uni->orig.tex_coord >= 0)
@ -1028,7 +927,7 @@ static void gl_glsl_set_params(unsigned width, unsigned height,
// Bind new texture in the chain.
if (fbo_info_cnt > 0)
{
pglActiveTexture(GL_TEXTURE0 + texunit + fbo_info_cnt - 1);
glActiveTexture(GL_TEXTURE0 + texunit + fbo_info_cnt - 1);
glBindTexture(GL_TEXTURE_2D, fbo_info[fbo_info_cnt - 1].tex);
}
@ -1036,15 +935,15 @@ static void gl_glsl_set_params(unsigned width, unsigned height,
for (unsigned i = 0; i < fbo_info_cnt; i++)
{
if (uni->pass[i].texture)
pglUniform1i(uni->pass[i].texture, texunit);
glUniform1i(uni->pass[i].texture, texunit);
texunit++;
if (uni->pass[i].texture_size >= 0)
pglUniform2fv(uni->pass[i].texture_size, 1, fbo_info[i].tex_size);
glUniform2fv(uni->pass[i].texture_size, 1, fbo_info[i].tex_size);
if (uni->pass[i].input_size >= 0)
pglUniform2fv(uni->pass[i].input_size, 1, fbo_info[i].input_size);
glUniform2fv(uni->pass[i].input_size, 1, fbo_info[i].input_size);
if (uni->pass[i].tex_coord >= 0)
{
@ -1063,7 +962,7 @@ static void gl_glsl_set_params(unsigned width, unsigned height,
{
// First pass, so unbind everything to avoid collitions.
// Unbind ORIG.
pglActiveTexture(GL_TEXTURE0 + texunit);
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, 0);
GLuint base_tex = texunit + 1;
@ -1072,7 +971,7 @@ static void gl_glsl_set_params(unsigned width, unsigned height,
// sounds very shaky ... ;)
for (unsigned i = 0; i < glsl_shader->passes; i++)
{
pglActiveTexture(GL_TEXTURE0 + base_tex + i);
glActiveTexture(GL_TEXTURE0 + base_tex + i);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
@ -1082,18 +981,18 @@ static void gl_glsl_set_params(unsigned width, unsigned height,
{
if (uni->prev[i].texture >= 0)
{
pglActiveTexture(GL_TEXTURE0 + texunit);
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, prev_info[i].tex);
pglUniform1i(uni->prev[i].texture, texunit++);
glUniform1i(uni->prev[i].texture, texunit++);
}
texunit++;
if (uni->prev[i].texture_size >= 0)
pglUniform2fv(uni->prev[i].texture_size, 1, prev_info[i].tex_size);
glUniform2fv(uni->prev[i].texture_size, 1, prev_info[i].tex_size);
if (uni->prev[i].input_size >= 0)
pglUniform2fv(uni->prev[i].input_size, 1, prev_info[i].input_size);
glUniform2fv(uni->prev[i].input_size, 1, prev_info[i].input_size);
// Pass texture coordinates.
if (uni->prev[i].tex_coord >= 0)
@ -1117,7 +1016,7 @@ static void gl_glsl_set_params(unsigned width, unsigned height,
buffer, size, attribs, attribs_size);
}
pglActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
if (gl_state_tracker)
{
@ -1129,8 +1028,8 @@ static void gl_glsl_set_params(unsigned width, unsigned height,
for (unsigned i = 0; i < cnt; i++)
{
int location = pglGetUniformLocation(gl_program[active_index], info[i].id);
pglUniform1f(location, info[i].value);
int location = glGetUniformLocation(gl_program[active_index], info[i].id);
glUniform1f(location, info[i].value);
}
}
}
@ -1142,7 +1041,7 @@ static bool gl_glsl_set_mvp(const math_matrix *mat)
int loc = gl_uniforms[active_index].mvp;
if (loc >= 0)
pglUniformMatrix4fv(loc, 1, GL_FALSE, mat->data);
glUniformMatrix4fv(loc, 1, GL_FALSE, mat->data);
return true;
}
@ -1227,7 +1126,7 @@ static void gl_glsl_use(unsigned index)
gl_glsl_reset_attrib();
active_index = index;
pglUseProgram(gl_program[index]);
glUseProgram(gl_program[index]);
}
}

View File

@ -135,7 +135,7 @@ check_lib COREAUDIO "-framework AudioUnit" AudioUnitInitialize
check_pkgconf SDL sdl 1.2.10
if [ "$HAVE_OPENGL" != 'no' ]; then
if [ "$HAVE_OPENGL" != 'no' ] && [ "$HAVE_GLES" != 'yes' ]; then
if [ "$OS" = 'Darwin' ]; then
check_lib CG "-framework Cg" cgCreateContext
else
@ -143,7 +143,7 @@ if [ "$HAVE_OPENGL" != 'no' ]; then
check_lib_cxx CG -lCg cgCreateContext
fi
else
echo "Ignoring Cg. OpenGL is not enabled."
echo "Ignoring Cg. Desktop OpenGL is not enabled."
HAVE_CG='no'
fi