/* RetroArch - A frontend for libretro. * Copyright (C) 2019 - Hans-Kristian Arntzen * * 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. * * 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. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ /* Modern OpenGL driver. * * Minimum version (desktop): OpenGL 3.2+ * Minimum version (mobile) : OpenGLES 3.0+ */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "../common/gl_core_common.h" #include #include #include #include #include #include "../../configuration.h" #include "../../dynamic.h" #include "../../managers/state_manager.h" #include "../../retroarch.h" #include "../../verbosity.h" #ifdef HAVE_THREADS #include "../video_thread_wrapper.h" #endif #include "../font_driver.h" #ifdef HAVE_MENU #include "../../menu/menu_driver.h" #endif #ifdef HAVE_GFX_WIDGETS #include "../gfx_widgets.h" #endif static const struct video_ortho gl_core_default_ortho = {0, 1, 0, 1, -1, 1}; void gl_core_build_default_matrix(float *data) { data[0] = 2.0f; data[1] = 0.0f; data[2] = 0.0f; data[3] = 0.0f; data[4] = 0.0f; data[5] = 2.0f; data[6] = 0.0f; data[7] = 0.0f; data[8] = 0.0f; data[9] = 0.0f; data[10] = 2.0f; data[11] = 0.0f; data[12] = -1.0f; data[13] = -1.0f; data[14] = 0.0f; data[15] = 1.0f; } void gl_core_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) { float mvp[16]; gl_core_build_default_matrix(mvp); 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 gl_core_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[] = { 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) { float mvp[16]; gl_core_build_default_matrix(mvp); 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 gl_core_deinit_fences(gl_core_t *gl) { unsigned i; for (i = 0; i < gl->fence_count; i++) { if (gl->fences[i]) glDeleteSync(gl->fences[i]); } gl->fence_count = 0; memset(gl->fences, 0, sizeof(gl->fences)); } static bool gl_core_init_pbo_readback(gl_core_t *gl) { unsigned i; struct scaler_ctx *scaler = NULL; glGenBuffers(GL_CORE_NUM_PBOS, gl->pbo_readback); for (i = 0; i < GL_CORE_NUM_PBOS; i++) { 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_READ); } glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); scaler = &gl->pbo_readback_scaler; scaler->in_width = gl->vp.width; scaler->in_height = gl->vp.height; scaler->out_width = gl->vp.width; scaler->out_height = gl->vp.height; scaler->in_stride = gl->vp.width * sizeof(uint32_t); scaler->out_stride = gl->vp.width * 3; scaler->in_fmt = SCALER_FMT_ABGR8888; scaler->out_fmt = SCALER_FMT_BGR24; scaler->scaler_type = SCALER_TYPE_POINT; if (!scaler_ctx_gen_filter(scaler)) { gl->pbo_readback_enable = false; RARCH_ERR("[GLCore]: Failed to initialize pixel conversion for PBO.\n"); glDeleteBuffers(4, gl->pbo_readback); memset(gl->pbo_readback, 0, sizeof(gl->pbo_readback)); return false; } return true; } static void gl_core_deinit_pbo_readback(gl_core_t *gl) { unsigned i; for (i = 0; i < GL_CORE_NUM_PBOS; i++) if (gl->pbo_readback[i] != 0) glDeleteBuffers(1, &gl->pbo_readback[i]); memset(gl->pbo_readback, 0, sizeof(gl->pbo_readback)); scaler_ctx_gen_reset(&gl->pbo_readback_scaler); } static void gl_core_slow_readback(gl_core_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 gl_core_pbo_async_readback(gl_core_t *gl) { glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index++]); glPixelStorei(GL_PACK_ALIGNMENT, 4); glPixelStorei(GL_PACK_ROW_LENGTH, 0); #ifndef HAVE_OPENGLES glReadBuffer(GL_BACK); #endif if (gl->pbo_readback_index >= GL_CORE_NUM_PBOS) gl->pbo_readback_index = 0; gl->pbo_readback_valid[gl->pbo_readback_index] = true; glReadPixels(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); } static void gl_core_fence_iterate(gl_core_t *gl, unsigned hard_sync_frames) { if (gl->fence_count < GL_CORE_NUM_FENCES) { /* * We need to do some work after the flip, or we risk fencing too early. * Do as little work as possible. */ glEnable(GL_SCISSOR_TEST); glScissor(0, 0, 1, 1); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); gl->fences[gl->fence_count++] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); } while (gl->fence_count > hard_sync_frames) { 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)); } } uint32_t gl_core_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 gl_core_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 gl_core_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 gl_core_bind_scratch_vbo(gl_core_t *gl, const void *data, size_t size) { if (!gl->scratch_vbos[gl->scratch_vbo_index]) glGenBuffers(1, &gl->scratch_vbos[gl->scratch_vbo_index]); glBindBuffer(GL_ARRAY_BUFFER, gl->scratch_vbos[gl->scratch_vbo_index]); glBufferData(GL_ARRAY_BUFFER, size, data, GL_STREAM_DRAW); gl->scratch_vbo_index++; if (gl->scratch_vbo_index >= GL_CORE_NUM_VBOS) gl->scratch_vbo_index = 0; } #ifdef HAVE_OVERLAY static void gl_core_free_overlay(gl_core_t *gl) { if (gl->overlay_tex) glDeleteTextures(gl->overlays, gl->overlay_tex); free(gl->overlay_tex); free(gl->overlay_vertex_coord); free(gl->overlay_tex_coord); free(gl->overlay_color_coord); gl->overlay_tex = NULL; gl->overlay_vertex_coord = NULL; gl->overlay_tex_coord = NULL; gl->overlay_color_coord = NULL; gl->overlays = 0; } static void gl_core_free_scratch_vbos(gl_core_t *gl) { unsigned i; for (i = 0; i < GL_CORE_NUM_VBOS; i++) if (gl->scratch_vbos[i]) glDeleteBuffers(1, &gl->scratch_vbos[i]); } static void gl_core_overlay_vertex_geom(void *data, unsigned image, float x, float y, float w, float h) { GLfloat *vertex = NULL; gl_core_t *gl = (gl_core_t*)data; if (!gl) return; if (image > gl->overlays) { RARCH_ERR("[GLCore]: Invalid overlay id: %u\n", image); return; } vertex = (GLfloat*)&gl->overlay_vertex_coord[image * 8]; /* Flipped, so we preserve top-down semantics. */ y = 1.0f - y; h = -h; vertex[0] = x; vertex[1] = y; vertex[2] = x + w; vertex[3] = y; vertex[4] = x; vertex[5] = y + h; vertex[6] = x + w; vertex[7] = y + h; } static void gl_core_overlay_tex_geom(void *data, unsigned image, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { GLfloat *tex = NULL; gl_core_t *gl = (gl_core_t*)data; if (!gl) return; tex = (GLfloat*)&gl->overlay_tex_coord[image * 8]; tex[0] = x; tex[1] = y; tex[2] = x + w; tex[3] = y; tex[4] = x; tex[5] = y + h; tex[6] = x + w; tex[7] = y + h; } static void gl_core_render_overlay(gl_core_t *gl, unsigned width, unsigned height) { unsigned i; glEnable(GL_BLEND); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); if (gl->overlay_full_screen) glViewport(0, 0, width, height); /* Ensure that we reset the attrib array. */ glUseProgram(gl->pipelines.alpha_blend); if (gl->pipelines.alpha_blend_loc.flat_ubo_vertex >= 0) glUniform4fv(gl->pipelines.alpha_blend_loc.flat_ubo_vertex, 4, gl->mvp_no_rot.data); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); gl_core_bind_scratch_vbo(gl, gl->overlay_vertex_coord, 8 * sizeof(float) * gl->overlays); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)(uintptr_t)0); gl_core_bind_scratch_vbo(gl, gl->overlay_tex_coord, 8 * sizeof(float) * gl->overlays); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)(uintptr_t)0); gl_core_bind_scratch_vbo(gl, gl->overlay_color_coord, 16 * sizeof(float) * gl->overlays); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)(uintptr_t)0); for (i = 0; i < gl->overlays; i++) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, gl->overlay_tex[i]); glDrawArrays(GL_TRIANGLE_STRIP, 4 * i, 4); } glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, 0); if (gl->overlay_full_screen) glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height); } #endif #define gl_core_context_bind_hw_render(gl, enable) \ if (gl->use_shared_context) \ gl->ctx_driver->bind_hw_render(gl->ctx_data, enable) static void gl_core_deinit_hw_render(gl_core_t *gl) { gl_core_context_bind_hw_render(gl, true); if (gl->hw_render_fbo) glDeleteFramebuffers(1, &gl->hw_render_fbo); if (gl->hw_render_rb_ds) glDeleteRenderbuffers(1, &gl->hw_render_rb_ds); if (gl->hw_render_texture) glDeleteTextures(1, &gl->hw_render_texture); gl->hw_render_fbo = 0; gl->hw_render_rb_ds = 0; gl->hw_render_texture = 0; gl_core_context_bind_hw_render(gl, false); gl->hw_render_enable = false; } static void gl_core_destroy_resources(gl_core_t *gl) { unsigned i; if (!gl) return; gl_core_context_bind_hw_render(gl, false); if (gl->filter_chain) gl_core_filter_chain_free(gl->filter_chain); gl->filter_chain = NULL; glBindVertexArray(0); if (gl->vao != 0) glDeleteVertexArrays(1, &gl->vao); for (i = 0; i < GL_CORE_NUM_TEXTURES; i++) { if (gl->textures[i].tex != 0) glDeleteTextures(1, &gl->textures[i].tex); } memset(gl->textures, 0, sizeof(gl->textures)); if (gl->menu_texture != 0) glDeleteTextures(1, &gl->menu_texture); if (gl->pipelines.alpha_blend) glDeleteProgram(gl->pipelines.alpha_blend); if (gl->pipelines.font) glDeleteProgram(gl->pipelines.font); if (gl->pipelines.ribbon) glDeleteProgram(gl->pipelines.ribbon); if (gl->pipelines.ribbon_simple) glDeleteProgram(gl->pipelines.ribbon_simple); if (gl->pipelines.snow_simple) glDeleteProgram(gl->pipelines.snow_simple); if (gl->pipelines.snow) glDeleteProgram(gl->pipelines.snow); if (gl->pipelines.bokeh) glDeleteProgram(gl->pipelines.bokeh); #ifdef HAVE_OVERLAY gl_core_free_overlay(gl); gl_core_free_scratch_vbos(gl); #endif gl_core_deinit_fences(gl); gl_core_deinit_pbo_readback(gl); gl_core_deinit_hw_render(gl); free(gl); } static bool gl_core_init_hw_render(gl_core_t *gl, unsigned width, unsigned height) { GLint max_fbo_size; GLint max_rb_size; GLenum status; struct retro_hw_render_callback *hwr = video_driver_get_hw_context(); gl_core_context_bind_hw_render(gl, true); RARCH_LOG("[GLCore]: Initializing HW render (%u x %u).\n", width, height); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_fbo_size); glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &max_rb_size); RARCH_LOG("[GLCore]: Max texture size: %d px, renderbuffer size: %d px.\n", max_fbo_size, max_rb_size); if (width > (unsigned)max_fbo_size) width = max_fbo_size; if (width > (unsigned)max_rb_size) width = max_rb_size; if (height > (unsigned)max_fbo_size) height = max_fbo_size; if (height > (unsigned)max_rb_size) height = max_rb_size; glGenFramebuffers(1, &gl->hw_render_fbo); glBindFramebuffer(GL_FRAMEBUFFER, gl->hw_render_fbo); glGenTextures(1, &gl->hw_render_texture); glBindTexture(GL_TEXTURE_2D, gl->hw_render_texture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->hw_render_texture, 0); gl->hw_render_rb_ds = 0; gl->hw_render_bottom_left = hwr->bottom_left_origin; if (hwr->depth) { glGenRenderbuffers(1, &gl->hw_render_rb_ds); glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_rb_ds); glRenderbufferStorage(GL_RENDERBUFFER, hwr->stencil ? GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT16, width, height); glBindRenderbuffer(GL_RENDERBUFFER, 0); if (hwr->stencil) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gl->hw_render_rb_ds); else glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gl->hw_render_rb_ds); } status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { RARCH_ERR("[GLCore]: Framebuffer is not complete.\n"); gl_core_context_bind_hw_render(gl, false); return false; } if (hwr->depth && hwr->stencil) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); else if (hwr->depth) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else glClear(GL_COLOR_BUFFER_BIT); gl->hw_render_enable = true; gl->hw_render_max_width = width; gl->hw_render_max_height = height; glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); gl_core_context_bind_hw_render(gl, false); return true; } static const gfx_ctx_driver_t *gl_core_get_context(gl_core_t *gl) { unsigned major; unsigned minor; enum gfx_ctx_api api; gfx_ctx_flags_t flags; const gfx_ctx_driver_t *gfx_ctx = NULL; void *ctx_data = NULL; settings_t *settings = config_get_ptr(); struct retro_hw_render_callback *hwr = video_driver_get_hw_context(); #ifdef HAVE_OPENGLES3 api = GFX_CTX_OPENGL_ES_API; major = 3; minor = 0; if (hwr && hwr->context_type == RETRO_HW_CONTEXT_OPENGLES_VERSION) { major = hwr->version_major; minor = hwr->version_minor; } #else api = GFX_CTX_OPENGL_API; if (hwr && hwr->context_type != RETRO_HW_CONTEXT_NONE) { major = hwr->version_major; minor = hwr->version_minor; gl_query_core_context_set(hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE); if (hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE) { flags.flags = 0; BIT32_SET(flags.flags, GFX_CTX_FLAGS_GL_CORE_CONTEXT); video_context_driver_set_flags(&flags); } } else { major = 3; minor = 2; gl_query_core_context_set(true); flags.flags = 0; BIT32_SET(flags.flags, GFX_CTX_FLAGS_GL_CORE_CONTEXT); video_context_driver_set_flags(&flags); } #endif /* Force shared context. */ if (hwr) gl->use_shared_context = hwr->context_type != RETRO_HW_CONTEXT_NONE; gfx_ctx = video_context_driver_init_first(gl, settings->arrays.video_context_driver, api, major, minor, gl->use_shared_context, &ctx_data); if (ctx_data) gl->ctx_data = ctx_data; /* Need to force here since video_context_driver_init also checks for global option. */ if (gfx_ctx->bind_hw_render) gfx_ctx->bind_hw_render(ctx_data, gl->use_shared_context); return gfx_ctx; } static void gl_core_set_projection(gl_core_t *gl, const struct video_ortho *ortho, bool allow_rotate) { math_matrix_4x4 rot; /* Calculate projection. */ matrix_4x4_ortho(gl->mvp_no_rot, ortho->left, ortho->right, ortho->bottom, ortho->top, ortho->znear, ortho->zfar); if (!allow_rotate) { gl->mvp = gl->mvp_no_rot; return; } matrix_4x4_rotate_z(rot, M_PI * gl->rotation / 180.0f); matrix_4x4_multiply(gl->mvp, rot, gl->mvp_no_rot); memcpy(gl->mvp_no_rot_yflip.data, gl->mvp_no_rot.data, sizeof(gl->mvp_no_rot.data)); MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 0) *= -1.0f; MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 1) *= -1.0f; MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 2) *= -1.0f; MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 3) *= -1.0f; memcpy(gl->mvp_yflip.data, gl->mvp.data, sizeof(gl->mvp.data)); MAT_ELEM_4X4(gl->mvp_yflip, 1, 0) *= -1.0f; MAT_ELEM_4X4(gl->mvp_yflip, 1, 1) *= -1.0f; MAT_ELEM_4X4(gl->mvp_yflip, 1, 2) *= -1.0f; MAT_ELEM_4X4(gl->mvp_yflip, 1, 3) *= -1.0f; } static void gl_core_set_viewport(gl_core_t *gl, unsigned viewport_width, unsigned viewport_height, bool force_full, bool allow_rotate) { gfx_ctx_aspect_t aspect_data; unsigned height = gl->video_height; int x = 0; int y = 0; settings_t *settings = config_get_ptr(); float device_aspect = (float)viewport_width / viewport_height; bool video_scale_integer = settings->bools.video_scale_integer; unsigned video_aspect_ratio_idx = settings->uints.video_aspect_ratio_idx; aspect_data.aspect = &device_aspect; aspect_data.width = viewport_width; aspect_data.height = viewport_height; video_context_driver_translate_aspect(&aspect_data); if (video_scale_integer && !force_full) { video_viewport_get_scaled_integer(&gl->vp, viewport_width, viewport_height, video_driver_get_aspect_ratio(), gl->keep_aspect); viewport_width = gl->vp.width; viewport_height = gl->vp.height; } else if (gl->keep_aspect && !force_full) { float desired_aspect = video_driver_get_aspect_ratio(); #if defined(HAVE_MENU) if (video_aspect_ratio_idx == ASPECT_RATIO_CUSTOM) { const struct video_viewport *custom = video_viewport_get_custom(); /* GL has bottom-left origin viewport. */ x = custom->x; y = height - custom->y - custom->height; viewport_width = custom->width; viewport_height = custom->height; } else #endif { float delta; if (fabsf(device_aspect - desired_aspect) < 0.0001f) { /* If the aspect ratios of screen and desired aspect * ratio are sufficiently equal (floating point stuff), * assume they are actually equal. */ } else if (device_aspect > desired_aspect) { delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f; x = (int)roundf(viewport_width * (0.5f - delta)); viewport_width = (unsigned)roundf(2.0f * viewport_width * delta); } else { delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f; y = (int)roundf(viewport_height * (0.5f - delta)); viewport_height = (unsigned)roundf(2.0f * viewport_height * delta); } } gl->vp.x = x; gl->vp.y = y; gl->vp.width = viewport_width; gl->vp.height = viewport_height; } else { gl->vp.x = gl->vp.y = 0; gl->vp.width = viewport_width; gl->vp.height = viewport_height; } #if defined(RARCH_MOBILE) /* In portrait mode, we want viewport to gravitate to top of screen. */ if (device_aspect < 1.0f) gl->vp.y *= 2; #endif glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height); gl_core_set_projection(gl, &gl_core_default_ortho, allow_rotate); /* Set last backbuffer viewport. */ if (!force_full) { gl->vp_out_width = viewport_width; gl->vp_out_height = viewport_height; } gl->filter_chain_vp.x = gl->vp.x; gl->filter_chain_vp.y = gl->vp.y; gl->filter_chain_vp.width = gl->vp.width; gl->filter_chain_vp.height = gl->vp.height; #if 0 RARCH_LOG("Setting viewport @ %ux%u\n", viewport_width, viewport_height); #endif } static bool gl_core_init_pipelines(gl_core_t *gl) { static const uint32_t alpha_blend_vert[] = #include "vulkan_shaders/alpha_blend.vert.inc" ; static const uint32_t alpha_blend_frag[] = #include "vulkan_shaders/alpha_blend.frag.inc" ; static const uint32_t font_frag[] = #include "vulkan_shaders/font.frag.inc" ; static const uint32_t pipeline_ribbon_vert[] = #include "vulkan_shaders/pipeline_ribbon.vert.inc" ; static const uint32_t pipeline_ribbon_frag[] = #include "vulkan_shaders/pipeline_ribbon.frag.inc" ; static const uint32_t pipeline_ribbon_simple_vert[] = #include "vulkan_shaders/pipeline_ribbon_simple.vert.inc" ; static const uint32_t pipeline_ribbon_simple_frag[] = #include "vulkan_shaders/pipeline_ribbon_simple.frag.inc" ; static const uint32_t pipeline_snow_simple_frag[] = #include "vulkan_shaders/pipeline_snow_simple.frag.inc" ; static const uint32_t pipeline_snow_frag[] = #include "vulkan_shaders/pipeline_snow.frag.inc" ; static const uint32_t pipeline_bokeh_frag[] = #include "vulkan_shaders/pipeline_bokeh.frag.inc" ; gl->pipelines.alpha_blend = gl_core_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert), alpha_blend_frag, sizeof(alpha_blend_frag), &gl->pipelines.alpha_blend_loc, true); if (!gl->pipelines.alpha_blend) return false; gl->pipelines.font = gl_core_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert), font_frag, sizeof(font_frag), &gl->pipelines.font_loc, true); if (!gl->pipelines.font) return false; gl->pipelines.ribbon_simple = gl_core_cross_compile_program(pipeline_ribbon_simple_vert, sizeof(pipeline_ribbon_simple_vert), pipeline_ribbon_simple_frag, sizeof(pipeline_ribbon_simple_frag), &gl->pipelines.ribbon_simple_loc, true); if (!gl->pipelines.ribbon_simple) return false; gl->pipelines.ribbon = gl_core_cross_compile_program(pipeline_ribbon_vert, sizeof(pipeline_ribbon_vert), pipeline_ribbon_frag, sizeof(pipeline_ribbon_frag), &gl->pipelines.ribbon_loc, true); if (!gl->pipelines.ribbon) return false; gl->pipelines.bokeh = gl_core_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert), pipeline_bokeh_frag, sizeof(pipeline_bokeh_frag), &gl->pipelines.bokeh_loc, true); if (!gl->pipelines.bokeh) return false; gl->pipelines.snow_simple = gl_core_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert), pipeline_snow_simple_frag, sizeof(pipeline_snow_simple_frag), &gl->pipelines.snow_simple_loc, true); if (!gl->pipelines.snow_simple) return false; gl->pipelines.snow = gl_core_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert), pipeline_snow_frag, sizeof(pipeline_snow_frag), &gl->pipelines.snow_loc, true); if (!gl->pipelines.snow) return false; return true; } static bool gl_core_init_default_filter_chain(gl_core_t *gl) { if (!gl->ctx_driver) return false; gl->filter_chain = gl_core_filter_chain_create_default( gl->video_info.smooth ? GL_CORE_FILTER_CHAIN_LINEAR : GL_CORE_FILTER_CHAIN_NEAREST); if (!gl->filter_chain) { RARCH_ERR("Failed to create filter chain.\n"); return false; } return true; } static bool gl_core_init_filter_chain_preset(gl_core_t *gl, const char *shader_path) { gl->filter_chain = gl_core_filter_chain_create_from_preset( shader_path, gl->video_info.smooth ? GL_CORE_FILTER_CHAIN_LINEAR : GL_CORE_FILTER_CHAIN_NEAREST); if (!gl->filter_chain) { RARCH_ERR("[GLCore]: Failed to create preset: \"%s\".\n", shader_path); return false; } return true; } static bool gl_core_init_filter_chain(gl_core_t *gl) { const char *shader_path = retroarch_get_shader_preset(); enum rarch_shader_type type = video_shader_parse_type(shader_path); if (string_is_empty(shader_path)) { RARCH_LOG("[GLCore]: Loading stock shader.\n"); return gl_core_init_default_filter_chain(gl); } if (type != RARCH_SHADER_SLANG) { RARCH_WARN("[GLCore]: Only Slang shaders are supported, falling back to stock.\n"); return gl_core_init_default_filter_chain(gl); } if (!gl_core_init_filter_chain_preset(gl, shader_path)) gl_core_init_default_filter_chain(gl); return true; } #ifdef GL_DEBUG #ifdef HAVE_OPENGLES3 #define DEBUG_CALLBACK_TYPE GL_APIENTRY #define GL_DEBUG_SOURCE_API GL_DEBUG_SOURCE_API_KHR #define GL_DEBUG_SOURCE_WINDOW_SYSTEM GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR #define GL_DEBUG_SOURCE_SHADER_COMPILER GL_DEBUG_SOURCE_SHADER_COMPILER_KHR #define GL_DEBUG_SOURCE_THIRD_PARTY GL_DEBUG_SOURCE_THIRD_PARTY_KHR #define GL_DEBUG_SOURCE_APPLICATION GL_DEBUG_SOURCE_APPLICATION_KHR #define GL_DEBUG_SOURCE_OTHER GL_DEBUG_SOURCE_OTHER_KHR #define GL_DEBUG_TYPE_ERROR GL_DEBUG_TYPE_ERROR_KHR #define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR #define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR #define GL_DEBUG_TYPE_PORTABILITY GL_DEBUG_TYPE_PORTABILITY_KHR #define GL_DEBUG_TYPE_PERFORMANCE GL_DEBUG_TYPE_PERFORMANCE_KHR #define GL_DEBUG_TYPE_MARKER GL_DEBUG_TYPE_MARKER_KHR #define GL_DEBUG_TYPE_PUSH_GROUP GL_DEBUG_TYPE_PUSH_GROUP_KHR #define GL_DEBUG_TYPE_POP_GROUP GL_DEBUG_TYPE_POP_GROUP_KHR #define GL_DEBUG_TYPE_OTHER GL_DEBUG_TYPE_OTHER_KHR #define GL_DEBUG_SEVERITY_HIGH GL_DEBUG_SEVERITY_HIGH_KHR #define GL_DEBUG_SEVERITY_MEDIUM GL_DEBUG_SEVERITY_MEDIUM_KHR #define GL_DEBUG_SEVERITY_LOW GL_DEBUG_SEVERITY_LOW_KHR #else #define DEBUG_CALLBACK_TYPE APIENTRY #endif static void DEBUG_CALLBACK_TYPE gl_core_debug_cb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, void *userParam) { const char *src = NULL; const char *typestr = NULL; gl_core_t *gl = (gl_core_t*)userParam; /* Useful for debugger. */ (void)gl; (void)id; (void)length; switch (source) { case GL_DEBUG_SOURCE_API: src = "API"; break; case GL_DEBUG_SOURCE_WINDOW_SYSTEM: src = "Window system"; break; case GL_DEBUG_SOURCE_SHADER_COMPILER: src = "Shader compiler"; break; case GL_DEBUG_SOURCE_THIRD_PARTY: src = "3rd party"; break; case GL_DEBUG_SOURCE_APPLICATION: src = "Application"; break; case GL_DEBUG_SOURCE_OTHER: src = "Other"; break; default: src = "Unknown"; break; } switch (type) { case GL_DEBUG_TYPE_ERROR: typestr = "Error"; break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: typestr = "Deprecated behavior"; break; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: typestr = "Undefined behavior"; break; case GL_DEBUG_TYPE_PORTABILITY: typestr = "Portability"; break; case GL_DEBUG_TYPE_PERFORMANCE: typestr = "Performance"; break; case GL_DEBUG_TYPE_MARKER: typestr = "Marker"; break; case GL_DEBUG_TYPE_PUSH_GROUP: typestr = "Push group"; break; case GL_DEBUG_TYPE_POP_GROUP: typestr = "Pop group"; break; case GL_DEBUG_TYPE_OTHER: typestr = "Other"; break; default: typestr = "Unknown"; break; } switch (severity) { case GL_DEBUG_SEVERITY_HIGH: RARCH_ERR("[GL debug (High, %s, %s)]: %s\n", src, typestr, message); break; case GL_DEBUG_SEVERITY_MEDIUM: RARCH_WARN("[GL debug (Medium, %s, %s)]: %s\n", src, typestr, message); break; case GL_DEBUG_SEVERITY_LOW: RARCH_LOG("[GL debug (Low, %s, %s)]: %s\n", src, typestr, message); break; } } static void gl_core_begin_debug(gl_core_t *gl) { if (gl_check_capability(GL_CAPS_DEBUG)) { #ifdef HAVE_OPENGLES3 glDebugMessageCallbackKHR(gl_core_debug_cb, gl); glDebugMessageControlKHR(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR); glEnable(GL_DEBUG_OUTPUT_KHR); #else glDebugMessageCallback(gl_core_debug_cb, gl); glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glEnable(GL_DEBUG_OUTPUT); #endif } else RARCH_ERR("[GLCore]: Neither GL_KHR_debug nor GL_ARB_debug_output are implemented. Cannot start GL debugging.\n"); } #endif static void gl_core_set_viewport_wrapper(void *data, unsigned viewport_width, unsigned viewport_height, bool force_full, bool allow_rotate) { gl_core_t *gl = (gl_core_t*)data; gl_core_set_viewport(gl, viewport_width, viewport_height, force_full, allow_rotate); } static void *gl_core_init(const video_info_t *video, input_driver_t **input, void **input_data) { gfx_ctx_mode_t mode; gfx_ctx_input_t inp; unsigned full_x, full_y; settings_t *settings = config_get_ptr(); bool video_gpu_record = settings->bools.video_gpu_record; int interval = 0; unsigned win_width = 0; unsigned win_height = 0; unsigned temp_width = 0; unsigned temp_height = 0; const char *vendor = NULL; const char *renderer = NULL; const char *version = NULL; char *error_string = NULL; gl_core_t *gl = (gl_core_t*)calloc(1, sizeof(gl_core_t)); const gfx_ctx_driver_t *ctx_driver = gl_core_get_context(gl); struct retro_hw_render_callback *hwr = video_driver_get_hw_context(); if (!gl || !ctx_driver) goto error; video_context_driver_set(ctx_driver); gl->ctx_driver = ctx_driver; gl->video_info = *video; RARCH_LOG("[GLCore]: Found GL context: %s\n", ctx_driver->ident); video_context_driver_get_video_size(&mode); full_x = mode.width; full_y = mode.height; mode.width = 0; mode.height = 0; interval = 0; RARCH_LOG("[GLCore]: Detecting screen resolution %ux%u.\n", full_x, full_y); if (video->vsync) interval = video->swap_interval; if (gl->ctx_driver->swap_interval) { bool adaptive_vsync_enabled = video_driver_test_all_flags( GFX_CTX_FLAGS_ADAPTIVE_VSYNC) && video->adaptive_vsync; if (adaptive_vsync_enabled && interval == 1) interval = -1; gl->ctx_driver->swap_interval(gl->ctx_data, interval); } win_width = video->width; win_height = video->height; if (video->fullscreen && (win_width == 0) && (win_height == 0)) { win_width = full_x; win_height = full_y; } mode.width = win_width; mode.height = win_height; mode.fullscreen = video->fullscreen; if (!video_context_driver_set_video_mode(&mode)) goto error; gl_core_context_bind_hw_render(gl, false); rglgen_resolve_symbols(ctx_driver->get_proc_address); if (hwr && hwr->context_type != RETRO_HW_CONTEXT_NONE) gl_core_init_hw_render(gl, RARCH_SCALE_BASE * video->input_scale, RARCH_SCALE_BASE * video->input_scale); #ifdef GL_DEBUG gl_core_begin_debug(gl); if (gl->hw_render_enable) { gl_core_context_bind_hw_render(gl, true); gl_core_begin_debug(gl); gl_core_context_bind_hw_render(gl, false); } #endif /* Clear out potential error flags in case we use cached context. */ glGetError(); vendor = (const char*)glGetString(GL_VENDOR); renderer = (const char*)glGetString(GL_RENDERER); version = (const char*)glGetString(GL_VERSION); RARCH_LOG("[GLCore]: Vendor: %s, Renderer: %s.\n", vendor, renderer); RARCH_LOG("[GLCore]: Version: %s.\n", version); if (string_is_equal(ctx_driver->ident, "null")) goto error; if (!gl_core_init_pipelines(gl)) { RARCH_ERR("[GLCore]: Failed to cross-compile menu pipelines.\n"); goto error; } if (!string_is_empty(version)) sscanf(version, "%u.%u", &gl->version_major, &gl->version_minor); { char device_str[128]; device_str[0] = '\0'; strlcpy(device_str, vendor, sizeof(device_str)); strlcat(device_str, " ", sizeof(device_str)); strlcat(device_str, renderer, sizeof(device_str)); video_driver_set_gpu_device_string(device_str); video_driver_set_gpu_api_version_string(version); } #ifdef _WIN32 if (string_is_equal(vendor, "Microsoft Corporation")) if (string_is_equal(renderer, "GDI Generic")) #ifdef HAVE_OPENGL1 retroarch_force_video_driver_fallback("gl1"); #else retroarch_force_video_driver_fallback("gdi"); #endif #endif gl->vsync = video->vsync; gl->fullscreen = video->fullscreen; gl->keep_aspect = video->force_aspect; mode.width = 0; mode.height = 0; video_context_driver_get_video_size(&mode); temp_width = mode.width; temp_height = mode.height; mode.width = 0; mode.height = 0; /* Get real known video size, which might have been altered by context. */ if (temp_width != 0 && temp_height != 0) video_driver_set_size(temp_width, temp_height); video_driver_get_size(&temp_width, &temp_height); gl->video_width = temp_width; gl->video_height = temp_height; RARCH_LOG("[GLCore]: Using resolution %ux%u\n", temp_width, temp_height); /* Set the viewport to fix recording, since it needs to know * the viewport sizes before we start running. */ gl_core_set_viewport_wrapper(gl, temp_width, temp_height, false, true); inp.input = input; inp.input_data = input_data; video_context_driver_input_driver(&inp); if (!gl_core_init_filter_chain(gl)) { RARCH_ERR("[GLCore]: Failed to init filter chain.\n"); goto error; } if (video->font_enable) { font_driver_init_osd(gl, video, false, video->is_threaded, FONT_DRIVER_RENDER_OPENGL_CORE_API); } gl->pbo_readback_enable = video_gpu_record && recording_is_enabled(); if (gl->pbo_readback_enable && gl_core_init_pbo_readback(gl)) { RARCH_LOG("[GLCore]: Async PBO readback enabled.\n"); } if (!gl_check_error(&error_string)) { RARCH_ERR("%s\n", error_string); free(error_string); goto error; } glGenVertexArrays(1, &gl->vao); glBindVertexArray(gl->vao); glBindVertexArray(0); gl_core_context_bind_hw_render(gl, true); return gl; error: video_context_driver_destroy(); gl_core_destroy_resources(gl); return NULL; } static unsigned gl_core_num_miplevels(unsigned width, unsigned height) { unsigned levels = 1; if (width < height) width = height; while (width > 1) { levels++; width >>= 1; } return levels; } static void video_texture_load_gl_core( const struct texture_image *ti, enum texture_filter_type filter_type, uintptr_t *idptr) { /* Generate the OpenGL texture object */ GLuint id; unsigned levels; GLenum mag_filter, min_filter; glGenTextures(1, &id); *idptr = id; glBindTexture(GL_TEXTURE_2D, id); levels = 1; if (filter_type == TEXTURE_FILTER_MIPMAP_LINEAR || filter_type == TEXTURE_FILTER_MIPMAP_NEAREST) levels = gl_core_num_miplevels(ti->width, ti->height); glTexStorage2D(GL_TEXTURE_2D, levels, GL_RGBA8, ti->width, ti->height); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); switch (filter_type) { case TEXTURE_FILTER_LINEAR: mag_filter = GL_LINEAR; min_filter = GL_LINEAR; break; case TEXTURE_FILTER_NEAREST: mag_filter = GL_NEAREST; min_filter = GL_NEAREST; break; case TEXTURE_FILTER_MIPMAP_NEAREST: mag_filter = GL_LINEAR; min_filter = GL_LINEAR_MIPMAP_NEAREST; break; case TEXTURE_FILTER_MIPMAP_LINEAR: default: mag_filter = GL_LINEAR; min_filter = GL_LINEAR_MIPMAP_LINEAR; break; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ti->width, ti->height, GL_RGBA, GL_UNSIGNED_BYTE, ti->pixels); if (levels > 1) glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED); glBindTexture(GL_TEXTURE_2D, 0); } #ifdef HAVE_OVERLAY static bool gl_core_overlay_load(void *data, const void *image_data, unsigned num_images) { unsigned i, j; uintptr_t id; gl_core_t *gl = (gl_core_t*)data; const struct texture_image *images = (const struct texture_image*)image_data; if (!gl) return false; gl_core_free_overlay(gl); gl->overlay_tex = (GLuint*) calloc(num_images, sizeof(*gl->overlay_tex)); if (!gl->overlay_tex) return false; gl->overlay_vertex_coord = (GLfloat*) calloc(2 * 4 * num_images, sizeof(GLfloat)); gl->overlay_tex_coord = (GLfloat*) calloc(2 * 4 * num_images, sizeof(GLfloat)); gl->overlay_color_coord = (GLfloat*) calloc(4 * 4 * num_images, sizeof(GLfloat)); if ( !gl->overlay_vertex_coord || !gl->overlay_tex_coord || !gl->overlay_color_coord) return false; gl->overlays = num_images; glGenTextures(num_images, gl->overlay_tex); for (i = 0; i < num_images; i++) { video_texture_load_gl_core(&images[i], TEXTURE_FILTER_LINEAR, &id); gl->overlay_tex[i] = id; /* Default. Stretch to whole screen. */ gl_core_overlay_tex_geom(gl, i, 0, 0, 1, 1); gl_core_overlay_vertex_geom(gl, i, 0, 0, 1, 1); for (j = 0; j < 16; j++) gl->overlay_color_coord[16 * i + j] = 1.0f; } return true; } static void gl_core_overlay_enable(void *data, bool state) { gl_core_t *gl = (gl_core_t*)data; if (!gl) return; gl->overlay_enable = state; if (gl->fullscreen && gl->ctx_driver->show_mouse) gl->ctx_driver->show_mouse(gl->ctx_data, state); } static void gl_core_overlay_full_screen(void *data, bool enable) { gl_core_t *gl = (gl_core_t*)data; if (gl) gl->overlay_full_screen = enable; } static void gl_core_overlay_set_alpha(void *data, unsigned image, float mod) { GLfloat *color = NULL; gl_core_t *gl = (gl_core_t*)data; if (!gl) return; color = (GLfloat*)&gl->overlay_color_coord[image * 16]; color[ 0 + 3] = mod; color[ 4 + 3] = mod; color[ 8 + 3] = mod; color[12 + 3] = mod; } static const video_overlay_interface_t gl_core_overlay_interface = { gl_core_overlay_enable, gl_core_overlay_load, gl_core_overlay_tex_geom, gl_core_overlay_vertex_geom, gl_core_overlay_full_screen, gl_core_overlay_set_alpha, }; static void gl_core_get_overlay_interface(void *data, const video_overlay_interface_t **iface) { (void)data; *iface = &gl_core_overlay_interface; } #endif static void gl_core_free(void *data) { gl_core_t *gl = (gl_core_t*)data; if (!gl) return; gl_core_context_bind_hw_render(gl, false); font_driver_free_osd(); gl_core_destroy_resources(gl); video_context_driver_free(); } static bool gl_core_alive(void *data) { bool ret = false; bool quit = false; bool resize = false; gl_core_t *gl = (gl_core_t*)data; unsigned temp_width = gl->video_width; unsigned temp_height = gl->video_height; gl->ctx_driver->check_window(gl->ctx_data, &quit, &resize, &temp_width, &temp_height); if (quit) gl->quitting = true; else if (resize) gl->should_resize = true; ret = !gl->quitting; if (temp_width != 0 && temp_height != 0) { video_driver_set_size(temp_width, temp_height); gl->video_width = temp_width; gl->video_height = temp_height; } return ret; } static void gl_core_set_nonblock_state(void *data, bool state, bool adaptive_vsync_enabled, unsigned swap_interval) { int interval = 0; gl_core_t *gl = (gl_core_t*)data; if (!gl) return; RARCH_LOG("[GLCore]: VSync => %s\n", state ? "off" : "on"); gl_core_context_bind_hw_render(gl, false); if (!state) interval = swap_interval; if (gl->ctx_driver->swap_interval) { if (adaptive_vsync_enabled && interval == 1) interval = -1; gl->ctx_driver->swap_interval(gl->ctx_data, interval); } gl_core_context_bind_hw_render(gl, true); } static bool gl_core_suppress_screensaver(void *data, bool enable) { bool enabled = enable; gl_core_t *gl = (gl_core_t*)data; if (gl->ctx_data && gl->ctx_driver->suppress_screensaver) return gl->ctx_driver->suppress_screensaver(gl->ctx_data, enabled); return false; } static bool gl_core_set_shader(void *data, enum rarch_shader_type type, const char *path) { gl_core_t *gl = (gl_core_t *)data; if (!gl) return false; gl_core_context_bind_hw_render(gl, false); if (gl->filter_chain) gl_core_filter_chain_free(gl->filter_chain); gl->filter_chain = NULL; if (!string_is_empty(path) && type != RARCH_SHADER_SLANG) { RARCH_WARN("[GLCore]: Only Slang shaders are supported. Falling back to stock.\n"); path = NULL; } if (string_is_empty(path)) { gl_core_init_default_filter_chain(gl); gl_core_context_bind_hw_render(gl, true); return true; } if (!gl_core_init_filter_chain_preset(gl, path)) { RARCH_ERR("[GLCore]: Failed to create filter chain: \"%s\". Falling back to stock.\n", path); gl_core_init_default_filter_chain(gl); gl_core_context_bind_hw_render(gl, true); return false; } gl_core_context_bind_hw_render(gl, true); return true; } static void gl_core_set_rotation(void *data, unsigned rotation) { gl_core_t *gl = (gl_core_t*)data; if (!gl) return; gl->rotation = video_driver_is_hw_context() && gl->hw_render_bottom_left ? 90 * rotation : 270 * rotation; gl_core_set_projection(gl, &gl_core_default_ortho, true); } static void gl_core_viewport_info(void *data, struct video_viewport *vp) { unsigned top_y, top_dist; gl_core_t *gl = (gl_core_t*)data; unsigned width = gl->video_width; unsigned height = gl->video_height; *vp = gl->vp; vp->full_width = width; vp->full_height = height; /* Adjust as GL viewport is bottom-up. */ top_y = vp->y + vp->height; top_dist = height - top_y; vp->y = top_dist; } static bool gl_core_read_viewport(void *data, uint8_t *buffer, bool is_idle) { gl_core_t *gl = (gl_core_t*)data; unsigned num_pixels = 0; if (!gl) return false; gl_core_context_bind_hw_render(gl, false); num_pixels = gl->vp.width * gl->vp.height; if (gl->pbo_readback_enable) { const void *ptr = NULL; struct scaler_ctx *ctx = &gl->pbo_readback_scaler; /* Don't readback if we're in menu mode. * We haven't buffered up enough frames yet, come back later. */ if (!gl->pbo_readback_valid[gl->pbo_readback_index]) goto error; gl->pbo_readback_valid[gl->pbo_readback_index] = false; glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index]); ptr = glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, num_pixels * sizeof(uint32_t), GL_MAP_READ_BIT); scaler_ctx_scale_direct(ctx, buffer, ptr); 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. */ /* GLES only guarantees GL_RGBA/GL_UNSIGNED_BYTE * readbacks so do just that. * GLES also doesn't support reading back data * from front buffer, so render a cached frame * and have gl_frame() do the readback while it's * in the back buffer. * * Keep codepath similar for GLES and desktop GL. */ gl->readback_buffer_screenshot = malloc(num_pixels * sizeof(uint32_t)); if (!gl->readback_buffer_screenshot) goto error; if (!is_idle) video_driver_cached_frame(); video_frame_convert_rgba_to_bgr( (const void*)gl->readback_buffer_screenshot, buffer, num_pixels); free(gl->readback_buffer_screenshot); gl->readback_buffer_screenshot = NULL; } gl_core_context_bind_hw_render(gl, true); return true; error: gl_core_context_bind_hw_render(gl, true); return false; } static void gl_core_update_cpu_texture(gl_core_t *gl, struct gl_core_streamed_texture *streamed, const void *frame, unsigned width, unsigned height, unsigned pitch) { if (width != streamed->width || height != streamed->height) { if (streamed->tex != 0) glDeleteTextures(1, &streamed->tex); glGenTextures(1, &streamed->tex); glBindTexture(GL_TEXTURE_2D, streamed->tex); glTexStorage2D(GL_TEXTURE_2D, 1, gl->video_info.rgb32 ? GL_RGBA8 : GL_RGB565, width, height); streamed->width = width; streamed->height = height; if (gl->video_info.rgb32) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED); } } else glBindTexture(GL_TEXTURE_2D, streamed->tex); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); if (gl->video_info.rgb32) { glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 2); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, frame); } else { glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 2); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame); } } #if defined(HAVE_MENU) static void gl_core_draw_menu_texture(gl_core_t *gl, unsigned width, unsigned height) { const float vbo_data[] = { 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha, }; glEnable(GL_BLEND); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); if (gl->menu_texture_full_screen) glViewport(0, 0, width, height); else glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, gl->menu_texture); glUseProgram(gl->pipelines.alpha_blend); if (gl->pipelines.alpha_blend_loc.flat_ubo_vertex >= 0) glUniform4fv(gl->pipelines.alpha_blend_loc.flat_ubo_vertex, 4, gl->mvp_no_rot_yflip.data); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); gl_core_bind_scratch_vbo(gl, vbo_data, sizeof(vbo_data)); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(uintptr_t)0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(uintptr_t)(2 * sizeof(float))); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(uintptr_t)(4 * sizeof(float))); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, 0); glDisable(GL_BLEND); } #endif static bool gl_core_frame(void *data, const void *frame, unsigned frame_width, unsigned frame_height, uint64_t frame_count, unsigned pitch, const char *msg, video_frame_info_t *video_info) { struct gl_core_filter_chain_texture texture; struct gl_core_streamed_texture *streamed = NULL; gl_core_t *gl = (gl_core_t*)data; unsigned width = video_info->width; unsigned height = video_info->height; struct font_params *osd_params = (struct font_params*) &video_info->osd_stat_params; const char *stat_text = video_info->stat_text; bool statistics_show = video_info->statistics_show; bool msg_bgcolor_enable = video_info->msg_bgcolor_enable; bool black_frame_insertion = video_info->black_frame_insertion; void *context_data = video_info->context_data; unsigned hard_sync_frames = video_info->hard_sync_frames; bool runloop_is_paused = video_info->runloop_is_paused; bool runloop_is_slowmotion = video_info->runloop_is_slowmotion; bool input_driver_nonblock_state = video_info->input_driver_nonblock_state; bool menu_is_alive = video_info->menu_is_alive; if (!gl) return false; gl_core_context_bind_hw_render(gl, false); glBindVertexArray(gl->vao); if (frame) gl->textures_index = (gl->textures_index + 1) & (GL_CORE_NUM_TEXTURES - 1); streamed = &gl->textures[gl->textures_index]; if (frame) { if (!gl->hw_render_enable) gl_core_update_cpu_texture(gl, streamed, frame, frame_width, frame_height, pitch); else { streamed->width = frame_width; streamed->height = frame_height; } } if (gl->should_resize) { video_info->cb_set_resize(context_data, width, height); gl->should_resize = false; } gl_core_set_viewport(gl, width, height, false, true); texture.image = 0; texture.width = streamed->width; texture.height = streamed->height; texture.padded_width = 0; texture.padded_height = 0; texture.format = 0; if (gl->hw_render_enable) { texture.image = gl->hw_render_texture; texture.format = GL_RGBA8; texture.padded_width = gl->hw_render_max_width; texture.padded_height = gl->hw_render_max_height; if (texture.width == 0) texture.width = 1; if (texture.height == 0) texture.height = 1; } else { texture.image = streamed->tex; texture.format = gl->video_info.rgb32 ? GL_RGBA8 : GL_RGB565; texture.padded_width = streamed->width; texture.padded_height = streamed->height; } gl_core_filter_chain_set_frame_count(gl->filter_chain, frame_count); gl_core_filter_chain_set_frame_direction(gl->filter_chain, state_manager_frame_is_reversed() ? -1 : 1); gl_core_filter_chain_set_input_texture(gl->filter_chain, &texture); gl_core_filter_chain_build_offscreen_passes(gl->filter_chain, &gl->filter_chain_vp); glBindFramebuffer(GL_FRAMEBUFFER, 0); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); gl_core_filter_chain_build_viewport_pass(gl->filter_chain, &gl->filter_chain_vp, gl->hw_render_bottom_left ? gl->mvp.data : gl->mvp_yflip.data); gl_core_filter_chain_end_frame(gl->filter_chain); #if defined(HAVE_MENU) if (gl->menu_texture_enable) { menu_driver_frame(menu_is_alive, video_info); if (gl->menu_texture_enable && gl->menu_texture) gl_core_draw_menu_texture(gl, width, height); } else if (statistics_show) { if (osd_params) font_driver_render_msg(gl, stat_text, (const struct font_params*)osd_params, NULL); } #endif #ifdef HAVE_OVERLAY if (gl->overlay_enable) gl_core_render_overlay(gl, width, height); #endif #ifdef HAVE_GFX_WIDGETS if (video_info->widgets_active) gfx_widgets_frame(video_info); #endif if (!string_is_empty(msg)) { #if 0 if (msg_bgcolor_enable) gl_core_render_osd_background(gl, video_info, msg); #endif font_driver_render_msg(gl, msg, NULL, NULL); } if (gl->ctx_driver->update_window_title) gl->ctx_driver->update_window_title(context_data); if (gl->readback_buffer_screenshot) { /* For screenshots, just do the regular slow readback. */ gl_core_slow_readback(gl, gl->readback_buffer_screenshot); } else if (gl->pbo_readback_enable) { #ifdef HAVE_MENU /* Don't readback if we're in menu mode. */ if (!gl->menu_texture_enable) #endif gl_core_pbo_async_readback(gl); } /* Disable BFI during fast forward, slow-motion, * and pause to prevent flicker. */ if ( black_frame_insertion && !input_driver_nonblock_state && !runloop_is_slowmotion && !runloop_is_paused) { gl->ctx_driver->swap_buffers(context_data); glClear(GL_COLOR_BUFFER_BIT); } gl->ctx_driver->swap_buffers(context_data); if (video_info->hard_sync && !input_driver_nonblock_state && !gl->menu_texture_enable) { gl_core_fence_iterate(gl, hard_sync_frames); } glBindVertexArray(0); gl_core_context_bind_hw_render(gl, true); return true; } static uint32_t gl_core_get_flags(void *data) { uint32_t flags = 0; BIT32_SET(flags, GFX_CTX_FLAGS_HARD_SYNC); BIT32_SET(flags, GFX_CTX_FLAGS_BLACK_FRAME_INSERTION); BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING); BIT32_SET(flags, GFX_CTX_FLAGS_SCREENSHOTS_SUPPORTED); return flags; } static float gl_core_get_refresh_rate(void *data) { float refresh_rate; if (video_context_driver_get_refresh_rate(&refresh_rate)) return refresh_rate; return 0.0f; } static void gl_core_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) { gl_core_t *gl = (gl_core_t*)data; if (!gl) return; gl->keep_aspect = true; gl->should_resize = true; } static void gl_core_apply_state_changes(void *data) { gl_core_t *gl = (gl_core_t*)data; if (gl) gl->should_resize = true; } static struct video_shader *gl_core_get_current_shader(void *data) { gl_core_t *gl = (gl_core_t*)data; if (!gl || !gl->filter_chain) return NULL; return gl_core_filter_chain_get_preset(gl->filter_chain); } #ifdef HAVE_THREADS static int video_texture_load_wrap_gl_core_mipmap(void *data) { uintptr_t id = 0; if (!data) return 0; video_texture_load_gl_core((struct texture_image*)data, TEXTURE_FILTER_MIPMAP_LINEAR, &id); return (int)id; } static int video_texture_load_wrap_gl_core(void *data) { uintptr_t id = 0; if (!data) return 0; video_texture_load_gl_core((struct texture_image*)data, TEXTURE_FILTER_LINEAR, &id); return (int)id; } #endif static uintptr_t gl_core_load_texture(void *video_data, void *data, bool threaded, enum texture_filter_type filter_type) { uintptr_t id = 0; #ifdef HAVE_THREADS if (threaded) { custom_command_method_t func = video_texture_load_wrap_gl_core; switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: case TEXTURE_FILTER_MIPMAP_NEAREST: func = video_texture_load_wrap_gl_core_mipmap; break; default: break; } return video_thread_texture_load(data, func); } #endif video_texture_load_gl_core((struct texture_image*)data, filter_type, &id); return id; } static void gl_core_unload_texture(void *data, uintptr_t id) { GLuint glid; if (!id) return; glid = (GLuint)id; glDeleteTextures(1, &glid); } static void gl_core_set_video_mode(void *data, unsigned width, unsigned height, bool fullscreen) { gfx_ctx_mode_t mode; mode.width = width; mode.height = height; mode.fullscreen = fullscreen; video_context_driver_set_video_mode(&mode); } static void gl_core_show_mouse(void *data, bool state) { gl_core_t *gl = (gl_core_t*)data; if (gl && gl->ctx_driver->show_mouse) gl->ctx_driver->show_mouse(gl->ctx_data, state); } static void gl_core_set_texture_frame(void *data, const void *frame, bool rgb32, unsigned width, unsigned height, float alpha) { settings_t *settings = config_get_ptr(); GLenum menu_filter = settings->bools.menu_linear_filter ? GL_LINEAR : GL_NEAREST; unsigned base_size = rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); gl_core_t *gl = (gl_core_t*)data; if (!gl) return; gl_core_context_bind_hw_render(gl, false); if (gl->menu_texture) glDeleteTextures(1, &gl->menu_texture); glGenTextures(1, &gl->menu_texture); glBindTexture(GL_TEXTURE_2D, gl->menu_texture); glTexStorage2D(GL_TEXTURE_2D, 1, rgb32 ? GL_RGBA8 : GL_RGBA4, width, height); glPixelStorei(GL_UNPACK_ALIGNMENT, base_size); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, rgb32 ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_4_4_4_4, frame); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, menu_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, menu_filter); if (rgb32) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED); } glBindTexture(GL_TEXTURE_2D, 0); gl->menu_texture_alpha = alpha; gl_core_context_bind_hw_render(gl, true); } static void gl_core_set_texture_enable(void *data, bool state, bool full_screen) { gl_core_t *gl = (gl_core_t*)data; if (!gl) return; gl->menu_texture_enable = state; gl->menu_texture_full_screen = full_screen; } static void gl_core_get_video_output_size(void *data, unsigned *width, unsigned *height) { gfx_ctx_size_t size_data; size_data.width = width; size_data.height = height; video_context_driver_get_video_output_size(&size_data); } static void gl_core_get_video_output_prev(void *data) { video_context_driver_get_video_output_prev(); } static void gl_core_get_video_output_next(void *data) { video_context_driver_get_video_output_next(); } static uintptr_t gl_core_get_current_framebuffer(void *data) { gl_core_t *gl = (gl_core_t*)data; if (!gl || !gl->hw_render_enable) return 0; return gl->hw_render_fbo; } static retro_proc_address_t gl_core_get_proc_address( void *data, const char *sym) { gl_core_t *gl = (gl_core_t*)data; if (gl && gl->ctx_driver->get_proc_address) return gl->ctx_driver->get_proc_address(sym); return NULL; } static const video_poke_interface_t gl_core_poke_interface = { gl_core_get_flags, gl_core_load_texture, gl_core_unload_texture, gl_core_set_video_mode, gl_core_get_refresh_rate, /* get_refresh_rate */ NULL, gl_core_get_video_output_size, gl_core_get_video_output_prev, gl_core_get_video_output_next, gl_core_get_current_framebuffer, gl_core_get_proc_address, gl_core_set_aspect_ratio, gl_core_apply_state_changes, gl_core_set_texture_frame, gl_core_set_texture_enable, font_driver_render_msg, gl_core_show_mouse, NULL, /* grab_mouse_toggle */ gl_core_get_current_shader, NULL, NULL, }; static void gl_core_get_poke_interface(void *data, const video_poke_interface_t **iface) { (void)data; *iface = &gl_core_poke_interface; } #ifdef HAVE_GFX_WIDGETS static bool gl_core_gfx_widgets_enabled(void *data) { (void)data; return true; } #endif static unsigned gl_core_wrap_type_to_enum(enum gfx_wrap_type type) { switch (type) { case RARCH_WRAP_BORDER: #ifdef HAVE_OPENGLES3 /* GLES does not support CLAMP_TO_BORDER until GLES 3.2. * It is a deprecated feature in general. */ return GL_CLAMP_TO_EDGE; #else return GL_CLAMP_TO_BORDER; #endif case RARCH_WRAP_EDGE: return GL_CLAMP_TO_EDGE; case RARCH_WRAP_REPEAT: return GL_REPEAT; case RARCH_WRAP_MIRRORED_REPEAT: return GL_MIRRORED_REPEAT; default: break; } return 0; } video_driver_t video_gl_core = { gl_core_init, gl_core_frame, gl_core_set_nonblock_state, gl_core_alive, NULL, /* focus */ gl_core_suppress_screensaver, NULL, /* has_windowed */ gl_core_set_shader, gl_core_free, "glcore", gl_core_set_viewport_wrapper, gl_core_set_rotation, gl_core_viewport_info, gl_core_read_viewport, #if defined(READ_RAW_GL_FRAME_TEST) gl_core_read_frame_raw, #else NULL, #endif #ifdef HAVE_OVERLAY gl_core_get_overlay_interface, #endif #ifdef HAVE_VIDEO_LAYOUT NULL, #endif gl_core_get_poke_interface, gl_core_wrap_type_to_enum, #ifdef HAVE_GFX_WIDGETS gl_core_gfx_widgets_enabled #endif };