/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2012 - 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 . */ #include "../driver.h" #include #include "../libretro.h" #include #include #include "../general.h" #include #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gl_common.h" #include "gl_font.h" #include "gfx_common.h" #include "gfx_context.h" #include "../compat/strl.h" #ifdef HAVE_SDL #define NO_SDL_GLEXT #include "context/sdl_ctx.h" #include "../input/rarch_sdl_input.h" #endif #ifdef HAVE_CG #include "shader_cg.h" #endif #ifdef HAVE_XML #include "shader_glsl.h" #endif #ifdef HAVE_FREETYPE #include "fonts.h" #endif // Used for the last pass when rendering to the back buffer. static const GLfloat vertexes_flipped[] = { 0, 0, 0, 1, 1, 1, 1, 0 }; // Used when rendering to an FBO. // Texture coords have to be aligned with vertex coordinates. static const GLfloat vertexes[] = { 0, 1, 0, 0, 1, 0, 1, 1 }; static const GLfloat tex_coords[] = { 0, 1, 0, 0, 1, 0, 1, 1 }; static const GLfloat white_color[] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, }; #ifdef HAVE_SDL #define LOAD_SYM(sym) if (!p##sym) { SDL_SYM_WRAP(p##sym, #sym) } #endif #ifdef HAVE_FBO #if defined(_WIN32) && !defined(RARCH_CONSOLE) static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers = NULL; static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer = NULL; static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL; static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus = NULL; static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers = NULL; static bool load_fbo_proc(void) { LOAD_SYM(glGenFramebuffers); LOAD_SYM(glBindFramebuffer); LOAD_SYM(glFramebufferTexture2D); LOAD_SYM(glCheckFramebufferStatus); LOAD_SYM(glDeleteFramebuffers); return pglGenFramebuffers && pglBindFramebuffer && pglFramebufferTexture2D && pglCheckFramebufferStatus && pglDeleteFramebuffers; } #elif defined(HAVE_OPENGLES) #define pglGenFramebuffers glGenFramebuffersOES #define pglBindFramebuffer glBindFramebufferOES #define pglFramebufferTexture2D glFramebufferTexture2DOES #define pglCheckFramebufferStatus glCheckFramebufferStatusOES #define pglDeleteFramebuffers glDeleteFramebuffersOES #define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES #define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT #define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES #define glOrtho glOrthof static bool load_fbo_proc(void) { return true; } #else #define pglGenFramebuffers glGenFramebuffers #define pglBindFramebuffer glBindFramebuffer #define pglFramebufferTexture2D glFramebufferTexture2D #define pglCheckFramebufferStatus glCheckFramebufferStatus #define pglDeleteFramebuffers glDeleteFramebuffers static bool load_fbo_proc(void) { return true; } #endif #endif #if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32) PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture = NULL; PFNGLACTIVETEXTUREPROC pglActiveTexture = NULL; static inline bool load_gl_proc(void) { LOAD_SYM(glClientActiveTexture); LOAD_SYM(glActiveTexture); return pglClientActiveTexture && pglActiveTexture; } #else static inline bool load_gl_proc(void) { return true; } #endif ////////////////// Shaders static bool gl_shader_init(void) { switch (g_settings.video.shader_type) { case RARCH_SHADER_AUTO: { if (*g_settings.video.cg_shader_path && *g_settings.video.bsnes_shader_path) RARCH_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n"); #ifdef HAVE_CG if (*g_settings.video.cg_shader_path) return gl_cg_init(g_settings.video.cg_shader_path); #endif #ifdef HAVE_XML if (*g_settings.video.bsnes_shader_path) return gl_glsl_init(g_settings.video.bsnes_shader_path); #endif break; } #ifdef HAVE_CG case RARCH_SHADER_CG: { return gl_cg_init(g_settings.video.cg_shader_path); break; } #endif #ifdef HAVE_XML case RARCH_SHADER_BSNES: { return gl_glsl_init(g_settings.video.bsnes_shader_path); break; } #endif default: break; } return true; } static void gl_shader_use(unsigned index) { #ifdef HAVE_CG gl_cg_use(index); #endif #ifdef HAVE_XML gl_glsl_use(index); #endif } static void gl_shader_deinit(void) { #ifdef HAVE_CG gl_cg_deinit(); #endif #ifdef HAVE_XML gl_glsl_deinit(); #endif } static void gl_shader_set_proj_matrix(void) { #ifdef HAVE_CG gl_cg_set_proj_matrix(); #endif #ifdef HAVE_XML gl_glsl_set_proj_matrix(); #endif } static void gl_shader_set_params(unsigned width, unsigned height, unsigned tex_width, unsigned tex_height, unsigned out_width, unsigned out_height, unsigned frame_count, const struct gl_tex_info *info, const struct gl_tex_info *prev_info, const struct gl_tex_info *fbo_info, unsigned fbo_info_cnt) { #ifdef HAVE_CG gl_cg_set_params(width, height, tex_width, tex_height, out_width, out_height, frame_count, info, prev_info, fbo_info, fbo_info_cnt); #endif #ifdef HAVE_XML gl_glsl_set_params(width, height, tex_width, tex_height, out_width, out_height, frame_count, info, prev_info, fbo_info, fbo_info_cnt); #endif } static unsigned gl_shader_num(void) { #ifdef HAVE_CG unsigned cg_num = gl_cg_num(); if (cg_num) return cg_num; #endif #ifdef HAVE_XML unsigned glsl_num = gl_glsl_num(); if (glsl_num) return glsl_num; #endif return 0; } static bool gl_shader_filter_type(unsigned index, bool *smooth) { bool valid = false; #ifdef HAVE_CG if (!valid) valid = gl_cg_filter_type(index, smooth); #endif #ifdef HAVE_XML if (!valid) valid = gl_glsl_filter_type(index, smooth); #endif return valid; } #ifdef HAVE_FBO static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale) { scale->valid = false; #ifdef HAVE_CG if (!scale->valid) gl_cg_shader_scale(index, scale); #endif #ifdef HAVE_XML if (!scale->valid) gl_glsl_shader_scale(index, scale); #endif } #endif /////////////////// #ifdef HAVE_FBO static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height, unsigned vp_width, unsigned vp_height); static void gl_create_fbo_textures(gl_t *gl) { glGenTextures(gl->fbo_pass, gl->fbo_texture); GLuint base_filt = g_settings.video.second_pass_smooth ? GL_LINEAR : GL_NEAREST; for (int i = 0; i < gl->fbo_pass; i++) { glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); GLuint filter_type = base_filt; bool smooth; if (gl_shader_filter_type(i + 2, &smooth)) filter_type = smooth ? GL_LINEAR : GL_NEAREST; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type); glTexImage2D(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, RARCH_GL_TEXTURE_TYPE, RARCH_GL_FORMAT32, NULL); } glBindTexture(GL_TEXTURE_2D, 0); } static bool gl_create_fbo_targets(gl_t *gl) { pglGenFramebuffers(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); GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) goto error; } return true; error: pglDeleteFramebuffers(gl->fbo_pass, gl->fbo); RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n"); return false; } static void gl_deinit_fbo(gl_t *gl) { if (gl->fbo_inited) { glDeleteTextures(gl->fbo_pass, gl->fbo_texture); pglDeleteFramebuffers(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; gl->render_to_tex = false; gl->fbo_pass = 0; } } static void gl_init_fbo(gl_t *gl, unsigned width, unsigned height) { // No need to use FBOs. if (!g_settings.video.render_to_texture && gl_shader_num() == 0) return; struct gl_fbo_scale scale, scale_last; gl_shader_scale(1, &scale); gl_shader_scale(gl_shader_num(), &scale_last); // No need to use FBOs. if (gl_shader_num() == 1 && !scale.valid && !g_settings.video.render_to_texture) return; if (!load_fbo_proc()) { RARCH_ERR("Failed to locate FBO functions. Won't be able to use render-to-texture.\n"); return; } gl->fbo_pass = gl_shader_num() - 1; if (scale_last.valid) gl->fbo_pass++; if (gl->fbo_pass <= 0) gl->fbo_pass = 1; if (!scale.valid) { scale.scale_x = g_settings.video.fbo_scale_x; scale.scale_y = g_settings.video.fbo_scale_y; scale.type_x = scale.type_y = RARCH_SCALE_INPUT; scale.valid = true; } gl->fbo_scale[0] = scale; for (int i = 1; i < gl->fbo_pass; i++) { gl_shader_scale(i + 1, &gl->fbo_scale[i]); if (!gl->fbo_scale[i].valid) { gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0f; gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = RARCH_SCALE_INPUT; gl->fbo_scale[i].valid = true; } } gl_compute_fbo_geometry(gl, width, height, gl->win_width, gl->win_height); for (int i = 0; i < gl->fbo_pass; i++) { gl->fbo_rect[i].width = next_pow2(gl->fbo_rect[i].img_width); gl->fbo_rect[i].height = next_pow2(gl->fbo_rect[i].img_height); RARCH_LOG("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height); } gl_create_fbo_textures(gl); if (!gl_create_fbo_targets(gl)) { glDeleteTextures(gl->fbo_pass, gl->fbo_texture); return; } gl->fbo_inited = true; } #endif //////////// static void set_projection(gl_t *gl, bool allow_rotate) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (allow_rotate) glRotatef(gl->rotation, 0, 0, 1); glOrtho(0, 1, 0, 1, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gl_shader_set_proj_matrix(); } static void set_viewport(gl_t *gl, unsigned width, unsigned height, bool force_full, bool allow_rotate) { if (gl->keep_aspect && !force_full) { float desired_aspect = g_settings.video.aspect_ratio; float device_aspect = (float)width / height; // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), // assume they are actually equal. if (fabs(device_aspect - desired_aspect) < 0.0001) glViewport(0, 0, width, height); else if (device_aspect > desired_aspect) { float delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; glViewport(width * (0.5 - delta), 0, 2.0 * width * delta, height); width = 2.0 * width * delta; } else { float delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; glViewport(0, height * (0.5 - delta), width, 2.0 * height * delta); height = 2.0 * height * delta; } } else glViewport(0, 0, width, height); set_projection(gl, allow_rotate); gl->vp_width = width; gl->vp_height = height; // Set last backbuffer viewport. if (!force_full) { gl->vp_out_width = width; gl->vp_out_height = height; } //RARCH_LOG("Setting viewport @ %ux%u\n", width, height); } static void gl_set_rotation(void *data, unsigned rotation) { gl_t *gl = (gl_t*)data; gl->rotation = 90 * rotation; set_projection(gl, true); } static inline void set_lut_texture_coords(const GLfloat *coords) { #if defined(HAVE_XML) || defined(HAVE_CG) // For texture images. pglClientActiveTexture(GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, coords); pglClientActiveTexture(GL_TEXTURE0); #else (void)coords; #endif } static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yamt) { coords[1] = yamt; coords[4] = xamt; coords[6] = xamt; coords[7] = yamt; } static void check_window(gl_t *gl) { bool quit, resize; gfx_ctx_check_window(&quit, &resize, &gl->win_width, &gl->win_height, gl->frame_count); if (quit) gl->quitting = true; else if (resize) gl->should_resize = true; } #ifdef HAVE_FBO static void gl_compute_fbo_geometry(gl_t *gl, unsigned width, unsigned height, unsigned vp_width, unsigned vp_height) { unsigned last_width = width; unsigned last_height = height; unsigned last_max_width = gl->tex_w; unsigned last_max_height = gl->tex_h; // Calculate viewports for FBOs. for (int i = 0; i < gl->fbo_pass; i++) { switch (gl->fbo_scale[i].type_x) { case RARCH_SCALE_INPUT: gl->fbo_rect[i].img_width = last_width * gl->fbo_scale[i].scale_x; gl->fbo_rect[i].max_img_width = last_max_width * gl->fbo_scale[i].scale_x; break; case RARCH_SCALE_ABSOLUTE: gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].abs_x; break; case RARCH_SCALE_VIEWPORT: gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * vp_width; break; default: break; } switch (gl->fbo_scale[i].type_y) { case RARCH_SCALE_INPUT: gl->fbo_rect[i].img_height = last_height * gl->fbo_scale[i].scale_y; gl->fbo_rect[i].max_img_height = last_max_height * gl->fbo_scale[i].scale_y; break; case RARCH_SCALE_ABSOLUTE: gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].abs_y; break; case RARCH_SCALE_VIEWPORT: gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * vp_height; break; default: break; } last_width = gl->fbo_rect[i].img_width; last_height = gl->fbo_rect[i].img_height; last_max_width = gl->fbo_rect[i].max_img_width; last_max_height = gl->fbo_rect[i].max_img_height; } } static void gl_start_frame_fbo(gl_t *gl) { glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]); gl->render_to_tex = true; 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 // consistent texture coordinates. // We will "flip" it in place on last pass. if (gl->render_to_tex) glVertexPointer(2, GL_FLOAT, 0, vertexes); } static void gl_check_fbo_dimensions(gl_t *gl) { // Check if we have to recreate our FBO textures. for (int i = 0; i < gl->fbo_pass; i++) { // Check proactively since we might suddently get sizes of tex_w width or tex_h height. if (gl->fbo_rect[i].max_img_width > gl->fbo_rect[i].width || gl->fbo_rect[i].max_img_height > gl->fbo_rect[i].height) { unsigned img_width = gl->fbo_rect[i].max_img_width; unsigned img_height = gl->fbo_rect[i].max_img_height; unsigned max = img_width > img_height ? img_width : img_height; unsigned pow2_size = next_pow2(max); gl->fbo_rect[i].width = gl->fbo_rect[i].height = pow2_size; pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]); glTexImage2D(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, RARCH_GL_TEXTURE_TYPE, RARCH_GL_FORMAT32, NULL); pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0); GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) RARCH_WARN("Failed to reinit FBO texture.\n"); RARCH_LOG("Recreating FBO texture #%d: %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height); } } } static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info) { GLfloat fbo_tex_coords[8] = {0.0f}; // Render the rest of our passes. glTexCoordPointer(2, GL_FLOAT, 0, fbo_tex_coords); // It's kinda handy ... :) const struct gl_fbo_rect *prev_rect; const struct gl_fbo_rect *rect; struct gl_tex_info *fbo_info; struct gl_tex_info fbo_tex_info[MAX_SHADERS]; unsigned fbo_tex_info_cnt = 0; // Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO. for (int i = 1; i < gl->fbo_pass; i++) { prev_rect = &gl->fbo_rect[i - 1]; rect = &gl->fbo_rect[i]; fbo_info = &fbo_tex_info[i - 1]; GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width; GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height; set_texture_coords(fbo_tex_coords, xamt, yamt); fbo_info->tex = gl->fbo_texture[i - 1]; fbo_info->input_size[0] = prev_rect->img_width; fbo_info->input_size[1] = prev_rect->img_height; fbo_info->tex_size[0] = prev_rect->width; 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]); gl_shader_use(i + 1); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]); glClear(GL_COLOR_BUFFER_BIT); // Render to FBO with certain size. set_viewport(gl, rect->img_width, rect->img_height, true, false); gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, prev_rect->width, prev_rect->height, gl->vp_width, gl->vp_height, gl->frame_count, tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt); glDrawArrays(GL_QUADS, 0, 4); fbo_tex_info_cnt++; } // Render our last FBO texture directly to screen. prev_rect = &gl->fbo_rect[gl->fbo_pass - 1]; GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width; GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height; set_texture_coords(fbo_tex_coords, xamt, yamt); // Render our FBO texture to back buffer. pglBindFramebuffer(GL_FRAMEBUFFER, 0); gl_shader_use(gl->fbo_pass + 1); glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]); glClear(GL_COLOR_BUFFER_BIT); gl->render_to_tex = false; set_viewport(gl, gl->win_width, gl->win_height, false, true); gl_shader_set_params(prev_rect->img_width, prev_rect->img_height, prev_rect->width, prev_rect->height, gl->vp_width, gl->vp_height, gl->frame_count, tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt); glVertexPointer(2, GL_FLOAT, 0, vertexes_flipped); glDrawArrays(GL_QUADS, 0, 4); glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords); } #endif static void gl_update_resize(gl_t *gl) { #ifdef HAVE_FBO if (!gl->render_to_tex) set_viewport(gl, gl->win_width, gl->win_height, false, true); else { gl_check_fbo_dimensions(gl); // Go back to what we're supposed to do, render to FBO #0 :D gl_start_frame_fbo(gl); } #else set_viewport(gl, gl->win_width, gl->win_height, false, true); #endif } static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsigned pitch) { // Res change. Need to clear out texture. if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf) { gl->last_width[gl->tex_index] = width; gl->last_height[gl->tex_index] = height; glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch)); glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, gl->tex_w, gl->tex_h, gl->texture_type, gl->texture_fmt, gl->empty_buf); GLfloat xamt = (GLfloat)width / gl->tex_w; GLfloat yamt = (GLfloat)height / gl->tex_h; set_texture_coords(gl->tex_coords, xamt, yamt); } // We might have used different texture coordinates last frame. Edge case if resolution changes very rapidly. else if (width != gl->last_width[(gl->tex_index - 1) & TEXTURES_MASK] || height != gl->last_height[(gl->tex_index - 1) & TEXTURES_MASK]) { GLfloat xamt = (GLfloat)width / gl->tex_w; GLfloat yamt = (GLfloat)height / gl->tex_h; set_texture_coords(gl->tex_coords, xamt, yamt); } } #ifdef __CELLOS_LV2__ static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch) { size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size; size_t buffer_stride = gl->tex_w * gl->base_size; const uint8_t *frame_copy = frame; size_t frame_copy_size = width * gl->base_size; for (unsigned h = 0; h < height; h++) { glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE, buffer_addr, frame_copy_size, frame_copy); frame_copy += pitch; buffer_addr += buffer_stride; } } static void gl_init_textures(gl_t *gl) { glGenTextures(TEXTURES, gl->texture); for (unsigned i = 0; i < TEXTURES; i++) { glBindTexture(GL_TEXTURE_2D, gl->texture[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter); glTextureReferenceSCE(GL_TEXTURE_2D, 1, gl->tex_w, gl->tex_h, 0, gl->texture_fmt, gl->tex_w * gl->base_size, gl->tex_w * gl->tex_h * i * gl->base_size); } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); } #else static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch) { glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, gl->texture_type, gl->texture_fmt, frame); } static void gl_init_textures(gl_t *gl) { glGenTextures(TEXTURES, gl->texture); for (unsigned i = 0; i < TEXTURES; i++) { glBindTexture(GL_TEXTURE_2D, gl->texture[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter); glPixelStorei(GL_UNPACK_ROW_LENGTH, gl->tex_w); glTexImage2D(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT, gl->tex_w, gl->tex_h, 0, gl->texture_type, gl->texture_fmt, gl->empty_buf ? gl->empty_buf : NULL); } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); } #endif static void gl_next_texture_index(gl_t *gl, const struct gl_tex_info *tex_info) { memmove(gl->prev_info + 1, gl->prev_info, sizeof(*tex_info) * (TEXTURES - 1)); memcpy(&gl->prev_info[0], tex_info, sizeof(*tex_info)); gl->tex_index = (gl->tex_index + 1) & TEXTURES_MASK; } #ifdef HAVE_FREETYPE static inline void gl_render_msg_pre(gl_t *gl) { gl_shader_use(0); set_viewport(gl, gl->win_width, gl->win_height, false, false); glEnable(GL_BLEND); } static inline void gl_render_msg_post(gl_t *gl) { // Go back to old rendering path. glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords); glVertexPointer(2, GL_FLOAT, 0, vertexes_flipped); glColorPointer(4, GL_FLOAT, 0, white_color); glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); glDisable(GL_BLEND); set_projection(gl, true); } #else #define gl_render_msg_pre(...) #define gl_render_msg_post(...) #endif static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { gl_t *gl = (gl_t*)data; gl_shader_use(1); gl->frame_count++; glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); #ifdef HAVE_FBO // Render to texture in first pass. if (gl->fbo_inited) { // Recompute FBO geometry. // When width/height changes or window sizes change, we have to recalcuate geometry of our FBO. gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height); gl_start_frame_fbo(gl); } #endif if (gl->should_resize) { gl->should_resize = false; gfx_ctx_set_resize(gl->win_width, gl->win_height); // On resize, we might have to recreate our FBOs due to "Viewport" scale, and set a new viewport. gl_update_resize(gl); } gl_update_input_size(gl, width, height, pitch); gl_copy_frame(gl, frame, width, height, pitch); struct gl_tex_info tex_info = {0}; tex_info.tex = gl->texture[gl->tex_index]; tex_info.input_size[0] = width; tex_info.input_size[1] = height; tex_info.tex_size[0] = gl->tex_w; tex_info.tex_size[1] = gl->tex_h; memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords)); glClear(GL_COLOR_BUFFER_BIT); gl_shader_set_params(width, height, gl->tex_w, gl->tex_h, gl->vp_width, gl->vp_height, gl->frame_count, &tex_info, gl->prev_info, NULL, 0); glDrawArrays(GL_QUADS, 0, 4); #ifdef HAVE_FBO if (gl->fbo_inited) gl_frame_fbo(gl, &tex_info); #endif gl_next_texture_index(gl, &tex_info); if (msg) { gl_render_msg_pre(gl); gl_render_msg(gl, msg); gl_render_msg_post(gl); } gfx_ctx_update_window_title(false); gfx_ctx_swap_buffers(); return true; } static void gl_free(void *data) { gl_t *gl = (gl_t*)data; gl_deinit_font(gl); gl_shader_deinit(); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDeleteTextures(TEXTURES, gl->texture); #ifdef __CELLOS_LV2__ glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0); glDeleteBuffers(1, &gl->pbo); #endif #ifdef HAVE_FBO gl_deinit_fbo(gl); #endif gfx_ctx_destroy(); if (gl->empty_buf) free(gl->empty_buf); free(gl); } static void gl_set_nonblock_state(void *data, bool state) { gl_t *gl = (gl_t*)data; if (gl->vsync) { RARCH_LOG("GL VSync => %s\n", state ? "off" : "on"); gfx_ctx_set_swap_interval(state ? 0 : 1, true); } } static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data) { #ifdef _WIN32 gfx_set_dwm(); #endif if (!gfx_ctx_init()) return NULL; unsigned full_x = 0, full_y = 0; gfx_ctx_get_video_size(&full_x, &full_y); RARCH_LOG("Detecting desktop resolution %ux%u.\n", full_x, full_y); gfx_ctx_set_swap_interval(video->vsync ? 1 : 0, false); unsigned win_width = video->width; unsigned win_height = video->height; if (video->fullscreen && (win_width == 0) && (win_height == 0)) { win_width = full_x; win_height = full_y; } if (!gfx_ctx_set_video_mode(win_width, win_height, g_settings.video.force_16bit ? 15 : 0, video->fullscreen)) return NULL; gfx_ctx_update_window_title(true); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #if (defined(HAVE_XML) || defined(HAVE_CG)) && defined(_WIN32) // Win32 GL lib doesn't have some functions needed for XML shaders. // Need to load dynamically :( if (!load_gl_proc()) { gfx_ctx_destroy(); return NULL; } #endif gl_t *gl = (gl_t*)calloc(1, sizeof(gl_t)); if (!gl) { gfx_ctx_destroy(); return NULL; } gl->vsync = video->vsync; gl->fullscreen = video->fullscreen; gl->full_x = full_x; gl->full_y = full_y; gl->win_width = win_width; gl->win_height = win_height; RARCH_LOG("GL: Using resolution %ux%u\n", gl->win_width, gl->win_height); #ifdef HAVE_CG_MENU RARCH_LOG("Initializing menu shader...\n"); gl_cg_set_menu_shader(DEFAULT_MENU_SHADER_FILE); #endif if (!gl_shader_init()) { RARCH_ERR("Shader init failed.\n"); gfx_ctx_destroy(); free(gl); return NULL; } RARCH_LOG("GL: Loaded %u program(s).\n", gl_shader_num()); #ifdef HAVE_FBO // Set up render to texture. gl_init_fbo(gl, RARCH_SCALE_BASE * video->input_scale, RARCH_SCALE_BASE * video->input_scale); #endif gl->keep_aspect = video->force_aspect; // Apparently need to set viewport for passes when we aren't using FBOs. gl_shader_use(0); set_viewport(gl, gl->win_width, gl->win_height, false, true); gl_shader_use(1); set_viewport(gl, gl->win_width, gl->win_height, false, true); bool force_smooth; if (gl_shader_filter_type(1, &force_smooth)) gl->tex_filter = force_smooth ? GL_LINEAR : GL_NEAREST; else gl->tex_filter = video->smooth ? GL_LINEAR : GL_NEAREST; gl->texture_type = RARCH_GL_TEXTURE_TYPE; gl->texture_fmt = video->rgb32 ? RARCH_GL_FORMAT32 : RARCH_GL_FORMAT16; gl->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); glClearColor(0, 0, 0, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertexes_flipped); memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords)); glTexCoordPointer(2, GL_FLOAT, 0, gl->tex_coords); glColorPointer(4, GL_FLOAT, 0, white_color); set_lut_texture_coords(tex_coords); gl->tex_w = RARCH_SCALE_BASE * video->input_scale; gl->tex_h = RARCH_SCALE_BASE * video->input_scale; #ifdef HAVE_OPENGL_PBO glGenBuffers(1, &gl->pbo); glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo); glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->tex_w * gl->tex_h * gl->base_size * TEXTURES, NULL, GL_STREAM_DRAW); #endif // Empty buffer that we use to clear out the texture with on res change. gl->empty_buf = calloc(gl->tex_w * gl->tex_h, gl->base_size); gl_init_textures(gl); for (unsigned i = 0; i < TEXTURES; i++) { gl->last_width[i] = gl->tex_w; gl->last_height[i] = gl->tex_h; } for (unsigned i = 0; i < TEXTURES; i++) { gl->prev_info[i].tex = gl->texture[(gl->tex_index - (i + 1)) & TEXTURES_MASK]; gl->prev_info[i].input_size[0] = gl->tex_w; gl->prev_info[i].tex_size[0] = gl->tex_w; gl->prev_info[i].input_size[1] = gl->tex_h; gl->prev_info[i].tex_size[1] = gl->tex_h; memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords)); } gfx_ctx_input_driver(input, input_data); gl_init_font(gl, g_settings.video.font_path, g_settings.video.font_size); if (!gl_check_error()) { gfx_ctx_destroy(); free(gl); return NULL; } return gl; } static bool gl_alive(void *data) { gl_t *gl = (gl_t*)data; check_window(gl); return !gl->quitting; } static bool gl_focus(void *data) { (void)data; return gfx_ctx_window_has_focus(); } #ifdef HAVE_XML static bool gl_xml_shader(void *data, const char *path) { gl_t *gl = (gl_t*)data; #ifdef HAVE_FBO gl_deinit_fbo(gl); glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); #endif gl_shader_deinit(); if (!gl_glsl_init(path)) return false; #ifdef HAVE_FBO // Set up render to texture again. gl_init_fbo(gl, gl->tex_w, gl->tex_h); #endif // Apparently need to set viewport for passes when we aren't using FBOs. gl_shader_use(0); set_viewport(gl, gl->win_width, gl->win_height, false, true); gl_shader_use(1); set_viewport(gl, gl->win_width, gl->win_height, false, true); return true; } #endif const video_driver_t video_gl = { gl_init, gl_frame, gl_set_nonblock_state, gl_alive, gl_focus, #ifdef HAVE_XML gl_xml_shader, #else NULL, #endif gl_free, "gl", gl_set_rotation, };