/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2016 - Daniel De Matteis * Copyright (C) 2012-2015 - Michael Lelli * * 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 . */ #ifdef _MSC_VER #pragma comment(lib, "opengl32") #endif #include #include #include #include #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include #include #include #include #include #include #include #include "gl_capabilities.h" #include "gl_renderchains/render_chain_gl.h" #include "../../configuration.h" #include "../../record/record_driver.h" #include "../../performance_counters.h" #include "../../retroarch.h" #include "../../runloop.h" #include "../../verbosity.h" #include "../common/gl_common.h" #ifdef HAVE_THREADS #include "../video_thread_wrapper.h" #endif #include "../font_driver.h" #include "../video_context_driver.h" #include "../video_frame.h" #ifdef HAVE_GLSL #include "../drivers_shader/shader_glsl.h" #endif #ifdef GL_DEBUG #include #if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGLES3) || defined(HAVE_OPENGLES_3_1) || defined(HAVE_OPENGLES_3_2) #define HAVE_GL_DEBUG_ES #endif #endif #ifdef HAVE_MENU #include "../../menu/menu_driver.h" #endif #if defined(_WIN32) && !defined(_XBOX) #include "../common/win32_common.h" #endif #include "../video_shader_driver.h" #ifndef GL_SYNC_GPU_COMMANDS_COMPLETE #define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 #endif #ifndef GL_SYNC_FLUSH_COMMANDS_BIT #define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 #endif #ifdef IOS /* There is no default frame buffer on iOS. */ void cocoagl_bind_game_view_fbo(void); #define gl_bind_backbuffer() cocoagl_bind_game_view_fbo() #else #define gl_bind_backbuffer() glBindFramebuffer(RARCH_GL_FRAMEBUFFER, 0) #endif /* Used for the last pass when rendering to the back buffer. */ static const GLfloat vertexes_flipped[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; /* Used when rendering to an FBO. * Texture coords have to be aligned * with vertex coordinates. */ static const GLfloat vertexes[] = { 0, 0, 1, 0, 0, 1, 1, 1 }; static const GLfloat tex_coords[] = { 0, 0, 1, 0, 0, 1, 1, 1 }; static const GLfloat white_color[] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, }; static bool gl_shared_context_use = false; void context_bind_hw_render(bool enable) { if (gl_shared_context_use) video_context_driver_bind_hw_render(&enable); } #ifdef HAVE_OVERLAY static void gl_free_overlay(gl_t *gl) { if (!gl) return; 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_overlay_vertex_geom(void *data, unsigned image, float x, float y, float w, float h) { GLfloat *vertex = NULL; gl_t *gl = (gl_t*)data; if (!gl) return; if (image > gl->overlays) { RARCH_ERR("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_overlay_tex_geom(void *data, unsigned image, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { GLfloat *tex = NULL; gl_t *gl = (gl_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_render_overlay(gl_t *gl) { video_shader_ctx_mvp_t mvp; video_shader_ctx_coords_t coords; video_shader_ctx_info_t shader_info; unsigned i, width, height; if (!gl || !gl->overlay_enable) return; video_driver_get_size(&width, &height); glEnable(GL_BLEND); if (gl->overlay_full_screen) glViewport(0, 0, width, height); /* Ensure that we reset the attrib array. */ shader_info.data = gl; shader_info.idx = VIDEO_SHADER_STOCK_BLEND; shader_info.set_active = true; video_shader_driver_use(&shader_info); gl->coords.vertex = gl->overlay_vertex_coord; gl->coords.tex_coord = gl->overlay_tex_coord; gl->coords.color = gl->overlay_color_coord; gl->coords.vertices = 4 * gl->overlays; coords.handle_data = NULL; coords.data = &gl->coords; video_shader_driver_set_coords(&coords); mvp.data = gl; mvp.matrix = &gl->mvp_no_rot; video_shader_driver_set_mvp(&mvp); for (i = 0; i < gl->overlays; i++) { glBindTexture(GL_TEXTURE_2D, gl->overlay_tex[i]); glDrawArrays(GL_TRIANGLE_STRIP, 4 * i, 4); } glDisable(GL_BLEND); gl->coords.vertex = gl->vertex_ptr; gl->coords.tex_coord = gl->tex_info.coord; gl->coords.color = gl->white_color_ptr; gl->coords.vertices = 4; if (gl->overlay_full_screen) glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height); } #endif #define set_texture_coords(coords, xamt, yamt) \ coords[2] = xamt; \ coords[6] = xamt; \ coords[5] = yamt; \ coords[7] = yamt static void gl_set_projection(gl_t *gl, 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); } void gl_set_viewport(void *data, unsigned viewport_width, unsigned viewport_height, bool force_full, bool allow_rotate) { gfx_ctx_aspect_t aspect_data; unsigned width, height; int x = 0; int y = 0; float device_aspect = (float)viewport_width / viewport_height; struct video_ortho ortho = {0, 1, 0, 1, -1, 1}; settings_t *settings = config_get_ptr(); gl_t *gl = (gl_t*)data; video_driver_get_size(&width, &height); aspect_data.aspect = &device_aspect; aspect_data.width = viewport_width; aspect_data.height = viewport_height; video_context_driver_translate_aspect(&aspect_data); if (settings->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 (settings->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_set_projection(gl, &ortho, allow_rotate); /* Set last backbuffer viewport. */ if (!force_full) { gl->vp_out_width = viewport_width; gl->vp_out_height = viewport_height; } #if 0 RARCH_LOG("Setting viewport @ %ux%u\n", viewport_width, viewport_height); #endif } /* Shaders */ static bool gl_shader_init(gl_t *gl) { video_shader_ctx_init_t init_data; enum rarch_shader_type type; settings_t *settings = config_get_ptr(); const char *shader_path = (settings->video.shader_enable && *settings->path.shader) ? settings->path.shader : NULL; if (!gl) { RARCH_ERR("Invalid GL instance passed.\n"); return false; } type = video_shader_parse_type(shader_path, gl_query_core_context_in_use() ? RARCH_SHADER_GLSL : DEFAULT_SHADER_TYPE); switch (type) { #ifdef HAVE_CG case RARCH_SHADER_CG: if (gl_query_core_context_in_use()) shader_path = NULL; break; #endif #ifdef HAVE_GLSL case RARCH_SHADER_GLSL: break; #endif default: RARCH_ERR("[GL]: Not loading any shader, or couldn't find valid shader backend. Continuing without shaders.\n"); return true; } init_data.gl.core_context_enabled = gl_query_core_context_in_use(); init_data.shader_type = type; init_data.shader = NULL; init_data.data = gl; init_data.path = shader_path; if (video_shader_driver_init(&init_data)) return true; RARCH_ERR("[GL]: Failed to initialize shader, falling back to stock.\n"); init_data.shader = NULL; init_data.path = NULL; return video_shader_driver_init(&init_data); } #ifndef NO_GL_FF_VERTEX static void gl_disable_client_arrays(void) { if (gl_query_core_context_in_use()) return; glClientActiveTexture(GL_TEXTURE1); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } #endif GLenum min_filter_to_mag(GLenum type) { switch (type) { case GL_LINEAR_MIPMAP_LINEAR: return GL_LINEAR; case GL_NEAREST_MIPMAP_NEAREST: return GL_NEAREST; default: break; } return type; } #ifdef HAVE_FBO static uintptr_t gl_get_current_framebuffer(void *data) { gl_t *gl = (gl_t*)data; return gl->hw_render_fbo[(gl->tex_index + 1) % gl->textures]; } #endif static void gl_set_rotation(void *data, unsigned rotation) { gl_t *gl = (gl_t*)data; struct video_ortho ortho = {0, 1, 0, 1, -1, 1}; if (!gl) return; gl->rotation = 90 * rotation; gl_set_projection(gl, &ortho, true); } static void gl_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_update_input_size(gl_t *gl, unsigned width, unsigned height, unsigned pitch, bool clear) { GLfloat xamt, yamt; bool set_coords = false; if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf) { /* Resolution change. Need to clear out texture. */ gl->last_width[gl->tex_index] = width; gl->last_height[gl->tex_index] = height; if (clear) { glPixelStorei(GL_UNPACK_ALIGNMENT, video_pixel_get_alignment(width * sizeof(uint32_t))); #if defined(HAVE_PSGL) glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size, gl->tex_w * gl->tex_h * gl->base_size, gl->empty_buf); #else glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, gl->tex_w, gl->tex_h, gl->texture_type, gl->texture_fmt, gl->empty_buf); #endif } set_coords = true; } else if ((width != gl->last_width[(gl->tex_index + gl->textures - 1) % gl->textures]) || (height != gl->last_height[(gl->tex_index + gl->textures - 1) % gl->textures])) { /* We might have used different texture coordinates * last frame. Edge case if resolution changes very rapidly. */ set_coords = true; } if (!set_coords) return; xamt = (GLfloat)width / gl->tex_w; yamt = (GLfloat)height / gl->tex_h; set_texture_coords(gl->tex_info.coord, xamt, yamt); } static void gl_init_textures_data(gl_t *gl) { unsigned i; for (i = 0; i < gl->textures; i++) { gl->last_width[i] = gl->tex_w; gl->last_height[i] = gl->tex_h; } for (i = 0; i < gl->textures; i++) { gl->prev_info[i].tex = gl->texture[0]; 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)); } } static void gl_init_textures_reference(gl_t *gl, unsigned i, GLenum internal_fmt, GLenum texture_fmt, GLenum texture_type) { glBindTexture(GL_TEXTURE_2D, gl->texture[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->wrap_mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->wrap_mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_mag_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_min_filter); #ifdef HAVE_PSGL glTextureReferenceSCE(GL_TEXTURE_2D, 1, gl->tex_w, gl->tex_h, 0, internal_fmt, gl->tex_w * gl->base_size, gl->tex_w * gl->tex_h * i * gl->base_size); #else if (gl->egl_images) return; glTexImage2D(GL_TEXTURE_2D, 0, internal_fmt, gl->tex_w, gl->tex_h, 0, texture_type, texture_fmt, gl->empty_buf ? gl->empty_buf : NULL); #endif } static void gl_init_textures(gl_t *gl, const video_info_t *video) { unsigned i; GLenum internal_fmt, texture_type = 0, texture_fmt = 0; (void)texture_type; (void)texture_fmt; #if defined(HAVE_EGL) && defined(HAVE_OPENGLES) /* Use regular textures if we use HW render. */ gl->egl_images = !gl->hw_render_use && gl_check_capability(GL_CAPS_EGLIMAGE) && video_context_driver_init_image_buffer((void*)video); #endif #ifdef HAVE_PSGL if (!gl->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 * gl->textures, NULL, GL_STREAM_DRAW); #endif internal_fmt = gl->internal_fmt; #ifndef HAVE_PSGL texture_type = gl->texture_type; texture_fmt = gl->texture_fmt; #endif #ifdef HAVE_OPENGLES2 /* GLES is picky about which format we use here. * Without extensions, we can *only* render to 16-bit FBOs. */ if (gl->hw_render_use && gl->base_size == sizeof(uint32_t)) { if (gl_check_capability(GL_CAPS_ARGB8)) { internal_fmt = GL_RGBA; texture_type = GL_RGBA; texture_fmt = GL_UNSIGNED_BYTE; } else { RARCH_WARN("[GL]: 32-bit FBO not supported. Falling back to 16-bit.\n"); internal_fmt = GL_RGB; texture_type = GL_RGB; texture_fmt = GL_UNSIGNED_SHORT_5_6_5; } } #endif glGenTextures(gl->textures, gl->texture); for (i = 0; i < gl->textures; i++) gl_init_textures_reference(gl, i, internal_fmt, texture_fmt, texture_type); glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); } static INLINE void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch) { static struct retro_perf_counter copy_frame = {0}; performance_counter_init(©_frame, "copy_frame"); performance_counter_start(©_frame); #if defined(HAVE_PSGL) { unsigned h; 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; uint8_t *buffer = (uint8_t*)glMapBuffer( GL_TEXTURE_REFERENCE_BUFFER_SCE, GL_READ_WRITE) + buffer_addr; for (h = 0; h < height; h++, buffer += buffer_stride, frame_copy += pitch) memcpy(buffer, frame_copy, frame_copy_size); glUnmapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE); } #elif defined(HAVE_OPENGLES) #if defined(HAVE_EGL) if (gl->egl_images) { gfx_ctx_image_t img_info; bool new_egl = false; EGLImageKHR img = 0; img_info.frame = frame; img_info.width = width; img_info.height = height; img_info.pitch = pitch; img_info.index = gl->tex_index; img_info.rgb32 = (gl->base_size == 4); img_info.handle = &img; new_egl = video_context_driver_write_to_image_buffer(&img_info); if (img == EGL_NO_IMAGE_KHR) { RARCH_ERR("[GL]: Failed to create EGL image.\n"); return; } if (new_egl) glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)img); } else #endif { bool use_rgba = video_driver_supports_rgba(); glPixelStorei(GL_UNPACK_ALIGNMENT, video_pixel_get_alignment(width * gl->base_size)); /* Fallback for GLES devices without GL_BGRA_EXT. */ if (gl->base_size == 4 && use_rgba) { video_frame_convert_argb8888_to_abgr8888( &gl->scaler, gl->conv_buffer, frame, width, height, pitch); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, gl->texture_type, gl->texture_fmt, gl->conv_buffer); } else if (gl->support_unpack_row_length) { 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); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } else { /* No GL_UNPACK_ROW_LENGTH. */ const GLvoid *data_buf = frame; unsigned pitch_width = pitch / gl->base_size; if (width != pitch_width) { /* Slow path - conv_buffer is preallocated * just in case we hit this path. */ unsigned h; const unsigned line_bytes = width * gl->base_size; uint8_t *dst = (uint8_t*)gl->conv_buffer; const uint8_t *src = (const uint8_t*)frame; for (h = 0; h < height; h++, src += pitch, dst += line_bytes) memcpy(dst, src, line_bytes); data_buf = gl->conv_buffer; } glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, gl->texture_type, gl->texture_fmt, data_buf); } } #else { const GLvoid *data_buf = frame; glPixelStorei(GL_UNPACK_ALIGNMENT, video_pixel_get_alignment(pitch)); if (gl->base_size == 2 && !gl->have_es2_compat) { /* Convert to 32-bit textures on desktop GL. * * It is *much* faster (order of magnitude on my setup) * to use a custom SIMD-optimized conversion routine * than letting GL do it. */ video_frame_convert_rgb16_to_rgb32( &gl->scaler, gl->conv_buffer, frame, width, height, pitch); data_buf = gl->conv_buffer; } else glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, gl->texture_type, gl->texture_fmt, data_buf); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } #endif performance_counter_stop(©_frame); } static INLINE void gl_set_shader_viewport(gl_t *gl, unsigned idx) { unsigned width, height; video_shader_ctx_info_t shader_info; video_driver_get_size(&width, &height); shader_info.data = gl; shader_info.idx = idx; shader_info.set_active = true; video_shader_driver_use(&shader_info); gl_set_viewport(gl, width, height, false, true); } void gl_load_texture_data( uint32_t id_data, enum gfx_wrap_type wrap_type, enum texture_filter_type filter_type, unsigned alignment, unsigned width, unsigned height, const void *frame, unsigned base_size) { GLint mag_filter, min_filter; bool want_mipmap = false; bool use_rgba = video_driver_supports_rgba(); bool rgb32 = (base_size == (sizeof(uint32_t))); GLenum wrap = gl_wrap_type_to_enum(wrap_type); GLuint id = (GLuint)id_data; glBindTexture(GL_TEXTURE_2D, id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap); if (!gl_check_capability(GL_CAPS_MIPMAP)) { /* Assume no mipmapping support. */ switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: filter_type = TEXTURE_FILTER_LINEAR; break; case TEXTURE_FILTER_MIPMAP_NEAREST: filter_type = TEXTURE_FILTER_NEAREST; break; default: break; } } switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: min_filter = GL_LINEAR_MIPMAP_NEAREST; mag_filter = GL_LINEAR; want_mipmap = true; break; case TEXTURE_FILTER_MIPMAP_NEAREST: min_filter = GL_NEAREST_MIPMAP_NEAREST; mag_filter = GL_NEAREST; want_mipmap = true; break; case TEXTURE_FILTER_NEAREST: min_filter = GL_NEAREST; mag_filter = GL_NEAREST; break; case TEXTURE_FILTER_LINEAR: default: min_filter = GL_LINEAR; mag_filter = GL_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, alignment); glTexImage2D(GL_TEXTURE_2D, 0, (use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32, width, height, 0, (use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32, (rgb32) ? RARCH_GL_FORMAT32 : GL_UNSIGNED_SHORT_4_4_4_4, frame); if (want_mipmap && gl_check_capability(GL_CAPS_MIPMAP)) glGenerateMipmap(GL_TEXTURE_2D); } #if defined(HAVE_MENU) static void gl_set_texture_frame(void *data, const void *frame, bool rgb32, unsigned width, unsigned height, float alpha) { enum texture_filter_type menu_filter; settings_t *settings = config_get_ptr(); unsigned base_size = rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); gl_t *gl = (gl_t*)data; if (!gl) return; context_bind_hw_render(false); menu_filter = settings->menu.linear_filter ? TEXTURE_FILTER_LINEAR : TEXTURE_FILTER_NEAREST; if (!gl->menu_texture) glGenTextures(1, &gl->menu_texture); gl_load_texture_data(gl->menu_texture, RARCH_WRAP_EDGE, menu_filter, video_pixel_get_alignment(width * base_size), width, height, frame, base_size); gl->menu_texture_alpha = alpha; glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); context_bind_hw_render(true); } static void gl_set_texture_enable(void *data, bool state, bool full_screen) { gl_t *gl = (gl_t*)data; if (!gl) return; gl->menu_texture_enable = state; gl->menu_texture_full_screen = full_screen; } static void gl_set_osd_msg(void *data, const char *msg, const struct font_params *params, void *font) { font_driver_render_msg(font, msg, params); } static void gl_show_mouse(void *data, bool state) { video_context_driver_show_mouse(&state); } static struct video_shader *gl_get_current_shader(void *data) { video_shader_ctx_t shader_info; video_shader_driver_direct_get_current_shader(&shader_info); return shader_info.data; } #if defined(HAVE_GL_ASYNC_READBACK) static void gl_pbo_async_readback(gl_t *gl) { static struct retro_perf_counter async_readback = {0}; glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index++]); gl->pbo_readback_index &= 3; /* 4 frames back, we can readback. */ gl->pbo_readback_valid[gl->pbo_readback_index] = true; glPixelStorei(GL_PACK_ROW_LENGTH, 0); glPixelStorei(GL_PACK_ALIGNMENT, video_pixel_get_alignment(gl->vp.width * sizeof(uint32_t))); /* Read asynchronously into PBO buffer. */ performance_counter_init(&async_readback, "async_readback"); performance_counter_start(&async_readback); glReadBuffer(GL_BACK); #ifdef HAVE_OPENGLES3 glReadPixels(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height, GL_RGBA, GL_UNSIGNED_BYTE, NULL); #else glReadPixels(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); #endif performance_counter_stop(&async_readback); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); } #endif static INLINE void gl_draw_texture(gl_t *gl) { video_shader_ctx_mvp_t mvp; video_shader_ctx_coords_t coords; video_shader_ctx_info_t shader_info; unsigned width, height; GLfloat color[16]; color[ 0] = 1.0f; color[ 1] = 1.0f; color[ 2] = 1.0f; color[ 3] = gl->menu_texture_alpha; color[ 4] = 1.0f; color[ 5] = 1.0f; color[ 6] = 1.0f; color[ 7] = gl->menu_texture_alpha; color[ 8] = 1.0f; color[ 9] = 1.0f; color[10] = 1.0f; color[11] = gl->menu_texture_alpha; color[12] = 1.0f; color[13] = 1.0f; color[14] = 1.0f; color[15] = gl->menu_texture_alpha; if (!gl->menu_texture) return; video_driver_get_size(&width, &height); gl->coords.vertex = vertexes_flipped; gl->coords.tex_coord = tex_coords; gl->coords.color = color; glBindTexture(GL_TEXTURE_2D, gl->menu_texture); shader_info.data = gl; shader_info.idx = VIDEO_SHADER_STOCK_BLEND; shader_info.set_active = true; video_shader_driver_use(&shader_info); gl->coords.vertices = 4; coords.handle_data = NULL; coords.data = &gl->coords; video_shader_driver_set_coords(&coords); mvp.data = gl; mvp.matrix = &gl->mvp_no_rot; video_shader_driver_set_mvp(&mvp); glEnable(GL_BLEND); if (gl->menu_texture_full_screen) { glViewport(0, 0, width, height); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height); } else glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); gl->coords.vertex = gl->vertex_ptr; gl->coords.tex_coord = gl->tex_info.coord; gl->coords.color = gl->white_color_ptr; } #endif static bool gl_frame(void *data, const void *frame, unsigned frame_width, unsigned frame_height, uint64_t frame_count, unsigned pitch, const char *msg) { video_shader_ctx_mvp_t mvp; video_shader_ctx_coords_t coords; video_shader_ctx_params_t params; unsigned width, height; struct video_tex_info feedback_info; video_shader_ctx_info_t shader_info; static struct retro_perf_counter frame_run = {0}; gl_t *gl = (gl_t*)data; settings_t *settings = config_get_ptr(); performance_counter_init(&frame_run, "frame_run"); performance_counter_start(&frame_run); if (!gl) return false; video_driver_get_size(&width, &height); context_bind_hw_render(false); #ifndef HAVE_OPENGLES if (gl_query_core_context_in_use()) glBindVertexArray(gl->vao); #endif shader_info.data = gl; shader_info.idx = 1; shader_info.set_active = true; video_shader_driver_use(&shader_info); #ifdef IOS /* Apparently the viewport is lost each frame, thanks Apple. */ gl_set_viewport(gl, width, height, false, true); #endif #ifdef HAVE_FBO /* Render to texture in first pass. */ if (gl->fbo_inited) { gl_renderchain_recompute_pass_sizes(gl, frame_width, frame_height, gl->vp_out_width, gl->vp_out_height); gl_renderchain_start_render(gl); } #endif if (gl->should_resize) { gfx_ctx_mode_t mode; gl->should_resize = false; mode.width = width; mode.height = height; video_context_driver_set_resize(&mode); #ifdef HAVE_FBO if (gl->fbo_inited) { gl_check_fbo_dimensions(gl); /* Go back to what we're supposed to do, * render to FBO #0. */ gl_renderchain_start_render(gl); } else #endif gl_set_viewport(gl, width, height, false, true); } if (frame) gl->tex_index = ((gl->tex_index + 1) % gl->textures); glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); /* Can be NULL for frame dupe / NULL render. */ if (frame) { #ifdef HAVE_FBO if (!gl->hw_render_fbo_init) #endif { gl_update_input_size(gl, frame_width, frame_height, pitch, true); gl_copy_frame(gl, frame, frame_width, frame_height, pitch); } /* No point regenerating mipmaps * if there are no new frames. */ if (gl->tex_mipmap && gl_check_capability(GL_CAPS_MIPMAP)) glGenerateMipmap(GL_TEXTURE_2D); } /* Have to reset rendering state which libretro core * could easily have overridden. */ #ifdef HAVE_FBO if (gl->hw_render_fbo_init) { gl_update_input_size(gl, frame_width, frame_height, pitch, false); if (!gl->fbo_inited) { gl_bind_backbuffer(); gl_set_viewport(gl, width, height, false, true); } #ifndef HAVE_OPENGLES if (!gl_query_core_context_in_use()) glEnable(GL_TEXTURE_2D); #endif glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_CULL_FACE); glDisable(GL_DITHER); glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } #endif gl->tex_info.tex = gl->texture[gl->tex_index]; gl->tex_info.input_size[0] = frame_width; gl->tex_info.input_size[1] = frame_height; gl->tex_info.tex_size[0] = gl->tex_w; gl->tex_info.tex_size[1] = gl->tex_h; feedback_info = gl->tex_info; #ifdef HAVE_FBO if (gl->fbo_feedback_enable) { const struct video_fbo_rect *rect = &gl->fbo_rect[gl->fbo_feedback_pass]; GLfloat xamt = (GLfloat)rect->img_width / rect->width; GLfloat yamt = (GLfloat)rect->img_height / rect->height; feedback_info.tex = gl->fbo_feedback_texture; feedback_info.input_size[0] = rect->img_width; feedback_info.input_size[1] = rect->img_height; feedback_info.tex_size[0] = rect->width; feedback_info.tex_size[1] = rect->height; set_texture_coords(feedback_info.coord, xamt, yamt); } #endif glClear(GL_COLOR_BUFFER_BIT); params.data = gl; params.width = frame_width; params.height = frame_height; params.tex_width = gl->tex_w; params.tex_height = gl->tex_h; params.out_width = gl->vp.width; params.out_height = gl->vp.height; params.frame_counter = (unsigned int)frame_count; params.info = &gl->tex_info; params.prev_info = gl->prev_info; params.feedback_info = &feedback_info; params.fbo_info = NULL; params.fbo_info_cnt = 0; video_shader_driver_set_parameters(¶ms); gl->coords.vertices = 4; coords.handle_data = NULL; coords.data = &gl->coords; video_shader_driver_set_coords(&coords); mvp.data = gl; mvp.matrix = &gl->mvp; video_shader_driver_set_mvp(&mvp); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); #ifdef HAVE_FBO if (gl->fbo_inited) gl_renderchain_render(gl, frame_count, &gl->tex_info, &feedback_info); #endif /* Set prev textures. */ gl_renderchain_bind_prev_texture(gl, &gl->tex_info); #if defined(HAVE_MENU) if (gl->menu_texture_enable) { menu_driver_ctl(RARCH_MENU_CTL_FRAME, NULL); if (gl->menu_texture_enable) gl_draw_texture(gl); } #endif if (font_driver_has_render_msg() && msg) font_driver_render_msg(NULL, msg, NULL); #ifdef HAVE_OVERLAY gl_render_overlay(gl); #endif video_context_driver_update_window_title(); performance_counter_stop(&frame_run); #ifdef HAVE_FBO /* Reset state which could easily mess up libretro core. */ if (gl->hw_render_fbo_init) { shader_info.data = gl; shader_info.idx = 0; shader_info.set_active = true; video_shader_driver_use(&shader_info); glBindTexture(GL_TEXTURE_2D, 0); #ifndef NO_GL_FF_VERTEX gl_disable_client_arrays(); #endif } #endif #ifndef NO_GL_READ_PIXELS /* Screenshots. */ if (gl->readback_buffer_screenshot) { glPixelStorei(GL_PACK_ALIGNMENT, 4); #ifndef HAVE_OPENGLES glPixelStorei(GL_PACK_ROW_LENGTH, 0); glReadBuffer(GL_BACK); #endif glReadPixels(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height, GL_RGBA, GL_UNSIGNED_BYTE, gl->readback_buffer_screenshot); } #ifdef HAVE_GL_ASYNC_READBACK #ifdef HAVE_MENU /* Don't readback if we're in menu mode. */ else if (gl->pbo_readback_enable && !gl->menu_texture_enable) gl_pbo_async_readback(gl); #endif #endif #endif /* Disable BFI during fast forward, slow-motion, * and pause to prevent flicker. */ if ( settings->video.black_frame_insertion && !input_driver_is_nonblock_state() && !runloop_ctl(RUNLOOP_CTL_IS_SLOWMOTION, NULL) && !runloop_ctl(RUNLOOP_CTL_IS_PAUSED, NULL)) { video_context_driver_swap_buffers(); glClear(GL_COLOR_BUFFER_BIT); } video_context_driver_swap_buffers(); #ifdef HAVE_GL_SYNC if (settings->video.hard_sync && gl->have_sync) { static struct retro_perf_counter gl_fence = {0}; performance_counter_init(&gl_fence, "gl_fence"); performance_counter_start(&gl_fence); glClear(GL_COLOR_BUFFER_BIT); gl->fences[gl->fence_count++] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); while (gl->fence_count > settings->video.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)); } performance_counter_stop(&gl_fence); } #endif #ifndef HAVE_OPENGLES if (gl_query_core_context_in_use()) glBindVertexArray(0); #endif context_bind_hw_render(true); return true; } static void gl_destroy_resources(gl_t *gl) { if (gl) { if (gl->empty_buf) free(gl->empty_buf); if (gl->conv_buffer) free(gl->conv_buffer); free(gl); } gl_shared_context_use = false; gl_query_core_context_unset(); } static void gl_free(void *data) { gl_t *gl = (gl_t*)data; if (!gl) return; context_bind_hw_render(false); #ifdef HAVE_GL_SYNC if (gl->have_sync) { unsigned i; for (i = 0; i < gl->fence_count; i++) { glClientWaitSync(gl->fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000); glDeleteSync(gl->fences[i]); } gl->fence_count = 0; } #endif if (font_driver_has_render_msg()) font_driver_free(NULL); video_shader_driver_deinit(); #ifndef NO_GL_FF_VERTEX gl_disable_client_arrays(); #endif glDeleteTextures(gl->textures, gl->texture); #if defined(HAVE_MENU) if (gl->menu_texture) glDeleteTextures(1, &gl->menu_texture); #endif #ifdef HAVE_OVERLAY gl_free_overlay(gl); #endif #if defined(HAVE_PSGL) glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0); glDeleteBuffers(1, &gl->pbo); #endif scaler_ctx_gen_reset(&gl->scaler); #ifdef HAVE_GL_ASYNC_READBACK if (gl->pbo_readback_enable) { glDeleteBuffers(4, gl->pbo_readback); scaler_ctx_gen_reset(&gl->pbo_readback_scaler); } #endif #ifdef HAVE_FBO gl_renderchain_free(gl); #endif #ifndef HAVE_OPENGLES if (gl_query_core_context_in_use()) { glBindVertexArray(0); glDeleteVertexArrays(1, &gl->vao); } #endif video_context_driver_free(); gl_destroy_resources(gl); } static void gl_set_nonblock_state(void *data, bool state) { unsigned interval = 0; gl_t *gl = (gl_t*)data; settings_t *settings = config_get_ptr(); if (!gl) return; RARCH_LOG("[GL]: VSync => %s\n", state ? "off" : "on"); context_bind_hw_render(false); if (!state) interval = settings->video.swap_interval; video_context_driver_swap_interval(&interval); context_bind_hw_render(true); } static bool resolve_extensions(gl_t *gl, const char *context_ident) { settings_t *settings = config_get_ptr(); #ifndef HAVE_OPENGLES struct retro_hw_render_callback *hwr = video_driver_get_hw_context(); gl_query_core_context_set(hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE); if (gl_query_core_context_in_use()) { RARCH_LOG("[GL]: Using Core GL context.\n"); if (!gl_check_capability(GL_CAPS_VAO)) { RARCH_ERR("[GL]: Failed to initialize VAOs.\n"); return false; } glGenVertexArrays(1, &gl->vao); } /* GL_RGB565 internal format support. * Even though ES2 support is claimed, the format * is not supported on older ATI catalyst drivers. * * The speed gain from using GL_RGB565 is worth * adding some workarounds for. */ gl->have_es2_compat = gl_check_capability(GL_CAPS_ES2_COMPAT); gl->have_full_npot_support = gl_check_capability(GL_CAPS_FULL_NPOT_SUPPORT); #endif #ifdef HAVE_GL_SYNC gl->have_sync = gl_check_capability(GL_CAPS_SYNC); if (gl->have_sync && settings->video.hard_sync) RARCH_LOG("[GL]: Using ARB_sync to reduce latency.\n"); #endif video_driver_unset_rgba(); #if defined(HAVE_OPENGLES) && !defined(HAVE_PSGL) gl->have_full_npot_support = gl_check_capability(GL_CAPS_FULL_NPOT_SUPPORT); if (!gl_check_capability(GL_CAPS_BGRA8888)) { video_driver_set_rgba(); RARCH_WARN("[GL]: GLES implementation does not have BGRA8888 extension.\n" "32-bit path will require conversion.\n"); } /* GLES3 has unpack_subimage and sRGB in core. */ gl->support_unpack_row_length = gl_check_capability(GL_CAPS_UNPACK_ROW_LENGTH); gl->has_srgb_fbo_gles3 = gl_check_capability(GL_CAPS_SRGB_FBO_ES3); /* TODO/FIXME - No extensions for float FBO currently. */ #endif gl->has_fp_fbo = gl_check_capability(GL_CAPS_FP_FBO); if (settings->video.force_srgb_disable) gl->has_srgb_fbo = false; else gl->has_srgb_fbo = gl_check_capability(GL_CAPS_SRGB_FBO); #ifdef GL_DEBUG /* Useful for debugging, but kinda obnoxious otherwise. */ RARCH_LOG("[GL]: Supported extensions:\n"); if (gl_query_core_context_in_use()) { #ifdef GL_NUM_EXTENSIONS GLint exts = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &exts); for (GLint i = 0; i < exts; i++) { const char *ext = (const char*)glGetStringi(GL_EXTENSIONS, i); if (ext) RARCH_LOG("\t%s\n", ext); } #endif } else { const char *ext = (const char*)glGetString(GL_EXTENSIONS); if (ext) { size_t i; struct string_list *list = string_split(ext, " "); for (i = 0; i < list->size; i++) RARCH_LOG("\t%s\n", list->elems[i].data); string_list_free(list); } } #endif return true; } static INLINE void gl_set_texture_fmts(gl_t *gl, bool rgb32) { gl->internal_fmt = RARCH_GL_INTERNAL_FORMAT16; gl->texture_type = RARCH_GL_TEXTURE_TYPE16; gl->texture_fmt = RARCH_GL_FORMAT16; gl->base_size = sizeof(uint16_t); if (rgb32) { bool use_rgba = video_driver_supports_rgba(); gl->internal_fmt = RARCH_GL_INTERNAL_FORMAT32; gl->texture_type = RARCH_GL_TEXTURE_TYPE32; gl->texture_fmt = RARCH_GL_FORMAT32; gl->base_size = sizeof(uint32_t); if (use_rgba) { gl->internal_fmt = GL_RGBA; gl->texture_type = GL_RGBA; } } #ifndef HAVE_OPENGLES else if (gl->have_es2_compat) { RARCH_LOG("[GL]: Using GL_RGB565 for texture uploads.\n"); gl->internal_fmt = RARCH_GL_INTERNAL_FORMAT16_565; gl->texture_type = RARCH_GL_TEXTURE_TYPE16_565; gl->texture_fmt = RARCH_GL_FORMAT16_565; } #endif } #ifdef HAVE_GL_ASYNC_READBACK static void gl_init_pbo_readback(gl_t *gl) { unsigned i; settings_t *settings = config_get_ptr(); bool *recording_enabled = recording_is_enabled(); #ifndef HAVE_OPENGLES3 struct scaler_ctx *scaler = NULL; #endif /* Only bother with this if we're doing GPU recording. * Check recording_is_enabled() and not * driver.recording_data, because recording is * not initialized yet. */ gl->pbo_readback_enable = settings->video.gpu_record && *recording_enabled; if (!gl->pbo_readback_enable) return; RARCH_LOG("[GL]: Async PBO readback enabled.\n"); glGenBuffers(4, gl->pbo_readback); for (i = 0; i < 4; 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); #ifndef HAVE_OPENGLES3 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_ARGB8888; 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("Failed to initialize pixel conversion for PBO.\n"); glDeleteBuffers(4, gl->pbo_readback); } #endif } #endif static const gfx_ctx_driver_t *gl_get_context(gl_t *gl) { enum gfx_ctx_api api; const char *api_name = NULL; settings_t *settings = config_get_ptr(); struct retro_hw_render_callback *hwr = video_driver_get_hw_context(); unsigned major = hwr->version_major; unsigned minor = hwr->version_minor; #ifdef HAVE_OPENGLES api = GFX_CTX_OPENGL_ES_API; api_name = "OpenGL ES 2.0"; if (hwr->context_type == RETRO_HW_CONTEXT_OPENGLES3) { major = 3; minor = 0; api_name = "OpenGL ES 3.0"; } else if (hwr->context_type == RETRO_HW_CONTEXT_OPENGLES_VERSION) api_name = "OpenGL ES 3.1+"; #else api = GFX_CTX_OPENGL_API; api_name = "OpenGL"; #endif (void)api_name; gl_shared_context_use = settings->video.shared_context && hwr->context_type != RETRO_HW_CONTEXT_NONE; return video_context_driver_init_first(gl, settings->video.context_driver, api, major, minor, gl_shared_context_use); } #ifdef GL_DEBUG #ifdef HAVE_GL_DEBUG_ES #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_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_t *gl = (gl_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_begin_debug(gl_t *gl) { if (gl_check_capability(GL_CAPS_DEBUG)) { #ifdef HAVE_GL_DEBUG_ES glDebugMessageCallbackKHR(gl_debug_cb, gl); glDebugMessageControlKHR(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR); #else glDebugMessageCallback(gl_debug_cb, gl); glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); #endif } else RARCH_ERR("Neither GL_KHR_debug nor GL_ARB_debug_output are implemented. Cannot start GL debugging.\n"); } #endif static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data) { gfx_ctx_mode_t mode; gfx_ctx_input_t inp; unsigned interval, mip_level; unsigned full_x, full_y; video_shader_ctx_filter_t shader_filter; video_shader_ctx_info_t shader_info; video_shader_ctx_ident_t ident_info; video_shader_ctx_wrap_t wrap_info = {0}; unsigned win_width = 0; unsigned win_height = 0; unsigned temp_width = 0; unsigned temp_height = 0; bool force_smooth = false; const char *vendor = NULL; const char *renderer = NULL; const char *version = NULL; struct retro_hw_render_callback *hwr = NULL; char *error_string = NULL; settings_t *settings = config_get_ptr(); gl_t *gl = (gl_t*)calloc(1, sizeof(gl_t)); const gfx_ctx_driver_t *ctx_driver = gl_get_context(gl); if (!gl || !ctx_driver) goto error; video_context_driver_set((const gfx_ctx_driver_t*)ctx_driver); gl->video_info = *video; RARCH_LOG("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; RARCH_LOG("Detecting screen resolution %ux%u.\n", full_x, full_y); interval = video->vsync ? settings->video.swap_interval : 0; video_context_driver_swap_interval(&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; /* 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("[GL]: Vendor: %s, Renderer: %s.\n", vendor, renderer); RARCH_LOG("[GL]: Version: %s.\n", version); if (!string_is_empty(version)) sscanf(version, "%d.%d", &gl->version_major, &gl->version_minor); #ifndef RARCH_CONSOLE rglgen_resolve_symbols(ctx_driver->get_proc_address); #endif glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); if (!resolve_extensions(gl, ctx_driver->ident)) goto error; #ifdef GL_DEBUG gl_begin_debug(gl); #endif gl->vsync = video->vsync; gl->fullscreen = video->fullscreen; 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); RARCH_LOG("GL: Using resolution %ux%u\n", temp_width, temp_height); hwr = video_driver_get_hw_context(); gl->vertex_ptr = hwr->bottom_left_origin ? vertexes : vertexes_flipped; /* Better pipelining with GPU due to synchronous glSubTexImage. * Multiple async PBOs would be an alternative, * but still need multiple textures with PREV. */ gl->textures = 4; #ifdef HAVE_FBO gl->hw_render_use = hwr->context_type != RETRO_HW_CONTEXT_NONE; if (gl->hw_render_use) { /* All on GPU, no need to excessively * create textures. */ gl->textures = 1; #ifdef GL_DEBUG context_bind_hw_render(true); gl_begin_debug(gl); context_bind_hw_render(false); #endif } #endif gl->white_color_ptr = white_color; #ifdef HAVE_GLSL gl_glsl_set_get_proc_address(ctx_driver->get_proc_address); gl_glsl_set_context_type(gl_query_core_context_in_use(), hwr->version_major, hwr->version_minor); #endif if (!video_shader_driver_init_first()) goto error; video_shader_driver_get_ident(&ident_info); RARCH_LOG("[GL]: Default shader backend found: %s.\n", ident_info.ident); if (!gl_shader_init(gl)) { RARCH_ERR("[GL]: Shader initialization failed.\n"); goto error; } { unsigned minimum; video_shader_ctx_texture_t texture_info; video_shader_driver_get_prev_textures(&texture_info); minimum = texture_info.id; gl->textures = MAX(minimum + 1, gl->textures); } if (!video_shader_driver_info(&shader_info)) goto error; RARCH_LOG("[GL]: Using %u textures.\n", gl->textures); RARCH_LOG("[GL]: Loaded %u program(s).\n", shader_info.num); gl->tex_w = gl->tex_h = (RARCH_SCALE_BASE * video->input_scale); gl->keep_aspect = video->force_aspect; /* Apparently need to set viewport for passes * when we aren't using FBOs. */ gl_set_shader_viewport(gl, 0); gl_set_shader_viewport(gl, 1); mip_level = 1; gl->tex_mipmap = video_shader_driver_mipmap_input(&mip_level); shader_filter.index = 1; shader_filter.smooth = &force_smooth; if (video_shader_driver_filter_type(&shader_filter)) gl->tex_min_filter = gl->tex_mipmap ? (force_smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) : (force_smooth ? GL_LINEAR : GL_NEAREST); else gl->tex_min_filter = gl->tex_mipmap ? (video->smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) : (video->smooth ? GL_LINEAR : GL_NEAREST); gl->tex_mag_filter = min_filter_to_mag(gl->tex_min_filter); wrap_info.idx = 1; video_shader_driver_wrap_type(&wrap_info); gl->wrap_mode = gl_wrap_type_to_enum(wrap_info.type); gl_set_texture_fmts(gl, video->rgb32); #ifndef HAVE_OPENGLES if (!gl_query_core_context_in_use()) glEnable(GL_TEXTURE_2D); #endif glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_DITHER); memcpy(gl->tex_info.coord, tex_coords, sizeof(gl->tex_info.coord)); gl->coords.vertex = gl->vertex_ptr; gl->coords.tex_coord = gl->tex_info.coord; gl->coords.color = gl->white_color_ptr; gl->coords.lut_tex_coord = tex_coords; gl->coords.vertices = 4; /* Empty buffer that we use to clear out * the texture with on res change. */ gl->empty_buf = calloc(sizeof(uint32_t), gl->tex_w * gl->tex_h); #if !defined(HAVE_PSGL) gl->conv_buffer = calloc(sizeof(uint32_t), gl->tex_w * gl->tex_h); if (!gl->conv_buffer) goto error; #endif gl_init_textures(gl, video); gl_init_textures_data(gl); #ifdef HAVE_FBO gl_renderchain_init(gl, gl->tex_w, gl->tex_h); if (gl->hw_render_use && !gl_init_hw_render(gl, gl->tex_w, gl->tex_h)) goto error; #endif inp.input = input; inp.input_data = input_data; video_context_driver_input_driver(&inp); if (settings->video.font_enable) { if (!font_driver_init_first(NULL, NULL, gl, *settings->path.font ? settings->path.font : NULL, settings->video.font_size, false, FONT_DRIVER_RENDER_OPENGL_API)) RARCH_ERR("[GL]: Failed to initialize font renderer.\n"); } #ifdef HAVE_GL_ASYNC_READBACK gl_init_pbo_readback(gl); #endif if (!gl_check_error(&error_string)) { RARCH_ERR("%s\n", error_string); free(error_string); goto error; } context_bind_hw_render(true); return gl; error: video_context_driver_destroy(); gl_destroy_resources(gl); return NULL; } static bool gl_alive(void *data) { gfx_ctx_size_t size_data; unsigned temp_width = 0; unsigned temp_height = 0; bool ret = false; bool quit = false; bool resize = false; gl_t *gl = (gl_t*)data; /* Needed because some context drivers don't track their sizes */ video_driver_get_size(&temp_width, &temp_height); size_data.quit = &quit; size_data.resize = &resize; size_data.width = &temp_width; size_data.height = &temp_height; if (video_context_driver_check_window(&size_data)) { 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); return ret; } static bool gl_focus(void *data) { return video_context_driver_focus(); } static bool gl_suppress_screensaver(void *data, bool enable) { bool enabled = enable; return video_context_driver_suppress_screensaver(&enabled); } static bool gl_has_windowed(void *data) { return video_context_driver_has_windowed(); } static void gl_update_tex_filter_frame(gl_t *gl) { video_shader_ctx_filter_t shader_filter; unsigned i, mip_level; GLenum wrap_mode; GLuint new_filt; video_shader_ctx_wrap_t wrap_info = {0}; bool smooth = false; settings_t *settings = config_get_ptr(); if (!gl) return; context_bind_hw_render(false); shader_filter.index = 1; shader_filter.smooth = &smooth; if (!video_shader_driver_filter_type(&shader_filter)) smooth = settings->video.smooth; mip_level = 1; wrap_info.idx = 1; video_shader_driver_wrap_type(&wrap_info); wrap_mode = gl_wrap_type_to_enum(wrap_info.type); gl->tex_mipmap = video_shader_driver_mipmap_input(&mip_level); gl->video_info.smooth = smooth; new_filt = gl->tex_mipmap ? (smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) : (smooth ? GL_LINEAR : GL_NEAREST); if (new_filt == gl->tex_min_filter && wrap_mode == gl->wrap_mode) return; gl->tex_min_filter = new_filt; gl->tex_mag_filter = min_filter_to_mag(gl->tex_min_filter); gl->wrap_mode = wrap_mode; for (i = 0; i < gl->textures; i++) { if (!gl->texture[i]) continue; glBindTexture(GL_TEXTURE_2D, gl->texture[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->wrap_mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->wrap_mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_mag_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_min_filter); } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); context_bind_hw_render(true); } static bool gl_set_shader(void *data, enum rarch_shader_type type, const char *path) { #if defined(HAVE_GLSL) || defined(HAVE_CG) unsigned textures; video_shader_ctx_texture_t texture_info; video_shader_ctx_init_t init_data; gl_t *gl = (gl_t*)data; if (!gl) return false; context_bind_hw_render(false); if (type == RARCH_SHADER_NONE) return false; video_shader_driver_deinit(); switch (type) { #ifdef HAVE_GLSL case RARCH_SHADER_GLSL: break; #endif #ifdef HAVE_CG case RARCH_SHADER_CG: break; #endif default: RARCH_ERR("[GL]: Cannot find shader core for path: %s.\n", path); goto error; } #ifdef HAVE_FBO gl_deinit_fbo(gl); glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); #endif init_data.shader_type = type; init_data.shader = NULL; init_data.data = gl; init_data.path = path; if (!video_shader_driver_init(&init_data)) { init_data.path = NULL; video_shader_driver_init(&init_data); RARCH_WARN("[GL]: Failed to set multipass shader. Falling back to stock.\n"); goto error; } gl_update_tex_filter_frame(gl); video_shader_driver_get_prev_textures(&texture_info); textures = texture_info.id + 1; if (textures > gl->textures) /* Have to reinit a bit. */ { #if defined(HAVE_FBO) gl_deinit_hw_render(gl); #endif glDeleteTextures(gl->textures, gl->texture); #if defined(HAVE_PSGL) glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0); glDeleteBuffers(1, &gl->pbo); #endif gl->textures = textures; RARCH_LOG("[GL]: Using %u textures.\n", gl->textures); gl->tex_index = 0; gl_init_textures(gl, &gl->video_info); gl_init_textures_data(gl); #if defined(HAVE_FBO) if (gl->hw_render_use) gl_init_hw_render(gl, gl->tex_w, gl->tex_h); #endif } #ifdef HAVE_FBO gl_renderchain_init(gl, gl->tex_w, gl->tex_h); #endif /* Apparently need to set viewport for passes when we aren't using FBOs. */ gl_set_shader_viewport(gl, 0); gl_set_shader_viewport(gl, 1); context_bind_hw_render(true); #if defined(_WIN32) && !defined(_XBOX) shader_dlg_params_reload(); #endif #endif return true; error: context_bind_hw_render(true); return false; } static void gl_viewport_info(void *data, struct video_viewport *vp) { unsigned width, height; unsigned top_y, top_dist; gl_t *gl = (gl_t*)data; video_driver_get_size(&width, &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_read_viewport(void *data, uint8_t *buffer) { #ifndef NO_GL_READ_PIXELS static struct retro_perf_counter read_viewport = {0}; unsigned num_pixels = 0; gl_t *gl = (gl_t*)data; if (!gl) return false; context_bind_hw_render(false); performance_counter_init(&read_viewport, "read_viewport"); performance_counter_start(&read_viewport); num_pixels = gl->vp.width * gl->vp.height; #ifdef HAVE_GL_ASYNC_READBACK if (gl->pbo_readback_enable) { const uint8_t *ptr = NULL; /* 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]); #ifdef HAVE_OPENGLES3 /* Slower path, but should work on all implementations at least. */ ptr = (const uint8_t*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, num_pixels * sizeof(uint32_t), GL_MAP_READ_BIT); if (ptr) { unsigned y; for (y = 0; y < gl->vp.height; y++) { video_frame_convert_rgba_to_bgr( (const void*)ptr, buffer, gl->vp.width); } } #else ptr = (const uint8_t*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); if (ptr) scaler_ctx_scale(&gl->pbo_readback_scaler, buffer, ptr); #endif if (!ptr) { RARCH_ERR("[GL]: Failed to map pixel unpack buffer.\n"); goto error; } 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 { /* GLES2 only guarantees GL_RGBA/GL_UNSIGNED_BYTE * readbacks so do just that. * GLES2 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) { performance_counter_stop(&read_viewport); goto error; } video_driver_cached_frame_render(); 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; } performance_counter_stop(&read_viewport); context_bind_hw_render(true); return true; error: context_bind_hw_render(true); #endif return false; } #if 0 #define READ_RAW_GL_FRAME_TEST #endif #if defined(READ_RAW_GL_FRAME_TEST) static void* gl_read_frame_raw(void *data, unsigned *width_p, unsigned *height_p, size_t *pitch_p) { gl_t *gl = (gl_t*)data; unsigned width = gl->last_width[gl->tex_index]; unsigned height = gl->last_height[gl->tex_index]; size_t pitch = gl->tex_w * gl->base_size; void* buffer = NULL; void* buffer_texture = NULL; #ifdef HAVE_FBO if (gl->hw_render_use) { buffer = malloc(pitch * height); if (!buffer) return NULL; } #endif buffer_texture = malloc(pitch * gl->tex_h); if (!buffer_texture) { if (buffer) free(buffer); return NULL; } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); glGetTexImage(GL_TEXTURE_2D, 0, gl->texture_type, gl->texture_fmt, buffer_texture); *width_p = width; *height_p = height; *pitch_p = pitch; #ifdef HAVE_FBO if (gl->hw_render_use) { unsigned i; for(i = 0; i < height ; i++) memcpy((uint8_t*)buffer + i * pitch, (uint8_t*)buffer_texture + (height - 1 - i) * pitch, pitch); free(buffer_texture); return buffer; } #endif return buffer_texture; } #endif bool gl_load_luts(const struct video_shader *shader, GLuint *textures_lut) { unsigned i; unsigned num_luts = MIN(shader->luts, GFX_MAX_TEXTURES); if (!shader->luts) return true; glGenTextures(num_luts, textures_lut); for (i = 0; i < num_luts; i++) { if (!gl_renderchain_add_lut(shader, i, textures_lut)) return false; } glBindTexture(GL_TEXTURE_2D, 0); return true; } #ifdef HAVE_OVERLAY static bool gl_overlay_load(void *data, const void *image_data, unsigned num_images) { unsigned i, j; gl_t *gl = (gl_t*)data; const struct texture_image *images = (const struct texture_image*)image_data; if (!gl) return false; context_bind_hw_render(false); gl_free_overlay(gl); gl->overlay_tex = (GLuint*)calloc(num_images, sizeof(*gl->overlay_tex)); if (!gl->overlay_tex) { context_bind_hw_render(true); 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++) { unsigned alignment = video_pixel_get_alignment(images[i].width * sizeof(uint32_t)); gl_load_texture_data(gl->overlay_tex[i], RARCH_WRAP_EDGE, TEXTURE_FILTER_LINEAR, alignment, images[i].width, images[i].height, images[i].pixels, sizeof(uint32_t)); /* Default. Stretch to whole screen. */ gl_overlay_tex_geom(gl, i, 0, 0, 1, 1); gl_overlay_vertex_geom(gl, i, 0, 0, 1, 1); for (j = 0; j < 16; j++) gl->overlay_color_coord[16 * i + j] = 1.0f; } context_bind_hw_render(true); return true; } static void gl_overlay_enable(void *data, bool state) { gl_t *gl = (gl_t*)data; if (!gl) return; gl->overlay_enable = state; if (gl->fullscreen) video_context_driver_show_mouse(&state); } static void gl_overlay_full_screen(void *data, bool enable) { gl_t *gl = (gl_t*)data; if (gl) gl->overlay_full_screen = enable; } static void gl_overlay_set_alpha(void *data, unsigned image, float mod) { GLfloat *color = NULL; gl_t *gl = (gl_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_overlay_interface = { gl_overlay_enable, gl_overlay_load, gl_overlay_tex_geom, gl_overlay_vertex_geom, gl_overlay_full_screen, gl_overlay_set_alpha, }; static void gl_get_overlay_interface(void *data, const video_overlay_interface_t **iface) { (void)data; *iface = &gl_overlay_interface; } #endif static retro_proc_address_t gl_get_proc_address(void *data, const char *sym) { gfx_ctx_proc_address_t proc_address = {0}; proc_address.sym = sym; video_context_driver_get_proc_address(&proc_address); return proc_address.addr; } static void gl_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) { gl_t *gl = (gl_t*)data; switch (aspect_ratio_idx) { case ASPECT_RATIO_SQUARE: video_driver_set_viewport_square_pixel(); break; case ASPECT_RATIO_CORE: video_driver_set_viewport_core(); break; case ASPECT_RATIO_CONFIG: video_driver_set_viewport_config(); break; default: break; } video_driver_set_aspect_ratio_value( aspectratio_lut[aspect_ratio_idx].value); if (!gl) return; gl->keep_aspect = true; gl->should_resize = true; } static void gl_apply_state_changes(void *data) { gl_t *gl = (gl_t*)data; if (gl) gl->should_resize = true; } static void gl_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_get_video_output_prev(void *data) { video_context_driver_get_video_output_prev(); } static void gl_get_video_output_next(void *data) { video_context_driver_get_video_output_next(); } static void video_texture_load_gl( struct texture_image *ti, enum texture_filter_type filter_type, uintptr_t *id) { /* Generate the OpenGL texture object */ glGenTextures(1, (GLuint*)id); gl_load_texture_data((GLuint)*id, RARCH_WRAP_EDGE, filter_type, 4 /* TODO/FIXME - dehardcode */, ti->width, ti->height, ti->pixels, sizeof(uint32_t) /* TODO/FIXME - dehardcode */ ); } #ifdef HAVE_THREADS static int video_texture_load_wrap_gl_mipmap(void *data) { uintptr_t id = 0; if (!data) return 0; video_texture_load_gl((struct texture_image*)data, TEXTURE_FILTER_MIPMAP_LINEAR, &id); return id; } static int video_texture_load_wrap_gl(void *data) { uintptr_t id = 0; if (!data) return 0; video_texture_load_gl((struct texture_image*)data, TEXTURE_FILTER_LINEAR, &id); return id; } #endif static uintptr_t gl_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; switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: case TEXTURE_FILTER_MIPMAP_NEAREST: func = video_texture_load_wrap_gl_mipmap; break; default: break; } return video_thread_texture_load(data, func); } #endif video_texture_load_gl((struct texture_image*)data, filter_type, &id); return id; } static void gl_unload_texture(void *data, uintptr_t id) { GLuint glid; if (!id) return; glid = (GLuint)id; glDeleteTextures(1, &glid); } static const video_poke_interface_t gl_poke_interface = { gl_load_texture, gl_unload_texture, gl_set_video_mode, NULL, gl_get_video_output_size, gl_get_video_output_prev, gl_get_video_output_next, #ifdef HAVE_FBO gl_get_current_framebuffer, #else NULL, #endif gl_get_proc_address, gl_set_aspect_ratio, gl_apply_state_changes, #if defined(HAVE_MENU) gl_set_texture_frame, gl_set_texture_enable, gl_set_osd_msg, gl_show_mouse, #else NULL, NULL, NULL, NULL, #endif NULL, #ifdef HAVE_MENU gl_get_current_shader, #endif }; static void gl_get_poke_interface(void *data, const video_poke_interface_t **iface) { (void)data; *iface = &gl_poke_interface; } video_driver_t video_gl = { gl_init, gl_frame, gl_set_nonblock_state, gl_alive, gl_focus, gl_suppress_screensaver, gl_has_windowed, gl_set_shader, gl_free, "gl", gl_set_viewport, gl_set_rotation, gl_viewport_info, gl_read_viewport, #if defined(READ_RAW_GL_FRAME_TEST) gl_read_frame_raw, #else NULL, #endif #ifdef HAVE_OVERLAY gl_get_overlay_interface, #endif gl_get_poke_interface, gl_wrap_type_to_enum, };