/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - 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 "shader_common.h" #include "../retroarch_logger.h" #ifdef HAVE_OPENGL // gl_common.c may or may not be a better location for these functions. void gl_load_texture_data(GLuint obj, const struct texture_image *img, GLenum wrap, bool linear, bool mipmap) { glBindTexture(GL_TEXTURE_2D, obj); #ifdef HAVE_PSGL mipmap = false; #endif #ifdef HAVE_OPENGLES2 wrap = GL_CLAMP_TO_EDGE; #endif glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap); GLint filter = linear ? (mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) : (mipmap ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); #ifndef HAVE_PSGL glPixelStorei(GL_UNPACK_ALIGNMENT, 4); #endif glTexImage2D(GL_TEXTURE_2D, 0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32, img->width, img->height, 0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, img->pixels); #ifndef HAVE_PSGL if (mipmap) glGenerateMipmap(GL_TEXTURE_2D); #endif } bool gl_load_luts(const struct gfx_shader *generic_shader, GLuint *lut_textures) { unsigned i, num_luts; num_luts = min(generic_shader->luts, GFX_MAX_TEXTURES); if (!generic_shader->luts) return true; // Original shader_glsl.c code only generated one texture handle. I assume // it was a bug, but if not, replace num_luts with 1 when GLSL is used. glGenTextures(num_luts, lut_textures); for (i = 0; i < num_luts; i++) { struct texture_image img = {0}; RARCH_LOG("Loading texture image from: \"%s\" ...\n", generic_shader->lut[i].path); if (!texture_image_load(generic_shader->lut[i].path, &img)) { RARCH_ERR("Failed to load texture image from: \"%s\"\n", generic_shader->lut[i].path); return false; } gl_load_texture_data(lut_textures[i], &img, gl_wrap_type_to_enum(generic_shader->lut[i].wrap), generic_shader->lut[i].filter != RARCH_FILTER_NEAREST, generic_shader->lut[i].mipmap); texture_image_free(&img); } glBindTexture(GL_TEXTURE_2D, 0); return true; } #endif // HAVE_OPENGL