/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2017 - 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 . */ /* Middle of the road OpenGL 2.x driver. * * Minimum version (desktop): OpenGL 2.0+ (2004) * Minimum version (mobile) : OpenGLES 2.0+ (2007) */ #ifdef _MSC_VER #if defined(HAVE_OPENGLES) #pragma comment(lib, "libGLESv2") #else #pragma comment(lib, "opengl32") #endif #endif #include #include #include #ifdef HAVE_CONFIG_H #include "../../config.h" #endif #include #include #include #include #include #include #include #include #include #include #include #include #include "../../configuration.h" #include "../../dynamic.h" #include "../../retroarch.h" #include "../../record/record_driver.h" #include "../../verbosity.h" #include "../common/gl2_common.h" #ifdef HAVE_THREADS #include "../video_thread_wrapper.h" #endif #include "../font_driver.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 #ifdef HAVE_GFX_WIDGETS #include "../gfx_widgets.h" #endif #ifndef GL_UNSIGNED_INT_8_8_8_8_REV #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 #endif #define SET_TEXTURE_COORDS(coords, xamt, yamt) \ coords[2] = xamt; \ coords[6] = xamt; \ coords[5] = yamt; \ coords[7] = yamt static const shader_backend_t *gl2_shader_ctx_drivers[] = { #ifdef HAVE_GLSL &gl_glsl_backend, #endif #ifdef HAVE_CG &gl_cg_backend, #endif NULL }; static struct video_ortho default_ortho = {0, 1, 0, 1, -1, 1}; /* 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, }; #define gl2_context_bind_hw_render(gl, enable) \ if (gl->shared_context_use) \ gl->ctx_driver->bind_hw_render(gl->ctx_data, enable) #define MAX_FENCES 4 #if !defined(HAVE_PSGL) #ifndef HAVE_GL_SYNC #define HAVE_GL_SYNC #endif #endif #ifdef HAVE_GL_SYNC #if defined(HAVE_OPENGLES2) typedef struct __GLsync *GLsync; #endif #endif typedef struct gl2_renderchain_data { int fbo_pass; #ifdef HAVE_GL_SYNC GLsync fences[MAX_FENCES]; #endif GLuint vao; GLuint fbo[GFX_MAX_SHADERS]; GLuint fbo_texture[GFX_MAX_SHADERS]; GLuint hw_render_depth[GFX_MAX_TEXTURES]; unsigned fence_count; struct gfx_fbo_scale fbo_scale[GFX_MAX_SHADERS]; bool egl_images; bool has_fp_fbo; bool has_srgb_fbo_gles3; bool has_srgb_fbo; bool hw_render_depth_init; } gl2_renderchain_data_t; #if (!defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES3)) #ifdef GL_PIXEL_PACK_BUFFER #define HAVE_GL_ASYNC_READBACK #endif #endif #if defined(HAVE_PSGL) #define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2DOES(a, b, c, d, e) #define gl2_check_fb_status(target) glCheckFramebufferStatusOES(target) #define gl2_gen_fb(n, ids) glGenFramebuffersOES(n, ids) #define gl2_delete_fb(n, fb) glDeleteFramebuffersOES(n, fb) #define gl2_bind_fb(id) glBindFramebufferOES(RARCH_GL_FRAMEBUFFER, id) #define gl2_gen_rb glGenRenderbuffersOES #define gl2_bind_rb glBindRenderbufferOES #define gl2_fb_rb glFramebufferRenderbufferOES #define gl2_rb_storage glRenderbufferStorageOES #define gl2_delete_rb glDeleteRenderbuffersOES #elif (defined(__MACH__) && defined(MAC_OS_X_VERSION_MAX_ALLOWED) && (MAC_OS_X_VERSION_MAX_ALLOWED < 101200)) #define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2DEXT(a, b, c, d, e) #define gl2_check_fb_status(target) glCheckFramebufferStatusEXT(target) #define gl2_gen_fb(n, ids) glGenFramebuffersEXT(n, ids) #define gl2_delete_fb(n, fb) glDeleteFramebuffersEXT(n, fb) #define gl2_bind_fb(id) glBindFramebufferEXT(RARCH_GL_FRAMEBUFFER, id) #define gl2_gen_rb glGenRenderbuffersEXT #define gl2_bind_rb glBindRenderbufferEXT #define gl2_fb_rb glFramebufferRenderbufferEXT #define gl2_rb_storage glRenderbufferStorageEXT #define gl2_delete_rb glDeleteRenderbuffersEXT #else #define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2D(a, b, c, d, e) #define gl2_check_fb_status(target) glCheckFramebufferStatus(target) #define gl2_gen_fb(n, ids) glGenFramebuffers(n, ids) #define gl2_delete_fb(n, fb) glDeleteFramebuffers(n, fb) #define gl2_bind_fb(id) glBindFramebuffer(RARCH_GL_FRAMEBUFFER, id) #define gl2_gen_rb glGenRenderbuffers #define gl2_bind_rb glBindRenderbuffer #define gl2_fb_rb glFramebufferRenderbuffer #define gl2_rb_storage glRenderbufferStorage #define gl2_delete_rb glDeleteRenderbuffers #endif #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 /* Prototypes */ #ifdef IOS /* There is no default frame buffer on iOS. */ void glkitview_bind_fbo(void); #define gl2_renderchain_bind_backbuffer() glkitview_bind_fbo() #else #define gl2_renderchain_bind_backbuffer() gl2_bind_fb(0) #endif static unsigned gl2_get_alignment(unsigned pitch) { if (pitch & 1) return 1; if (pitch & 2) return 2; if (pitch & 4) return 4; return 8; } static bool gl2_shader_info(gl2_t *gl, video_shader_ctx_info_t *shader_info) { if (!shader_info) return false; shader_info->num = gl->shader->num_shaders(gl->shader_data); return true; } static bool gl2_shader_scale(gl2_t *gl, video_shader_ctx_scale_t *scaler) { if (!scaler || !scaler->scale) return false; scaler->scale->valid = false; gl->shader->shader_scale(gl->shader_data, scaler->idx, scaler->scale); return true; } static void gl2_size_format(GLint* internalFormat) { #ifndef HAVE_PSGL switch (*internalFormat) { case GL_RGB: /* FIXME: PS3 does not support this, neither does it have GL_RGB565_OES. */ *internalFormat = GL_RGB565; break; case GL_RGBA: #ifdef HAVE_OPENGLES2 *internalFormat = GL_RGBA8_OES; #else *internalFormat = GL_RGBA8; #endif break; } #endif } /* This function should only be used without mipmaps and when data == NULL */ static void gl2_load_texture_image(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * data) { #if !defined(HAVE_PSGL) && !defined(ORBIS) && !defined(VITA) #ifdef HAVE_OPENGLES2 enum gl_capability_enum cap = GL_CAPS_TEX_STORAGE_EXT; #else enum gl_capability_enum cap = GL_CAPS_TEX_STORAGE; #endif if (gl_check_capability(cap) && internalFormat != GL_BGRA_EXT) { gl2_size_format(&internalFormat); #ifdef HAVE_OPENGLES2 glTexStorage2DEXT(target, 1, internalFormat, width, height); #else glTexStorage2D (target, 1, internalFormat, width, height); #endif } else #endif { #ifdef HAVE_OPENGLES if (gl_check_capability(GL_CAPS_GLES3_SUPPORTED)) #endif gl2_size_format(&internalFormat); glTexImage2D(target, level, internalFormat, width, height, border, format, type, data); } } static bool gl2_recreate_fbo( struct video_fbo_rect *fbo_rect, GLuint fbo, GLuint* texture ) { gl2_bind_fb(fbo); glDeleteTextures(1, texture); glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, *texture); gl2_load_texture_image(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT32, fbo_rect->width, fbo_rect->height, 0, RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, NULL); gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER, RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *texture, 0); if (gl2_check_fb_status(RARCH_GL_FRAMEBUFFER) == RARCH_GL_FRAMEBUFFER_COMPLETE) return true; RARCH_WARN("[GL]: Failed to reinitialize FBO texture.\n"); return false; } static void gl2_set_projection(gl2_t *gl, struct video_ortho *ortho, bool allow_rotate) { static math_matrix_4x4 rot = { { 0.0f, 0.0f, 0.0f, 0.0f , 0.0f, 0.0f, 0.0f, 0.0f , 0.0f, 0.0f, 0.0f, 0.0f , 0.0f, 0.0f, 0.0f, 1.0f } }; float radians, cosine, sine; /* 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; } radians = M_PI * gl->rotation / 180.0f; cosine = cosf(radians); sine = sinf(radians); MAT_ELEM_4X4(rot, 0, 0) = cosine; MAT_ELEM_4X4(rot, 0, 1) = -sine; MAT_ELEM_4X4(rot, 1, 0) = sine; MAT_ELEM_4X4(rot, 1, 1) = cosine; matrix_4x4_multiply(gl->mvp, rot, gl->mvp_no_rot); } static void gl2_set_viewport(gl2_t *gl, unsigned viewport_width, unsigned viewport_height, bool force_full, bool allow_rotate) { settings_t *settings = config_get_ptr(); unsigned height = gl->video_height; int x = 0; int y = 0; float device_aspect = (float)viewport_width / viewport_height; if (gl->ctx_driver->translate_aspect) device_aspect = gl->ctx_driver->translate_aspect( gl->ctx_data, viewport_width, viewport_height); if (settings->bools.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->uints.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); gl2_set_projection(gl, &default_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 } static void gl2_renderchain_render( gl2_t *gl, gl2_renderchain_data_t *chain, uint64_t frame_count, const struct video_tex_info *tex_info, const struct video_tex_info *feedback_info) { int i; video_shader_ctx_params_t params; static GLfloat fbo_tex_coords[8] = {0.0f}; struct video_tex_info fbo_tex_info[GFX_MAX_SHADERS]; struct video_tex_info *fbo_info = NULL; const struct video_fbo_rect *prev_rect = NULL; GLfloat xamt = 0.0f; GLfloat yamt = 0.0f; unsigned mip_level = 0; unsigned fbo_tex_info_cnt = 0; unsigned width = gl->video_width; unsigned height = gl->video_height; /* Render the rest of our passes. */ gl->coords.tex_coord = fbo_tex_coords; /* Calculate viewports, texture coordinates etc, * and render all passes from FBOs, to another FBO. */ for (i = 1; i < chain->fbo_pass; i++) { const struct video_fbo_rect *rect = &gl->fbo_rect[i]; prev_rect = &gl->fbo_rect[i - 1]; fbo_info = &fbo_tex_info[i - 1]; xamt = (GLfloat)prev_rect->img_width / prev_rect->width; yamt = (GLfloat)prev_rect->img_height / prev_rect->height; SET_TEXTURE_COORDS(fbo_tex_coords, xamt, yamt); fbo_info->tex = chain->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)); fbo_tex_info_cnt++; gl2_bind_fb(chain->fbo[i]); gl->shader->use(gl, gl->shader_data, i + 1, true); glBindTexture(GL_TEXTURE_2D, chain->fbo_texture[i - 1]); mip_level = i + 1; if (gl->shader->mipmap_input(gl->shader_data, mip_level) && gl->have_mipmap) glGenerateMipmap(GL_TEXTURE_2D); glClear(GL_COLOR_BUFFER_BIT); /* Render to FBO with certain size. */ gl2_set_viewport(gl, rect->img_width, rect->img_height, true, false); params.data = gl; params.width = prev_rect->img_width; params.height = prev_rect->img_height; params.tex_width = prev_rect->width; params.tex_height = prev_rect->height; params.out_width = gl->vp.width; params.out_height = gl->vp.height; params.frame_counter = (unsigned int)frame_count; params.info = tex_info; params.prev_info = gl->prev_info; params.feedback_info = feedback_info; params.fbo_info = fbo_tex_info; params.fbo_info_cnt = fbo_tex_info_cnt; gl->shader->set_params(¶ms, gl->shader_data); gl->coords.vertices = 4; gl->shader->set_coords(gl->shader_data, &gl->coords); gl->shader->set_mvp(gl->shader_data, &gl->mvp); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } #if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES) if (chain->has_srgb_fbo) glDisable(GL_FRAMEBUFFER_SRGB); #endif /* Render our last FBO texture directly to screen. */ prev_rect = &gl->fbo_rect[chain->fbo_pass - 1]; xamt = (GLfloat)prev_rect->img_width / prev_rect->width; yamt = (GLfloat)prev_rect->img_height / prev_rect->height; SET_TEXTURE_COORDS(fbo_tex_coords, xamt, yamt); /* Push final FBO to list. */ fbo_info = &fbo_tex_info[chain->fbo_pass - 1]; fbo_info->tex = chain->fbo_texture[chain->fbo_pass - 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)); fbo_tex_info_cnt++; /* Render our FBO texture to back buffer. */ gl2_renderchain_bind_backbuffer(); gl->shader->use(gl, gl->shader_data, chain->fbo_pass + 1, true); glBindTexture(GL_TEXTURE_2D, chain->fbo_texture[chain->fbo_pass - 1]); mip_level = chain->fbo_pass + 1; if ( gl->shader->mipmap_input(gl->shader_data, mip_level) && gl->have_mipmap) glGenerateMipmap(GL_TEXTURE_2D); glClear(GL_COLOR_BUFFER_BIT); gl2_set_viewport(gl, width, height, false, true); params.data = gl; params.width = prev_rect->img_width; params.height = prev_rect->img_height; params.tex_width = prev_rect->width; params.tex_height = prev_rect->height; params.out_width = gl->vp.width; params.out_height = gl->vp.height; params.frame_counter = (unsigned int)frame_count; params.info = tex_info; params.prev_info = gl->prev_info; params.feedback_info = feedback_info; params.fbo_info = fbo_tex_info; params.fbo_info_cnt = fbo_tex_info_cnt; gl->shader->set_params(¶ms, gl->shader_data); gl->coords.vertex = gl->vertex_ptr; gl->coords.vertices = 4; gl->shader->set_coords(gl->shader_data, &gl->coords); gl->shader->set_mvp(gl->shader_data, &gl->mvp); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); gl->coords.tex_coord = gl->tex_info.coord; } static void gl2_renderchain_deinit_fbo(gl2_t *gl, gl2_renderchain_data_t *chain) { if (gl) { if (gl->fbo_feedback) gl2_delete_fb(1, &gl->fbo_feedback); if (gl->fbo_feedback_texture) glDeleteTextures(1, &gl->fbo_feedback_texture); gl->fbo_inited = false; gl->fbo_feedback_enable = false; gl->fbo_feedback_pass = 0; gl->fbo_feedback_texture = 0; gl->fbo_feedback = 0; } if (chain) { gl2_delete_fb(chain->fbo_pass, chain->fbo); glDeleteTextures(chain->fbo_pass, chain->fbo_texture); memset(chain->fbo_texture, 0, sizeof(chain->fbo_texture)); memset(chain->fbo, 0, sizeof(chain->fbo)); chain->fbo_pass = 0; } } static void gl2_renderchain_deinit_hw_render( gl2_t *gl, gl2_renderchain_data_t *chain) { if (!gl) return; gl2_context_bind_hw_render(gl, true); if (gl->hw_render_fbo_init) gl2_delete_fb(gl->textures, gl->hw_render_fbo); if (chain->hw_render_depth_init) gl2_delete_rb(gl->textures, chain->hw_render_depth); gl->hw_render_fbo_init = false; gl2_context_bind_hw_render(gl, false); } static bool gl2_create_fbo_targets(gl2_t *gl, gl2_renderchain_data_t *chain) { unsigned i; glBindTexture(GL_TEXTURE_2D, 0); gl2_gen_fb(chain->fbo_pass, chain->fbo); for (i = 0; i < (unsigned)chain->fbo_pass; i++) { GLenum status; gl2_bind_fb(chain->fbo[i]); gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER, RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, chain->fbo_texture[i], 0); status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER); if (status != RARCH_GL_FRAMEBUFFER_COMPLETE) goto error; } if (gl->fbo_feedback_texture) { GLenum status; gl2_gen_fb(1, &gl->fbo_feedback); gl2_bind_fb(gl->fbo_feedback); gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER, RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_feedback_texture, 0); status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER); if (status != RARCH_GL_FRAMEBUFFER_COMPLETE) goto error; /* Make sure the feedback textures are cleared * so we don't feedback noise. */ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); } return true; error: gl2_delete_fb(chain->fbo_pass, chain->fbo); if (gl->fbo_feedback) gl2_delete_fb(1, &gl->fbo_feedback); RARCH_ERR("[GL]: Failed to set up frame buffer objects. Multi-pass shading will not work.\n"); return false; } static unsigned gl2_wrap_type_to_enum(enum gfx_wrap_type type) { switch (type) { #ifndef HAVE_OPENGLES case RARCH_WRAP_BORDER: /* GL_CLAMP_TO_BORDER: Available since GL 1.3 */ return GL_CLAMP_TO_BORDER; #else case RARCH_WRAP_BORDER: #endif case RARCH_WRAP_EDGE: return GL_CLAMP_TO_EDGE; case RARCH_WRAP_REPEAT: return GL_REPEAT; case RARCH_WRAP_MIRRORED_REPEAT: return GL_MIRRORED_REPEAT; default: break; } return 0; } static GLenum gl2_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; } static void gl2_create_fbo_texture(gl2_t *gl, gl2_renderchain_data_t *chain, unsigned i, GLuint texture) { GLenum mag_filter, wrap_enum; enum gfx_wrap_type wrap_type; bool fp_fbo = false; bool smooth = false; settings_t *settings = config_get_ptr(); bool video_smooth = settings->bools.video_smooth; #if HAVE_ODROIDGO2 bool video_ctx_scaling = settings->bools.video_ctx_scaling; if (video_ctx_scaling) video_smooth = false; #endif #ifndef HAVE_OPENGLES bool force_srgb_disable = settings->bools.video_force_srgb_disable; #endif GLuint base_filt = video_smooth ? GL_LINEAR : GL_NEAREST; GLuint base_mip_filt = video_smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST; unsigned mip_level = i + 2; bool mipmapped = gl->shader->mipmap_input(gl->shader_data, mip_level); GLenum min_filter = mipmapped ? base_mip_filt : base_filt; if (gl->shader->filter_type(gl->shader_data, i + 2, &smooth)) { min_filter = mipmapped ? (smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST) : (smooth ? GL_LINEAR : GL_NEAREST); } mag_filter = gl2_min_filter_to_mag(min_filter); wrap_type = gl->shader->wrap_type(gl->shader_data, i + 2); wrap_enum = gl2_wrap_type_to_enum(wrap_type); GL2_BIND_TEXTURE(texture, wrap_enum, mag_filter, min_filter); fp_fbo = chain->fbo_scale[i].fp_fbo; if (fp_fbo) { if (!chain->has_fp_fbo) RARCH_ERR("[GL]: Floating-point FBO was requested, but is not supported. Falling back to UNORM. Result may band/clip/etc.!\n"); } #if !defined(HAVE_OPENGLES2) if (fp_fbo && chain->has_fp_fbo) { RARCH_LOG("[GL]: FBO pass #%d is floating-point.\n", i); gl2_load_texture_image(GL_TEXTURE_2D, 0, GL_RGBA32F, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_RGBA, GL_FLOAT, NULL); } else #endif { #ifndef HAVE_OPENGLES bool srgb_fbo = chain->fbo_scale[i].srgb_fbo; if (!fp_fbo && srgb_fbo) { if (!chain->has_srgb_fbo) RARCH_ERR("[GL]: sRGB FBO was requested, but it is not supported. Falling back to UNORM. Result may have banding!\n"); } if (force_srgb_disable) srgb_fbo = false; if (srgb_fbo && chain->has_srgb_fbo) { RARCH_LOG("[GL]: FBO pass #%d is sRGB.\n", i); #ifdef HAVE_OPENGLES2 /* EXT defines are same as core GLES3 defines, * but GLES3 variant requires different arguments. */ glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB_ALPHA_EXT, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, chain->has_srgb_fbo_gles3 ? GL_RGBA : GL_SRGB_ALPHA_EXT, GL_UNSIGNED_BYTE, NULL); #else gl2_load_texture_image(GL_TEXTURE_2D, 0, GL_SRGB8_ALPHA8, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); #endif } else #endif { #if defined(HAVE_OPENGLES2) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); #elif defined(HAVE_PSGL) glTexImage2D(GL_TEXTURE_2D, 0, GL_ARGB_SCE, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, GL_ARGB_SCE, GL_UNSIGNED_BYTE, NULL); #else /* Avoid potential performance * reductions on particular platforms. */ gl2_load_texture_image(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT32, gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0, RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, NULL); #endif } } } static void gl2_create_fbo_textures(gl2_t *gl, gl2_renderchain_data_t *chain) { int i; glGenTextures(chain->fbo_pass, chain->fbo_texture); for (i = 0; i < chain->fbo_pass; i++) gl2_create_fbo_texture(gl, (gl2_renderchain_data_t*)gl->renderchain_data, i, chain->fbo_texture[i]); if (gl->fbo_feedback_enable) { glGenTextures(1, &gl->fbo_feedback_texture); gl2_create_fbo_texture(gl, (gl2_renderchain_data_t*)gl->renderchain_data, gl->fbo_feedback_pass, gl->fbo_feedback_texture); } glBindTexture(GL_TEXTURE_2D, 0); } /* Compute FBO geometry. * When width/height changes or window sizes change, * we have to recalculate geometry of our FBO. */ static void gl2_renderchain_recompute_pass_sizes( gl2_t *gl, gl2_renderchain_data_t *chain, unsigned width, unsigned height, unsigned vp_width, unsigned vp_height) { unsigned i; bool size_modified = false; GLint max_size = 0; unsigned last_width = width; unsigned last_height = height; unsigned last_max_width = gl->tex_w; unsigned last_max_height = gl->tex_h; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size); /* Calculate viewports for FBOs. */ for (i = 0; i < (unsigned)chain->fbo_pass; i++) { struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i]; struct gfx_fbo_scale *fbo_scale = &chain->fbo_scale[i]; switch (fbo_scale->type_x) { case RARCH_SCALE_INPUT: fbo_rect->img_width = fbo_scale->scale_x * last_width; fbo_rect->max_img_width = last_max_width * fbo_scale->scale_x; break; case RARCH_SCALE_ABSOLUTE: fbo_rect->img_width = fbo_rect->max_img_width = fbo_scale->abs_x; break; case RARCH_SCALE_VIEWPORT: if (gl->rotation % 180 == 90) { fbo_rect->img_width = fbo_rect->max_img_width = fbo_scale->scale_x * vp_height; } else { fbo_rect->img_width = fbo_rect->max_img_width = fbo_scale->scale_x * vp_width; } break; } switch (fbo_scale->type_y) { case RARCH_SCALE_INPUT: fbo_rect->img_height = last_height * fbo_scale->scale_y; fbo_rect->max_img_height = last_max_height * fbo_scale->scale_y; break; case RARCH_SCALE_ABSOLUTE: fbo_rect->img_height = fbo_scale->abs_y; fbo_rect->max_img_height = fbo_scale->abs_y; break; case RARCH_SCALE_VIEWPORT: if (gl->rotation % 180 == 90) { fbo_rect->img_height = fbo_rect->max_img_height = fbo_scale->scale_y * vp_width; } else { fbo_rect->img_height = fbo_rect->max_img_height = fbo_scale->scale_y * vp_height; } break; } if (fbo_rect->img_width > (unsigned)max_size) { size_modified = true; fbo_rect->img_width = max_size; } if (fbo_rect->img_height > (unsigned)max_size) { size_modified = true; fbo_rect->img_height = max_size; } if (fbo_rect->max_img_width > (unsigned)max_size) { size_modified = true; fbo_rect->max_img_width = max_size; } if (fbo_rect->max_img_height > (unsigned)max_size) { size_modified = true; fbo_rect->max_img_height = max_size; } if (size_modified) RARCH_WARN("[GL]: FBO textures exceeded maximum size of GPU (%dx%d). Resizing to fit.\n", max_size, max_size); last_width = fbo_rect->img_width; last_height = fbo_rect->img_height; last_max_width = fbo_rect->max_img_width; last_max_height = fbo_rect->max_img_height; } } static void gl2_renderchain_start_render( gl2_t *gl, gl2_renderchain_data_t *chain) { /* Used when rendering to an FBO. * Texture coords have to be aligned * with vertex coordinates. */ static const GLfloat fbo_vertexes[] = { 0, 0, 1, 0, 0, 1, 1, 1 }; glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); gl2_bind_fb(chain->fbo[0]); gl2_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. */ gl->coords.vertex = fbo_vertexes; #if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES) if (chain->has_srgb_fbo) glEnable(GL_FRAMEBUFFER_SRGB); #endif } /* Set up render to texture. */ static void gl2_renderchain_init( gl2_t *gl, gl2_renderchain_data_t *chain, unsigned fbo_width, unsigned fbo_height) { int i; unsigned width, height; video_shader_ctx_scale_t scaler; video_shader_ctx_info_t shader_info; struct gfx_fbo_scale scale, scale_last; if (!gl2_shader_info(gl, &shader_info)) return; if (!gl || shader_info.num == 0) return; width = gl->video_width; height = gl->video_height; scaler.idx = 1; scaler.scale = &scale; gl2_shader_scale(gl, &scaler); scaler.idx = shader_info.num; scaler.scale = &scale_last; gl2_shader_scale(gl, &scaler); /* we always want FBO to be at least initialized on startup for consoles */ if (shader_info.num == 1 && !scale.valid) return; if (!gl->has_fbo) { RARCH_ERR("[GL]: Failed to locate FBO functions. Won't be able to use render-to-texture.\n"); return; } chain->fbo_pass = shader_info.num - 1; if (scale_last.valid) chain->fbo_pass++; if (!scale.valid) { scale.scale_x = 1.0f; scale.scale_y = 1.0f; scale.type_x = scale.type_y = RARCH_SCALE_INPUT; scale.valid = true; } chain->fbo_scale[0] = scale; for (i = 1; i < chain->fbo_pass; i++) { scaler.idx = i + 1; scaler.scale = &chain->fbo_scale[i]; gl2_shader_scale(gl, &scaler); if (!chain->fbo_scale[i].valid) { chain->fbo_scale[i].scale_x = chain->fbo_scale[i].scale_y = 1.0f; chain->fbo_scale[i].type_x = chain->fbo_scale[i].type_y = RARCH_SCALE_INPUT; chain->fbo_scale[i].valid = true; } } gl2_renderchain_recompute_pass_sizes(gl, chain, fbo_width, fbo_height, width, height); for (i = 0; i < chain->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("[GL]: Creating FBO %d @ %ux%u.\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height); } gl->fbo_feedback_enable = gl->shader->get_feedback_pass(gl->shader_data, &gl->fbo_feedback_pass); if (gl->fbo_feedback_enable && gl->fbo_feedback_pass < (unsigned)chain->fbo_pass) { RARCH_LOG("[GL]: Creating feedback FBO %d @ %ux%u.\n", i, gl->fbo_rect[gl->fbo_feedback_pass].width, gl->fbo_rect[gl->fbo_feedback_pass].height); } else if (gl->fbo_feedback_enable) { RARCH_WARN("[GL]: Tried to create feedback FBO of pass #%u, but there are only %d FBO passes. Will use input texture as feedback texture.\n", gl->fbo_feedback_pass, chain->fbo_pass); gl->fbo_feedback_enable = false; } gl2_create_fbo_textures(gl, chain); if (!gl || !gl2_create_fbo_targets(gl, chain)) { glDeleteTextures(chain->fbo_pass, chain->fbo_texture); RARCH_ERR("[GL]: Failed to create FBO targets. Will continue without FBO.\n"); return; } gl->fbo_inited = true; } static bool gl2_renderchain_init_hw_render( gl2_t *gl, gl2_renderchain_data_t *chain, unsigned width, unsigned height) { GLenum status; unsigned i; bool depth = false; bool stencil = false; GLint max_fbo_size = 0; GLint max_renderbuffer_size = 0; struct retro_hw_render_callback *hwr = video_driver_get_hw_context(); /* We can only share texture objects through contexts. * FBOs are "abstract" objects and are not shared. */ gl2_context_bind_hw_render(gl, true); RARCH_LOG("[GL]: Initializing HW render (%ux%u).\n", width, height); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_fbo_size); glGetIntegerv(RARCH_GL_MAX_RENDERBUFFER_SIZE, &max_renderbuffer_size); RARCH_LOG("[GL]: Max texture size: %d px, renderbuffer size: %d px.\n", max_fbo_size, max_renderbuffer_size); if (!gl->has_fbo) return false; RARCH_LOG("[GL]: Supports FBO (render-to-texture).\n"); glBindTexture(GL_TEXTURE_2D, 0); gl2_gen_fb(gl->textures, gl->hw_render_fbo); depth = hwr->depth; stencil = hwr->stencil; if (depth) { gl2_gen_rb(gl->textures, chain->hw_render_depth); chain->hw_render_depth_init = true; } for (i = 0; i < gl->textures; i++) { gl2_bind_fb(gl->hw_render_fbo[i]); gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER, RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->texture[i], 0); if (depth) { gl2_bind_rb(RARCH_GL_RENDERBUFFER, chain->hw_render_depth[i]); gl2_rb_storage(RARCH_GL_RENDERBUFFER, stencil ? RARCH_GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT16, width, height); gl2_bind_rb(RARCH_GL_RENDERBUFFER, 0); if (stencil) { #if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGLES1) || (defined(__MACH__) && defined(MAC_OS_X_VERSION_MAX_ALLOWED) && (MAC_OS_X_VERSION_MAX_ALLOWED < 101200)) /* GLES2 is a bit weird, as always. * There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL. */ gl2_fb_rb(RARCH_GL_FRAMEBUFFER, RARCH_GL_DEPTH_ATTACHMENT, RARCH_GL_RENDERBUFFER, chain->hw_render_depth[i]); gl2_fb_rb(RARCH_GL_FRAMEBUFFER, RARCH_GL_STENCIL_ATTACHMENT, RARCH_GL_RENDERBUFFER, chain->hw_render_depth[i]); #else /* We use ARB FBO extensions, no need to check. */ gl2_fb_rb(RARCH_GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, RARCH_GL_RENDERBUFFER, chain->hw_render_depth[i]); #endif } else { gl2_fb_rb(RARCH_GL_FRAMEBUFFER, RARCH_GL_DEPTH_ATTACHMENT, RARCH_GL_RENDERBUFFER, chain->hw_render_depth[i]); } } status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER); if (status != RARCH_GL_FRAMEBUFFER_COMPLETE) { RARCH_ERR("[GL]: Failed to create HW render FBO #%u, error: 0x%04x.\n", i, status); return false; } } gl2_renderchain_bind_backbuffer(); gl->hw_render_fbo_init = true; gl2_context_bind_hw_render(gl, false); return true; } static void gl2_renderchain_bind_prev_texture( gl2_t *gl, gl2_renderchain_data_t *chain, const struct video_tex_info *tex_info) { memmove(gl->prev_info + 1, gl->prev_info, sizeof(*tex_info) * (gl->textures - 1)); memcpy(&gl->prev_info[0], tex_info, sizeof(*tex_info)); /* Implement feedback by swapping out FBO/textures * for FBO pass #N and feedbacks. */ if (gl->fbo_feedback_enable) { GLuint tmp_fbo = gl->fbo_feedback; GLuint tmp_tex = gl->fbo_feedback_texture; gl->fbo_feedback = chain->fbo[gl->fbo_feedback_pass]; gl->fbo_feedback_texture = chain->fbo_texture[gl->fbo_feedback_pass]; chain->fbo[gl->fbo_feedback_pass] = tmp_fbo; chain->fbo_texture[gl->fbo_feedback_pass] = tmp_tex; } } static bool gl2_renderchain_read_viewport( gl2_t *gl, uint8_t *buffer, bool is_idle) { unsigned num_pixels = 0; gl2_context_bind_hw_render(gl, false); 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) { struct scaler_ctx *ctx = &gl->pbo_readback_scaler; scaler_ctx_scale_direct(ctx, 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 #endif { /* Use slow synchronous readbacks. Use this with plain screenshots as we don't really care about performance in this case. */ /* 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) goto error; if (!is_idle) video_driver_cached_frame(); video_frame_convert_rgba_to_bgr( (const void*)gl->readback_buffer_screenshot, buffer, num_pixels); free(gl->readback_buffer_screenshot); gl->readback_buffer_screenshot = NULL; } gl2_context_bind_hw_render(gl, true); return true; error: gl2_context_bind_hw_render(gl, true); return false; } #ifdef HAVE_OPENGLES #define gl2_renderchain_restore_default_state(gl) \ glDisable(GL_DEPTH_TEST); \ glDisable(GL_CULL_FACE); \ glDisable(GL_DITHER) #else #define gl2_renderchain_restore_default_state(gl) \ if (!gl->core_context_in_use) \ glEnable(GL_TEXTURE_2D); \ glDisable(GL_DEPTH_TEST); \ glDisable(GL_CULL_FACE); \ glDisable(GL_DITHER) #endif static void gl2_renderchain_copy_frame( gl2_t *gl, gl2_renderchain_data_t *chain, bool use_rgba, const void *frame, unsigned width, unsigned height, unsigned pitch) { #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 (chain->egl_images) { bool new_egl = false; EGLImageKHR img = 0; if (gl->ctx_driver->image_buffer_write) new_egl = gl->ctx_driver->image_buffer_write( gl->ctx_data, frame, width, height, pitch, (gl->base_size == 4), gl->tex_index, &img); 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 { glPixelStorei(GL_UNPACK_ALIGNMENT, gl2_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, gl2_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 } #if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL) #define gl2_renderchain_bind_pbo(idx) glBindBuffer(GL_PIXEL_PACK_BUFFER, (GLuint)idx) #define gl2_renderchain_unbind_pbo() glBindBuffer(GL_PIXEL_PACK_BUFFER, 0) #define gl2_renderchain_init_pbo(size, data) glBufferData(GL_PIXEL_PACK_BUFFER, size, (const GLvoid*)data, GL_STREAM_READ) #else #define gl2_renderchain_bind_pbo(idx) #define gl2_renderchain_unbind_pbo() #define gl2_renderchain_init_pbo(size, data) #endif static void gl2_renderchain_readback( gl2_t *gl, void *chain_data, unsigned alignment, unsigned fmt, unsigned type, void *src) { glPixelStorei(GL_PACK_ALIGNMENT, alignment); #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, (GLenum)fmt, (GLenum)type, (GLvoid*)src); } static void gl2_renderchain_fence_iterate( void *data, gl2_renderchain_data_t *chain, unsigned hard_sync_frames) { #ifndef HAVE_OPENGLES #ifdef HAVE_GL_SYNC chain->fences[chain->fence_count++] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); while (chain->fence_count > hard_sync_frames) { glClientWaitSync(chain->fences[0], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000); glDeleteSync(chain->fences[0]); chain->fence_count--; memmove(chain->fences, chain->fences + 1, chain->fence_count * sizeof(void*)); } #endif #endif } static void gl2_renderchain_fence_free(void *data, gl2_renderchain_data_t *chain) { #ifndef HAVE_OPENGLES #ifdef HAVE_GL_SYNC unsigned i; for (i = 0; i < chain->fence_count; i++) { glClientWaitSync(chain->fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000); glDeleteSync(chain->fences[i]); } chain->fence_count = 0; #endif #endif } static void gl2_renderchain_init_texture_reference( gl2_t *gl, gl2_renderchain_data_t *chain, unsigned i, unsigned internal_fmt, unsigned texture_fmt, unsigned texture_type) { #ifdef HAVE_PSGL glTextureReferenceSCE(GL_TEXTURE_2D, 1, gl->tex_w, gl->tex_h, 0, (GLenum)internal_fmt, gl->tex_w * gl->base_size, gl->tex_w * gl->tex_h * i * gl->base_size); #else if (chain->egl_images) return; gl2_load_texture_image(GL_TEXTURE_2D, 0, (GLenum)internal_fmt, gl->tex_w, gl->tex_h, 0, (GLenum)texture_type, (GLenum)texture_fmt, gl->empty_buf ? gl->empty_buf : NULL); #endif } static void gl2_renderchain_resolve_extensions(gl2_t *gl, gl2_renderchain_data_t *chain, const char *context_ident, const video_info_t *video) { settings_t *settings = config_get_ptr(); bool force_srgb_disable = settings->bools.video_force_srgb_disable; if (!chain) return; chain->has_srgb_fbo = false; chain->has_fp_fbo = gl_check_capability(GL_CAPS_FP_FBO); /* GLES3 has unpack_subimage and sRGB in core. */ chain->has_srgb_fbo_gles3 = gl_check_capability(GL_CAPS_SRGB_FBO_ES3); if (!force_srgb_disable) chain->has_srgb_fbo = gl_check_capability(GL_CAPS_SRGB_FBO); /* Use regular textures if we use HW render. */ chain->egl_images = !gl->hw_render_use && gl_check_capability(GL_CAPS_EGLIMAGE) && gl->ctx_driver->image_buffer_init && gl->ctx_driver->image_buffer_init(gl->ctx_data, video); } static void gl_load_texture_data( GLuint id, 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 = gl2_wrap_type_to_enum(wrap_type); bool have_mipmap = gl_check_capability(GL_CAPS_MIPMAP); if (!have_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; } GL2_BIND_TEXTURE(id, wrap, mag_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 && have_mipmap) glGenerateMipmap(GL_TEXTURE_2D); } static bool gl2_add_lut( const char *lut_path, bool lut_mipmap, unsigned lut_filter, enum gfx_wrap_type lut_wrap_type, unsigned i, GLuint *textures_lut) { struct texture_image img; enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR; img.width = 0; img.height = 0; img.pixels = NULL; img.supports_rgba = video_driver_supports_rgba(); if (!image_texture_load(&img, lut_path)) { RARCH_ERR("[GL]: Failed to load texture image from: \"%s\".\n", lut_path); return false; } RARCH_LOG("[GL]: Loaded texture image from: \"%s\" ...\n", lut_path); if (lut_filter == RARCH_FILTER_NEAREST) filter_type = TEXTURE_FILTER_NEAREST; if (lut_mipmap) { if (filter_type == TEXTURE_FILTER_NEAREST) filter_type = TEXTURE_FILTER_MIPMAP_NEAREST; else filter_type = TEXTURE_FILTER_MIPMAP_LINEAR; } gl_load_texture_data( textures_lut[i], lut_wrap_type, filter_type, 4, img.width, img.height, img.pixels, sizeof(uint32_t)); image_texture_free(&img); return true; } bool gl2_load_luts( const void *shader_data, GLuint *textures_lut) { unsigned i; const struct video_shader *shader = (const struct video_shader*)shader_data; 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 (!gl2_add_lut( shader->lut[i].path, shader->lut[i].mipmap, shader->lut[i].filter, shader->lut[i].wrap, i, textures_lut)) return false; } glBindTexture(GL_TEXTURE_2D, 0); return true; } #ifdef HAVE_OVERLAY static void gl2_free_overlay(gl2_t *gl) { 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 gl2_overlay_vertex_geom(void *data, unsigned image, float x, float y, float w, float h) { GLfloat *vertex = NULL; gl2_t *gl = (gl2_t*)data; if (!gl) return; if (image > gl->overlays) { RARCH_ERR("[GL]: 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 gl2_overlay_tex_geom(void *data, unsigned image, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { GLfloat *tex = NULL; gl2_t *gl = (gl2_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 gl2_render_overlay(gl2_t *gl) { unsigned i; unsigned width = gl->video_width; unsigned height = gl->video_height; glEnable(GL_BLEND); if (gl->overlay_full_screen) glViewport(0, 0, width, height); /* Ensure that we reset the attrib array. */ gl->shader->use(gl, gl->shader_data, VIDEO_SHADER_STOCK_BLEND, true); 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; gl->shader->set_coords(gl->shader_data, &gl->coords); gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot); 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 static void gl2_set_viewport_wrapper(void *data, unsigned viewport_width, unsigned viewport_height, bool force_full, bool allow_rotate) { gl2_t *gl = (gl2_t*)data; gl2_set_viewport(gl, viewport_width, viewport_height, force_full, allow_rotate); } /* Shaders */ /** * gl2_get_fallback_shader_type: * @type : shader type which should be used if possible * * Returns a supported fallback shader type in case the given one is not supported. * For gl2, shader support is completely defined by the context driver shader flags. * * gl2_get_fallback_shader_type(RARCH_SHADER_NONE) returns a default shader type. * if gl2_get_fallback_shader_type(type) != type, type was not supported. * * Returns: A supported shader type. * If RARCH_SHADER_NONE is returned, no shader backend is supported. **/ static enum rarch_shader_type gl2_get_fallback_shader_type(enum rarch_shader_type type) { #if defined(HAVE_GLSL) || defined(HAVE_CG) unsigned i; if (type != RARCH_SHADER_CG && type != RARCH_SHADER_GLSL) { type = DEFAULT_SHADER_TYPE; if (type != RARCH_SHADER_CG && type != RARCH_SHADER_GLSL) type = RARCH_SHADER_GLSL; } for (i = 0; i < 2; i++) { switch (type) { case RARCH_SHADER_CG: #ifdef HAVE_CG if (video_shader_is_supported(type)) return type; #endif type = RARCH_SHADER_GLSL; break; case RARCH_SHADER_GLSL: #ifdef HAVE_GLSL if (video_shader_is_supported(type)) return type; #endif type = RARCH_SHADER_CG; break; default: return RARCH_SHADER_NONE; } } #endif return RARCH_SHADER_NONE; } static const shader_backend_t *gl_shader_driver_set_backend( enum rarch_shader_type type) { enum rarch_shader_type fallback = gl2_get_fallback_shader_type(type); if (fallback != type) RARCH_ERR("[Shader driver]: Shader backend %d not supported, falling back to %d.\n", type, fallback); switch (fallback) { #ifdef HAVE_CG case RARCH_SHADER_CG: RARCH_LOG("[Shader driver]: Using Cg shader backend.\n"); return &gl_cg_backend; #endif #ifdef HAVE_GLSL case RARCH_SHADER_GLSL: RARCH_LOG("[Shader driver]: Using GLSL shader backend.\n"); return &gl_glsl_backend; #endif default: RARCH_LOG("[Shader driver]: No supported shader backend.\n"); return NULL; } } static bool gl_shader_driver_init(video_shader_ctx_init_t *init) { void *tmp = NULL; settings_t *settings = config_get_ptr(); if (!init->shader || !init->shader->init) { init->shader = gl_shader_driver_set_backend(init->shader_type); if (!init->shader) return false; } tmp = init->shader->init(init->data, init->path); if (!tmp) return false; if (string_is_equal(settings->arrays.menu_driver, "xmb") && init->shader->init_menu_shaders) { RARCH_LOG("Setting up menu pipeline shaders for XMB ...\n"); init->shader->init_menu_shaders(tmp); } init->shader_data = tmp; return true; } static bool gl2_shader_init(gl2_t *gl, const gfx_ctx_driver_t *ctx_driver, struct retro_hw_render_callback *hwr ) { video_shader_ctx_init_t init_data; bool ret = false; const char *shader_path = retroarch_get_shader_preset(); enum rarch_shader_type parse_type = video_shader_parse_type(shader_path); enum rarch_shader_type type; type = gl2_get_fallback_shader_type(parse_type); if (type == RARCH_SHADER_NONE) { RARCH_ERR("[GL]: Couldn't find any supported shader backend! Continuing without shaders.\n"); return true; } if (type != parse_type) { if (!string_is_empty(shader_path)) RARCH_WARN("[GL]: Shader preset %s is using unsupported shader type %s, falling back to stock %s.\n", shader_path, video_shader_type_to_str(parse_type), video_shader_type_to_str(type)); shader_path = NULL; } #ifdef HAVE_GLSL if (type == RARCH_SHADER_GLSL) gl_glsl_set_context_type(gl->core_context_in_use, hwr->version_major, hwr->version_minor); #endif init_data.gl.core_context_enabled = gl->core_context_in_use; init_data.shader_type = type; init_data.shader = NULL; init_data.shader_data = NULL; init_data.data = gl; init_data.path = shader_path; if (gl_shader_driver_init(&init_data)) { gl->shader = init_data.shader; gl->shader_data = init_data.shader_data; return true; } RARCH_ERR("[GL]: Failed to initialize shader, falling back to stock.\n"); init_data.shader = NULL; init_data.shader_data = NULL; init_data.path = NULL; ret = gl_shader_driver_init(&init_data); gl->shader = init_data.shader; gl->shader_data = init_data.shader_data; return ret; } static uintptr_t gl2_get_current_framebuffer(void *data) { gl2_t *gl = (gl2_t*)data; if (!gl || !gl->has_fbo) return 0; return gl->hw_render_fbo[(gl->tex_index + 1) % gl->textures]; } static void gl2_set_rotation(void *data, unsigned rotation) { gl2_t *gl = (gl2_t*)data; if (!gl) return; gl->rotation = 90 * rotation; gl2_set_projection(gl, &default_ortho, true); } static void gl2_set_video_mode(void *data, unsigned width, unsigned height, bool fullscreen) { gl2_t *gl = (gl2_t*)data; if (gl->ctx_driver->set_video_mode) gl->ctx_driver->set_video_mode(gl->ctx_data, width, height, fullscreen); } static void gl2_update_input_size(gl2_t *gl, unsigned width, unsigned height, unsigned pitch, bool clear) { float xamt, yamt; 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, gl2_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 } } /* 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 + gl->textures - 1) % gl->textures]) || (height != gl->last_height[(gl->tex_index + gl->textures - 1) % gl->textures])) { } else return; xamt = (float)width / gl->tex_w; yamt = (float)height / gl->tex_h; SET_TEXTURE_COORDS(gl->tex_info.coord, xamt, yamt); } static void gl2_init_textures_data(gl2_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 gl2_init_textures(gl2_t *gl) { unsigned i; GLenum internal_fmt = gl->internal_fmt; GLenum texture_type = gl->texture_type; GLenum texture_fmt = gl->texture_fmt; #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 #if defined(HAVE_OPENGLES) && !defined(HAVE_PSGL) /* 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++) { GL2_BIND_TEXTURE(gl->texture[i], gl->wrap_mode, gl->tex_mag_filter, gl->tex_min_filter); gl2_renderchain_init_texture_reference( gl, (gl2_renderchain_data_t*)gl->renderchain_data, i, internal_fmt, texture_fmt, texture_type); } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); } static INLINE void gl2_set_shader_viewports(gl2_t *gl) { unsigned i; unsigned width = gl->video_width; unsigned height = gl->video_height; for (i = 0; i < 2; i++) { gl->shader->use(gl, gl->shader_data, i, true); gl2_set_viewport(gl, width, height, false, true); } } static void gl2_set_texture_frame(void *data, const void *frame, bool rgb32, unsigned width, unsigned height, float alpha) { settings_t *settings = config_get_ptr(); enum texture_filter_type menu_filter = settings->bools.menu_linear_filter ? TEXTURE_FILTER_LINEAR : TEXTURE_FILTER_NEAREST; unsigned base_size = rgb32 ? sizeof(uint32_t) : sizeof(uint16_t); gl2_t *gl = (gl2_t*)data; if (!gl) return; gl2_context_bind_hw_render(gl, false); if (!gl->menu_texture) glGenTextures(1, &gl->menu_texture); gl_load_texture_data(gl->menu_texture, RARCH_WRAP_EDGE, menu_filter, gl2_get_alignment(width * base_size), width, height, frame, base_size); gl->menu_texture_alpha = alpha; glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); gl2_context_bind_hw_render(gl, true); } static void gl2_set_texture_enable(void *data, bool state, bool full_screen) { gl2_t *gl = (gl2_t*)data; if (!gl) return; gl->menu_texture_enable = state; gl->menu_texture_full_screen = full_screen; } static void gl2_render_osd_background(gl2_t *gl, const char *msg) { video_coords_t coords; struct uniform_info uniform_param; float colors[4]; const unsigned vertices_total = 6; float *dummy = (float*)calloc(4 * vertices_total, sizeof(float)); float *verts = (float*)malloc(2 * vertices_total * sizeof(float)); settings_t *settings = config_get_ptr(); float video_font_size = settings->floats.video_font_size; int msg_width = font_driver_get_message_width(NULL, msg, (unsigned)strlen(msg), 1.0f); /* shader driver expects vertex coords as 0..1 */ float x = settings->floats.video_msg_pos_x; float y = settings->floats.video_msg_pos_y; float width = msg_width / (float)gl->video_width; float height = video_font_size / (float)gl->video_height; float x2 = 0.005f; /* extend background around text */ float y2 = 0.005f; x -= x2; y -= y2; width += x2; height += y2; colors[0] = settings->uints.video_msg_bgcolor_red / 255.0f; colors[1] = settings->uints.video_msg_bgcolor_green / 255.0f; colors[2] = settings->uints.video_msg_bgcolor_blue / 255.0f; colors[3] = settings->floats.video_msg_bgcolor_opacity; /* triangle 1 */ verts[0] = x; verts[1] = y; /* bottom-left */ verts[2] = x; verts[3] = y + height; /* top-left */ verts[4] = x + width; verts[5] = y + height; /* top-right */ /* triangle 2 */ verts[6] = x; verts[7] = y; /* bottom-left */ verts[8] = x + width; verts[9] = y + height; /* top-right */ verts[10] = x + width; verts[11] = y; /* bottom-right */ coords.color = dummy; coords.vertex = verts; coords.tex_coord = dummy; coords.lut_tex_coord = dummy; coords.vertices = vertices_total; gl2_set_viewport(gl, gl->video_width, gl->video_height, true, false); gl->shader->use(gl, gl->shader_data, VIDEO_SHADER_STOCK_BLEND, true); gl->shader->set_coords(gl->shader_data, &coords); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot); uniform_param.type = UNIFORM_4F; uniform_param.enabled = true; uniform_param.location = 0; uniform_param.count = 0; uniform_param.lookup.type = SHADER_PROGRAM_FRAGMENT; uniform_param.lookup.ident = "bgcolor"; uniform_param.lookup.idx = VIDEO_SHADER_STOCK_BLEND; uniform_param.lookup.add_prefix = true; uniform_param.lookup.enable = true; uniform_param.result.f.v0 = colors[0]; uniform_param.result.f.v1 = colors[1]; uniform_param.result.f.v2 = colors[2]; uniform_param.result.f.v3 = colors[3]; gl->shader->set_uniform_parameter(gl->shader_data, &uniform_param, NULL); glDrawArrays(GL_TRIANGLES, 0, coords.vertices); /* reset uniform back to zero so it is not used for anything else */ uniform_param.result.f.v0 = 0.0f; uniform_param.result.f.v1 = 0.0f; uniform_param.result.f.v2 = 0.0f; uniform_param.result.f.v3 = 0.0f; gl->shader->set_uniform_parameter(gl->shader_data, &uniform_param, NULL); free(dummy); free(verts); gl2_set_viewport(gl, gl->video_width, gl->video_height, false, true); } static void gl2_show_mouse(void *data, bool state) { gl2_t *gl = (gl2_t*)data; if (gl && gl->ctx_driver->show_mouse) gl->ctx_driver->show_mouse(gl->ctx_data, state); } static struct video_shader *gl2_get_current_shader(void *data) { gl2_t *gl = (gl2_t*)data; if (!gl) return NULL; return gl->shader->get_current_shader(gl->shader_data); } #if defined(HAVE_MENU) static INLINE void gl2_draw_texture(gl2_t *gl) { GLfloat color[16]; unsigned width = gl->video_width; unsigned height = gl->video_height; 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; gl->coords.vertex = vertexes_flipped; gl->coords.tex_coord = tex_coords; gl->coords.color = color; glBindTexture(GL_TEXTURE_2D, gl->menu_texture); gl->shader->use(gl, gl->shader_data, VIDEO_SHADER_STOCK_BLEND, true); gl->coords.vertices = 4; gl->shader->set_coords(gl->shader_data, &gl->coords); gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot); 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 void gl2_pbo_async_readback(gl2_t *gl) { #ifdef HAVE_OPENGLES GLenum fmt = GL_RGBA; GLenum type = GL_UNSIGNED_BYTE; #else GLenum fmt = GL_BGRA; GLenum type = GL_UNSIGNED_INT_8_8_8_8_REV; #endif gl2_renderchain_bind_pbo( 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; gl2_renderchain_readback(gl, gl->renderchain_data, gl2_get_alignment(gl->vp.width * sizeof(uint32_t)), fmt, type, NULL); gl2_renderchain_unbind_pbo(); } #ifdef HAVE_VIDEO_LAYOUT static float video_layout_layer_tex_coord[] = { 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; static void gl2_video_layout_fbo_init(gl2_t *gl, unsigned width, unsigned height) { glGenTextures(1, &gl->video_layout_fbo_texture); glBindTexture(GL_TEXTURE_2D, gl->video_layout_fbo_texture); gl2_load_texture_image(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT32, width, height, 0, GL_RGBA, GL_FLOAT, NULL); gl2_gen_fb(1, &gl->video_layout_fbo); gl2_bind_fb(gl->video_layout_fbo); gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER, RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->video_layout_fbo_texture, 0); if (gl2_check_fb_status(RARCH_GL_FRAMEBUFFER) != RARCH_GL_FRAMEBUFFER_COMPLETE) RARCH_ERR("[GL]: Unable to create FBO for video_layout.\n"); gl2_bind_fb(0); } static void gl2_video_layout_fbo_free(gl2_t *gl) { if (gl->video_layout_fbo) { gl2_delete_fb(1, &gl->video_layout_fbo); gl->video_layout_fbo = 0; } if (gl->video_layout_fbo_texture) { glDeleteTextures(1, &gl->video_layout_fbo_texture); gl->video_layout_fbo_texture = 0; } } static void gl2_video_layout_viewport(gl2_t *gl) { if (!video_layout_valid()) return; if (gl->video_layout_resize) { if (gl->video_layout_fbo) gl2_video_layout_fbo_free(gl); gl2_video_layout_fbo_init(gl, gl->video_width, gl->video_height); video_layout_view_change(); gl->video_layout_resize = false; } if (video_layout_view_on_change()) { video_layout_bounds_t b; b.x = 0.0f; b.y = 0.0f; b.w = (float)gl->video_width; b.h = (float)gl->video_height; video_layout_view_fit_bounds(b); } if (video_layout_screen_count()) { const video_layout_bounds_t *bounds; bounds = video_layout_screen(0); glViewport( bounds->x, gl->video_height - bounds->y - bounds->h, bounds->w, bounds->h ); } } static void gl2_video_layout_render(gl2_t *gl) { int i; if (!video_layout_valid()) return; glViewport(0, 0, gl->video_width, gl->video_height); glEnable(GL_BLEND); for (i = 0; i < video_layout_layer_count(); ++i) video_layout_layer_render(i); glDisable(GL_BLEND); } static void gl2_video_layout_init(gl2_t *gl) { uint32_t px; gl->video_layout_resize = true; /* white 1px texture for drawing solid colors */ px = 0xFFFFFFFF; glGenTextures(1, &gl->video_layout_white_texture); gl_load_texture_data(gl->video_layout_white_texture, RARCH_WRAP_EDGE, TEXTURE_FILTER_NEAREST, sizeof(uint32_t), 1, 1, &px, sizeof(uint32_t)); } static void gl2_video_layout_free(gl2_t *gl) { gl2_video_layout_fbo_free(gl); if (gl->video_layout_white_texture) { glDeleteTextures(1, &gl->video_layout_white_texture); gl->video_layout_white_texture = 0; } } static void *gl2_video_layout_take_image(void *video_driver_data, struct texture_image image) { GLuint tex = 0; unsigned alignment = gl2_get_alignment(image.width * sizeof(uint32_t)); glGenTextures(1, &tex); gl_load_texture_data(tex, RARCH_WRAP_EDGE, TEXTURE_FILTER_MIPMAP_LINEAR, alignment, image.width, image.height, image.pixels, sizeof(uint32_t)); free(image.pixels); return (void*)(uintptr_t)tex; } static void gl2_video_layout_free_image(void *video_driver_data, void *image) { GLuint tex; tex = (GLuint)(uintptr_t)image; glDeleteTextures(1, &tex); } static void gl2_video_layout_layer_begin(const video_layout_render_info_t *info) { gl2_t *gl; gl = (gl2_t*)info->video_driver_data; gl2_bind_fb(gl->video_layout_fbo); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); gl->shader->use(gl, gl->shader_data, VIDEO_SHADER_STOCK_BLEND, true); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } static void gl2_video_layout_image( const video_layout_render_info_t *info, void *image_handle, void *alpha_handle) { /* TODO alpha_handle */ int i; float coord[8]; float color[16]; gl2_t *gl = (gl2_t*)info->video_driver_data; video_layout_bounds_t b = info->bounds; b.x /= gl->video_width; b.y /= gl->video_height; b.w /= gl->video_width; b.h /= gl->video_height; coord[0] = b.x; coord[1] = 1.f - b.y; coord[2] = b.x + b.w; coord[3] = 1.f - b.y; coord[4] = b.x; coord[5] = 1.f - (b.y + b.h); coord[6] = b.x + b.w; coord[7] = 1.f - (b.y + b.h); i = 0; while (i < 16) { color[i++] = info->color.r; color[i++] = info->color.g; color[i++] = info->color.b; color[i++] = info->color.a; } gl->coords.vertex = coord; gl->coords.tex_coord = tex_coords; gl->coords.color = color; gl->coords.vertices = 4; gl->shader->set_coords(gl->shader_data, &gl->coords); gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot); glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr_t)image_handle); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } static void gl2_video_layout_text(const video_layout_render_info_t *info, const char *str) { /* TODO */ } static void gl2_video_layout_counter(const video_layout_render_info_t *info, int value) { /* TODO */ } static void gl2_video_layout_rect(const video_layout_render_info_t *info) { gl2_t *gl; gl = (gl2_t*)info->video_driver_data; gl2_video_layout_image(info, (void*)(uintptr_t)gl->video_layout_white_texture, NULL); } static void gl2_video_layout_screen(const video_layout_render_info_t *info, int screen_index) { gl2_video_layout_rect(info); } static void gl2_video_layout_ellipse(const video_layout_render_info_t *info) { /* TODO */ } static void gl2_video_layout_led_dot(const video_layout_render_info_t *info, int dot_count, int dot_mask) { /* TODO */ } static void gl2_video_layout_led_seg(const video_layout_render_info_t *info, video_layout_led_t seg_layout, int seg_mask) { /* TODO */ } static void gl2_video_layout_layer_end(const video_layout_render_info_t *info, video_layout_blend_t blend_type) { gl2_t *gl; gl = (gl2_t*)info->video_driver_data; switch (blend_type) { case VIDEO_LAYOUT_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case VIDEO_LAYOUT_BLEND_ADD: glBlendFunc(GL_ONE, GL_ONE); break; case VIDEO_LAYOUT_BLEND_MOD: glBlendFunc(GL_DST_COLOR, GL_ZERO); break; } gl2_bind_fb(0); gl->coords.vertex = gl->vertex_ptr; gl->coords.tex_coord = video_layout_layer_tex_coord; gl->coords.color = gl->white_color_ptr; gl->coords.vertices = 4; gl->shader->set_coords(gl->shader_data, &gl->coords); gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot); glBindTexture(GL_TEXTURE_2D, gl->video_layout_fbo_texture); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); gl->coords.tex_coord = gl->tex_info.coord; } static video_layout_render_interface_t gl2_video_layout_render_interface = { gl2_video_layout_take_image, gl2_video_layout_free_image, gl2_video_layout_layer_begin, gl2_video_layout_screen, gl2_video_layout_image, gl2_video_layout_text, gl2_video_layout_counter, gl2_video_layout_rect, gl2_video_layout_ellipse, gl2_video_layout_led_dot, gl2_video_layout_led_seg, gl2_video_layout_layer_end }; static const video_layout_render_interface_t *gl2_get_video_layout_render_interface(void *data) { return &gl2_video_layout_render_interface; } #endif /* HAVE_VIDEO_LAYOUT */ static bool gl2_frame(void *data, const void *frame, unsigned frame_width, unsigned frame_height, uint64_t frame_count, unsigned pitch, const char *msg, video_frame_info_t *video_info) { video_shader_ctx_params_t params; struct video_tex_info feedback_info; gl2_t *gl = (gl2_t*)data; gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)gl->renderchain_data; unsigned width = gl->video_width; unsigned height = gl->video_height; bool use_rgba = video_info->use_rgba; bool statistics_show = video_info->statistics_show; bool msg_bgcolor_enable = video_info->msg_bgcolor_enable; #ifndef EMSCRIPTEN unsigned black_frame_insertion = video_info->black_frame_insertion; #endif bool input_driver_nonblock_state = video_info->input_driver_nonblock_state; bool hard_sync = video_info->hard_sync; unsigned hard_sync_frames = video_info->hard_sync_frames; struct font_params *osd_params = (struct font_params*) &video_info->osd_stat_params; const char *stat_text = video_info->stat_text; #ifdef HAVE_MENU bool menu_is_alive = video_info->menu_is_alive; #endif #ifdef HAVE_GFX_WIDGETS bool widgets_active = video_info->widgets_active; #endif #ifndef EMSCRIPTEN bool runloop_is_slowmotion = video_info->runloop_is_slowmotion; bool runloop_is_paused = video_info->runloop_is_paused; #endif bool overlay_behind_menu = video_info->overlay_behind_menu; if (!gl) return false; gl2_context_bind_hw_render(gl, false); #ifndef HAVE_OPENGLES if (gl->core_context_in_use) glBindVertexArray(chain->vao); #endif gl->shader->use(gl, gl->shader_data, 1, true); #ifdef IOS /* Apparently the viewport is lost each frame, thanks Apple. */ gl2_set_viewport(gl, width, height, false, true); #endif /* Render to texture in first pass. */ if (gl->fbo_inited) { gl2_renderchain_recompute_pass_sizes( gl, chain, frame_width, frame_height, gl->vp_out_width, gl->vp_out_height); gl2_renderchain_start_render(gl, chain); } if (gl->should_resize) { if (gl->ctx_driver->set_resize) gl->ctx_driver->set_resize(gl->ctx_data, width, height); gl->should_resize = false; if (gl->fbo_inited) { /* On resize, we might have to recreate our FBOs * due to "Viewport" scale, and set a new viewport. */ unsigned i; /* Check if we have to recreate our FBO textures. */ for (i = 0; i < (unsigned)chain->fbo_pass; i++) { struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i]; if (fbo_rect) { unsigned img_width = fbo_rect->max_img_width; unsigned img_height = fbo_rect->max_img_height; if ((img_width > fbo_rect->width) || (img_height > fbo_rect->height)) { /* Check proactively since we might suddently * get sizes of tex_w width or tex_h height. */ unsigned max = img_width > img_height ? img_width : img_height; unsigned pow2_size = next_pow2(max); bool update_feedback = gl->fbo_feedback_enable && (unsigned)i == gl->fbo_feedback_pass; fbo_rect->width = pow2_size; fbo_rect->height = pow2_size; gl2_recreate_fbo(fbo_rect, chain->fbo[i], &chain->fbo_texture[i]); /* Update feedback texture in-place so we avoid having to * juggle two different fbo_rect structs since they get updated here. */ if (update_feedback) { if (gl2_recreate_fbo(fbo_rect, gl->fbo_feedback, &gl->fbo_feedback_texture)) { /* Make sure the feedback textures are cleared * so we don't feedback noise. */ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); } } RARCH_LOG("[GL]: Recreating FBO texture #%d: %ux%u.\n", i, fbo_rect->width, fbo_rect->height); } } } /* Go back to what we're supposed to do, * render to FBO #0. */ gl2_renderchain_start_render(gl, chain); } else gl2_set_viewport(gl, width, height, false, true); #ifdef HAVE_VIDEO_LAYOUT gl->video_layout_resize = true; #endif } #ifdef HAVE_VIDEO_LAYOUT gl2_video_layout_viewport(gl); #endif 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) { if (!gl->hw_render_fbo_init) { gl2_update_input_size(gl, frame_width, frame_height, pitch, true); gl2_renderchain_copy_frame(gl, chain, use_rgba, frame, frame_width, frame_height, pitch); } /* No point regenerating mipmaps * if there are no new frames. */ if (gl->tex_mipmap && gl->have_mipmap) glGenerateMipmap(GL_TEXTURE_2D); } /* Have to reset rendering state which libretro core * could easily have overridden. */ if (gl->hw_render_fbo_init) { gl2_update_input_size(gl, frame_width, frame_height, pitch, false); if (!gl->fbo_inited) { gl2_renderchain_bind_backbuffer(); gl2_set_viewport(gl, width, height, false, true); } gl2_renderchain_restore_default_state(gl); glDisable(GL_STENCIL_TEST); 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); } 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; 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); } 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; gl->shader->set_params(¶ms, gl->shader_data); gl->coords.vertices = 4; gl->shader->set_coords(gl->shader_data, &gl->coords); gl->shader->set_mvp(gl->shader_data, &gl->mvp); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (gl->fbo_inited) gl2_renderchain_render(gl, chain, frame_count, &gl->tex_info, &feedback_info); /* Set prev textures. */ gl2_renderchain_bind_prev_texture(gl, chain, &gl->tex_info); #ifdef HAVE_VIDEO_LAYOUT gl2_video_layout_render(gl); #endif #ifdef HAVE_OVERLAY if (gl->overlay_enable && overlay_behind_menu) gl2_render_overlay(gl); #endif #if defined(HAVE_MENU) if (gl->menu_texture_enable) { menu_driver_frame(menu_is_alive, video_info); if (gl->menu_texture) gl2_draw_texture(gl); } else if (statistics_show) { if (osd_params) font_driver_render_msg(gl, stat_text, (const struct font_params*)osd_params, NULL); } #endif #ifdef HAVE_OVERLAY if (gl->overlay_enable && !overlay_behind_menu) gl2_render_overlay(gl); #endif #ifdef HAVE_GFX_WIDGETS if (widgets_active) gfx_widgets_frame(video_info); #endif if (!string_is_empty(msg)) { if (msg_bgcolor_enable) gl2_render_osd_background(gl, msg); font_driver_render_msg(gl, msg, NULL, NULL); } if (gl->ctx_driver->update_window_title) gl->ctx_driver->update_window_title(gl->ctx_data); /* Reset state which could easily mess up libretro core. */ if (gl->hw_render_fbo_init) { gl->shader->use(gl, gl->shader_data, 0, true); glBindTexture(GL_TEXTURE_2D, 0); } /* Screenshots. */ if (gl->readback_buffer_screenshot) gl2_renderchain_readback(gl, chain, 4, GL_RGBA, GL_UNSIGNED_BYTE, gl->readback_buffer_screenshot); /* Don't readback if we're in menu mode. */ else if (gl->pbo_readback_enable) #ifdef HAVE_MENU /* Don't readback if we're in menu mode. */ if (!gl->menu_texture_enable) #endif gl2_pbo_async_readback(gl); if (gl->ctx_driver->swap_buffers) gl->ctx_driver->swap_buffers(gl->ctx_data); /* Emscripten has to do black frame insertion in its main loop */ #ifndef EMSCRIPTEN /* Disable BFI during fast forward, slow-motion, * and pause to prevent flicker. */ if ( black_frame_insertion && !input_driver_nonblock_state && !runloop_is_slowmotion && !runloop_is_paused && !gl->menu_texture_enable) { unsigned n; for (n = 0; n < black_frame_insertion; ++n) { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); if (gl->ctx_driver->swap_buffers) gl->ctx_driver->swap_buffers(gl->ctx_data); } } #endif /* check if we are fast forwarding or in menu, * if we are ignore hard sync */ if ( gl->have_sync && hard_sync && !input_driver_nonblock_state ) { glClear(GL_COLOR_BUFFER_BIT); gl2_renderchain_fence_iterate(gl, chain, hard_sync_frames); } #ifndef HAVE_OPENGLES if (gl->core_context_in_use) glBindVertexArray(0); #endif gl2_context_bind_hw_render(gl, true); return true; } static void gl2_destroy_resources(gl2_t *gl) { if (gl) { if (gl->empty_buf) free(gl->empty_buf); if (gl->conv_buffer) free(gl->conv_buffer); free(gl); } gl_query_core_context_unset(); } static void gl2_deinit_chain(gl2_t *gl) { if (!gl) return; if (gl->renderchain_data) free(gl->renderchain_data); gl->renderchain_data = NULL; } static void gl2_free(void *data) { gl2_t *gl = (gl2_t*)data; if (!gl) return; #ifdef HAVE_VIDEO_LAYOUT gl2_video_layout_free(gl); #endif gl2_context_bind_hw_render(gl, false); if (gl->have_sync) gl2_renderchain_fence_free(gl, (gl2_renderchain_data_t*) gl->renderchain_data); font_driver_free_osd(); gl->shader->deinit(gl->shader_data); glDeleteTextures(gl->textures, gl->texture); #if defined(HAVE_MENU) if (gl->menu_texture) glDeleteTextures(1, &gl->menu_texture); #endif #ifdef HAVE_OVERLAY gl2_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); if (gl->pbo_readback_enable) { glDeleteBuffers(4, gl->pbo_readback); scaler_ctx_gen_reset(&gl->pbo_readback_scaler); } #ifndef HAVE_OPENGLES if (gl->core_context_in_use) { gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*) gl->renderchain_data; glBindVertexArray(0); glDeleteVertexArrays(1, &chain->vao); } #endif gl2_renderchain_deinit_fbo(gl, (gl2_renderchain_data_t*)gl->renderchain_data); gl2_renderchain_deinit_hw_render(gl, (gl2_renderchain_data_t*)gl->renderchain_data); gl2_deinit_chain(gl); if (gl->ctx_driver && gl->ctx_driver->destroy) gl->ctx_driver->destroy(gl->ctx_data); video_context_driver_free(); gl2_destroy_resources(gl); } static void gl2_set_nonblock_state( void *data, bool state, bool adaptive_vsync_enabled, unsigned swap_interval) { int interval = 0; gl2_t *gl = (gl2_t*)data; if (!gl) return; gl2_context_bind_hw_render(gl, false); if (!state) interval = swap_interval; if (gl->ctx_driver->swap_interval) { if (adaptive_vsync_enabled && interval == 1) interval = -1; gl->ctx_driver->swap_interval(gl->ctx_data, interval); } gl2_context_bind_hw_render(gl, true); } static bool gl2_resolve_extensions(gl2_t *gl, const char *context_ident, const video_info_t *video) { settings_t *settings = config_get_ptr(); bool video_hard_sync = settings->bools.video_hard_sync; /* have_es2_compat - 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. * * have_sync - Use ARB_sync to reduce latency. */ gl->have_full_npot_support = gl_check_capability(GL_CAPS_FULL_NPOT_SUPPORT); gl->have_mipmap = gl_check_capability(GL_CAPS_MIPMAP); gl->have_es2_compat = gl_check_capability(GL_CAPS_ES2_COMPAT); gl->support_unpack_row_length = gl_check_capability(GL_CAPS_UNPACK_ROW_LENGTH); gl->have_sync = gl_check_capability(GL_CAPS_SYNC); if (gl->have_sync && video_hard_sync) RARCH_LOG("[GL]: Using ARB_sync to reduce latency.\n"); video_driver_unset_rgba(); gl2_renderchain_resolve_extensions(gl, (gl2_renderchain_data_t*)gl->renderchain_data, context_ident, video); #if defined(HAVE_OPENGLES) && !defined(HAVE_PSGL) if (!gl_check_capability(GL_CAPS_BGRA8888)) { video_driver_set_rgba(); RARCH_WARN("[GL]: GLES implementation does not have BGRA8888 extension.\n" "[GL]: 32-bit path will require conversion.\n"); } /* TODO/FIXME - No extensions for float FBO currently. */ #endif #ifdef GL_DEBUG /* Useful for debugging, but kinda obnoxious otherwise. */ RARCH_LOG("[GL]: Supported extensions:\n"); if (gl->core_context_in_use) { #ifdef GL_NUM_EXTENSIONS GLint i; GLint exts = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &exts); for (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 = {0}; string_list_initialize(&list); string_split_noalloc(&list, ext, " "); for (i = 0; i < list.size; i++) RARCH_LOG("\t%s\n", list.elems[i].data); string_list_deinitialize(&list); } } #endif return true; } static INLINE void gl2_set_texture_fmts(gl2_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 } static bool gl2_init_pbo_readback(gl2_t *gl) { #if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL) unsigned i; glGenBuffers(4, gl->pbo_readback); for (i = 0; i < 4; i++) { gl2_renderchain_bind_pbo(gl->pbo_readback[i]); gl2_renderchain_init_pbo(gl->vp.width * gl->vp.height * sizeof(uint32_t), NULL); } gl2_renderchain_unbind_pbo(); #ifndef HAVE_OPENGLES3 { struct scaler_ctx *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("[GL]: Failed to initialize pixel conversion for PBO.\n"); glDeleteBuffers(4, gl->pbo_readback); return false; } } #endif return true; #else /* If none of these are bound, we have to assume * we are not going to use PBOs */ return false; #endif } static const gfx_ctx_driver_t *gl2_get_context(gl2_t *gl) { const gfx_ctx_driver_t *gfx_ctx = NULL; void *ctx_data = NULL; settings_t *settings = config_get_ptr(); struct retro_hw_render_callback *hwr = video_driver_get_hw_context(); unsigned major = hwr->version_major; unsigned minor = hwr->version_minor; bool video_shared_context = settings->bools.video_shared_context; #ifdef HAVE_OPENGLES enum gfx_ctx_api api = GFX_CTX_OPENGL_ES_API; if (hwr->context_type == RETRO_HW_CONTEXT_OPENGLES3) { major = 3; minor = 0; } #else enum gfx_ctx_api api = GFX_CTX_OPENGL_API; #endif gl->shared_context_use = video_shared_context && hwr->context_type != RETRO_HW_CONTEXT_NONE; if ( (libretro_get_shared_context()) && (hwr->context_type != RETRO_HW_CONTEXT_NONE)) gl->shared_context_use = true; gfx_ctx = video_context_driver_init_first(gl, settings->arrays.video_context_driver, api, major, minor, gl->shared_context_use, &ctx_data); if (ctx_data) gl->ctx_data = ctx_data; return gfx_ctx; } #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 gl2_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; 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 gl2_begin_debug(gl2_t *gl) { if (gl_check_capability(GL_CAPS_DEBUG)) { #ifdef HAVE_GL_DEBUG_ES glDebugMessageCallbackKHR(gl2_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(gl2_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("[GL]: Neither GL_KHR_debug nor GL_ARB_debug_output are implemented. Cannot start GL debugging.\n"); } #endif static bool renderchain_gl2_init_first(void **renderchain_handle) { gl2_renderchain_data_t *data = (gl2_renderchain_data_t *)calloc(1, sizeof(*data)); if (!data) return false; *renderchain_handle = data; return true; } static void *gl2_init(const video_info_t *video, input_driver_t **input, void **input_data) { enum gfx_wrap_type wrap_type; unsigned full_x, full_y; video_shader_ctx_info_t shader_info; settings_t *settings = config_get_ptr(); bool video_gpu_record = settings->bools.video_gpu_record; int interval = 0; unsigned mip_level = 0; unsigned mode_width = 0; unsigned mode_height = 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; recording_state_t *recording_st = recording_state_get_ptr(); gl2_t *gl = (gl2_t*)calloc(1, sizeof(gl2_t)); const gfx_ctx_driver_t *ctx_driver = gl2_get_context(gl); if (!gl || !ctx_driver) goto error; video_context_driver_set((const gfx_ctx_driver_t*)ctx_driver); gl->ctx_driver = ctx_driver; gl->video_info = *video; RARCH_LOG("[GL]: Found GL context: \"%s\".\n", ctx_driver->ident); if (gl->ctx_driver->get_video_size) gl->ctx_driver->get_video_size(gl->ctx_data, &mode_width, &mode_height); #if defined(DINGUX) mode_width = 320; mode_height = 240; #endif full_x = mode_width; full_y = mode_height; interval = 0; RARCH_LOG("[GL]: Detecting screen resolution: %ux%u.\n", full_x, full_y); if (video->vsync) interval = video->swap_interval; if (gl->ctx_driver->swap_interval) { bool adaptive_vsync_enabled = video_driver_test_all_flags( GFX_CTX_FLAGS_ADAPTIVE_VSYNC) && video->adaptive_vsync; if (adaptive_vsync_enabled && interval == 1) interval = -1; gl->ctx_driver->swap_interval(gl->ctx_data, interval); } win_width = video->width; win_height = video->height; if (video->fullscreen && (win_width == 0) && (win_height == 0)) { win_width = full_x; win_height = full_y; } if ( !gl->ctx_driver->set_video_mode || !gl->ctx_driver->set_video_mode(gl->ctx_data, win_width, win_height, video->fullscreen)) goto error; #if defined(__APPLE__) && !defined(IOS) /* This is a hack for now to work around a very annoying * issue that currently eludes us. */ if ( !gl->ctx_driver->set_video_mode || !gl->ctx_driver->set_video_mode(gl->ctx_data, win_width, win_height, video->fullscreen)) goto error; #endif #if !defined(RARCH_CONSOLE) || defined(HAVE_LIBNX) rglgen_resolve_symbols(ctx_driver->get_proc_address); #endif /* Clear out potential error flags in case we use cached context. */ glGetError(); vendor = (const char*)glGetString(GL_VENDOR); renderer = (const char*)glGetString(GL_RENDERER); version = (const char*)glGetString(GL_VERSION); RARCH_LOG("[GL]: Vendor: %s, Renderer: %s.\n", vendor, renderer); RARCH_LOG("[GL]: Version: %s.\n", version); if (string_is_equal(ctx_driver->ident, "null")) goto error; if (!string_is_empty(version)) sscanf(version, "%d.%d", &gl->version_major, &gl->version_minor); { char device_str[128]; device_str[0] = '\0'; if (!string_is_empty(vendor)) { strlcpy(device_str, vendor, sizeof(device_str)); strlcat(device_str, " ", sizeof(device_str)); } if (!string_is_empty(renderer)) strlcat(device_str, renderer, sizeof(device_str)); video_driver_set_gpu_device_string(device_str); if (!string_is_empty(version)) video_driver_set_gpu_api_version_string(version); } #ifdef _WIN32 if ( string_is_equal(vendor, "Microsoft Corporation")) if (string_is_equal(renderer, "GDI Generic")) #ifdef HAVE_OPENGL1 video_driver_force_fallback("gl1"); #else video_driver_force_fallback("gdi"); #endif #endif #if defined(__APPLE__) && defined(__ppc__) if (gl->version_major == 1) video_driver_force_fallback("gl1"); #endif hwr = video_driver_get_hw_context(); if (hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE) { gl_query_core_context_set(true); gl->core_context_in_use = true; if (hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE) { /* Ensure that the rest of the frontend knows we have a core context */ gfx_ctx_flags_t flags; flags.flags = 0; BIT32_SET(flags.flags, GFX_CTX_FLAGS_GL_CORE_CONTEXT); video_context_driver_set_flags(&flags); } RARCH_LOG("[GL]: Using Core GL context, setting up VAO...\n"); if (!gl_check_capability(GL_CAPS_VAO)) { RARCH_ERR("[GL]: Failed to initialize VAOs.\n"); goto error; } } if (!renderchain_gl2_init_first(&gl->renderchain_data)) { RARCH_ERR("[GL]: Renderchain could not be initialized.\n"); goto error; } gl2_renderchain_restore_default_state(gl); #ifndef HAVE_OPENGLES if (hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE) { gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*) gl->renderchain_data; glGenVertexArrays(1, &chain->vao); } #endif glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); gl->hw_render_use = false; gl->has_fbo = gl_check_capability(GL_CAPS_FBO); if (gl->has_fbo && hwr->context_type != RETRO_HW_CONTEXT_NONE) gl->hw_render_use = true; if (!gl2_resolve_extensions(gl, ctx_driver->ident, video)) goto error; #ifdef GL_DEBUG gl2_begin_debug(gl); #endif gl->vsync = video->vsync; gl->fullscreen = video->fullscreen; mode_width = 0; mode_height = 0; if (gl->ctx_driver->get_video_size) gl->ctx_driver->get_video_size(gl->ctx_data, &mode_width, &mode_height); #if defined(DINGUX) mode_width = 320; mode_height = 240; #endif temp_width = mode_width; temp_height = mode_height; /* Get real known video size, which might have been altered by context. */ if (temp_width != 0 && temp_height != 0) video_driver_set_size(temp_width, temp_height); video_driver_get_size(&temp_width, &temp_height); gl->video_width = temp_width; gl->video_height = temp_height; RARCH_LOG("[GL]: Using resolution %ux%u.\n", temp_width, temp_height); 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; if (gl->hw_render_use) { /* All on GPU, no need to excessively * create textures. */ gl->textures = 1; #ifdef GL_DEBUG gl2_context_bind_hw_render(gl, true); gl2_begin_debug(gl); gl2_context_bind_hw_render(gl, false); #endif } gl->white_color_ptr = white_color; gl->shader = (shader_backend_t*)gl2_shader_ctx_drivers[0]; if (!gl->shader) { RARCH_ERR("[GL:]: Shader driver initialization failed.\n"); goto error; } RARCH_LOG("[GL]: Default shader backend found: %s.\n", gl->shader->ident); if (!gl2_shader_init(gl, ctx_driver, hwr)) { RARCH_ERR("[GL]: Shader initialization failed.\n"); goto error; } { unsigned texture_info_id = gl->shader->get_prev_textures(gl->shader_data); unsigned minimum = texture_info_id; gl->textures = MAX(minimum + 1, gl->textures); } if (!gl2_shader_info(gl, &shader_info)) { RARCH_ERR("[GL]: Shader driver info check failed.\n"); 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; #if defined(HAVE_ODROIDGO2) if (settings->bools.video_ctx_scaling) gl->keep_aspect = false; else #endif /* Apparently need to set viewport for passes * when we aren't using FBOs. */ gl2_set_shader_viewports(gl); mip_level = 1; gl->tex_mipmap = gl->shader->mipmap_input(gl->shader_data, mip_level); if (gl->shader->filter_type(gl->shader_data, 1, &force_smooth)) 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 = gl2_min_filter_to_mag(gl->tex_min_filter); wrap_type = gl->shader->wrap_type( gl->shader_data, 1); gl->wrap_mode = gl2_wrap_type_to_enum(wrap_type); gl2_set_texture_fmts(gl, video->rgb32); 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); gl->conv_buffer = calloc(sizeof(uint32_t), gl->tex_w * gl->tex_h); if (!gl->conv_buffer) goto error; gl2_init_textures(gl); gl2_init_textures_data(gl); gl2_renderchain_init(gl, (gl2_renderchain_data_t*)gl->renderchain_data, gl->tex_w, gl->tex_h); if (gl->has_fbo) { if (gl->hw_render_use && !gl2_renderchain_init_hw_render(gl, (gl2_renderchain_data_t*)gl->renderchain_data, gl->tex_w, gl->tex_h)) { RARCH_ERR("[GL]: Hardware rendering context initialization failed.\n"); goto error; } } if (gl->ctx_driver->input_driver) { const char *joypad_name = settings->arrays.input_joypad_driver; gl->ctx_driver->input_driver( gl->ctx_data, joypad_name, input, input_data); } if (video->font_enable) font_driver_init_osd(gl, video, false, video->is_threaded, FONT_DRIVER_RENDER_OPENGL_API); /* Only bother with PBO readback if we're doing GPU recording. * Check recording_st->enable and not * driver.recording_data, because recording is * not initialized yet. */ gl->pbo_readback_enable = video_gpu_record && recording_st->enable; if (gl->pbo_readback_enable && gl2_init_pbo_readback(gl)) { RARCH_LOG("[GL]: Async PBO readback enabled.\n"); } if (!gl_check_error(&error_string)) { RARCH_ERR("[GL]: %s\n", error_string); free(error_string); goto error; } #ifdef HAVE_VIDEO_LAYOUT gl2_video_layout_init(gl); #endif gl2_context_bind_hw_render(gl, true); return gl; error: video_context_driver_free(); gl2_destroy_resources(gl); return NULL; } static bool gl2_alive(void *data) { bool ret = false; bool quit = false; bool resize = false; gl2_t *gl = (gl2_t*)data; unsigned temp_width = gl->video_width; unsigned temp_height = gl->video_height; gl->ctx_driver->check_window(gl->ctx_data, &quit, &resize, &temp_width, &temp_height); #ifdef __WINRT__ if (is_running_on_xbox()) { //match the output res to the display res temp_width = uwp_get_width(); temp_height = uwp_get_height(); } #endif if (quit) gl->quitting = true; else if (resize) gl->should_resize = true; ret = !gl->quitting; if (temp_width != 0 && temp_height != 0) { video_driver_set_size(temp_width, temp_height); gl->video_width = temp_width; gl->video_height = temp_height; } return ret; } static bool gl2_suppress_screensaver(void *data, bool enable) { bool enabled = enable; gl2_t *gl = (gl2_t*)data; if (gl->ctx_data && gl->ctx_driver->suppress_screensaver) return gl->ctx_driver->suppress_screensaver(gl->ctx_data, enabled); return false; } static void gl2_update_tex_filter_frame(gl2_t *gl) { unsigned i, mip_level; GLenum wrap_mode; GLuint new_filt; enum gfx_wrap_type wrap_type; bool smooth = false; settings_t *settings = config_get_ptr(); bool video_smooth = settings->bools.video_smooth; #ifdef HAVE_ODROIDGO2 bool video_ctx_scaling = settings->bools.video_ctx_scaling; if (video_ctx_scaling) video_smooth = false; #endif gl2_context_bind_hw_render(gl, false); if (!gl->shader->filter_type(gl->shader_data, 1, &smooth)) smooth = video_smooth; mip_level = 1; wrap_type = gl->shader->wrap_type(gl->shader_data, 1); wrap_mode = gl2_wrap_type_to_enum(wrap_type); gl->tex_mipmap = gl->shader->mipmap_input(gl->shader_data, 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 = gl2_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; GL2_BIND_TEXTURE(gl->texture[i], gl->wrap_mode, gl->tex_mag_filter, gl->tex_min_filter); } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); gl2_context_bind_hw_render(gl, true); } static bool gl2_set_shader(void *data, enum rarch_shader_type type, const char *path) { #if defined(HAVE_GLSL) || defined(HAVE_CG) unsigned textures; video_shader_ctx_init_t init_data; enum rarch_shader_type fallback; gl2_t *gl = (gl2_t*)data; if (!gl) return false; gl2_context_bind_hw_render(gl, false); fallback = gl2_get_fallback_shader_type(type); if (fallback == RARCH_SHADER_NONE) { RARCH_ERR("[GL]: No supported shader backend found!\n"); goto error; } gl->shader->deinit(gl->shader_data); gl->shader_data = NULL; if (type != fallback) { RARCH_ERR("[GL]: %s shader not supported, falling back to stock %s\n", video_shader_type_to_str(type), video_shader_type_to_str(fallback)); path = NULL; } if (gl->fbo_inited) { gl2_renderchain_deinit_fbo(gl, (gl2_renderchain_data_t*)gl->renderchain_data); glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]); } init_data.shader_type = fallback; init_data.path = path; init_data.shader = NULL; init_data.data = gl; init_data.shader_data = NULL; init_data.gl.core_context_enabled = false; if (!gl_shader_driver_init(&init_data)) { init_data.path = NULL; gl_shader_driver_init(&init_data); gl->shader = init_data.shader; gl->shader_data = init_data.shader_data; RARCH_WARN("[GL]: Failed to set multipass shader. Falling back to stock.\n"); goto error; } gl->shader = init_data.shader; gl->shader_data = init_data.shader_data; gl2_update_tex_filter_frame(gl); { unsigned texture_info_id = gl->shader->get_prev_textures(gl->shader_data); textures = texture_info_id + 1; } if (textures > gl->textures) /* Have to reinit a bit. */ { if (gl->hw_render_use && gl->fbo_inited) gl2_renderchain_deinit_hw_render(gl, (gl2_renderchain_data_t*) gl->renderchain_data); glDeleteTextures(gl->textures, gl->texture); #if defined(HAVE_PSGL) glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0); glDeleteBuffers(1, &gl->pbo); #endif gl->textures = textures; gl->tex_index = 0; RARCH_LOG("[GL]: Using %u textures.\n", gl->textures); gl2_init_textures(gl); gl2_init_textures_data(gl); if (gl->hw_render_use) gl2_renderchain_init_hw_render(gl, (gl2_renderchain_data_t*)gl->renderchain_data, gl->tex_w, gl->tex_h); } gl2_renderchain_init(gl, (gl2_renderchain_data_t*)gl->renderchain_data, gl->tex_w, gl->tex_h); /* Apparently need to set viewport for passes when we aren't using FBOs. */ gl2_set_shader_viewports(gl); gl2_context_bind_hw_render(gl, true); return true; error: gl2_context_bind_hw_render(gl, true); #endif return false; } static void gl2_viewport_info(void *data, struct video_viewport *vp) { unsigned top_y, top_dist; gl2_t *gl = (gl2_t*)data; unsigned width = gl->video_width; unsigned height = gl->video_height; *vp = gl->vp; vp->full_width = width; vp->full_height = height; /* Adjust as GL viewport is bottom-up. */ top_y = vp->y + vp->height; top_dist = height - top_y; vp->y = top_dist; } static bool gl2_read_viewport(void *data, uint8_t *buffer, bool is_idle) { gl2_t *gl = (gl2_t*)data; if (!gl) return false; return gl2_renderchain_read_viewport(gl, buffer, is_idle); } #if 0 #define READ_RAW_GL_FRAME_TEST #endif #if defined(READ_RAW_GL_FRAME_TEST) static void* gl2_read_frame_raw(void *data, unsigned *width_p, unsigned *height_p, size_t *pitch_p) { gl2_t *gl = (gl2_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; if (gl->hw_render_use) { buffer = malloc(pitch * height); if (!buffer) return NULL; } 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; 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; } return buffer_texture; } #endif #ifdef HAVE_OVERLAY static bool gl2_overlay_load(void *data, const void *image_data, unsigned num_images) { unsigned i, j; gl2_t *gl = (gl2_t*)data; const struct texture_image *images = (const struct texture_image*)image_data; if (!gl) return false; gl2_context_bind_hw_render(gl, false); gl2_free_overlay(gl); gl->overlay_tex = (GLuint*) calloc(num_images, sizeof(*gl->overlay_tex)); if (!gl->overlay_tex) { gl2_context_bind_hw_render(gl, 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 = gl2_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. */ gl2_overlay_tex_geom(gl, i, 0, 0, 1, 1); gl2_overlay_vertex_geom(gl, i, 0, 0, 1, 1); for (j = 0; j < 16; j++) gl->overlay_color_coord[16 * i + j] = 1.0f; } gl2_context_bind_hw_render(gl, true); return true; } static void gl2_overlay_enable(void *data, bool state) { gl2_t *gl = (gl2_t*)data; if (!gl) return; gl->overlay_enable = state; if (gl->fullscreen && gl->ctx_driver->show_mouse) gl->ctx_driver->show_mouse(gl->ctx_data, state); } static void gl2_overlay_full_screen(void *data, bool enable) { gl2_t *gl = (gl2_t*)data; if (gl) gl->overlay_full_screen = enable; } static void gl2_overlay_set_alpha(void *data, unsigned image, float mod) { GLfloat *color; gl2_t *gl = (gl2_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 gl2_overlay_interface = { gl2_overlay_enable, gl2_overlay_load, gl2_overlay_tex_geom, gl2_overlay_vertex_geom, gl2_overlay_full_screen, gl2_overlay_set_alpha, }; static void gl2_get_overlay_interface(void *data, const video_overlay_interface_t **iface) { (void)data; *iface = &gl2_overlay_interface; } #endif static retro_proc_address_t gl2_get_proc_address(void *data, const char *sym) { gl2_t *gl = (gl2_t*)data; if (gl && gl->ctx_driver->get_proc_address) return gl->ctx_driver->get_proc_address(sym); return NULL; } static void gl2_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) { gl2_t *gl = (gl2_t*)data; if (!gl) return; gl->keep_aspect = true; #if defined(HAVE_ODROIDGO2) if (config_get_ptr()->bools.video_ctx_scaling) gl->keep_aspect = false; #endif gl->should_resize = true; } static void gl2_apply_state_changes(void *data) { gl2_t *gl = (gl2_t*)data; if (gl) gl->should_resize = true; } static void gl2_get_video_output_size(void *data, unsigned *width, unsigned *height, char *desc, size_t desc_len) { gl2_t *gl = (gl2_t*)data; if (!gl || !gl->ctx_driver || !gl->ctx_driver->get_video_output_size) return; gl->ctx_driver->get_video_output_size( gl->ctx_data, width, height, desc, desc_len); } static void gl2_get_video_output_prev(void *data) { gl2_t *gl = (gl2_t*)data; if (!gl || !gl->ctx_driver || !gl->ctx_driver->get_video_output_prev) return; gl->ctx_driver->get_video_output_prev(gl->ctx_data); } static void gl2_get_video_output_next(void *data) { gl2_t *gl = (gl2_t*)data; if (!gl || !gl->ctx_driver || !gl->ctx_driver->get_video_output_next) return; gl->ctx_driver->get_video_output_next(gl->ctx_data); } static void video_texture_load_gl2( struct texture_image *ti, enum texture_filter_type filter_type, uintptr_t *idptr) { GLuint id; unsigned width = 0; unsigned height = 0; const void *pixels = NULL; /* Generate the OpenGL texture object */ glGenTextures(1, &id); *idptr = id; if (ti) { width = ti->width; height = ti->height; pixels = ti->pixels; } gl_load_texture_data(id, RARCH_WRAP_EDGE, filter_type, 4 /* TODO/FIXME - dehardcode */, width, height, pixels, sizeof(uint32_t) /* TODO/FIXME - dehardcode */ ); } #ifdef HAVE_THREADS static int video_texture_load_wrap_gl2_mipmap(void *data) { uintptr_t id = 0; if (!data) return 0; video_texture_load_gl2((struct texture_image*)data, TEXTURE_FILTER_MIPMAP_LINEAR, &id); return (int)id; } static int video_texture_load_wrap_gl2(void *data) { uintptr_t id = 0; if (!data) return 0; video_texture_load_gl2((struct texture_image*)data, TEXTURE_FILTER_LINEAR, &id); return (int)id; } #endif static uintptr_t gl2_load_texture(void *video_data, void *data, bool threaded, enum texture_filter_type filter_type) { uintptr_t id = 0; #ifdef HAVE_THREADS if (threaded) { gl2_t *gl = (gl2_t*)video_data; custom_command_method_t func = video_texture_load_wrap_gl2; if (gl->ctx_driver->make_current) gl->ctx_driver->make_current(false); switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: case TEXTURE_FILTER_MIPMAP_NEAREST: func = video_texture_load_wrap_gl2_mipmap; break; default: break; } return video_thread_texture_load(data, func); } #endif video_texture_load_gl2((struct texture_image*)data, filter_type, &id); return id; } static void gl2_unload_texture(void *data, bool threaded, uintptr_t id) { GLuint glid; if (!id) return; #ifdef HAVE_THREADS if (threaded) { gl2_t *gl = (gl2_t*)data; if (gl && gl->ctx_driver) if (gl->ctx_driver->make_current) gl->ctx_driver->make_current(false); } #endif glid = (GLuint)id; glDeleteTextures(1, &glid); } static float gl2_get_refresh_rate(void *data) { float refresh_rate = 0.0f; if (video_context_driver_get_refresh_rate(&refresh_rate)) return refresh_rate; return 0.0f; } static uint32_t gl2_get_flags(void *data) { uint32_t flags = 0; BIT32_SET(flags, GFX_CTX_FLAGS_HARD_SYNC); BIT32_SET(flags, GFX_CTX_FLAGS_BLACK_FRAME_INSERTION); BIT32_SET(flags, GFX_CTX_FLAGS_MENU_FRAME_FILTERING); BIT32_SET(flags, GFX_CTX_FLAGS_SCREENSHOTS_SUPPORTED); BIT32_SET(flags, GFX_CTX_FLAGS_OVERLAY_BEHIND_MENU_SUPPORTED); return flags; } static const video_poke_interface_t gl2_poke_interface = { gl2_get_flags, gl2_load_texture, gl2_unload_texture, gl2_set_video_mode, gl2_get_refresh_rate, NULL, gl2_get_video_output_size, gl2_get_video_output_prev, gl2_get_video_output_next, gl2_get_current_framebuffer, gl2_get_proc_address, gl2_set_aspect_ratio, gl2_apply_state_changes, gl2_set_texture_frame, gl2_set_texture_enable, font_driver_render_msg, gl2_show_mouse, NULL, gl2_get_current_shader, NULL, /* get_current_software_framebuffer */ NULL, /* get_hw_render_interface */ NULL, /* set_hdr_max_nits */ NULL, /* set_hdr_paper_white_nits */ NULL, /* set_hdr_contrast */ NULL /* set_hdr_expand_gamut */ }; static void gl2_get_poke_interface(void *data, const video_poke_interface_t **iface) { (void)data; *iface = &gl2_poke_interface; } #ifdef HAVE_GFX_WIDGETS static bool gl2_gfx_widgets_enabled(void *data) { (void)data; return true; } #endif static bool gl2_has_windowed(void *data) { gl2_t *gl = (gl2_t*)data; if (gl && gl->ctx_driver) return gl->ctx_driver->has_windowed; return false; } static bool gl2_focus(void *data) { gl2_t *gl = (gl2_t*)data; if (gl && gl->ctx_driver && gl->ctx_driver->has_focus) return gl->ctx_driver->has_focus(gl->ctx_data); return true; } video_driver_t video_gl2 = { gl2_init, gl2_frame, gl2_set_nonblock_state, gl2_alive, gl2_focus, gl2_suppress_screensaver, gl2_has_windowed, gl2_set_shader, gl2_free, "gl", gl2_set_viewport_wrapper, gl2_set_rotation, gl2_viewport_info, gl2_read_viewport, #if defined(READ_RAW_GL_FRAME_TEST) gl2_read_frame_raw, #else NULL, #endif #ifdef HAVE_OVERLAY gl2_get_overlay_interface, #endif #ifdef HAVE_VIDEO_LAYOUT gl2_get_video_layout_render_interface, #endif gl2_get_poke_interface, gl2_wrap_type_to_enum, #ifdef HAVE_GFX_WIDGETS gl2_gfx_widgets_enabled #endif };