/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2015 - Daniel De Matteis * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #include "gl_common.h" 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; GLenum wrap; bool want_mipmap = false; bool rgb32 = (base_size == (sizeof(uint32_t))); glBindTexture(GL_TEXTURE_2D, id); wrap = gl_wrap_type_to_enum(wrap_type); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap); switch (filter_type) { case TEXTURE_FILTER_MIPMAP_LINEAR: min_filter = GL_LINEAR_MIPMAP_NEAREST; mag_filter = GL_LINEAR; #ifndef HAVE_PSGL want_mipmap = true; #endif break; case TEXTURE_FILTER_MIPMAP_NEAREST: min_filter = GL_NEAREST_MIPMAP_NEAREST; mag_filter = GL_NEAREST; #ifndef HAVE_PSGL want_mipmap = true; #endif break; case TEXTURE_FILTER_NEAREST: min_filter = GL_NEAREST; mag_filter = GL_NEAREST; break; case TEXTURE_FILTER_LINEAR: default: min_filter = GL_LINEAR; mag_filter = GL_LINEAR; break; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter); #ifndef HAVE_PSGL glPixelStorei(GL_UNPACK_ALIGNMENT, alignment); #endif glTexImage2D(GL_TEXTURE_2D, 0, (driver.gfx_use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32, width, height, 0, (driver.gfx_use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32, (rgb32) ? RARCH_GL_FORMAT32 : GL_UNSIGNED_SHORT_4_4_4_4, frame); if (want_mipmap) glGenerateMipmap(GL_TEXTURE_2D); } bool gl_load_luts(const struct video_shader *shader, GLuint *textures_lut) { unsigned i; unsigned num_luts = min(shader->luts, GFX_MAX_TEXTURES); if (!shader->luts) return true; glGenTextures(num_luts, textures_lut); for (i = 0; i < num_luts; i++) { struct texture_image img = {0}; enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR; RARCH_LOG("Loading texture image from: \"%s\" ...\n", shader->lut[i].path); if (!texture_image_load(&img, shader->lut[i].path)) { RARCH_ERR("Failed to load texture image from: \"%s\"\n", shader->lut[i].path); return false; } if (shader->lut[i].filter == RARCH_FILTER_NEAREST) filter_type = TEXTURE_FILTER_NEAREST; if (shader->lut[i].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], shader->lut[i].wrap, filter_type, 4, img.width, img.height, img.pixels, sizeof(uint32_t)); texture_image_free(&img); } glBindTexture(GL_TEXTURE_2D, 0); return true; }