mirror of
https://github.com/libretro/RetroArch.git
synced 2024-12-04 22:46:46 +00:00
18fd41f77e
Derp. Was configured to low GPU RAM split ...
365 lines
9.6 KiB
C
365 lines
9.6 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2013 - Hans-Kristian Arntzen
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __GL_COMMON_H
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#define __GL_COMMON_H
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#include "../general.h"
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#include "fonts/fonts.h"
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#include "math/matrix.h"
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#include "gfx_context.h"
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#include "scaler/scaler.h"
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#include "fonts/gl_font.h"
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#include "shader_parse.h"
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#ifdef HAVE_CONFIG_H
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#include "../config.h"
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#endif
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#include <string.h>
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#ifdef HAVE_EGL
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#endif
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#if defined(IOS)
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/glext.h>
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#elif defined(__APPLE__)
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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#elif defined(HAVE_PSGL)
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#include <PSGL/psgl.h>
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#include <PSGL/psglu.h>
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#include <GLES/glext.h>
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#elif defined(HAVE_OPENGL_MODERN)
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#include <GL3/gl3.h>
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#include <GL3/gl3ext.h>
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#elif defined(HAVE_OPENGLES2)
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#elif defined(HAVE_OPENGLES1)
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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#else
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glext.h>
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#endif
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#if defined(ANDROID) && defined(HAVE_GRIFFIN)
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#include "../griffin/hook_context.h"
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#else
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#define context_get_video_size_func(win, height) gl->ctx_driver->get_video_size(win, height)
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#define context_update_window_title_func() gl->ctx_driver->update_window_title()
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#define context_destroy_func() gl->ctx_driver->destroy()
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#define context_translate_aspect_func(width, height) gl->ctx_driver->translate_aspect(width, height)
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#define context_set_resize_func(width, height) gl->ctx_driver->set_resize(width, height)
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#define context_swap_buffers_func() gl->ctx_driver->swap_buffers()
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#define context_post_render_func(gl) gl->ctx_driver->post_render(gl)
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#define context_swap_interval_func(var) gl->ctx_driver->swap_interval(var)
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#define context_has_focus_func() gl->ctx_driver->has_focus()
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#define context_check_window_func(quit, resize, width, height, frame_count) \
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gl->ctx_driver->check_window(quit, resize, width, height, frame_count)
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#define context_set_video_mode_func(width, height, fullscreen) gl->ctx_driver->set_video_mode(width, height, fullscreen)
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#define context_input_driver_func(input, input_data) gl->ctx_driver->input_driver(input, input_data)
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#ifdef HAVE_EGL
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#define context_init_egl_image_buffer_func(video) gl->ctx_driver->init_egl_image_buffer(video)
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#define context_write_egl_image_func(frame, width, height, pitch, base_size, tex_index, img) \
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gl->ctx_driver->write_egl_image(frame, width, height, pitch, base_size, tex_index,img)
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#endif
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#endif
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static inline bool gl_query_extension(const char *ext)
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{
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const char *str = (const char*)glGetString(GL_EXTENSIONS);
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bool ret = str && strstr(str, ext);
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RARCH_LOG("Querying GL extension: %s => %s\n",
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ext, ret ? "exists" : "doesn't exist");
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return ret;
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}
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static inline bool gl_check_error(void)
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{
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int error = glGetError();
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switch (error)
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{
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case GL_INVALID_ENUM:
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RARCH_ERR("GL: Invalid enum.\n");
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break;
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case GL_INVALID_VALUE:
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RARCH_ERR("GL: Invalid value.\n");
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break;
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case GL_INVALID_OPERATION:
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RARCH_ERR("GL: Invalid operation.\n");
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break;
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case GL_OUT_OF_MEMORY:
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RARCH_ERR("GL: Out of memory.\n");
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break;
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case GL_NO_ERROR:
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return true;
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default:
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RARCH_ERR("Non specified GL error.\n");
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}
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return false;
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}
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static inline unsigned get_alignment(unsigned pitch)
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{
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if (pitch & 1)
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return 1;
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if (pitch & 2)
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return 2;
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if (pitch & 4)
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return 4;
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return 8;
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}
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struct gl_fbo_rect
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{
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unsigned img_width;
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unsigned img_height;
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unsigned max_img_width;
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unsigned max_img_height;
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unsigned width;
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unsigned height;
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};
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struct gl_ortho
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{
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GLfloat left;
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GLfloat right;
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GLfloat bottom;
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GLfloat top;
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GLfloat znear;
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GLfloat zfar;
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};
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struct gl_tex_info
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{
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GLuint tex;
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GLfloat input_size[2];
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GLfloat tex_size[2];
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GLfloat coord[8];
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};
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struct gl_coords
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{
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const GLfloat *vertex;
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const GLfloat *color;
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const GLfloat *tex_coord;
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const GLfloat *lut_tex_coord;
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};
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typedef struct gl_shader_backend gl_shader_backend_t;
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#define MAX_SHADERS 16
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#if (defined(HAVE_GLSL) || defined(HAVE_CG))
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#define TEXTURES 8
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#else
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#define TEXTURES 1
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#endif
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#define TEXTURES_MASK (TEXTURES - 1)
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typedef struct gl
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{
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const gfx_ctx_driver_t *ctx_driver;
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const gl_shader_backend_t *shader;
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bool vsync;
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GLuint texture[TEXTURES];
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unsigned tex_index; // For use with PREV.
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struct gl_tex_info prev_info[TEXTURES];
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GLuint tex_filter;
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void *empty_buf;
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void *conv_buffer;
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struct scaler_ctx scaler;
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unsigned frame_count;
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#ifdef HAVE_FBO
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// Render-to-texture, multipass shaders
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GLuint fbo[MAX_SHADERS];
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GLuint fbo_texture[MAX_SHADERS];
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struct gl_fbo_rect fbo_rect[MAX_SHADERS];
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struct gfx_fbo_scale fbo_scale[MAX_SHADERS];
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int fbo_pass;
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bool fbo_inited;
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GLuint hw_render_fbo[TEXTURES];
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GLuint hw_render_depth[TEXTURES];
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bool hw_render_fbo_init;
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bool hw_render_depth_init;
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#endif
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bool hw_render_use;
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bool should_resize;
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bool quitting;
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bool fullscreen;
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bool keep_aspect;
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unsigned rotation;
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unsigned full_x, full_y;
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unsigned win_width;
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unsigned win_height;
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struct rarch_viewport vp;
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unsigned vp_out_width;
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unsigned vp_out_height;
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unsigned last_width[TEXTURES];
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unsigned last_height[TEXTURES];
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unsigned tex_w, tex_h;
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GLfloat tex_coords[8];
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math_matrix mvp, mvp_no_rot;
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struct gl_coords coords;
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GLuint pbo;
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GLenum internal_fmt;
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GLenum texture_type; // RGB565 or ARGB
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GLenum texture_fmt;
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GLenum border_type;
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unsigned base_size; // 2 or 4
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// Fonts
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void *font;
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const gl_font_renderer_t *font_ctx;
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const font_renderer_driver_t *font_driver;
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GLuint font_tex;
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int font_tex_w, font_tex_h;
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uint16_t *font_tex_buf;
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char font_last_msg[256];
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int font_last_width, font_last_height;
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GLfloat font_color[16];
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GLfloat font_color_dark[16];
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bool egl_images;
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#ifdef HAVE_OVERLAY
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// Overlay rendering
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bool overlay_enable;
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bool overlay_full_screen;
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GLuint tex_overlay;
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GLfloat overlay_tex_coord[8];
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GLfloat overlay_vertex_coord[8];
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GLfloat overlay_alpha_mod;
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#endif
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#if !defined(HAVE_OPENGLES) && defined(HAVE_FFMPEG)
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// PBOs used for asynchronous viewport readbacks.
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GLuint pbo_readback[4];
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bool pbo_readback_enable;
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bool pbo_readback_valid;
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unsigned pbo_readback_index;
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struct scaler_ctx pbo_readback_scaler;
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#endif
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#if defined(HAVE_RGUI) || defined(HAVE_RMENU)
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GLuint rgui_texture;
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bool rgui_texture_enable;
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bool rgui_texture_full_screen;
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GLfloat rgui_texture_alpha;
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#endif
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#ifdef HAVE_GL_SYNC
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bool have_sync;
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#endif
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} gl_t;
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// Windows ... <_<
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#ifdef _WIN32
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extern PFNGLCLIENTACTIVETEXTUREPROC pglClientActiveTexture;
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extern PFNGLACTIVETEXTUREPROC pglActiveTexture;
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#else
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#define pglClientActiveTexture glClientActiveTexture
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#define pglActiveTexture glActiveTexture
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#endif
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#if defined(HAVE_PSGL)
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#define RARCH_GL_INTERNAL_FORMAT32 GL_ARGB_SCE
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#define RARCH_GL_INTERNAL_FORMAT16 GL_RGB5
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#define RARCH_GL_TEXTURE_TYPE32 GL_BGRA
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#define RARCH_GL_TEXTURE_TYPE16 GL_BGRA
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#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV
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#define RARCH_GL_FORMAT16 GL_RGB5
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#elif defined(HAVE_OPENGLES)
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// Imgtec/SGX headers have this missing.
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#ifndef GL_BGRA_EXT
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#define GL_BGRA_EXT 0x80E1
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#endif
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#ifdef IOS
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#define RARCH_GL_INTERNAL_FORMAT32 GL_RGBA // Stupid Apple
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#else
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#define RARCH_GL_INTERNAL_FORMAT32 GL_BGRA_EXT
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#endif
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#define RARCH_GL_INTERNAL_FORMAT16 GL_RGB
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#define RARCH_GL_TEXTURE_TYPE32 GL_BGRA_EXT
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#define RARCH_GL_TEXTURE_TYPE16 GL_RGB
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#define RARCH_GL_FORMAT32 GL_UNSIGNED_BYTE
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#define RARCH_GL_FORMAT16 GL_UNSIGNED_SHORT_5_6_5
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#else
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// On desktop, we always use 32-bit.
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#define RARCH_GL_INTERNAL_FORMAT32 GL_RGBA
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#define RARCH_GL_INTERNAL_FORMAT16 GL_RGBA
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#define RARCH_GL_TEXTURE_TYPE32 GL_BGRA
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#define RARCH_GL_TEXTURE_TYPE16 GL_BGRA
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#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV
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#define RARCH_GL_FORMAT16 GL_UNSIGNED_INT_8_8_8_8_REV
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#endif
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// Platform specific workarounds/hacks.
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#if defined(__CELLOS_LV2__)
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#define NO_GL_READ_VIEWPORT
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#endif
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#if defined(HAVE_OPENGL_MODERN) || defined(HAVE_OPENGLES2) || defined(HAVE_PSGL)
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#define NO_GL_FF_VERTEX
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#endif
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#if defined(HAVE_OPENGL_MODERN) || defined(HAVE_OPENGLES2) || defined(HAVE_PSGL)
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#define NO_GL_FF_MATRIX
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#endif
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#if defined(HAVE_OPENGLES2) // TODO: Figure out exactly what.
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#define NO_GL_CLAMP_TO_BORDER
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#endif
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#if defined(HAVE_OPENGLES2) // It's an extension. Don't bother checking for it atm.
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#undef GL_UNPACK_ROW_LENGTH
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#endif
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extern const GLfloat vertexes_flipped[];
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extern const GLfloat white_color[];
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void gl_set_projection(void *data, struct gl_ortho *ortho, bool allow_rotate);
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void gl_set_viewport(void *data, unsigned width, unsigned height, bool force_full, bool allow_rotate);
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void gl_shader_set_coords(void *data, const struct gl_coords *coords, const math_matrix *mat);
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void gl_init_fbo(void *data, unsigned width, unsigned height);
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void gl_deinit_fbo(void *data);
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#endif
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