RetroArch/gfx/drivers/gl3.c
2022-04-02 23:48:34 +02:00

2395 lines
69 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2019 - Hans-Kristian Arntzen
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
/* Modern OpenGL driver.
*
* Minimum version (desktop): OpenGL 3.2+ (2009)
* Minimum version (mobile) : OpenGLES 3.0+ (2012)
*/
#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif
#include "../common/gl3_common.h"
#include <gfx/gl_capabilities.h>
#include <gfx/video_frame.h>
#include <glsym/glsym.h>
#include <string/stdstring.h>
#include <retro_math.h>
#include "../../configuration.h"
#include "../../dynamic.h"
#ifdef HAVE_REWIND
#include "../../state_manager.h"
#endif
#include "../../retroarch.h"
#include "../../verbosity.h"
#ifdef HAVE_THREADS
#include "../video_thread_wrapper.h"
#endif
#include "../font_driver.h"
#include "../../record/record_driver.h"
#ifdef HAVE_MENU
#include "../../menu/menu_driver.h"
#endif
#ifdef HAVE_GFX_WIDGETS
#include "../gfx_widgets.h"
#endif
static const struct video_ortho gl3_default_ortho = {0, 1, 0, 1, -1, 1};
void gl3_framebuffer_copy(
GLuint fb_id,
GLuint quad_program,
GLuint quad_vbo,
GLint flat_ubo_vertex,
struct Size2D size,
GLuint image)
{
glBindFramebuffer(GL_FRAMEBUFFER, fb_id);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glViewport(0, 0, size.width, size.height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(quad_program);
if (flat_ubo_vertex >= 0)
{
static float mvp[16] = {
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 2.0f, 0.0f,
-1.0f,-1.0f, 0.0f, 1.0f
};
glUniform4fv(flat_ubo_vertex, 4, mvp);
}
/* Draw quad */
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(0)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(2 * sizeof(float))));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void gl3_framebuffer_copy_partial(
GLuint fb_id,
GLuint quad_program,
GLint flat_ubo_vertex,
struct Size2D size,
GLuint image,
float rx, float ry)
{
GLuint vbo;
const float quad_data[] = {
0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, rx, 0.0f,
0.0f, 1.0f, 0.0f, ry,
1.0f, 1.0f, rx, ry,
};
glBindFramebuffer(GL_FRAMEBUFFER, fb_id);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glViewport(0, 0, size.width, size.height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(quad_program);
if (flat_ubo_vertex >= 0)
{
static float mvp[16] = {
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 2.0f, 0.0f,
-1.0f,-1.0f, 0.0f, 1.0f
};
glUniform4fv(flat_ubo_vertex, 4, mvp);
}
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
/* A bit crude, but heeeey. */
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad_data), quad_data, GL_STREAM_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(0)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)((uintptr_t)(2 * sizeof(float))));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &vbo);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
static void gl3_deinit_fences(gl3_t *gl)
{
unsigned i;
for (i = 0; i < gl->fence_count; i++)
{
if (gl->fences[i])
glDeleteSync(gl->fences[i]);
}
gl->fence_count = 0;
memset(gl->fences, 0, sizeof(gl->fences));
}
static bool gl3_init_pbo_readback(gl3_t *gl)
{
unsigned i;
struct scaler_ctx *scaler = NULL;
glGenBuffers(GL_CORE_NUM_PBOS, gl->pbo_readback);
for (i = 0; i < GL_CORE_NUM_PBOS; i++)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[i]);
glBufferData(GL_PIXEL_PACK_BUFFER, gl->vp.width * gl->vp.height * sizeof(uint32_t), NULL, GL_STREAM_READ);
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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_ABGR8888;
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("[GLCore]: Failed to initialize pixel conversion for PBO.\n");
glDeleteBuffers(4, gl->pbo_readback);
memset(gl->pbo_readback, 0, sizeof(gl->pbo_readback));
return false;
}
return true;
}
static void gl3_deinit_pbo_readback(gl3_t *gl)
{
unsigned i;
for (i = 0; i < GL_CORE_NUM_PBOS; i++)
if (gl->pbo_readback[i] != 0)
glDeleteBuffers(1, &gl->pbo_readback[i]);
memset(gl->pbo_readback, 0, sizeof(gl->pbo_readback));
scaler_ctx_gen_reset(&gl->pbo_readback_scaler);
}
static void gl3_slow_readback(gl3_t *gl, void *buffer)
{
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
#ifndef HAVE_OPENGLES
glReadBuffer(GL_BACK);
#endif
glReadPixels(gl->vp.x, gl->vp.y,
gl->vp.width, gl->vp.height,
GL_RGBA, GL_UNSIGNED_BYTE, buffer);
}
static void gl3_pbo_async_readback(gl3_t *gl)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index++]);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
#ifndef HAVE_OPENGLES
glReadBuffer(GL_BACK);
#endif
if (gl->pbo_readback_index >= GL_CORE_NUM_PBOS)
gl->pbo_readback_index = 0;
gl->pbo_readback_valid[gl->pbo_readback_index] = true;
glReadPixels(gl->vp.x, gl->vp.y,
gl->vp.width, gl->vp.height,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
static void gl3_fence_iterate(gl3_t *gl, unsigned hard_sync_frames)
{
if (gl->fence_count < GL_CORE_NUM_FENCES)
{
/*
* We need to do some work after the flip, or we risk fencing too early.
* Do as little work as possible.
*/
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, 1, 1);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
gl->fences[gl->fence_count++] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
while (gl->fence_count > hard_sync_frames)
{
glClientWaitSync(gl->fences[0], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
glDeleteSync(gl->fences[0]);
gl->fence_count--;
memmove(gl->fences, gl->fences + 1, gl->fence_count * sizeof(GLsync));
}
}
uint32_t gl3_get_cross_compiler_target_version(void)
{
const char *version = (const char*)glGetString(GL_VERSION);
unsigned major = 0;
unsigned minor = 0;
#ifdef HAVE_OPENGLES3
if (!version || sscanf(version, "OpenGL ES %u.%u", &major, &minor) != 2)
return 300;
if (major == 2 && minor == 0)
return 100;
#else
if (!version || sscanf(version, "%u.%u", &major, &minor) != 2)
return 150;
if (major == 3)
{
switch (minor)
{
case 2:
return 150;
case 1:
return 140;
case 0:
return 130;
}
}
else if (major == 2)
{
switch (minor)
{
case 1:
return 120;
case 0:
return 110;
}
}
#endif
return 100 * major + 10 * minor;
}
GLuint gl3_compile_shader(GLenum stage, const char *source)
{
GLint status;
GLuint shader = glCreateShader(stage);
const char *ptr = source;
glShaderSource(shader, 1, &ptr, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status)
{
GLint length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length > 0)
{
char *info_log = (char*)malloc(length);
if (info_log)
{
glGetShaderInfoLog(shader, length, &length, info_log);
RARCH_ERR("[GLCore]: Failed to compile shader: %s\n", info_log);
free(info_log);
glDeleteShader(shader);
return 0;
}
}
}
return shader;
}
void gl3_framebuffer_clear(GLuint id)
{
glBindFramebuffer(GL_FRAMEBUFFER, id);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void gl3_bind_scratch_vbo(gl3_t *gl, const void *data, size_t size)
{
if (!gl->scratch_vbos[gl->scratch_vbo_index])
glGenBuffers(1, &gl->scratch_vbos[gl->scratch_vbo_index]);
glBindBuffer(GL_ARRAY_BUFFER, gl->scratch_vbos[gl->scratch_vbo_index]);
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STREAM_DRAW);
gl->scratch_vbo_index++;
if (gl->scratch_vbo_index >= GL_CORE_NUM_VBOS)
gl->scratch_vbo_index = 0;
}
#ifdef HAVE_OVERLAY
static void gl3_free_overlay(gl3_t *gl)
{
if (gl->overlay_tex)
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 gl3_free_scratch_vbos(gl3_t *gl)
{
unsigned i;
for (i = 0; i < GL_CORE_NUM_VBOS; i++)
if (gl->scratch_vbos[i])
glDeleteBuffers(1, &gl->scratch_vbos[i]);
}
static void gl3_overlay_vertex_geom(void *data,
unsigned image,
float x, float y,
float w, float h)
{
GLfloat *vertex = NULL;
gl3_t *gl = (gl3_t*)data;
if (!gl)
return;
if (image > gl->overlays)
{
RARCH_ERR("[GLCore]: 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 gl3_overlay_tex_geom(void *data,
unsigned image,
GLfloat x, GLfloat y,
GLfloat w, GLfloat h)
{
GLfloat *tex = NULL;
gl3_t *gl = (gl3_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 gl3_render_overlay(gl3_t *gl,
unsigned width, unsigned height)
{
unsigned i;
glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
if (gl->overlay_full_screen)
glViewport(0, 0, width, height);
/* Ensure that we reset the attrib array. */
glUseProgram(gl->pipelines.alpha_blend);
if (gl->pipelines.alpha_blend_loc.flat_ubo_vertex >= 0)
glUniform4fv(gl->pipelines.alpha_blend_loc.flat_ubo_vertex, 4, gl->mvp_no_rot.data);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
gl3_bind_scratch_vbo(gl, gl->overlay_vertex_coord, 8 * sizeof(float) * gl->overlays);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)(uintptr_t)0);
gl3_bind_scratch_vbo(gl, gl->overlay_tex_coord, 8 * sizeof(float) * gl->overlays);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)(uintptr_t)0);
gl3_bind_scratch_vbo(gl, gl->overlay_color_coord, 16 * sizeof(float) * gl->overlays);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)(uintptr_t)0);
for (i = 0; i < gl->overlays; i++)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gl->overlay_tex[i]);
glDrawArrays(GL_TRIANGLE_STRIP, 4 * i, 4);
}
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, 0);
if (gl->overlay_full_screen)
glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
}
#endif
#define gl3_context_bind_hw_render(gl, enable) \
if (gl->use_shared_context) \
gl->ctx_driver->bind_hw_render(gl->ctx_data, enable)
static void gl3_deinit_hw_render(gl3_t *gl)
{
gl3_context_bind_hw_render(gl, true);
if (gl->hw_render_fbo)
glDeleteFramebuffers(1, &gl->hw_render_fbo);
if (gl->hw_render_rb_ds)
glDeleteRenderbuffers(1, &gl->hw_render_rb_ds);
if (gl->hw_render_texture)
glDeleteTextures(1, &gl->hw_render_texture);
gl->hw_render_fbo = 0;
gl->hw_render_rb_ds = 0;
gl->hw_render_texture = 0;
gl3_context_bind_hw_render(gl, false);
gl->hw_render_enable = false;
}
static void gl3_destroy_resources(gl3_t *gl)
{
unsigned i;
if (!gl)
return;
gl3_context_bind_hw_render(gl, false);
if (gl->filter_chain)
gl3_filter_chain_free(gl->filter_chain);
gl->filter_chain = NULL;
glBindVertexArray(0);
if (gl->vao != 0)
glDeleteVertexArrays(1, &gl->vao);
for (i = 0; i < GL_CORE_NUM_TEXTURES; i++)
{
if (gl->textures[i].tex != 0)
glDeleteTextures(1, &gl->textures[i].tex);
}
memset(gl->textures, 0, sizeof(gl->textures));
if (gl->menu_texture != 0)
glDeleteTextures(1, &gl->menu_texture);
if (gl->pipelines.alpha_blend)
glDeleteProgram(gl->pipelines.alpha_blend);
if (gl->pipelines.font)
glDeleteProgram(gl->pipelines.font);
if (gl->pipelines.ribbon)
glDeleteProgram(gl->pipelines.ribbon);
if (gl->pipelines.ribbon_simple)
glDeleteProgram(gl->pipelines.ribbon_simple);
if (gl->pipelines.snow_simple)
glDeleteProgram(gl->pipelines.snow_simple);
if (gl->pipelines.snow)
glDeleteProgram(gl->pipelines.snow);
if (gl->pipelines.bokeh)
glDeleteProgram(gl->pipelines.bokeh);
#ifdef HAVE_OVERLAY
gl3_free_overlay(gl);
gl3_free_scratch_vbos(gl);
#endif
gl3_deinit_fences(gl);
gl3_deinit_pbo_readback(gl);
gl3_deinit_hw_render(gl);
}
static bool gl3_init_hw_render(gl3_t *gl, unsigned width, unsigned height)
{
GLint max_fbo_size;
GLint max_rb_size;
GLenum status;
struct retro_hw_render_callback *hwr = video_driver_get_hw_context();
gl3_context_bind_hw_render(gl, true);
RARCH_LOG("[GLCore]: Initializing HW render (%ux%u).\n", width, height);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_fbo_size);
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &max_rb_size);
RARCH_LOG("[GLCore]: Max texture size: %d px, renderbuffer size: %d px.\n",
max_fbo_size, max_rb_size);
if (width > (unsigned)max_fbo_size)
width = max_fbo_size;
if (width > (unsigned)max_rb_size)
width = max_rb_size;
if (height > (unsigned)max_fbo_size)
height = max_fbo_size;
if (height > (unsigned)max_rb_size)
height = max_rb_size;
glGenFramebuffers(1, &gl->hw_render_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, gl->hw_render_fbo);
glGenTextures(1, &gl->hw_render_texture);
glBindTexture(GL_TEXTURE_2D, gl->hw_render_texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->hw_render_texture, 0);
gl->hw_render_rb_ds = 0;
gl->hw_render_bottom_left = hwr->bottom_left_origin;
if (hwr->depth)
{
glGenRenderbuffers(1, &gl->hw_render_rb_ds);
glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_rb_ds);
glRenderbufferStorage(GL_RENDERBUFFER, hwr->stencil ? GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT16,
width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
if (hwr->stencil)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, gl->hw_render_rb_ds);
else
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gl->hw_render_rb_ds);
}
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
RARCH_ERR("[GLCore]: Framebuffer is not complete.\n");
gl3_context_bind_hw_render(gl, false);
return false;
}
if (hwr->depth && hwr->stencil)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
else if (hwr->depth)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear(GL_COLOR_BUFFER_BIT);
gl->hw_render_enable = true;
gl->hw_render_max_width = width;
gl->hw_render_max_height = height;
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl3_context_bind_hw_render(gl, false);
return true;
}
static const gfx_ctx_driver_t *gl3_get_context(gl3_t *gl)
{
unsigned major;
unsigned minor;
enum gfx_ctx_api api;
gfx_ctx_flags_t flags;
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();
#ifdef HAVE_OPENGLES3
api = GFX_CTX_OPENGL_ES_API;
major = 3;
minor = 0;
if (hwr && hwr->context_type == RETRO_HW_CONTEXT_OPENGLES_VERSION)
{
major = hwr->version_major;
minor = hwr->version_minor;
}
#else
api = GFX_CTX_OPENGL_API;
if (hwr && hwr->context_type != RETRO_HW_CONTEXT_NONE)
{
major = hwr->version_major;
minor = hwr->version_minor;
gl_query_core_context_set(hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE);
if (hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE)
{
flags.flags = 0;
BIT32_SET(flags.flags, GFX_CTX_FLAGS_GL_CORE_CONTEXT);
video_context_driver_set_flags(&flags);
}
}
else
{
major = 3;
minor = 2;
gl_query_core_context_set(true);
flags.flags = 0;
BIT32_SET(flags.flags, GFX_CTX_FLAGS_GL_CORE_CONTEXT);
video_context_driver_set_flags(&flags);
}
#endif
/* Force shared context. */
if (hwr)
gl->use_shared_context = hwr->context_type != RETRO_HW_CONTEXT_NONE;
gfx_ctx = video_context_driver_init_first(gl,
settings->arrays.video_context_driver,
api, major, minor, gl->use_shared_context, &ctx_data);
if (ctx_data)
gl->ctx_data = ctx_data;
/* Need to force here since video_context_driver_init also checks for global option. */
if (gfx_ctx->bind_hw_render)
gfx_ctx->bind_hw_render(ctx_data, gl->use_shared_context);
return gfx_ctx;
}
static void gl3_set_projection(gl3_t *gl,
const struct video_ortho *ortho, bool allow_rotate)
{
math_matrix_4x4 rot;
/* Calculate projection. */
matrix_4x4_ortho(gl->mvp_no_rot, ortho->left, ortho->right,
ortho->bottom, ortho->top, ortho->znear, ortho->zfar);
if (!allow_rotate)
{
gl->mvp = gl->mvp_no_rot;
return;
}
matrix_4x4_rotate_z(rot, M_PI * gl->rotation / 180.0f);
matrix_4x4_multiply(gl->mvp, rot, gl->mvp_no_rot);
memcpy(gl->mvp_no_rot_yflip.data, gl->mvp_no_rot.data, sizeof(gl->mvp_no_rot.data));
MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 0) *= -1.0f;
MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 1) *= -1.0f;
MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 2) *= -1.0f;
MAT_ELEM_4X4(gl->mvp_no_rot_yflip, 1, 3) *= -1.0f;
memcpy(gl->mvp_yflip.data, gl->mvp.data, sizeof(gl->mvp.data));
MAT_ELEM_4X4(gl->mvp_yflip, 1, 0) *= -1.0f;
MAT_ELEM_4X4(gl->mvp_yflip, 1, 1) *= -1.0f;
MAT_ELEM_4X4(gl->mvp_yflip, 1, 2) *= -1.0f;
MAT_ELEM_4X4(gl->mvp_yflip, 1, 3) *= -1.0f;
}
static void gl3_set_viewport(gl3_t *gl,
unsigned viewport_width,
unsigned viewport_height,
bool force_full, bool allow_rotate)
{
unsigned height = gl->video_height;
int x = 0;
int y = 0;
settings_t *settings = config_get_ptr();
float device_aspect = (float)viewport_width / viewport_height;
bool video_scale_integer = settings->bools.video_scale_integer;
unsigned video_aspect_ratio_idx = settings->uints.video_aspect_ratio_idx;
if (gl->ctx_driver->translate_aspect)
device_aspect = gl->ctx_driver->translate_aspect(
gl->ctx_data, viewport_width, viewport_height);
if (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 (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);
gl3_set_projection(gl, &gl3_default_ortho, allow_rotate);
/* Set last backbuffer viewport. */
if (!force_full)
{
gl->vp_out_width = viewport_width;
gl->vp_out_height = viewport_height;
}
gl->filter_chain_vp.x = gl->vp.x;
gl->filter_chain_vp.y = gl->vp.y;
gl->filter_chain_vp.width = gl->vp.width;
gl->filter_chain_vp.height = gl->vp.height;
#if 0
RARCH_LOG("Setting viewport @ %ux%u\n", viewport_width, viewport_height);
#endif
}
static bool gl3_init_pipelines(gl3_t *gl)
{
static const uint32_t alpha_blend_vert[] =
#include "vulkan_shaders/alpha_blend.vert.inc"
;
static const uint32_t alpha_blend_frag[] =
#include "vulkan_shaders/alpha_blend.frag.inc"
;
static const uint32_t font_frag[] =
#include "vulkan_shaders/font.frag.inc"
;
static const uint32_t pipeline_ribbon_vert[] =
#include "vulkan_shaders/pipeline_ribbon.vert.inc"
;
static const uint32_t pipeline_ribbon_frag[] =
#include "vulkan_shaders/pipeline_ribbon.frag.inc"
;
static const uint32_t pipeline_ribbon_simple_vert[] =
#include "vulkan_shaders/pipeline_ribbon_simple.vert.inc"
;
static const uint32_t pipeline_ribbon_simple_frag[] =
#include "vulkan_shaders/pipeline_ribbon_simple.frag.inc"
;
static const uint32_t pipeline_snow_simple_frag[] =
#include "vulkan_shaders/pipeline_snow_simple.frag.inc"
;
static const uint32_t pipeline_snow_frag[] =
#include "vulkan_shaders/pipeline_snow.frag.inc"
;
static const uint32_t pipeline_bokeh_frag[] =
#include "vulkan_shaders/pipeline_bokeh.frag.inc"
;
gl->pipelines.alpha_blend = gl3_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert),
alpha_blend_frag, sizeof(alpha_blend_frag),
&gl->pipelines.alpha_blend_loc, true);
if (!gl->pipelines.alpha_blend)
return false;
gl->pipelines.font = gl3_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert),
font_frag, sizeof(font_frag),
&gl->pipelines.font_loc, true);
if (!gl->pipelines.font)
return false;
gl->pipelines.ribbon_simple = gl3_cross_compile_program(pipeline_ribbon_simple_vert, sizeof(pipeline_ribbon_simple_vert),
pipeline_ribbon_simple_frag, sizeof(pipeline_ribbon_simple_frag),
&gl->pipelines.ribbon_simple_loc, true);
if (!gl->pipelines.ribbon_simple)
return false;
gl->pipelines.ribbon = gl3_cross_compile_program(pipeline_ribbon_vert, sizeof(pipeline_ribbon_vert),
pipeline_ribbon_frag, sizeof(pipeline_ribbon_frag),
&gl->pipelines.ribbon_loc, true);
if (!gl->pipelines.ribbon)
return false;
gl->pipelines.bokeh = gl3_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert),
pipeline_bokeh_frag, sizeof(pipeline_bokeh_frag),
&gl->pipelines.bokeh_loc, true);
if (!gl->pipelines.bokeh)
return false;
gl->pipelines.snow_simple = gl3_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert),
pipeline_snow_simple_frag, sizeof(pipeline_snow_simple_frag),
&gl->pipelines.snow_simple_loc, true);
if (!gl->pipelines.snow_simple)
return false;
gl->pipelines.snow = gl3_cross_compile_program(alpha_blend_vert, sizeof(alpha_blend_vert),
pipeline_snow_frag, sizeof(pipeline_snow_frag),
&gl->pipelines.snow_loc, true);
if (!gl->pipelines.snow)
return false;
return true;
}
static bool gl3_init_default_filter_chain(gl3_t *gl)
{
if (!gl->ctx_driver)
return false;
gl->filter_chain = gl3_filter_chain_create_default(
gl->video_info.smooth
? GLSLANG_FILTER_CHAIN_LINEAR
: GLSLANG_FILTER_CHAIN_NEAREST);
if (!gl->filter_chain)
{
RARCH_ERR("Failed to create filter chain.\n");
return false;
}
return true;
}
static bool gl3_init_filter_chain_preset(gl3_t *gl, const char *shader_path)
{
gl->filter_chain = gl3_filter_chain_create_from_preset(
shader_path,
gl->video_info.smooth
? GLSLANG_FILTER_CHAIN_LINEAR
: GLSLANG_FILTER_CHAIN_NEAREST);
if (!gl->filter_chain)
{
RARCH_ERR("[GLCore]: Failed to create preset: \"%s\".\n", shader_path);
return false;
}
return true;
}
static bool gl3_init_filter_chain(gl3_t *gl)
{
const char *shader_path = retroarch_get_shader_preset();
enum rarch_shader_type type = video_shader_parse_type(shader_path);
if (string_is_empty(shader_path))
{
RARCH_LOG("[GLCore]: Loading stock shader.\n");
return gl3_init_default_filter_chain(gl);
}
if (type != RARCH_SHADER_SLANG)
{
RARCH_WARN("[GLCore]: Only Slang shaders are supported, falling back to stock.\n");
return gl3_init_default_filter_chain(gl);
}
if (!gl3_init_filter_chain_preset(gl, shader_path))
gl3_init_default_filter_chain(gl);
return true;
}
#ifdef GL_DEBUG
#ifdef HAVE_OPENGLES3
#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 gl3_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;
gl3_t *gl = (gl3_t*)userParam; /* Useful for debugger. */
(void)gl;
(void)id;
(void)length;
switch (source)
{
case GL_DEBUG_SOURCE_API:
src = "API";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
src = "Window system";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER:
src = "Shader compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY:
src = "3rd party";
break;
case GL_DEBUG_SOURCE_APPLICATION:
src = "Application";
break;
case GL_DEBUG_SOURCE_OTHER:
src = "Other";
break;
default:
src = "Unknown";
break;
}
switch (type)
{
case GL_DEBUG_TYPE_ERROR:
typestr = "Error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
typestr = "Deprecated behavior";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
typestr = "Undefined behavior";
break;
case GL_DEBUG_TYPE_PORTABILITY:
typestr = "Portability";
break;
case GL_DEBUG_TYPE_PERFORMANCE:
typestr = "Performance";
break;
case GL_DEBUG_TYPE_MARKER:
typestr = "Marker";
break;
case GL_DEBUG_TYPE_PUSH_GROUP:
typestr = "Push group";
break;
case GL_DEBUG_TYPE_POP_GROUP:
typestr = "Pop group";
break;
case GL_DEBUG_TYPE_OTHER:
typestr = "Other";
break;
default:
typestr = "Unknown";
break;
}
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH:
RARCH_ERR("[GL debug (High, %s, %s)]: %s\n", src, typestr, message);
break;
case GL_DEBUG_SEVERITY_MEDIUM:
RARCH_WARN("[GL debug (Medium, %s, %s)]: %s\n", src, typestr, message);
break;
case GL_DEBUG_SEVERITY_LOW:
RARCH_LOG("[GL debug (Low, %s, %s)]: %s\n", src, typestr, message);
break;
}
}
static void gl3_begin_debug(gl3_t *gl)
{
if (gl_check_capability(GL_CAPS_DEBUG))
{
#ifdef HAVE_OPENGLES3
glDebugMessageCallbackKHR(gl3_debug_cb, gl);
glDebugMessageControlKHR(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR);
glEnable(GL_DEBUG_OUTPUT_KHR);
#else
glDebugMessageCallback(gl3_debug_cb, gl);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glEnable(GL_DEBUG_OUTPUT);
#endif
}
else
RARCH_ERR("[GLCore]: Neither GL_KHR_debug nor GL_ARB_debug_output are implemented. Cannot start GL debugging.\n");
}
#endif
static void gl3_set_viewport_wrapper(void *data,
unsigned viewport_width,
unsigned viewport_height, bool force_full, bool allow_rotate)
{
gl3_t *gl = (gl3_t*)data;
gl3_set_viewport(gl,
viewport_width, viewport_height, force_full, allow_rotate);
}
static void *gl3_init(const video_info_t *video,
input_driver_t **input, void **input_data)
{
unsigned full_x, full_y;
settings_t *settings = config_get_ptr();
bool video_gpu_record = settings->bools.video_gpu_record;
int interval = 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;
const char *vendor = NULL;
const char *renderer = NULL;
const char *version = NULL;
char *error_string = NULL;
gl3_t *gl = (gl3_t*)calloc(1, sizeof(gl3_t));
const gfx_ctx_driver_t *ctx_driver = gl3_get_context(gl);
struct retro_hw_render_callback *hwr = video_driver_get_hw_context();
if (!gl || !ctx_driver)
goto error;
video_context_driver_set(ctx_driver);
gl->ctx_driver = ctx_driver;
gl->video_info = *video;
RARCH_LOG("[GLCore]: 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);
full_x = mode_width;
full_y = mode_height;
mode_width = 0;
mode_height = 0;
interval = 0;
RARCH_LOG("[GLCore]: 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;
gl3_context_bind_hw_render(gl, false);
rglgen_resolve_symbols(ctx_driver->get_proc_address);
if (hwr && hwr->context_type != RETRO_HW_CONTEXT_NONE)
gl3_init_hw_render(gl, RARCH_SCALE_BASE * video->input_scale, RARCH_SCALE_BASE * video->input_scale);
#ifdef GL_DEBUG
gl3_begin_debug(gl);
if (gl->hw_render_enable)
{
gl3_context_bind_hw_render(gl, true);
gl3_begin_debug(gl);
gl3_context_bind_hw_render(gl, false);
}
#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("[GLCore]: Vendor: %s, Renderer: %s.\n", vendor, renderer);
RARCH_LOG("[GLCore]: Version: %s.\n", version);
if (string_is_equal(ctx_driver->ident, "null"))
goto error;
if (!gl3_init_pipelines(gl))
{
RARCH_ERR("[GLCore]: Failed to cross-compile menu pipelines.\n");
goto error;
}
if (!string_is_empty(version))
sscanf(version, "%u.%u", &gl->version_major, &gl->version_minor);
{
char device_str[128];
device_str[0] = '\0';
strlcpy(device_str, vendor, sizeof(device_str));
strlcat(device_str, " ", sizeof(device_str));
strlcat(device_str, renderer, sizeof(device_str));
video_driver_set_gpu_device_string(device_str);
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
gl->vsync = video->vsync;
gl->fullscreen = video->fullscreen;
gl->keep_aspect = video->force_aspect;
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);
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("[GLCore]: Using resolution %ux%u.\n", temp_width, temp_height);
/* Set the viewport to fix recording, since it needs to know
* the viewport sizes before we start running. */
gl3_set_viewport_wrapper(gl, temp_width, temp_height, false, true);
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 (!gl3_init_filter_chain(gl))
{
RARCH_ERR("[GLCore]: Failed to init filter chain.\n");
goto error;
}
if (video->font_enable)
{
font_driver_init_osd(gl,
video,
false,
video->is_threaded,
FONT_DRIVER_RENDER_OPENGL_CORE_API);
}
gl->pbo_readback_enable = video_gpu_record
&& recording_state_get_ptr()->enable;
if (gl->pbo_readback_enable && gl3_init_pbo_readback(gl))
{
RARCH_LOG("[GLCore]: Async PBO readback enabled.\n");
}
if (!gl_check_error(&error_string))
{
RARCH_ERR("%s\n", error_string);
free(error_string);
goto error;
}
glGenVertexArrays(1, &gl->vao);
glBindVertexArray(gl->vao);
glBindVertexArray(0);
gl3_context_bind_hw_render(gl, true);
return gl;
error:
video_context_driver_free();
gl3_destroy_resources(gl);
if (gl)
free(gl);
return NULL;
}
static unsigned gl3_num_miplevels(unsigned width, unsigned height)
{
unsigned levels = 1;
if (width < height)
width = height;
while (width > 1)
{
levels++;
width >>= 1;
}
return levels;
}
static void video_texture_load_gl3(
const struct texture_image *ti,
enum texture_filter_type filter_type,
uintptr_t *idptr)
{
/* Generate the OpenGL texture object */
GLuint id;
unsigned levels;
GLenum mag_filter, min_filter;
glGenTextures(1, &id);
*idptr = id;
glBindTexture(GL_TEXTURE_2D, id);
levels = 1;
if (filter_type == TEXTURE_FILTER_MIPMAP_LINEAR || filter_type == TEXTURE_FILTER_MIPMAP_NEAREST)
levels = gl3_num_miplevels(ti->width, ti->height);
glTexStorage2D(GL_TEXTURE_2D, levels, GL_RGBA8, ti->width, ti->height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
switch (filter_type)
{
case TEXTURE_FILTER_LINEAR:
mag_filter = GL_LINEAR;
min_filter = GL_LINEAR;
break;
case TEXTURE_FILTER_NEAREST:
mag_filter = GL_NEAREST;
min_filter = GL_NEAREST;
break;
case TEXTURE_FILTER_MIPMAP_NEAREST:
mag_filter = GL_LINEAR;
min_filter = GL_LINEAR_MIPMAP_NEAREST;
break;
case TEXTURE_FILTER_MIPMAP_LINEAR:
default:
mag_filter = GL_LINEAR;
min_filter = GL_LINEAR_MIPMAP_LINEAR;
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
ti->width, ti->height, GL_RGBA, GL_UNSIGNED_BYTE, ti->pixels);
if (levels > 1)
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
glBindTexture(GL_TEXTURE_2D, 0);
}
#ifdef HAVE_OVERLAY
static bool gl3_overlay_load(void *data,
const void *image_data, unsigned num_images)
{
unsigned i, j;
uintptr_t id;
gl3_t *gl = (gl3_t*)data;
const struct texture_image *images =
(const struct texture_image*)image_data;
if (!gl)
return false;
gl3_free_overlay(gl);
gl->overlay_tex = (GLuint*)
calloc(num_images, sizeof(*gl->overlay_tex));
if (!gl->overlay_tex)
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++)
{
video_texture_load_gl3(&images[i], TEXTURE_FILTER_LINEAR, &id);
gl->overlay_tex[i] = id;
/* Default. Stretch to whole screen. */
gl3_overlay_tex_geom(gl, i, 0, 0, 1, 1);
gl3_overlay_vertex_geom(gl, i, 0, 0, 1, 1);
for (j = 0; j < 16; j++)
gl->overlay_color_coord[16 * i + j] = 1.0f;
}
return true;
}
static void gl3_overlay_enable(void *data, bool state)
{
gl3_t *gl = (gl3_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 gl3_overlay_full_screen(void *data, bool enable)
{
gl3_t *gl = (gl3_t*)data;
if (gl)
gl->overlay_full_screen = enable;
}
static void gl3_overlay_set_alpha(void *data, unsigned image, float mod)
{
GLfloat *color = NULL;
gl3_t *gl = (gl3_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 gl3_overlay_interface = {
gl3_overlay_enable,
gl3_overlay_load,
gl3_overlay_tex_geom,
gl3_overlay_vertex_geom,
gl3_overlay_full_screen,
gl3_overlay_set_alpha,
};
static void gl3_get_overlay_interface(void *data,
const video_overlay_interface_t **iface)
{
(void)data;
*iface = &gl3_overlay_interface;
}
#endif
static void gl3_free(void *data)
{
gl3_t *gl = (gl3_t*)data;
if (!gl)
return;
gl3_context_bind_hw_render(gl, false);
font_driver_free_osd();
gl3_destroy_resources(gl);
if (gl->ctx_driver && gl->ctx_driver->destroy)
gl->ctx_driver->destroy(gl->ctx_data);
video_context_driver_free();
free(gl);
}
static bool gl3_alive(void *data)
{
bool ret = false;
bool quit = false;
bool resize = false;
gl3_t *gl = (gl3_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())
{
//we can set it to 1920x1080 as xbox uwp windowsize is guaranteed to be 1920x1080 and currently there is now way to set angle to use a variable resolution swapchain so regardless of the size the window is always 1080p
temp_width = 1920;
temp_height = 1080;
}
#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 void gl3_set_nonblock_state(void *data, bool state,
bool adaptive_vsync_enabled,
unsigned swap_interval)
{
int interval = 0;
gl3_t *gl = (gl3_t*)data;
if (!gl)
return;
gl3_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);
}
gl3_context_bind_hw_render(gl, true);
}
static bool gl3_suppress_screensaver(void *data, bool enable)
{
bool enabled = enable;
gl3_t *gl = (gl3_t*)data;
if (gl->ctx_data && gl->ctx_driver->suppress_screensaver)
return gl->ctx_driver->suppress_screensaver(gl->ctx_data, enabled);
return false;
}
static bool gl3_set_shader(void *data,
enum rarch_shader_type type, const char *path)
{
gl3_t *gl = (gl3_t *)data;
if (!gl)
return false;
gl3_context_bind_hw_render(gl, false);
if (gl->filter_chain)
gl3_filter_chain_free(gl->filter_chain);
gl->filter_chain = NULL;
if (!string_is_empty(path) && type != RARCH_SHADER_SLANG)
{
RARCH_WARN("[GLCore]: Only Slang shaders are supported. Falling back to stock.\n");
path = NULL;
}
if (string_is_empty(path))
{
gl3_init_default_filter_chain(gl);
gl3_context_bind_hw_render(gl, true);
return true;
}
if (!gl3_init_filter_chain_preset(gl, path))
{
RARCH_ERR("[GLCore]: Failed to create filter chain: \"%s\". Falling back to stock.\n", path);
gl3_init_default_filter_chain(gl);
gl3_context_bind_hw_render(gl, true);
return false;
}
gl3_context_bind_hw_render(gl, true);
return true;
}
static void gl3_set_rotation(void *data, unsigned rotation)
{
gl3_t *gl = (gl3_t*)data;
if (!gl)
return;
gl->rotation = video_driver_is_hw_context() && gl->hw_render_bottom_left ? 90 * rotation : 270 * rotation;
gl3_set_projection(gl, &gl3_default_ortho, true);
}
static void gl3_viewport_info(void *data, struct video_viewport *vp)
{
unsigned top_y, top_dist;
gl3_t *gl = (gl3_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 gl3_read_viewport(void *data, uint8_t *buffer, bool is_idle)
{
gl3_t *gl = (gl3_t*)data;
unsigned num_pixels = 0;
if (!gl)
return false;
gl3_context_bind_hw_render(gl, false);
num_pixels = gl->vp.width * gl->vp.height;
if (gl->pbo_readback_enable)
{
const void *ptr = NULL;
struct scaler_ctx *ctx = &gl->pbo_readback_scaler;
/* 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]);
ptr = glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, num_pixels * sizeof(uint32_t), GL_MAP_READ_BIT);
scaler_ctx_scale_direct(ctx, buffer, ptr);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
else
{
/* Use slow synchronous readbacks. Use this with plain screenshots
as we don't really care about performance in this case. */
/* GLES only guarantees GL_RGBA/GL_UNSIGNED_BYTE
* readbacks so do just that.
* GLES 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;
}
gl3_context_bind_hw_render(gl, true);
return true;
error:
gl3_context_bind_hw_render(gl, true);
return false;
}
static void gl3_update_cpu_texture(gl3_t *gl,
struct gl3_streamed_texture *streamed,
const void *frame, unsigned width, unsigned height, unsigned pitch)
{
if (width != streamed->width || height != streamed->height)
{
if (streamed->tex != 0)
glDeleteTextures(1, &streamed->tex);
glGenTextures(1, &streamed->tex);
glBindTexture(GL_TEXTURE_2D, streamed->tex);
glTexStorage2D(GL_TEXTURE_2D, 1, gl->video_info.rgb32 ? GL_RGBA8 : GL_RGB565,
width, height);
streamed->width = width;
streamed->height = height;
if (gl->video_info.rgb32)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
}
}
else
glBindTexture(GL_TEXTURE_2D, streamed->tex);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
if (gl->video_info.rgb32)
{
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 2);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
width, height, GL_RGBA, GL_UNSIGNED_BYTE, frame);
}
else
{
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
}
}
#if defined(HAVE_MENU)
static void gl3_draw_menu_texture(gl3_t *gl,
unsigned width, unsigned height)
{
const float vbo_data[] = {
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha,
1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha,
0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, gl->menu_texture_alpha,
};
glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
if (gl->menu_texture_full_screen)
glViewport(0, 0, width, height);
else
glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, gl->menu_texture);
glUseProgram(gl->pipelines.alpha_blend);
if (gl->pipelines.alpha_blend_loc.flat_ubo_vertex >= 0)
glUniform4fv(gl->pipelines.alpha_blend_loc.flat_ubo_vertex, 4, gl->mvp_no_rot_yflip.data);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
gl3_bind_scratch_vbo(gl, vbo_data, sizeof(vbo_data));
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(uintptr_t)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(uintptr_t)(2 * sizeof(float)));
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(uintptr_t)(4 * sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisable(GL_BLEND);
}
#endif
static bool gl3_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)
{
struct gl3_filter_chain_texture texture;
struct gl3_streamed_texture *streamed = NULL;
gl3_t *gl = (gl3_t*)data;
unsigned width = video_info->width;
unsigned height = video_info->height;
struct font_params *osd_params = (struct font_params*)
&video_info->osd_stat_params;
const char *stat_text = video_info->stat_text;
bool statistics_show = video_info->statistics_show;
bool msg_bgcolor_enable = video_info->msg_bgcolor_enable;
unsigned black_frame_insertion = video_info->black_frame_insertion;
unsigned hard_sync_frames = video_info->hard_sync_frames;
bool runloop_is_paused = video_info->runloop_is_paused;
bool runloop_is_slowmotion = video_info->runloop_is_slowmotion;
bool input_driver_nonblock_state = video_info->input_driver_nonblock_state;
#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
bool hard_sync = video_info->hard_sync;
bool overlay_behind_menu = video_info->overlay_behind_menu;
if (!gl)
return false;
gl3_context_bind_hw_render(gl, false);
glBindVertexArray(gl->vao);
if (frame)
gl->textures_index = (gl->textures_index + 1) & (GL_CORE_NUM_TEXTURES - 1);
streamed = &gl->textures[gl->textures_index];
if (frame)
{
if (!gl->hw_render_enable)
gl3_update_cpu_texture(gl, streamed, frame, frame_width, frame_height, pitch);
else
{
streamed->width = frame_width;
streamed->height = frame_height;
}
}
if (gl->should_resize)
{
if (gl->ctx_driver->set_resize)
gl->ctx_driver->set_resize(gl->ctx_data,
width, height);
gl->should_resize = false;
}
gl3_set_viewport(gl, width, height, false, true);
texture.image = 0;
texture.width = streamed->width;
texture.height = streamed->height;
texture.padded_width = 0;
texture.padded_height = 0;
texture.format = 0;
if (gl->hw_render_enable)
{
texture.image = gl->hw_render_texture;
texture.format = GL_RGBA8;
texture.padded_width = gl->hw_render_max_width;
texture.padded_height = gl->hw_render_max_height;
if (texture.width == 0)
texture.width = 1;
if (texture.height == 0)
texture.height = 1;
}
else
{
texture.image = streamed->tex;
texture.format = gl->video_info.rgb32 ? GL_RGBA8 : GL_RGB565;
texture.padded_width = streamed->width;
texture.padded_height = streamed->height;
}
gl3_filter_chain_set_frame_count(gl->filter_chain, frame_count);
#ifdef HAVE_REWIND
gl3_filter_chain_set_frame_direction(gl->filter_chain, state_manager_frame_is_reversed() ? -1 : 1);
#else
gl3_filter_chain_set_frame_direction(gl->filter_chain, 1);
#endif
gl3_filter_chain_set_input_texture(gl->filter_chain, &texture);
gl3_filter_chain_build_offscreen_passes(gl->filter_chain, &gl->filter_chain_vp);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
gl3_filter_chain_build_viewport_pass(gl->filter_chain, &gl->filter_chain_vp,
gl->hw_render_bottom_left ? gl->mvp.data : gl->mvp_yflip.data);
gl3_filter_chain_end_frame(gl->filter_chain);
#ifdef HAVE_OVERLAY
if (gl->overlay_enable && overlay_behind_menu)
gl3_render_overlay(gl, width, height);
#endif
#if defined(HAVE_MENU)
if (gl->menu_texture_enable)
{
menu_driver_frame(menu_is_alive, video_info);
if (gl->menu_texture_enable && gl->menu_texture)
gl3_draw_menu_texture(gl, width, height);
}
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)
gl3_render_overlay(gl, width, height);
#endif
#ifdef HAVE_GFX_WIDGETS
if (widgets_active)
gfx_widgets_frame(video_info);
#endif
if (!string_is_empty(msg))
{
#if 0
if (msg_bgcolor_enable)
gl3_render_osd_background(gl, video_info, msg);
#endif
font_driver_render_msg(gl, msg, NULL, NULL);
}
if (gl->ctx_driver->update_window_title)
gl->ctx_driver->update_window_title(gl->ctx_data);
if (gl->readback_buffer_screenshot)
{
/* For screenshots, just do the regular slow readback. */
gl3_slow_readback(gl, gl->readback_buffer_screenshot);
}
else if (gl->pbo_readback_enable)
{
#ifdef HAVE_MENU
/* Don't readback if we're in menu mode. */
if (!gl->menu_texture_enable)
#endif
gl3_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
if ( hard_sync
&& !input_driver_nonblock_state
)
gl3_fence_iterate(gl, hard_sync_frames);
glBindVertexArray(0);
gl3_context_bind_hw_render(gl, true);
return true;
}
static uint32_t gl3_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 float gl3_get_refresh_rate(void *data)
{
float refresh_rate;
if (video_context_driver_get_refresh_rate(&refresh_rate))
return refresh_rate;
return 0.0f;
}
static void gl3_set_aspect_ratio(void *data, unsigned aspect_ratio_idx)
{
gl3_t *gl = (gl3_t*)data;
if (!gl)
return;
gl->keep_aspect = true;
gl->should_resize = true;
}
static void gl3_apply_state_changes(void *data)
{
gl3_t *gl = (gl3_t*)data;
if (gl)
gl->should_resize = true;
}
static struct video_shader *gl3_get_current_shader(void *data)
{
gl3_t *gl = (gl3_t*)data;
if (!gl || !gl->filter_chain)
return NULL;
return gl3_filter_chain_get_preset(gl->filter_chain);
}
#ifdef HAVE_THREADS
static int video_texture_load_wrap_gl3_mipmap(void *data)
{
uintptr_t id = 0;
if (!data)
return 0;
video_texture_load_gl3((struct texture_image*)data,
TEXTURE_FILTER_MIPMAP_LINEAR, &id);
return (int)id;
}
static int video_texture_load_wrap_gl3(void *data)
{
uintptr_t id = 0;
if (!data)
return 0;
video_texture_load_gl3((struct texture_image*)data,
TEXTURE_FILTER_LINEAR, &id);
return (int)id;
}
#endif
static uintptr_t gl3_load_texture(void *video_data, void *data,
bool threaded, enum texture_filter_type filter_type)
{
uintptr_t id = 0;
#ifdef HAVE_THREADS
if (threaded)
{
gl3_t *gl = (gl3_t*)video_data;
custom_command_method_t func = video_texture_load_wrap_gl3;
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_gl3_mipmap;
break;
default:
break;
}
return video_thread_texture_load(data, func);
}
#endif
video_texture_load_gl3((struct texture_image*)data, filter_type, &id);
return id;
}
static void gl3_unload_texture(void *data, bool threaded,
uintptr_t id)
{
GLuint glid;
gl3_t *gl = (gl3_t*)data;
if (!id)
return;
#ifdef HAVE_THREADS
if (threaded)
{
if (gl->ctx_driver->make_current)
gl->ctx_driver->make_current(false);
}
#endif
glid = (GLuint)id;
glDeleteTextures(1, &glid);
}
static void gl3_set_video_mode(void *data, unsigned width, unsigned height,
bool fullscreen)
{
gl3_t *gl = (gl3_t*)data;
if (gl->ctx_driver->set_video_mode)
gl->ctx_driver->set_video_mode(gl->ctx_data,
width, height, fullscreen);
}
static void gl3_show_mouse(void *data, bool state)
{
gl3_t *gl = (gl3_t*)data;
if (gl && gl->ctx_driver->show_mouse)
gl->ctx_driver->show_mouse(gl->ctx_data, state);
}
static void gl3_set_texture_frame(void *data,
const void *frame, bool rgb32, unsigned width, unsigned height,
float alpha)
{
settings_t *settings = config_get_ptr();
GLenum menu_filter = settings->bools.menu_linear_filter
? GL_LINEAR : GL_NEAREST;
unsigned base_size = rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
gl3_t *gl = (gl3_t*)data;
if (!gl)
return;
gl3_context_bind_hw_render(gl, false);
if (gl->menu_texture)
glDeleteTextures(1, &gl->menu_texture);
glGenTextures(1, &gl->menu_texture);
glBindTexture(GL_TEXTURE_2D, gl->menu_texture);
glTexStorage2D(GL_TEXTURE_2D, 1, rgb32
? GL_RGBA8 : GL_RGBA4, width, height);
glPixelStorei(GL_UNPACK_ALIGNMENT, base_size);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
width, height, GL_RGBA, rgb32
? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT_4_4_4_4, frame);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, menu_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, menu_filter);
if (rgb32)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
}
glBindTexture(GL_TEXTURE_2D, 0);
gl->menu_texture_alpha = alpha;
gl3_context_bind_hw_render(gl, true);
}
static void gl3_set_texture_enable(void *data, bool state, bool full_screen)
{
gl3_t *gl = (gl3_t*)data;
if (!gl)
return;
gl->menu_texture_enable = state;
gl->menu_texture_full_screen = full_screen;
}
static void gl3_get_video_output_size(void *data,
unsigned *width, unsigned *height, char *desc, size_t desc_len)
{
gl3_t *gl = (gl3_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 gl3_get_video_output_prev(void *data)
{
gl3_t *gl = (gl3_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 gl3_get_video_output_next(void *data)
{
gl3_t *gl = (gl3_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 uintptr_t gl3_get_current_framebuffer(void *data)
{
gl3_t *gl = (gl3_t*)data;
if (!gl || !gl->hw_render_enable)
return 0;
return gl->hw_render_fbo;
}
static retro_proc_address_t gl3_get_proc_address(
void *data, const char *sym)
{
gl3_t *gl = (gl3_t*)data;
if (gl && gl->ctx_driver->get_proc_address)
return gl->ctx_driver->get_proc_address(sym);
return NULL;
}
static const video_poke_interface_t gl3_poke_interface = {
gl3_get_flags,
gl3_load_texture,
gl3_unload_texture,
gl3_set_video_mode,
gl3_get_refresh_rate, /* get_refresh_rate */
NULL,
gl3_get_video_output_size,
gl3_get_video_output_prev,
gl3_get_video_output_next,
gl3_get_current_framebuffer,
gl3_get_proc_address,
gl3_set_aspect_ratio,
gl3_apply_state_changes,
gl3_set_texture_frame,
gl3_set_texture_enable,
font_driver_render_msg,
gl3_show_mouse,
NULL, /* grab_mouse_toggle */
gl3_get_current_shader,
NULL,
NULL,
NULL, /* set_hdr_max_nits */
NULL, /* set_hdr_paper_white_nits */
NULL, /* set_hdr_contrast */
NULL /* set_hdr_expand_gamut */
};
static void gl3_get_poke_interface(void *data,
const video_poke_interface_t **iface)
{
(void)data;
*iface = &gl3_poke_interface;
}
#ifdef HAVE_GFX_WIDGETS
static bool gl3_gfx_widgets_enabled(void *data)
{
(void)data;
return true;
}
#endif
static unsigned gl3_wrap_type_to_enum(enum gfx_wrap_type type)
{
switch (type)
{
case RARCH_WRAP_BORDER:
#ifdef HAVE_OPENGLES3
/* GLES does not support CLAMP_TO_BORDER until GLES 3.2.
* It is a deprecated feature in general. */
return GL_CLAMP_TO_EDGE;
#else
return GL_CLAMP_TO_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 bool gl3_has_windowed(void *data)
{
gl3_t *gl = (gl3_t*)data;
if (gl && gl->ctx_driver)
return gl->ctx_driver->has_windowed;
return false;
}
static bool gl3_focus(void *data)
{
gl3_t *gl = (gl3_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_gl3 = {
gl3_init,
gl3_frame,
gl3_set_nonblock_state,
gl3_alive,
gl3_focus,
gl3_suppress_screensaver,
gl3_has_windowed,
gl3_set_shader,
gl3_free,
"glcore",
gl3_set_viewport_wrapper,
gl3_set_rotation,
gl3_viewport_info,
gl3_read_viewport,
#if defined(READ_RAW_GL_FRAME_TEST)
gl3_read_frame_raw,
#else
NULL,
#endif
#ifdef HAVE_OVERLAY
gl3_get_overlay_interface,
#endif
#ifdef HAVE_VIDEO_LAYOUT
NULL,
#endif
gl3_get_poke_interface,
gl3_wrap_type_to_enum,
#ifdef HAVE_GFX_WIDGETS
gl3_gfx_widgets_enabled
#endif
};