RetroArch/gfx/common/gl1_common.h
2019-11-12 11:54:00 +01:00

111 lines
3.1 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* copyright (c) 2011-2017 - Daniel De Matteis
* copyright (c) 2016-2019 - Brad Parker
*
* 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/>.
*/
#ifndef __GL1_COMMON_H
#define __GL1_COMMON_H
#include <retro_environment.h>
#include <retro_inline.h>
#include <gfx/math/matrix_4x4.h>
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#else
#if defined(_WIN32) && !defined(_XBOX)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#ifdef VITA
#include <vitaGL.h>
#else
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#endif
#include "../../retroarch.h"
#ifdef VITA
#define GL_RGBA8 GL_RGBA
#define GL_RGB8 GL_RGB
#define GL_BGRA_EXT GL_RGBA // Currently unsupported in vitaGL
#define GL_CLAMP GL_CLAMP_TO_EDGE
#endif
#define RARCH_GL1_INTERNAL_FORMAT32 GL_RGBA8
#define RARCH_GL1_TEXTURE_TYPE32 GL_BGRA_EXT
#define RARCH_GL1_FORMAT32 GL_UNSIGNED_BYTE
struct string_list;
typedef struct gl1
{
unsigned video_width;
unsigned video_height;
unsigned screen_width;
unsigned screen_height;
int version_major;
int version_minor;
void *ctx_data;
const gfx_ctx_driver_t *ctx_driver;
GLuint tex;
GLuint menu_tex;
struct string_list *extensions;
bool supports_bgra;
struct video_viewport vp;
bool keep_aspect;
unsigned vp_out_width;
unsigned vp_out_height;
bool should_resize;
struct video_coords coords;
GLuint texture[GFX_MAX_TEXTURES];
unsigned tex_index; /* For use with PREV. */
unsigned textures;
math_matrix_4x4 mvp, mvp_no_rot;
struct video_tex_info tex_info;
const float *vertex_ptr;
const float *white_color_ptr;
unsigned rotation;
bool menu_texture_enable;
bool menu_texture_full_screen;
bool have_sync;
bool smooth;
bool menu_smooth;
void *readback_buffer_screenshot;
bool overlay_enable;
bool overlay_full_screen;
GLuint *overlay_tex;
unsigned overlays;
float *overlay_vertex_coord;
float *overlay_tex_coord;
float *overlay_color_coord;
bool fullscreen;
} gl1_t;
static INLINE void gl1_bind_texture(GLuint id, GLint wrap_mode, GLint mag_filter,
GLint min_filter)
{
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
}
#endif