RetroArch/gfx/gl_common.h
2014-10-26 02:32:10 +01:00

407 lines
11 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - 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/>.
*/
#ifndef __GL_COMMON_H
#define __GL_COMMON_H
#include "../general.h"
#include "fonts/fonts.h"
#include <gfx/math/matrix_4x4.h>
#include "gfx_context.h"
#include <gfx/scaler/scaler.h>
#include "fonts/gl_font.h"
#include "shader/shader_context.h"
#ifdef HAVE_CONFIG_H
#include "../config.h"
#endif
#include <string.h>
#ifdef HAVE_EGL
#include <EGL/egl.h>
#include <EGL/eglext.h>
#endif
#include <glsym/glsym.h>
#define context_bind_hw_render(gl, enable) if (gl->shared_context_use && gl->ctx_driver->bind_hw_render) gl->ctx_driver->bind_hw_render(gl, enable)
#if (!defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES3))
#define HAVE_GL_ASYNC_READBACK
#endif
#if defined(HAVE_PSGL)
#define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
#define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
#define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#elif defined(OSX_PPC)
#define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
#define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
#define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#else
#define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER
#define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE
#define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0
#endif
#if defined(HAVE_OPENGLES2)
#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER
#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT
#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT
#elif defined(OSX_PPC)
#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER_EXT
#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_EXT
#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_EXT
#elif defined(HAVE_PSGL) && !defined(HAVE_GCMGL)
#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER_OES
#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_SCE
#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_OES
#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_OES
#else
#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER
#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8
#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT
#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT
#endif
#ifdef OSX_PPC
#define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE_EXT
#elif defined(HAVE_PSGL) && !defined(HAVE_GCMGL)
#define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE_OES
#else
#define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE
#endif
#if defined(HAVE_PSGL)
#define glGenerateMipmap glGenerateMipmapOES
#endif
#ifdef HAVE_FBO
#if defined(__APPLE__) || defined(HAVE_PSGL)
#define GL_RGBA32F GL_RGBA32F_ARB
#endif
#endif
static inline bool gl_check_error(void)
{
int error = glGetError();
switch (error)
{
case GL_INVALID_ENUM:
RARCH_ERR("GL: Invalid enum.\n");
break;
case GL_INVALID_VALUE:
RARCH_ERR("GL: Invalid value.\n");
break;
case GL_INVALID_OPERATION:
RARCH_ERR("GL: Invalid operation.\n");
break;
case GL_OUT_OF_MEMORY:
RARCH_ERR("GL: Out of memory.\n");
break;
case GL_NO_ERROR:
return true;
}
RARCH_ERR("Non specified GL error.\n");
return false;
}
struct gl_fbo_rect
{
unsigned img_width;
unsigned img_height;
unsigned max_img_width;
unsigned max_img_height;
unsigned width;
unsigned height;
};
struct gl_ortho
{
GLfloat left;
GLfloat right;
GLfloat bottom;
GLfloat top;
GLfloat znear;
GLfloat zfar;
};
struct gl_tex_info
{
GLuint tex;
GLfloat input_size[2];
GLfloat tex_size[2];
GLfloat coord[8];
};
struct gl_coords
{
const GLfloat *vertex;
const GLfloat *color;
const GLfloat *tex_coord;
const GLfloat *lut_tex_coord;
unsigned vertices;
};
#define MAX_SHADERS 16
#define MAX_TEXTURES 8
typedef struct gl
{
const gfx_ctx_driver_t *ctx_driver;
const shader_backend_t *shader;
bool vsync;
GLuint texture[MAX_TEXTURES];
unsigned tex_index; /* For use with PREV. */
unsigned textures;
struct gl_tex_info tex_info;
struct gl_tex_info prev_info[MAX_TEXTURES];
GLuint tex_mag_filter;
GLuint tex_min_filter;
bool tex_mipmap;
void *empty_buf;
void *conv_buffer;
struct scaler_ctx scaler;
unsigned frame_count;
#ifdef HAVE_FBO
/* Render-to-texture, multipass shaders. */
GLuint fbo[MAX_SHADERS];
GLuint fbo_texture[MAX_SHADERS];
struct gl_fbo_rect fbo_rect[MAX_SHADERS];
struct gfx_fbo_scale fbo_scale[MAX_SHADERS];
int fbo_pass;
bool fbo_inited;
GLuint hw_render_fbo[MAX_TEXTURES];
GLuint hw_render_depth[MAX_TEXTURES];
bool hw_render_fbo_init;
bool hw_render_depth_init;
bool has_fp_fbo;
bool has_srgb_fbo;
bool has_srgb_fbo_gles3;
#endif
bool hw_render_use;
bool shared_context_use;
bool should_resize;
bool quitting;
bool fullscreen;
bool keep_aspect;
unsigned rotation;
unsigned full_x, full_y;
unsigned win_width;
unsigned win_height;
struct rarch_viewport vp;
unsigned vp_out_width;
unsigned vp_out_height;
unsigned last_width[MAX_TEXTURES];
unsigned last_height[MAX_TEXTURES];
unsigned tex_w, tex_h;
math_matrix_4x4 mvp, mvp_no_rot;
struct gl_coords coords;
const GLfloat *vertex_ptr;
const GLfloat *white_color_ptr;
GLuint pbo;
GLenum internal_fmt;
GLenum texture_type; /* RGB565 or ARGB */
GLenum texture_fmt;
GLenum wrap_mode;
unsigned base_size; /* 2 or 4 */
#ifdef HAVE_OPENGLES
bool support_unpack_row_length;
#else
bool have_es2_compat;
#endif
/* Fonts */
const gl_font_renderer_t *font_driver;
void *font_handle;
bool egl_images;
video_info_t video_info;
#ifdef HAVE_OVERLAY
unsigned overlays;
bool overlay_enable;
bool overlay_full_screen;
GLuint *overlay_tex;
GLfloat *overlay_vertex_coord;
GLfloat *overlay_tex_coord;
GLfloat *overlay_color_coord;
#endif
#ifdef HAVE_GL_ASYNC_READBACK
/* PBOs used for asynchronous viewport readbacks. */
GLuint pbo_readback[4];
bool pbo_readback_valid[4];
bool pbo_readback_enable;
unsigned pbo_readback_index;
struct scaler_ctx pbo_readback_scaler;
#endif
void *readback_buffer_screenshot;
#if defined(HAVE_MENU)
GLuint menu_texture;
bool menu_texture_enable;
bool menu_texture_full_screen;
GLfloat menu_texture_alpha;
#endif
#ifdef HAVE_GL_SYNC
#define MAX_FENCES 4
bool have_sync;
GLsync fences[MAX_FENCES];
unsigned fence_count;
#endif
bool core_context;
GLuint vao;
} gl_t;
#if defined(HAVE_PSGL)
#define RARCH_GL_INTERNAL_FORMAT32 GL_ARGB_SCE
#define RARCH_GL_INTERNAL_FORMAT16 GL_RGB5 /* TODO: Verify if this is really 565 or just 555. */
#define RARCH_GL_TEXTURE_TYPE32 GL_BGRA
#define RARCH_GL_TEXTURE_TYPE16 GL_BGRA
#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV
#define RARCH_GL_FORMAT16 GL_RGB5
#elif defined(HAVE_OPENGLES)
/* Imgtec/SGX headers have this missing. */
#ifndef GL_BGRA_EXT
#define GL_BGRA_EXT 0x80E1
#endif
#ifdef IOS
/* Stupid Apple. */
#define RARCH_GL_INTERNAL_FORMAT32 GL_RGBA
#else
#define RARCH_GL_INTERNAL_FORMAT32 GL_BGRA_EXT
#endif
#define RARCH_GL_INTERNAL_FORMAT16 GL_RGB
#define RARCH_GL_TEXTURE_TYPE32 GL_BGRA_EXT
#define RARCH_GL_TEXTURE_TYPE16 GL_RGB
#define RARCH_GL_FORMAT32 GL_UNSIGNED_BYTE
#define RARCH_GL_FORMAT16 GL_UNSIGNED_SHORT_5_6_5
#else
/* On desktop, we always use 32-bit. */
#define RARCH_GL_INTERNAL_FORMAT32 GL_RGBA8
#define RARCH_GL_INTERNAL_FORMAT16 GL_RGBA8
#define RARCH_GL_TEXTURE_TYPE32 GL_BGRA
#define RARCH_GL_TEXTURE_TYPE16 GL_BGRA
#define RARCH_GL_FORMAT32 GL_UNSIGNED_INT_8_8_8_8_REV
#define RARCH_GL_FORMAT16 GL_UNSIGNED_INT_8_8_8_8_REV
/* GL_RGB565 internal format isn't in desktop GL
* until 4.1 core (ARB_ES2_compatibility).
* Check for this. */
#ifndef GL_RGB565
#define GL_RGB565 0x8D62
#endif
#define RARCH_GL_INTERNAL_FORMAT16_565 GL_RGB565
#define RARCH_GL_TEXTURE_TYPE16_565 GL_RGB
#define RARCH_GL_FORMAT16_565 GL_UNSIGNED_SHORT_5_6_5
#endif
/* Platform specific workarounds/hacks. */
#if defined(__CELLOS_LV2__)
#define NO_GL_READ_PIXELS
/* Performance hacks. */
#ifdef HAVE_GCMGL
extern GLvoid* glMapBufferTextureReferenceRA( GLenum target, GLenum access );
extern GLboolean glUnmapBufferTextureReferenceRA( GLenum target );
extern void glBufferSubDataTextureReferenceRA( GLenum target,
GLintptr offset, GLsizeiptr size, const GLvoid *data );
#define glMapBuffer(target, access) glMapBufferTextureReferenceRA(target, access)
#define glUnmapBuffer(target) glUnmapBufferTextureReferenceRA(target)
#define glBufferSubData(target, offset, size, data) glBufferSubDataTextureReferenceRA(target, offset, size, data)
#endif
#endif
#if defined(HAVE_OPENGL_MODERN) || defined(HAVE_OPENGLES2) || defined(HAVE_PSGL)
#ifndef NO_GL_FF_VERTEX
#define NO_GL_FF_VERTEX
#endif
#endif
#if defined(HAVE_OPENGL_MODERN) || defined(HAVE_OPENGLES2) || defined(HAVE_PSGL)
#ifndef NO_GL_FF_MATRIX
#define NO_GL_FF_MATRIX
#endif
#endif
#if defined(HAVE_OPENGLES2) /* TODO: Figure out exactly what. */
#define NO_GL_CLAMP_TO_BORDER
#endif
#if defined(HAVE_OPENGLES)
#ifndef GL_UNPACK_ROW_LENGTH
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#endif
#ifndef GL_SRGB_ALPHA_EXT
#define GL_SRGB_ALPHA_EXT 0x8C42
#endif
#endif
/* Fall back to FF-style if needed and possible. */
#define gl_ff_vertex(coords) \
glClientActiveTexture(GL_TEXTURE1); \
glTexCoordPointer(2, GL_FLOAT, 0, coords->lut_tex_coord); \
glEnableClientState(GL_TEXTURE_COORD_ARRAY); \
glClientActiveTexture(GL_TEXTURE0); \
glVertexPointer(2, GL_FLOAT, 0, coords->vertex); \
glEnableClientState(GL_VERTEX_ARRAY); \
glColorPointer(4, GL_FLOAT, 0, coords->color); \
glEnableClientState(GL_COLOR_ARRAY); \
glTexCoordPointer(2, GL_FLOAT, 0, coords->tex_coord); \
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
/* Fall back to FF-style if needed and possible. */
#define gl_ff_matrix(mat) \
glMatrixMode(GL_PROJECTION); \
glLoadMatrixf(mat->data); \
glMatrixMode(GL_MODELVIEW); \
glLoadIdentity()
void gl_set_viewport(gl_t *gl, unsigned width, unsigned height,
bool force_full, bool allow_rotate);
void gl_load_texture_data(GLuint obj, const struct texture_image *img,
GLenum wrap, bool linear, bool mipmap);
bool gl_load_luts(const struct gfx_shader *generic_shader,
GLuint *lut_textures);
#endif