mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-28 10:40:39 +00:00
100 lines
3.1 KiB
C
100 lines
3.1 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2015 - Daniel De Matteis
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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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#include "gl_common.h"
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#include "../video_texture.h"
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void gl_ff_vertex(const void *data)
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{
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#ifndef NO_GL_FF_VERTEX
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const struct gfx_coords *coords = (const struct gfx_coords*)data;
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/* Fall back to fixed function-style if needed and possible. */
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glClientActiveTexture(GL_TEXTURE1);
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glTexCoordPointer(2, GL_FLOAT, 0, coords->lut_tex_coord);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glVertexPointer(2, GL_FLOAT, 0, coords->vertex);
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glEnableClientState(GL_VERTEX_ARRAY);
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glColorPointer(4, GL_FLOAT, 0, coords->color);
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glEnableClientState(GL_COLOR_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, coords->tex_coord);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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#endif
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}
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void gl_ff_matrix(const void *data)
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{
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#ifndef NO_GL_FF_MATRIX
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const math_matrix_4x4 *mat = (const math_matrix_4x4*)data;
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/* Fall back to fixed function-style if needed and possible. */
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(mat->data);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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#endif
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}
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bool gl_load_luts(const struct video_shader *shader,
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GLuint *textures_lut)
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{
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unsigned i;
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unsigned num_luts = min(shader->luts, GFX_MAX_TEXTURES);
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if (!shader->luts)
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return true;
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glGenTextures(num_luts, textures_lut);
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for (i = 0; i < num_luts; i++)
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{
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struct texture_image img = {0};
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enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR;
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RARCH_LOG("Loading texture image from: \"%s\" ...\n",
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shader->lut[i].path);
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if (!texture_image_load(&img, shader->lut[i].path))
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{
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RARCH_ERR("Failed to load texture image from: \"%s\"\n",
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shader->lut[i].path);
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return false;
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}
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if (shader->lut[i].filter == RARCH_FILTER_NEAREST)
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filter_type = TEXTURE_FILTER_NEAREST;
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if (shader->lut[i].mipmap)
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{
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if (filter_type == TEXTURE_FILTER_NEAREST)
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filter_type = TEXTURE_FILTER_MIPMAP_NEAREST;
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else
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filter_type = TEXTURE_FILTER_MIPMAP_LINEAR;
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}
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gl_load_texture_data(textures_lut[i],
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shader->lut[i].wrap,
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filter_type, 4,
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img.width, img.height,
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img.pixels, sizeof(uint32_t));
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texture_image_free(&img);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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