mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-28 02:30:35 +00:00
413 lines
11 KiB
C
413 lines
11 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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#ifndef __GL_COMMON_H
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#define __GL_COMMON_H
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#include "../general.h"
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#include "font_renderer_driver.h"
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#include <gfx/math/matrix_4x4.h>
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#include <gfx/scaler/scaler.h>
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#include "font_gl_driver.h"
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#include "image/image.h"
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#include "video_shader_driver.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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#include <glsym/glsym.h>
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#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)
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#if (!defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES3))
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#define HAVE_GL_ASYNC_READBACK
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#endif
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#if defined(HAVE_PSGL)
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#define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
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#define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
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#define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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#elif defined(OSX_PPC)
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#define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
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#define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
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#define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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#else
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#define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER
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#define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE
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#define RARCH_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0
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#endif
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#if defined(HAVE_OPENGLES2)
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
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#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT
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#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT
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#elif defined(OSX_PPC)
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER_EXT
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_EXT
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#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
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#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_EXT
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#elif defined(HAVE_PSGL) && !defined(HAVE_GCMGL)
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER_OES
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_SCE
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#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_OES
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#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT_OES
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#else
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#define RARCH_GL_RENDERBUFFER GL_RENDERBUFFER
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#define RARCH_GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8
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#define RARCH_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT
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#define RARCH_GL_STENCIL_ATTACHMENT GL_STENCIL_ATTACHMENT
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#endif
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#ifdef OSX_PPC
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#define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE_EXT
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#elif defined(HAVE_PSGL) && !defined(HAVE_GCMGL)
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#define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE_OES
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#else
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#define RARCH_GL_MAX_RENDERBUFFER_SIZE GL_MAX_RENDERBUFFER_SIZE
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#endif
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#if defined(HAVE_PSGL)
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#define glGenerateMipmap glGenerateMipmapOES
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#endif
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#ifdef HAVE_FBO
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#if defined(__APPLE__) || defined(HAVE_PSGL)
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#define GL_RGBA32F GL_RGBA32F_ARB
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#endif
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#endif
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#ifndef MAX_SHADERS
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#define MAX_SHADERS 16
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#endif
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#ifndef MAX_TEXTURES
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#define MAX_TEXTURES 8
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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 /* TODO: Verify if this is really 565 or just 555. */
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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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/* Stupid Apple. */
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#define RARCH_GL_INTERNAL_FORMAT32 GL_RGBA
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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_RGBA8
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#define RARCH_GL_INTERNAL_FORMAT16 GL_RGBA8
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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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/* GL_RGB565 internal format isn't in desktop GL
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* until 4.1 core (ARB_ES2_compatibility).
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* Check for this. */
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#ifndef GL_RGB565
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#define GL_RGB565 0x8D62
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#endif
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#define RARCH_GL_INTERNAL_FORMAT16_565 GL_RGB565
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#define RARCH_GL_TEXTURE_TYPE16_565 GL_RGB
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#define RARCH_GL_FORMAT16_565 GL_UNSIGNED_SHORT_5_6_5
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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_PIXELS
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/* Performance hacks. */
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#ifdef HAVE_GCMGL
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extern GLvoid* glMapBufferTextureReferenceRA( GLenum target, GLenum access );
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extern GLboolean glUnmapBufferTextureReferenceRA( GLenum target );
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extern void glBufferSubDataTextureReferenceRA( GLenum target,
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GLintptr offset, GLsizeiptr size, const GLvoid *data );
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#define glMapBuffer(target, access) glMapBufferTextureReferenceRA(target, access)
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#define glUnmapBuffer(target) glUnmapBufferTextureReferenceRA(target)
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#define glBufferSubData(target, offset, size, data) glBufferSubDataTextureReferenceRA(target, offset, size, data)
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#endif
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#endif
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#if defined(HAVE_OPENGL_MODERN) || defined(HAVE_OPENGLES2) || defined(HAVE_PSGL)
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#ifndef NO_GL_FF_VERTEX
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#define NO_GL_FF_VERTEX
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#endif
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#endif
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#if defined(HAVE_OPENGL_MODERN) || defined(HAVE_OPENGLES2) || defined(HAVE_PSGL)
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#ifndef NO_GL_FF_MATRIX
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#define NO_GL_FF_MATRIX
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#endif
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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_OPENGLES)
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#ifndef GL_UNPACK_ROW_LENGTH
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#define GL_UNPACK_ROW_LENGTH 0x0CF2
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#endif
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#ifndef GL_SRGB_ALPHA_EXT
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#define GL_SRGB_ALPHA_EXT 0x8C42
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#endif
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#endif
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/* Fall back to FF-style if needed and possible. */
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#define gl_ff_vertex(coords) \
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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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/* Fall back to FF-style if needed and possible. */
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#define gl_ff_matrix(mat) \
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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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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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unsigned vertices;
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};
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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 shader_backend_t *shader;
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bool vsync;
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GLuint texture[MAX_TEXTURES];
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unsigned tex_index; /* For use with PREV. */
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unsigned textures;
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struct gl_tex_info tex_info;
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struct gl_tex_info prev_info[MAX_TEXTURES];
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GLuint tex_mag_filter;
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GLuint tex_min_filter;
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bool tex_mipmap;
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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[MAX_TEXTURES];
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GLuint hw_render_depth[MAX_TEXTURES];
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bool hw_render_fbo_init;
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bool hw_render_depth_init;
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bool has_fp_fbo;
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bool has_srgb_fbo;
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bool has_srgb_fbo_gles3;
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#endif
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bool hw_render_use;
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bool shared_context_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[MAX_TEXTURES];
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unsigned last_height[MAX_TEXTURES];
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unsigned tex_w, tex_h;
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math_matrix_4x4 mvp, mvp_no_rot;
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struct gl_coords coords;
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const GLfloat *vertex_ptr;
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const GLfloat *white_color_ptr;
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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 wrap_mode;
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unsigned base_size; /* 2 or 4 */
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#ifdef HAVE_OPENGLES
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bool support_unpack_row_length;
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#else
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bool have_es2_compat;
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#endif
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/* Fonts */
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const gl_font_renderer_t *font_driver;
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void *font_handle;
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bool egl_images;
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video_info_t video_info;
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#ifdef HAVE_OVERLAY
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unsigned overlays;
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bool overlay_enable;
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bool overlay_full_screen;
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GLuint *overlay_tex;
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GLfloat *overlay_vertex_coord;
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GLfloat *overlay_tex_coord;
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GLfloat *overlay_color_coord;
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#endif
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#ifdef HAVE_GL_ASYNC_READBACK
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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_valid[4];
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bool pbo_readback_enable;
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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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void *readback_buffer_screenshot;
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#if defined(HAVE_MENU)
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GLuint menu_texture;
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bool menu_texture_enable;
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bool menu_texture_full_screen;
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GLfloat menu_texture_alpha;
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#endif
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#ifdef HAVE_GL_SYNC
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#define MAX_FENCES 4
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bool have_sync;
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GLsync fences[MAX_FENCES];
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unsigned fence_count;
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#endif
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bool core_context;
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GLuint vao;
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} gl_t;
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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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}
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RARCH_ERR("Non specified GL error.\n");
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return false;
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}
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void gl_set_viewport(gl_t *gl, unsigned width, unsigned height,
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bool force_full, bool allow_rotate);
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void gl_load_texture_data(GLuint obj, const struct texture_image *img,
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GLenum wrap, bool linear, bool mipmap);
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bool gl_load_luts(const struct video_shader *generic_shader,
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GLuint *lut_textures);
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#endif
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