RetroArch/gfx/drivers/gl.c
2021-03-24 00:25:47 +01:00

4665 lines
128 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
* Copyright (C) 2012-2015 - Michael Lelli
*
* 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/>.
*/
/* Middle of the road OpenGL driver.
*
* Minimum version (desktop): OpenGL 2.0+
* Minimum version (mobile) : OpenGLES 2.0+
*/
#ifdef _MSC_VER
#if defined(HAVE_OPENGLES)
#pragma comment(lib, "libGLESv2")
#else
#pragma comment(lib, "opengl32")
#endif
#endif
#include <stdint.h>
#include <math.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <compat/strl.h>
#include <gfx/scaler/scaler.h>
#include <gfx/math/matrix_4x4.h>
#include <formats/image.h>
#include <retro_inline.h>
#include <retro_miscellaneous.h>
#include <retro_math.h>
#include <string/stdstring.h>
#include <libretro.h>
#include <gfx/gl_capabilities.h>
#include <gfx/video_frame.h>
#include <glsym/glsym.h>
#include "../../configuration.h"
#include "../../dynamic.h"
#include "../../retroarch.h"
#include "../../verbosity.h"
#include "../common/gl_common.h"
#ifdef HAVE_THREADS
#include "../video_thread_wrapper.h"
#endif
#include "../font_driver.h"
#ifdef HAVE_GLSL
#include "../drivers_shader/shader_glsl.h"
#endif
#ifdef GL_DEBUG
#include <lists/string_list.h>
#if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGLES3) || defined(HAVE_OPENGLES_3_1) || defined(HAVE_OPENGLES_3_2)
#define HAVE_GL_DEBUG_ES
#endif
#endif
#ifdef HAVE_MENU
#include "../../menu/menu_driver.h"
#endif
#ifdef HAVE_GFX_WIDGETS
#include "../gfx_widgets.h"
#endif
#ifndef GL_UNSIGNED_INT_8_8_8_8_REV
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#endif
#define SET_TEXTURE_COORDS(coords, xamt, yamt) \
coords[2] = xamt; \
coords[6] = xamt; \
coords[5] = yamt; \
coords[7] = yamt
static const shader_backend_t *gl2_shader_ctx_drivers[] = {
#ifdef HAVE_GLSL
&gl_glsl_backend,
#endif
#ifdef HAVE_CG
&gl_cg_backend,
#endif
NULL
};
static struct video_ortho default_ortho = {0, 1, 0, 1, -1, 1};
/* Used for the last pass when rendering to the back buffer. */
static const GLfloat vertexes_flipped[] = {
0, 1,
1, 1,
0, 0,
1, 0
};
/* Used when rendering to an FBO.
* Texture coords have to be aligned
* with vertex coordinates. */
static const GLfloat vertexes[] = {
0, 0,
1, 0,
0, 1,
1, 1
};
static const GLfloat tex_coords[] = {
0, 0,
1, 0,
0, 1,
1, 1
};
static const GLfloat white_color[] = {
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
};
#define gl2_context_bind_hw_render(gl, enable) \
if (gl->shared_context_use) \
gl->ctx_driver->bind_hw_render(gl->ctx_data, enable)
#define MAX_FENCES 4
#if !defined(HAVE_PSGL)
#ifndef HAVE_GL_SYNC
#define HAVE_GL_SYNC
#endif
#endif
#ifdef HAVE_GL_SYNC
#if defined(HAVE_OPENGLES2)
typedef struct __GLsync *GLsync;
#endif
#endif
typedef struct gl2_renderchain_data
{
int fbo_pass;
#ifdef HAVE_GL_SYNC
GLsync fences[MAX_FENCES];
#endif
GLuint vao;
GLuint fbo[GFX_MAX_SHADERS];
GLuint fbo_texture[GFX_MAX_SHADERS];
GLuint hw_render_depth[GFX_MAX_TEXTURES];
unsigned fence_count;
struct gfx_fbo_scale fbo_scale[GFX_MAX_SHADERS];
bool egl_images;
bool has_fp_fbo;
bool has_srgb_fbo_gles3;
bool has_srgb_fbo;
bool hw_render_depth_init;
} gl2_renderchain_data_t;
#if (!defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES3))
#ifdef GL_PIXEL_PACK_BUFFER
#define HAVE_GL_ASYNC_READBACK
#endif
#endif
#if defined(HAVE_PSGL)
#define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2DOES(a, b, c, d, e)
#define gl2_check_fb_status(target) glCheckFramebufferStatusOES(target)
#define gl2_gen_fb(n, ids) glGenFramebuffersOES(n, ids)
#define gl2_delete_fb(n, fb) glDeleteFramebuffersOES(n, fb)
#define gl2_bind_fb(id) glBindFramebufferOES(RARCH_GL_FRAMEBUFFER, id)
#define gl2_gen_rb glGenRenderbuffersOES
#define gl2_bind_rb glBindRenderbufferOES
#define gl2_fb_rb glFramebufferRenderbufferOES
#define gl2_rb_storage glRenderbufferStorageOES
#define gl2_delete_rb glDeleteRenderbuffersOES
#elif (defined(__MACH__) && (defined(__ppc__) || defined(__ppc64__)))
#define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2DEXT(a, b, c, d, e)
#define gl2_check_fb_status(target) glCheckFramebufferStatusEXT(target)
#define gl2_gen_fb(n, ids) glGenFramebuffersEXT(n, ids)
#define gl2_delete_fb(n, fb) glDeleteFramebuffersEXT(n, fb)
#define gl2_bind_fb(id) glBindFramebufferEXT(RARCH_GL_FRAMEBUFFER, id)
#define gl2_gen_rb glGenRenderbuffersEXT
#define gl2_bind_rb glBindRenderbufferEXT
#define gl2_fb_rb glFramebufferRenderbufferEXT
#define gl2_rb_storage glRenderbufferStorageEXT
#define gl2_delete_rb glDeleteRenderbuffersEXT
#else
#define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2D(a, b, c, d, e)
#define gl2_check_fb_status(target) glCheckFramebufferStatus(target)
#define gl2_gen_fb(n, ids) glGenFramebuffers(n, ids)
#define gl2_delete_fb(n, fb) glDeleteFramebuffers(n, fb)
#define gl2_bind_fb(id) glBindFramebuffer(RARCH_GL_FRAMEBUFFER, id)
#define gl2_gen_rb glGenRenderbuffers
#define gl2_bind_rb glBindRenderbuffer
#define gl2_fb_rb glFramebufferRenderbuffer
#define gl2_rb_storage glRenderbufferStorage
#define gl2_delete_rb glDeleteRenderbuffers
#endif
#ifndef GL_SYNC_GPU_COMMANDS_COMPLETE
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
#endif
#ifndef GL_SYNC_FLUSH_COMMANDS_BIT
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#endif
/* Prototypes */
#ifdef IOS
/* There is no default frame buffer on iOS. */
void glkitview_bind_fbo(void);
#define gl2_renderchain_bind_backbuffer() glkitview_bind_fbo()
#else
#define gl2_renderchain_bind_backbuffer() gl2_bind_fb(0)
#endif
static unsigned gl2_get_alignment(unsigned pitch)
{
if (pitch & 1)
return 1;
if (pitch & 2)
return 2;
if (pitch & 4)
return 4;
return 8;
}
static bool gl2_shader_info(gl_t *gl,
video_shader_ctx_info_t *shader_info)
{
if (!shader_info)
return false;
shader_info->num = gl->shader->num_shaders(gl->shader_data);
return true;
}
static bool gl2_shader_scale(gl_t *gl,
video_shader_ctx_scale_t *scaler)
{
if (!scaler || !scaler->scale)
return false;
scaler->scale->valid = false;
gl->shader->shader_scale(gl->shader_data,
scaler->idx, scaler->scale);
return true;
}
static void gl2_size_format(GLint* internalFormat)
{
#ifndef HAVE_PSGL
switch (*internalFormat)
{
case GL_RGB:
/* FIXME: PS3 does not support this, neither does it have GL_RGB565_OES. */
*internalFormat = GL_RGB565;
break;
case GL_RGBA:
#ifdef HAVE_OPENGLES2
*internalFormat = GL_RGBA8_OES;
#else
*internalFormat = GL_RGBA8;
#endif
break;
}
#endif
}
/* This function should only be used without mipmaps
and when data == NULL */
static void gl2_load_texture_image(GLenum target,
GLint level,
GLint internalFormat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const GLvoid * data)
{
#if !defined(HAVE_PSGL) && !defined(ORBIS) && !defined(VITA)
#ifdef HAVE_OPENGLES2
enum gl_capability_enum cap = GL_CAPS_TEX_STORAGE_EXT;
#else
enum gl_capability_enum cap = GL_CAPS_TEX_STORAGE;
#endif
if (gl_check_capability(cap) && internalFormat != GL_BGRA_EXT)
{
gl2_size_format(&internalFormat);
#ifdef HAVE_OPENGLES2
glTexStorage2DEXT(target, 1, internalFormat, width, height);
#else
glTexStorage2D (target, 1, internalFormat, width, height);
#endif
}
else
#endif
{
#ifdef HAVE_OPENGLES
if (gl_check_capability(GL_CAPS_GLES3_SUPPORTED))
#endif
gl2_size_format(&internalFormat);
glTexImage2D(target, level, internalFormat, width,
height, border, format, type, data);
}
}
static bool gl2_recreate_fbo(
struct video_fbo_rect *fbo_rect,
GLuint fbo,
GLuint* texture
)
{
gl2_bind_fb(fbo);
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
gl2_load_texture_image(GL_TEXTURE_2D,
0, RARCH_GL_INTERNAL_FORMAT32,
fbo_rect->width,
fbo_rect->height,
0, RARCH_GL_TEXTURE_TYPE32,
RARCH_GL_FORMAT32, NULL);
gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
*texture, 0);
if (gl2_check_fb_status(RARCH_GL_FRAMEBUFFER)
== RARCH_GL_FRAMEBUFFER_COMPLETE)
return true;
RARCH_WARN("[GL]: Failed to reinitialize FBO texture.\n");
return false;
}
static void gl2_set_projection(gl_t *gl,
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);
}
static void gl2_set_viewport(gl_t *gl,
unsigned viewport_width,
unsigned viewport_height,
bool force_full, bool allow_rotate)
{
settings_t *settings = config_get_ptr();
unsigned height = gl->video_height;
int x = 0;
int y = 0;
float device_aspect = (float)viewport_width / viewport_height;
if (gl->ctx_driver->translate_aspect)
device_aspect = gl->ctx_driver->translate_aspect(
gl->ctx_data, viewport_width, viewport_height);
if (settings->bools.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 (settings->uints.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);
gl2_set_projection(gl, &default_ortho, allow_rotate);
/* Set last backbuffer viewport. */
if (!force_full)
{
gl->vp_out_width = viewport_width;
gl->vp_out_height = viewport_height;
}
#if 0
RARCH_LOG("Setting viewport @ %ux%u\n", viewport_width, viewport_height);
#endif
}
static void gl2_renderchain_render(
gl_t *gl,
gl2_renderchain_data_t *chain,
uint64_t frame_count,
const struct video_tex_info *tex_info,
const struct video_tex_info *feedback_info)
{
int i;
video_shader_ctx_params_t params;
static GLfloat fbo_tex_coords[8] = {0.0f};
struct video_tex_info fbo_tex_info[GFX_MAX_SHADERS];
struct video_tex_info *fbo_info = NULL;
const struct video_fbo_rect *prev_rect = NULL;
GLfloat xamt = 0.0f;
GLfloat yamt = 0.0f;
unsigned mip_level = 0;
unsigned fbo_tex_info_cnt = 0;
unsigned width = gl->video_width;
unsigned height = gl->video_height;
/* Render the rest of our passes. */
gl->coords.tex_coord = fbo_tex_coords;
/* Calculate viewports, texture coordinates etc,
* and render all passes from FBOs, to another FBO. */
for (i = 1; i < chain->fbo_pass; i++)
{
const struct video_fbo_rect *rect = &gl->fbo_rect[i];
prev_rect = &gl->fbo_rect[i - 1];
fbo_info = &fbo_tex_info[i - 1];
xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
SET_TEXTURE_COORDS(fbo_tex_coords, xamt, yamt);
fbo_info->tex = chain->fbo_texture[i - 1];
fbo_info->input_size[0] = prev_rect->img_width;
fbo_info->input_size[1] = prev_rect->img_height;
fbo_info->tex_size[0] = prev_rect->width;
fbo_info->tex_size[1] = prev_rect->height;
memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
fbo_tex_info_cnt++;
gl2_bind_fb(chain->fbo[i]);
gl->shader->use(gl, gl->shader_data,
i + 1, true);
glBindTexture(GL_TEXTURE_2D, chain->fbo_texture[i - 1]);
mip_level = i + 1;
if (gl->shader->mipmap_input(gl->shader_data, mip_level)
&& gl->have_mipmap)
glGenerateMipmap(GL_TEXTURE_2D);
glClear(GL_COLOR_BUFFER_BIT);
/* Render to FBO with certain size. */
gl2_set_viewport(gl,
rect->img_width, rect->img_height, true, false);
params.data = gl;
params.width = prev_rect->img_width;
params.height = prev_rect->img_height;
params.tex_width = prev_rect->width;
params.tex_height = prev_rect->height;
params.out_width = gl->vp.width;
params.out_height = gl->vp.height;
params.frame_counter = (unsigned int)frame_count;
params.info = tex_info;
params.prev_info = gl->prev_info;
params.feedback_info = feedback_info;
params.fbo_info = fbo_tex_info;
params.fbo_info_cnt = fbo_tex_info_cnt;
gl->shader->set_params(&params, gl->shader_data);
gl->coords.vertices = 4;
gl->shader->set_coords(gl->shader_data, &gl->coords);
gl->shader->set_mvp(gl->shader_data, &gl->mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
if (chain->has_srgb_fbo)
glDisable(GL_FRAMEBUFFER_SRGB);
#endif
/* Render our last FBO texture directly to screen. */
prev_rect = &gl->fbo_rect[chain->fbo_pass - 1];
xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
SET_TEXTURE_COORDS(fbo_tex_coords, xamt, yamt);
/* Push final FBO to list. */
fbo_info = &fbo_tex_info[chain->fbo_pass - 1];
fbo_info->tex = chain->fbo_texture[chain->fbo_pass - 1];
fbo_info->input_size[0] = prev_rect->img_width;
fbo_info->input_size[1] = prev_rect->img_height;
fbo_info->tex_size[0] = prev_rect->width;
fbo_info->tex_size[1] = prev_rect->height;
memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
fbo_tex_info_cnt++;
/* Render our FBO texture to back buffer. */
gl2_renderchain_bind_backbuffer();
gl->shader->use(gl, gl->shader_data,
chain->fbo_pass + 1, true);
glBindTexture(GL_TEXTURE_2D, chain->fbo_texture[chain->fbo_pass - 1]);
mip_level = chain->fbo_pass + 1;
if (
gl->shader->mipmap_input(gl->shader_data, mip_level) &&
gl->have_mipmap)
glGenerateMipmap(GL_TEXTURE_2D);
glClear(GL_COLOR_BUFFER_BIT);
gl2_set_viewport(gl,
width, height, false, true);
params.data = gl;
params.width = prev_rect->img_width;
params.height = prev_rect->img_height;
params.tex_width = prev_rect->width;
params.tex_height = prev_rect->height;
params.out_width = gl->vp.width;
params.out_height = gl->vp.height;
params.frame_counter = (unsigned int)frame_count;
params.info = tex_info;
params.prev_info = gl->prev_info;
params.feedback_info = feedback_info;
params.fbo_info = fbo_tex_info;
params.fbo_info_cnt = fbo_tex_info_cnt;
gl->shader->set_params(&params, gl->shader_data);
gl->coords.vertex = gl->vertex_ptr;
gl->coords.vertices = 4;
gl->shader->set_coords(gl->shader_data, &gl->coords);
gl->shader->set_mvp(gl->shader_data, &gl->mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl->coords.tex_coord = gl->tex_info.coord;
}
static void gl2_renderchain_deinit_fbo(gl_t *gl,
gl2_renderchain_data_t *chain)
{
if (gl)
{
if (gl->fbo_feedback)
gl2_delete_fb(1, &gl->fbo_feedback);
if (gl->fbo_feedback_texture)
glDeleteTextures(1, &gl->fbo_feedback_texture);
gl->fbo_inited = false;
gl->fbo_feedback_enable = false;
gl->fbo_feedback_pass = 0;
gl->fbo_feedback_texture = 0;
gl->fbo_feedback = 0;
}
if (chain)
{
gl2_delete_fb(chain->fbo_pass, chain->fbo);
glDeleteTextures(chain->fbo_pass, chain->fbo_texture);
memset(chain->fbo_texture, 0, sizeof(chain->fbo_texture));
memset(chain->fbo, 0, sizeof(chain->fbo));
chain->fbo_pass = 0;
}
}
static void gl2_renderchain_deinit_hw_render(
gl_t *gl,
gl2_renderchain_data_t *chain)
{
if (!gl)
return;
gl2_context_bind_hw_render(gl, true);
if (gl->hw_render_fbo_init)
gl2_delete_fb(gl->textures, gl->hw_render_fbo);
if (chain->hw_render_depth_init)
gl2_delete_rb(gl->textures, chain->hw_render_depth);
gl->hw_render_fbo_init = false;
gl2_context_bind_hw_render(gl, false);
}
static bool gl2_create_fbo_targets(gl_t *gl, gl2_renderchain_data_t *chain)
{
unsigned i;
glBindTexture(GL_TEXTURE_2D, 0);
gl2_gen_fb(chain->fbo_pass, chain->fbo);
for (i = 0; i < (unsigned)chain->fbo_pass; i++)
{
GLenum status;
gl2_bind_fb(chain->fbo[i]);
gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, chain->fbo_texture[i], 0);
status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER);
if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
goto error;
}
if (gl->fbo_feedback_texture)
{
GLenum status;
gl2_gen_fb(1, &gl->fbo_feedback);
gl2_bind_fb(gl->fbo_feedback);
gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
gl->fbo_feedback_texture, 0);
status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER);
if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
goto error;
/* Make sure the feedback textures are cleared
* so we don't feedback noise. */
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
return true;
error:
gl2_delete_fb(chain->fbo_pass, chain->fbo);
if (gl->fbo_feedback)
gl2_delete_fb(1, &gl->fbo_feedback);
RARCH_ERR("[GL]: Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
return false;
}
static unsigned gl2_wrap_type_to_enum(enum gfx_wrap_type type)
{
switch (type)
{
#ifndef HAVE_OPENGLES
case RARCH_WRAP_BORDER: /* GL_CLAMP_TO_BORDER: Available since GL 1.3 */
return GL_CLAMP_TO_BORDER;
#else
case RARCH_WRAP_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 GLenum gl2_min_filter_to_mag(GLenum type)
{
switch (type)
{
case GL_LINEAR_MIPMAP_LINEAR:
return GL_LINEAR;
case GL_NEAREST_MIPMAP_NEAREST:
return GL_NEAREST;
default:
break;
}
return type;
}
static void gl2_create_fbo_texture(gl_t *gl,
gl2_renderchain_data_t *chain,
unsigned i, GLuint texture)
{
GLenum mag_filter, wrap_enum;
enum gfx_wrap_type wrap_type;
bool fp_fbo = false;
bool smooth = false;
settings_t *settings = config_get_ptr();
bool video_smooth = settings->bools.video_smooth;
#if HAVE_ODROIDGO2
bool video_ctx_scaling = settings->bools.video_ctx_scaling;
if (video_ctx_scaling)
video_smooth = false;
#endif
#ifndef HAVE_OPENGLES
bool force_srgb_disable = settings->bools.video_force_srgb_disable;
#endif
GLuint base_filt = video_smooth ? GL_LINEAR : GL_NEAREST;
GLuint base_mip_filt = video_smooth ?
GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
unsigned mip_level = i + 2;
bool mipmapped = gl->shader->mipmap_input(gl->shader_data, mip_level);
GLenum min_filter = mipmapped ? base_mip_filt : base_filt;
if (gl->shader->filter_type(gl->shader_data,
i + 2, &smooth))
{
min_filter = mipmapped ? (smooth ?
GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
: (smooth ? GL_LINEAR : GL_NEAREST);
}
mag_filter = gl2_min_filter_to_mag(min_filter);
wrap_type = gl->shader->wrap_type(gl->shader_data, i + 2);
wrap_enum = gl2_wrap_type_to_enum(wrap_type);
GL_BIND_TEXTURE(texture, wrap_enum, mag_filter, min_filter);
fp_fbo = chain->fbo_scale[i].fp_fbo;
if (fp_fbo)
{
if (!chain->has_fp_fbo)
RARCH_ERR("[GL]: Floating-point FBO was requested, but is not supported. Falling back to UNORM. Result may band/clip/etc.!\n");
}
#if !defined(HAVE_OPENGLES2)
if (fp_fbo && chain->has_fp_fbo)
{
RARCH_LOG("[GL]: FBO pass #%d is floating-point.\n", i);
gl2_load_texture_image(GL_TEXTURE_2D, 0, GL_RGBA32F,
gl->fbo_rect[i].width, gl->fbo_rect[i].height,
0, GL_RGBA, GL_FLOAT, NULL);
}
else
#endif
{
#ifndef HAVE_OPENGLES
bool srgb_fbo = chain->fbo_scale[i].srgb_fbo;
if (!fp_fbo && srgb_fbo)
{
if (!chain->has_srgb_fbo)
RARCH_ERR("[GL]: sRGB FBO was requested, but it is not supported. Falling back to UNORM. Result may have banding!\n");
}
if (force_srgb_disable)
srgb_fbo = false;
if (srgb_fbo && chain->has_srgb_fbo)
{
RARCH_LOG("[GL]: FBO pass #%d is sRGB.\n", i);
#ifdef HAVE_OPENGLES2
/* EXT defines are same as core GLES3 defines,
* but GLES3 variant requires different arguments. */
glTexImage2D(GL_TEXTURE_2D,
0, GL_SRGB_ALPHA_EXT,
gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
chain->has_srgb_fbo_gles3 ? GL_RGBA : GL_SRGB_ALPHA_EXT,
GL_UNSIGNED_BYTE, NULL);
#else
gl2_load_texture_image(GL_TEXTURE_2D,
0, GL_SRGB8_ALPHA8,
gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#endif
}
else
#endif
{
#if defined(HAVE_OPENGLES2)
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA,
gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#elif defined(HAVE_PSGL)
glTexImage2D(GL_TEXTURE_2D,
0, GL_ARGB_SCE,
gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
GL_ARGB_SCE, GL_UNSIGNED_BYTE, NULL);
#else
/* Avoid potential performance
* reductions on particular platforms. */
gl2_load_texture_image(GL_TEXTURE_2D,
0, RARCH_GL_INTERNAL_FORMAT32,
gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, NULL);
#endif
}
}
}
static void gl2_create_fbo_textures(gl_t *gl,
gl2_renderchain_data_t *chain)
{
int i;
glGenTextures(chain->fbo_pass, chain->fbo_texture);
for (i = 0; i < chain->fbo_pass; i++)
gl2_create_fbo_texture(gl,
(gl2_renderchain_data_t*)gl->renderchain_data,
i, chain->fbo_texture[i]);
if (gl->fbo_feedback_enable)
{
glGenTextures(1, &gl->fbo_feedback_texture);
gl2_create_fbo_texture(gl,
(gl2_renderchain_data_t*)gl->renderchain_data,
gl->fbo_feedback_pass, gl->fbo_feedback_texture);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
/* Compute FBO geometry.
* When width/height changes or window sizes change,
* we have to recalculate geometry of our FBO. */
static void gl2_renderchain_recompute_pass_sizes(
gl_t *gl,
gl2_renderchain_data_t *chain,
unsigned width, unsigned height,
unsigned vp_width, unsigned vp_height)
{
unsigned i;
bool size_modified = false;
GLint max_size = 0;
unsigned last_width = width;
unsigned last_height = height;
unsigned last_max_width = gl->tex_w;
unsigned last_max_height = gl->tex_h;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size);
/* Calculate viewports for FBOs. */
for (i = 0; i < (unsigned)chain->fbo_pass; i++)
{
struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i];
struct gfx_fbo_scale *fbo_scale = &chain->fbo_scale[i];
switch (fbo_scale->type_x)
{
case RARCH_SCALE_INPUT:
fbo_rect->img_width = fbo_scale->scale_x * last_width;
fbo_rect->max_img_width = last_max_width * fbo_scale->scale_x;
break;
case RARCH_SCALE_ABSOLUTE:
fbo_rect->img_width = fbo_rect->max_img_width =
fbo_scale->abs_x;
break;
case RARCH_SCALE_VIEWPORT:
if (gl->rotation % 180 == 90)
{
fbo_rect->img_width = fbo_rect->max_img_width =
fbo_scale->scale_x * vp_height;
} else {
fbo_rect->img_width = fbo_rect->max_img_width =
fbo_scale->scale_x * vp_width;
}
break;
}
switch (fbo_scale->type_y)
{
case RARCH_SCALE_INPUT:
fbo_rect->img_height = last_height * fbo_scale->scale_y;
fbo_rect->max_img_height = last_max_height * fbo_scale->scale_y;
break;
case RARCH_SCALE_ABSOLUTE:
fbo_rect->img_height = fbo_scale->abs_y;
fbo_rect->max_img_height = fbo_scale->abs_y;
break;
case RARCH_SCALE_VIEWPORT:
if (gl->rotation % 180 == 90)
{
fbo_rect->img_height = fbo_rect->max_img_height =
fbo_scale->scale_y * vp_width;
} else {
fbo_rect->img_height = fbo_rect->max_img_height =
fbo_scale->scale_y * vp_height;
}
break;
}
if (fbo_rect->img_width > (unsigned)max_size)
{
size_modified = true;
fbo_rect->img_width = max_size;
}
if (fbo_rect->img_height > (unsigned)max_size)
{
size_modified = true;
fbo_rect->img_height = max_size;
}
if (fbo_rect->max_img_width > (unsigned)max_size)
{
size_modified = true;
fbo_rect->max_img_width = max_size;
}
if (fbo_rect->max_img_height > (unsigned)max_size)
{
size_modified = true;
fbo_rect->max_img_height = max_size;
}
if (size_modified)
RARCH_WARN("[GL]: FBO textures exceeded maximum size of GPU (%dx%d). Resizing to fit.\n", max_size, max_size);
last_width = fbo_rect->img_width;
last_height = fbo_rect->img_height;
last_max_width = fbo_rect->max_img_width;
last_max_height = fbo_rect->max_img_height;
}
}
static void gl2_renderchain_start_render(
gl_t *gl,
gl2_renderchain_data_t *chain)
{
/* Used when rendering to an FBO.
* Texture coords have to be aligned
* with vertex coordinates. */
static const GLfloat fbo_vertexes[] = {
0, 0,
1, 0,
0, 1,
1, 1
};
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
gl2_bind_fb(chain->fbo[0]);
gl2_set_viewport(gl,
gl->fbo_rect[0].img_width,
gl->fbo_rect[0].img_height, true, false);
/* Need to preserve the "flipped" state when in FBO
* as well to have consistent texture coordinates.
*
* We will "flip" it in place on last pass. */
gl->coords.vertex = fbo_vertexes;
#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
if (chain->has_srgb_fbo)
glEnable(GL_FRAMEBUFFER_SRGB);
#endif
}
/* Set up render to texture. */
static void gl2_renderchain_init(
gl_t *gl,
gl2_renderchain_data_t *chain,
unsigned fbo_width, unsigned fbo_height)
{
int i;
unsigned width, height;
video_shader_ctx_scale_t scaler;
video_shader_ctx_info_t shader_info;
struct gfx_fbo_scale scale, scale_last;
if (!gl2_shader_info(gl, &shader_info))
return;
if (!gl || shader_info.num == 0)
return;
width = gl->video_width;
height = gl->video_height;
scaler.idx = 1;
scaler.scale = &scale;
gl2_shader_scale(gl, &scaler);
scaler.idx = shader_info.num;
scaler.scale = &scale_last;
gl2_shader_scale(gl, &scaler);
/* we always want FBO to be at least initialized on startup for consoles */
if (shader_info.num == 1 && !scale.valid)
return;
if (!gl->has_fbo)
{
RARCH_ERR("[GL]: Failed to locate FBO functions. Won't be able to use render-to-texture.\n");
return;
}
chain->fbo_pass = shader_info.num - 1;
if (scale_last.valid)
chain->fbo_pass++;
if (!scale.valid)
{
scale.scale_x = 1.0f;
scale.scale_y = 1.0f;
scale.type_x = scale.type_y = RARCH_SCALE_INPUT;
scale.valid = true;
}
chain->fbo_scale[0] = scale;
for (i = 1; i < chain->fbo_pass; i++)
{
scaler.idx = i + 1;
scaler.scale = &chain->fbo_scale[i];
gl2_shader_scale(gl, &scaler);
if (!chain->fbo_scale[i].valid)
{
chain->fbo_scale[i].scale_x = chain->fbo_scale[i].scale_y = 1.0f;
chain->fbo_scale[i].type_x = chain->fbo_scale[i].type_y =
RARCH_SCALE_INPUT;
chain->fbo_scale[i].valid = true;
}
}
gl2_renderchain_recompute_pass_sizes(gl,
chain, fbo_width, fbo_height, width, height);
for (i = 0; i < chain->fbo_pass; i++)
{
gl->fbo_rect[i].width = next_pow2(gl->fbo_rect[i].img_width);
gl->fbo_rect[i].height = next_pow2(gl->fbo_rect[i].img_height);
RARCH_LOG("[GL]: Creating FBO %d @ %ux%u\n", i,
gl->fbo_rect[i].width, gl->fbo_rect[i].height);
}
gl->fbo_feedback_enable = gl->shader->get_feedback_pass(gl->shader_data,
&gl->fbo_feedback_pass);
if (gl->fbo_feedback_enable && gl->fbo_feedback_pass
< (unsigned)chain->fbo_pass)
{
RARCH_LOG("[GL]: Creating feedback FBO %d @ %ux%u\n", i,
gl->fbo_rect[gl->fbo_feedback_pass].width,
gl->fbo_rect[gl->fbo_feedback_pass].height);
}
else if (gl->fbo_feedback_enable)
{
RARCH_WARN("[GL]: Tried to create feedback FBO of pass #%u, but there are only %d FBO passes. Will use input texture as feedback texture.\n",
gl->fbo_feedback_pass, chain->fbo_pass);
gl->fbo_feedback_enable = false;
}
gl2_create_fbo_textures(gl, chain);
if (!gl || !gl2_create_fbo_targets(gl, chain))
{
glDeleteTextures(chain->fbo_pass, chain->fbo_texture);
RARCH_ERR("[GL]: Failed to create FBO targets. Will continue without FBO.\n");
return;
}
gl->fbo_inited = true;
}
static bool gl2_renderchain_init_hw_render(
gl_t *gl,
gl2_renderchain_data_t *chain,
unsigned width, unsigned height)
{
GLenum status;
unsigned i;
bool depth = false;
bool stencil = false;
GLint max_fbo_size = 0;
GLint max_renderbuffer_size = 0;
struct retro_hw_render_callback *hwr =
video_driver_get_hw_context();
/* We can only share texture objects through contexts.
* FBOs are "abstract" objects and are not shared. */
gl2_context_bind_hw_render(gl, true);
RARCH_LOG("[GL]: Initializing HW render (%u x %u).\n", width, height);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_fbo_size);
glGetIntegerv(RARCH_GL_MAX_RENDERBUFFER_SIZE, &max_renderbuffer_size);
RARCH_LOG("[GL]: Max texture size: %d px, renderbuffer size: %d px.\n",
max_fbo_size, max_renderbuffer_size);
if (!gl->has_fbo)
return false;
RARCH_LOG("[GL]: Supports FBO (render-to-texture).\n");
glBindTexture(GL_TEXTURE_2D, 0);
gl2_gen_fb(gl->textures, gl->hw_render_fbo);
depth = hwr->depth;
stencil = hwr->stencil;
if (depth)
{
gl2_gen_rb(gl->textures, chain->hw_render_depth);
chain->hw_render_depth_init = true;
}
for (i = 0; i < gl->textures; i++)
{
gl2_bind_fb(gl->hw_render_fbo[i]);
gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->texture[i], 0);
if (depth)
{
gl2_bind_rb(RARCH_GL_RENDERBUFFER, chain->hw_render_depth[i]);
gl2_rb_storage(RARCH_GL_RENDERBUFFER,
stencil ? RARCH_GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT16,
width, height);
gl2_bind_rb(RARCH_GL_RENDERBUFFER, 0);
if (stencil)
{
#if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGLES1) || ((defined(__MACH__) && (defined(__ppc__) || defined(__ppc64__))))
/* GLES2 is a bit weird, as always.
* There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL. */
gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
RARCH_GL_DEPTH_ATTACHMENT,
RARCH_GL_RENDERBUFFER,
chain->hw_render_depth[i]);
gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
RARCH_GL_STENCIL_ATTACHMENT,
RARCH_GL_RENDERBUFFER,
chain->hw_render_depth[i]);
#else
/* We use ARB FBO extensions, no need to check. */
gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
GL_DEPTH_STENCIL_ATTACHMENT,
RARCH_GL_RENDERBUFFER,
chain->hw_render_depth[i]);
#endif
}
else
{
gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
RARCH_GL_DEPTH_ATTACHMENT,
RARCH_GL_RENDERBUFFER,
chain->hw_render_depth[i]);
}
}
status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER);
if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
{
RARCH_ERR("[GL]: Failed to create HW render FBO #%u, error: 0x%04x.\n",
i, status);
return false;
}
}
gl2_renderchain_bind_backbuffer();
gl->hw_render_fbo_init = true;
gl2_context_bind_hw_render(gl, false);
return true;
}
static void gl2_renderchain_bind_prev_texture(
gl_t *gl,
gl2_renderchain_data_t *chain,
const struct video_tex_info *tex_info)
{
memmove(gl->prev_info + 1, gl->prev_info,
sizeof(*tex_info) * (gl->textures - 1));
memcpy(&gl->prev_info[0], tex_info,
sizeof(*tex_info));
/* Implement feedback by swapping out FBO/textures
* for FBO pass #N and feedbacks. */
if (gl->fbo_feedback_enable)
{
GLuint tmp_fbo = gl->fbo_feedback;
GLuint tmp_tex = gl->fbo_feedback_texture;
gl->fbo_feedback = chain->fbo[gl->fbo_feedback_pass];
gl->fbo_feedback_texture = chain->fbo_texture[gl->fbo_feedback_pass];
chain->fbo[gl->fbo_feedback_pass] = tmp_fbo;
chain->fbo_texture[gl->fbo_feedback_pass] = tmp_tex;
}
}
static bool gl2_renderchain_read_viewport(
gl_t *gl,
uint8_t *buffer, bool is_idle)
{
unsigned num_pixels = 0;
gl2_context_bind_hw_render(gl, false);
num_pixels = gl->vp.width * gl->vp.height;
#ifdef HAVE_GL_ASYNC_READBACK
if (gl->pbo_readback_enable)
{
const uint8_t *ptr = NULL;
/* 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]);
#ifdef HAVE_OPENGLES3
/* Slower path, but should work on all implementations at least. */
ptr = (const uint8_t*)glMapBufferRange(GL_PIXEL_PACK_BUFFER,
0, num_pixels * sizeof(uint32_t), GL_MAP_READ_BIT);
if (ptr)
{
unsigned y;
for (y = 0; y < gl->vp.height; y++)
{
video_frame_convert_rgba_to_bgr(
(const void*)ptr,
buffer,
gl->vp.width);
}
}
#else
ptr = (const uint8_t*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (ptr)
{
struct scaler_ctx *ctx = &gl->pbo_readback_scaler;
scaler_ctx_scale_direct(ctx, buffer, ptr);
}
#endif
if (!ptr)
{
RARCH_ERR("[GL]: Failed to map pixel unpack buffer.\n");
goto error;
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
else
#endif
{
/* Use slow synchronous readbacks. Use this with plain screenshots
as we don't really care about performance in this case. */
/* GLES2 only guarantees GL_RGBA/GL_UNSIGNED_BYTE
* readbacks so do just that.
* GLES2 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;
}
gl2_context_bind_hw_render(gl, true);
return true;
error:
gl2_context_bind_hw_render(gl, true);
return false;
}
#ifdef HAVE_OPENGLES
#define gl2_renderchain_restore_default_state(gl) \
glDisable(GL_DEPTH_TEST); \
glDisable(GL_CULL_FACE); \
glDisable(GL_DITHER)
#else
#define gl2_renderchain_restore_default_state(gl) \
if (!gl->core_context_in_use) \
glEnable(GL_TEXTURE_2D); \
glDisable(GL_DEPTH_TEST); \
glDisable(GL_CULL_FACE); \
glDisable(GL_DITHER)
#endif
static void gl2_renderchain_copy_frame(
gl_t *gl,
gl2_renderchain_data_t *chain,
bool use_rgba,
const void *frame,
unsigned width, unsigned height, unsigned pitch)
{
#if defined(HAVE_PSGL)
{
unsigned h;
size_t buffer_addr = gl->tex_w * gl->tex_h *
gl->tex_index * gl->base_size;
size_t buffer_stride = gl->tex_w * gl->base_size;
const uint8_t *frame_copy = frame;
size_t frame_copy_size = width * gl->base_size;
uint8_t *buffer = (uint8_t*)glMapBuffer(
GL_TEXTURE_REFERENCE_BUFFER_SCE, GL_READ_WRITE) + buffer_addr;
for (h = 0; h < height; h++, buffer += buffer_stride, frame_copy += pitch)
memcpy(buffer, frame_copy, frame_copy_size);
glUnmapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE);
}
#elif defined(HAVE_OPENGLES)
#if defined(HAVE_EGL)
if (chain->egl_images)
{
bool new_egl = false;
EGLImageKHR img = 0;
if (gl->ctx_driver->image_buffer_write)
new_egl = gl->ctx_driver->image_buffer_write(
gl->ctx_data,
frame, width, height, pitch,
(gl->base_size == 4),
gl->tex_index,
&img);
if (img == EGL_NO_IMAGE_KHR)
{
RARCH_ERR("[GL]: Failed to create EGL image.\n");
return;
}
if (new_egl)
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)img);
}
else
#endif
{
glPixelStorei(GL_UNPACK_ALIGNMENT,
gl2_get_alignment(width * gl->base_size));
/* Fallback for GLES devices without GL_BGRA_EXT. */
if (gl->base_size == 4 && use_rgba)
{
video_frame_convert_argb8888_to_abgr8888(
&gl->scaler,
gl->conv_buffer,
frame, width, height, pitch);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, gl->conv_buffer);
}
else if (gl->support_unpack_row_length)
{
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, frame);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
else
{
/* No GL_UNPACK_ROW_LENGTH. */
const GLvoid *data_buf = frame;
unsigned pitch_width = pitch / gl->base_size;
if (width != pitch_width)
{
/* Slow path - conv_buffer is preallocated
* just in case we hit this path. */
unsigned h;
const unsigned line_bytes = width * gl->base_size;
uint8_t *dst = (uint8_t*)gl->conv_buffer;
const uint8_t *src = (const uint8_t*)frame;
for (h = 0; h < height; h++, src += pitch, dst += line_bytes)
memcpy(dst, src, line_bytes);
data_buf = gl->conv_buffer;
}
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, data_buf);
}
}
#else
{
const GLvoid *data_buf = frame;
glPixelStorei(GL_UNPACK_ALIGNMENT, gl2_get_alignment(pitch));
if (gl->base_size == 2 && !gl->have_es2_compat)
{
/* Convert to 32-bit textures on desktop GL.
*
* It is *much* faster (order of magnitude on my setup)
* to use a custom SIMD-optimized conversion routine
* than letting GL do it. */
video_frame_convert_rgb16_to_rgb32(
&gl->scaler,
gl->conv_buffer,
frame,
width,
height,
pitch);
data_buf = gl->conv_buffer;
}
else
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, data_buf);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
#endif
}
#if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL)
#define gl2_renderchain_bind_pbo(idx) glBindBuffer(GL_PIXEL_PACK_BUFFER, (GLuint)idx)
#define gl2_renderchain_unbind_pbo() glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)
#define gl2_renderchain_init_pbo(size, data) glBufferData(GL_PIXEL_PACK_BUFFER, size, (const GLvoid*)data, GL_STREAM_READ)
#else
#define gl2_renderchain_bind_pbo(idx)
#define gl2_renderchain_unbind_pbo()
#define gl2_renderchain_init_pbo(size, data)
#endif
static void gl2_renderchain_readback(
gl_t *gl,
void *chain_data,
unsigned alignment,
unsigned fmt, unsigned type,
void *src)
{
glPixelStorei(GL_PACK_ALIGNMENT, alignment);
#ifndef HAVE_OPENGLES
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glReadBuffer(GL_BACK);
#endif
glReadPixels(gl->vp.x, gl->vp.y,
gl->vp.width, gl->vp.height,
(GLenum)fmt, (GLenum)type, (GLvoid*)src);
}
static void gl2_renderchain_fence_iterate(
void *data,
gl2_renderchain_data_t *chain,
unsigned hard_sync_frames)
{
#ifndef HAVE_OPENGLES
#ifdef HAVE_GL_SYNC
chain->fences[chain->fence_count++] =
glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
while (chain->fence_count > hard_sync_frames)
{
glClientWaitSync(chain->fences[0],
GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
glDeleteSync(chain->fences[0]);
chain->fence_count--;
memmove(chain->fences, chain->fences + 1,
chain->fence_count * sizeof(void*));
}
#endif
#endif
}
static void gl2_renderchain_fence_free(void *data,
gl2_renderchain_data_t *chain)
{
#ifndef HAVE_OPENGLES
#ifdef HAVE_GL_SYNC
unsigned i;
for (i = 0; i < chain->fence_count; i++)
{
glClientWaitSync(chain->fences[i],
GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
glDeleteSync(chain->fences[i]);
}
chain->fence_count = 0;
#endif
#endif
}
static void gl2_renderchain_init_texture_reference(
gl_t *gl,
gl2_renderchain_data_t *chain,
unsigned i,
unsigned internal_fmt, unsigned texture_fmt,
unsigned texture_type)
{
#ifdef HAVE_PSGL
glTextureReferenceSCE(GL_TEXTURE_2D, 1,
gl->tex_w, gl->tex_h, 0,
(GLenum)internal_fmt,
gl->tex_w * gl->base_size,
gl->tex_w * gl->tex_h * i * gl->base_size);
#else
if (chain->egl_images)
return;
gl2_load_texture_image(GL_TEXTURE_2D,
0,
(GLenum)internal_fmt,
gl->tex_w, gl->tex_h, 0,
(GLenum)texture_type,
(GLenum)texture_fmt,
gl->empty_buf ? gl->empty_buf : NULL);
#endif
}
static void gl2_renderchain_resolve_extensions(gl_t *gl,
gl2_renderchain_data_t *chain,
const char *context_ident,
const video_info_t *video)
{
settings_t *settings = config_get_ptr();
bool force_srgb_disable = settings->bools.video_force_srgb_disable;
if (!chain)
return;
chain->has_srgb_fbo = false;
chain->has_fp_fbo = gl_check_capability(GL_CAPS_FP_FBO);
/* GLES3 has unpack_subimage and sRGB in core. */
chain->has_srgb_fbo_gles3 = gl_check_capability(GL_CAPS_SRGB_FBO_ES3);
if (!force_srgb_disable)
chain->has_srgb_fbo = gl_check_capability(GL_CAPS_SRGB_FBO);
/* Use regular textures if we use HW render. */
chain->egl_images = !gl->hw_render_use
&& gl_check_capability(GL_CAPS_EGLIMAGE)
&& gl->ctx_driver->image_buffer_init
&& gl->ctx_driver->image_buffer_init(gl->ctx_data, video);
}
static void gl_load_texture_data(
GLuint id,
enum gfx_wrap_type wrap_type,
enum texture_filter_type filter_type,
unsigned alignment,
unsigned width, unsigned height,
const void *frame, unsigned base_size)
{
GLint mag_filter, min_filter;
bool want_mipmap = false;
bool use_rgba = video_driver_supports_rgba();
bool rgb32 = (base_size == (sizeof(uint32_t)));
GLenum wrap = gl2_wrap_type_to_enum(wrap_type);
bool have_mipmap = gl_check_capability(GL_CAPS_MIPMAP);
if (!have_mipmap)
{
/* Assume no mipmapping support. */
switch (filter_type)
{
case TEXTURE_FILTER_MIPMAP_LINEAR:
filter_type = TEXTURE_FILTER_LINEAR;
break;
case TEXTURE_FILTER_MIPMAP_NEAREST:
filter_type = TEXTURE_FILTER_NEAREST;
break;
default:
break;
}
}
switch (filter_type)
{
case TEXTURE_FILTER_MIPMAP_LINEAR:
min_filter = GL_LINEAR_MIPMAP_NEAREST;
mag_filter = GL_LINEAR;
want_mipmap = true;
break;
case TEXTURE_FILTER_MIPMAP_NEAREST:
min_filter = GL_NEAREST_MIPMAP_NEAREST;
mag_filter = GL_NEAREST;
want_mipmap = true;
break;
case TEXTURE_FILTER_NEAREST:
min_filter = GL_NEAREST;
mag_filter = GL_NEAREST;
break;
case TEXTURE_FILTER_LINEAR:
default:
min_filter = GL_LINEAR;
mag_filter = GL_LINEAR;
break;
}
GL_BIND_TEXTURE(id, wrap, mag_filter, min_filter);
glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
glTexImage2D(GL_TEXTURE_2D,
0,
(use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32,
width, height, 0,
(use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32,
(rgb32) ? RARCH_GL_FORMAT32 : GL_UNSIGNED_SHORT_4_4_4_4, frame);
if (want_mipmap && have_mipmap)
glGenerateMipmap(GL_TEXTURE_2D);
}
static bool gl2_add_lut(
const char *lut_path,
bool lut_mipmap,
unsigned lut_filter,
enum gfx_wrap_type lut_wrap_type,
unsigned i, GLuint *textures_lut)
{
struct texture_image img;
enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR;
img.width = 0;
img.height = 0;
img.pixels = NULL;
img.supports_rgba = video_driver_supports_rgba();
if (!image_texture_load(&img, lut_path))
{
RARCH_ERR("[GL]: Failed to load texture image from: \"%s\"\n",
lut_path);
return false;
}
RARCH_LOG("[GL]: Loaded texture image from: \"%s\" ...\n",
lut_path);
if (lut_filter == RARCH_FILTER_NEAREST)
filter_type = TEXTURE_FILTER_NEAREST;
if (lut_mipmap)
{
if (filter_type == TEXTURE_FILTER_NEAREST)
filter_type = TEXTURE_FILTER_MIPMAP_NEAREST;
else
filter_type = TEXTURE_FILTER_MIPMAP_LINEAR;
}
gl_load_texture_data(
textures_lut[i],
lut_wrap_type,
filter_type, 4,
img.width, img.height,
img.pixels, sizeof(uint32_t));
image_texture_free(&img);
return true;
}
bool gl_load_luts(
const void *shader_data,
GLuint *textures_lut)
{
unsigned i;
const struct video_shader *shader =
(const struct video_shader*)shader_data;
unsigned num_luts = MIN(shader->luts, GFX_MAX_TEXTURES);
if (!shader->luts)
return true;
glGenTextures(num_luts, textures_lut);
for (i = 0; i < num_luts; i++)
{
if (!gl2_add_lut(
shader->lut[i].path,
shader->lut[i].mipmap,
shader->lut[i].filter,
shader->lut[i].wrap,
i, textures_lut))
return false;
}
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
#ifdef HAVE_OVERLAY
static void gl2_free_overlay(gl_t *gl)
{
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 gl2_overlay_vertex_geom(void *data,
unsigned image,
float x, float y,
float w, float h)
{
GLfloat *vertex = NULL;
gl_t *gl = (gl_t*)data;
if (!gl)
return;
if (image > gl->overlays)
{
RARCH_ERR("[GL]: 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 gl2_overlay_tex_geom(void *data,
unsigned image,
GLfloat x, GLfloat y,
GLfloat w, GLfloat h)
{
GLfloat *tex = NULL;
gl_t *gl = (gl_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 gl2_render_overlay(gl_t *gl)
{
unsigned i;
unsigned width = gl->video_width;
unsigned height = gl->video_height;
glEnable(GL_BLEND);
if (gl->overlay_full_screen)
glViewport(0, 0, width, height);
/* Ensure that we reset the attrib array. */
gl->shader->use(gl, gl->shader_data,
VIDEO_SHADER_STOCK_BLEND, true);
gl->coords.vertex = gl->overlay_vertex_coord;
gl->coords.tex_coord = gl->overlay_tex_coord;
gl->coords.color = gl->overlay_color_coord;
gl->coords.vertices = 4 * gl->overlays;
gl->shader->set_coords(gl->shader_data, &gl->coords);
gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot);
for (i = 0; i < gl->overlays; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->overlay_tex[i]);
glDrawArrays(GL_TRIANGLE_STRIP, 4 * i, 4);
}
glDisable(GL_BLEND);
gl->coords.vertex = gl->vertex_ptr;
gl->coords.tex_coord = gl->tex_info.coord;
gl->coords.color = gl->white_color_ptr;
gl->coords.vertices = 4;
if (gl->overlay_full_screen)
glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
}
#endif
static void gl2_set_viewport_wrapper(void *data, unsigned viewport_width,
unsigned viewport_height, bool force_full, bool allow_rotate)
{
gl_t *gl = (gl_t*)data;
gl2_set_viewport(gl,
viewport_width, viewport_height, force_full, allow_rotate);
}
/* Shaders */
/**
* gl2_get_fallback_shader_type:
* @type : shader type which should be used if possible
*
* Returns a supported fallback shader type in case the given one is not supported.
* For gl2, shader support is completely defined by the context driver shader flags.
*
* gl2_get_fallback_shader_type(RARCH_SHADER_NONE) returns a default shader type.
* if gl2_get_fallback_shader_type(type) != type, type was not supported.
*
* Returns: A supported shader type.
* If RARCH_SHADER_NONE is returned, no shader backend is supported.
**/
static enum rarch_shader_type gl2_get_fallback_shader_type(enum rarch_shader_type type)
{
#if defined(HAVE_GLSL) || defined(HAVE_CG)
unsigned i;
if (type != RARCH_SHADER_CG && type != RARCH_SHADER_GLSL)
{
type = DEFAULT_SHADER_TYPE;
if (type != RARCH_SHADER_CG && type != RARCH_SHADER_GLSL)
type = RARCH_SHADER_GLSL;
}
for (i = 0; i < 2; i++)
{
switch (type)
{
case RARCH_SHADER_CG:
#ifdef HAVE_CG
if (video_shader_is_supported(type))
return type;
#endif
type = RARCH_SHADER_GLSL;
break;
case RARCH_SHADER_GLSL:
#ifdef HAVE_GLSL
if (video_shader_is_supported(type))
return type;
#endif
type = RARCH_SHADER_CG;
break;
default:
return RARCH_SHADER_NONE;
}
}
#endif
return RARCH_SHADER_NONE;
}
static const shader_backend_t *gl_shader_driver_set_backend(
enum rarch_shader_type type)
{
enum rarch_shader_type fallback = gl2_get_fallback_shader_type(type);
if (fallback != type)
RARCH_ERR("[Shader driver]: Shader backend %d not supported, falling back to %d.", type, fallback);
switch (fallback)
{
#ifdef HAVE_CG
case RARCH_SHADER_CG:
RARCH_LOG("[Shader driver]: Using Cg shader backend.\n");
return &gl_cg_backend;
#endif
#ifdef HAVE_GLSL
case RARCH_SHADER_GLSL:
RARCH_LOG("[Shader driver]: Using GLSL shader backend.\n");
return &gl_glsl_backend;
#endif
default:
RARCH_LOG("[Shader driver]: No supported shader backend.\n");
return NULL;
}
}
static bool gl_shader_driver_init(video_shader_ctx_init_t *init)
{
void *tmp = NULL;
settings_t *settings = config_get_ptr();
if (!init->shader || !init->shader->init)
{
init->shader = gl_shader_driver_set_backend(init->shader_type);
if (!init->shader)
return false;
}
tmp = init->shader->init(init->data, init->path);
if (!tmp)
return false;
if (string_is_equal(settings->arrays.menu_driver, "xmb")
&& init->shader->init_menu_shaders)
{
RARCH_LOG("Setting up menu pipeline shaders for XMB ... \n");
init->shader->init_menu_shaders(tmp);
}
init->shader_data = tmp;
return true;
}
static bool gl2_shader_init(gl_t *gl, const gfx_ctx_driver_t *ctx_driver,
struct retro_hw_render_callback *hwr
)
{
video_shader_ctx_init_t init_data;
bool ret = false;
const char *shader_path = retroarch_get_shader_preset();
enum rarch_shader_type parse_type = video_shader_parse_type(shader_path);
enum rarch_shader_type type;
type = gl2_get_fallback_shader_type(parse_type);
if (type == RARCH_SHADER_NONE)
{
RARCH_ERR("[GL]: Couldn't find any supported shader backend! Continuing without shaders.\n");
return true;
}
if (type != parse_type)
{
if (!string_is_empty(shader_path))
RARCH_WARN("[GL]: Shader preset %s is using unsupported shader type %s, falling back to stock %s.\n",
shader_path, video_shader_type_to_str(parse_type), video_shader_type_to_str(type));
shader_path = NULL;
}
#ifdef HAVE_GLSL
if (type == RARCH_SHADER_GLSL)
gl_glsl_set_context_type(gl->core_context_in_use,
hwr->version_major, hwr->version_minor);
#endif
init_data.gl.core_context_enabled = gl->core_context_in_use;
init_data.shader_type = type;
init_data.shader = NULL;
init_data.shader_data = NULL;
init_data.data = gl;
init_data.path = shader_path;
if (gl_shader_driver_init(&init_data))
{
gl->shader = init_data.shader;
gl->shader_data = init_data.shader_data;
return true;
}
RARCH_ERR("[GL]: Failed to initialize shader, falling back to stock.\n");
init_data.shader = NULL;
init_data.shader_data = NULL;
init_data.path = NULL;
ret = gl_shader_driver_init(&init_data);
gl->shader = init_data.shader;
gl->shader_data = init_data.shader_data;
return ret;
}
static uintptr_t gl2_get_current_framebuffer(void *data)
{
gl_t *gl = (gl_t*)data;
if (!gl || !gl->has_fbo)
return 0;
return gl->hw_render_fbo[(gl->tex_index + 1) % gl->textures];
}
static void gl2_set_rotation(void *data, unsigned rotation)
{
gl_t *gl = (gl_t*)data;
if (!gl)
return;
gl->rotation = 90 * rotation;
gl2_set_projection(gl, &default_ortho, true);
}
static void gl2_set_video_mode(void *data, unsigned width, unsigned height,
bool fullscreen)
{
gl_t *gl = (gl_t*)data;
if (gl->ctx_driver->set_video_mode)
gl->ctx_driver->set_video_mode(gl->ctx_data,
width, height, fullscreen);
}
static void gl2_update_input_size(gl_t *gl, unsigned width,
unsigned height, unsigned pitch, bool clear)
{
float xamt, yamt;
if ((width != gl->last_width[gl->tex_index] ||
height != gl->last_height[gl->tex_index]) && gl->empty_buf)
{
/* Resolution change. Need to clear out texture. */
gl->last_width[gl->tex_index] = width;
gl->last_height[gl->tex_index] = height;
if (clear)
{
glPixelStorei(GL_UNPACK_ALIGNMENT,
gl2_get_alignment(width * sizeof(uint32_t)));
#if defined(HAVE_PSGL)
glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size,
gl->tex_w * gl->tex_h * gl->base_size,
gl->empty_buf);
#else
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, gl->tex_w, gl->tex_h, gl->texture_type,
gl->texture_fmt, gl->empty_buf);
#endif
}
}
/* We might have used different texture coordinates
* last frame. Edge case if resolution changes very rapidly. */
else if ((width !=
gl->last_width[(gl->tex_index + gl->textures - 1) % gl->textures]) ||
(height !=
gl->last_height[(gl->tex_index + gl->textures - 1) % gl->textures])) { }
else
return;
xamt = (float)width / gl->tex_w;
yamt = (float)height / gl->tex_h;
SET_TEXTURE_COORDS(gl->tex_info.coord, xamt, yamt);
}
static void gl2_init_textures_data(gl_t *gl)
{
unsigned i;
for (i = 0; i < gl->textures; i++)
{
gl->last_width[i] = gl->tex_w;
gl->last_height[i] = gl->tex_h;
}
for (i = 0; i < gl->textures; i++)
{
gl->prev_info[i].tex = gl->texture[0];
gl->prev_info[i].input_size[0] = gl->tex_w;
gl->prev_info[i].tex_size[0] = gl->tex_w;
gl->prev_info[i].input_size[1] = gl->tex_h;
gl->prev_info[i].tex_size[1] = gl->tex_h;
memcpy(gl->prev_info[i].coord, tex_coords, sizeof(tex_coords));
}
}
static void gl2_init_textures(gl_t *gl)
{
unsigned i;
GLenum internal_fmt = gl->internal_fmt;
GLenum texture_type = gl->texture_type;
GLenum texture_fmt = gl->texture_fmt;
#ifdef HAVE_PSGL
if (!gl->pbo)
glGenBuffers(1, &gl->pbo);
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo);
glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
gl->tex_w * gl->tex_h * gl->base_size * gl->textures,
NULL, GL_STREAM_DRAW);
#endif
#if defined(HAVE_OPENGLES) && !defined(HAVE_PSGL)
/* GLES is picky about which format we use here.
* Without extensions, we can *only* render to 16-bit FBOs. */
if (gl->hw_render_use && gl->base_size == sizeof(uint32_t))
{
if (gl_check_capability(GL_CAPS_ARGB8))
{
internal_fmt = GL_RGBA;
texture_type = GL_RGBA;
texture_fmt = GL_UNSIGNED_BYTE;
}
else
{
RARCH_WARN("[GL]: 32-bit FBO not supported. Falling back to 16-bit.\n");
internal_fmt = GL_RGB;
texture_type = GL_RGB;
texture_fmt = GL_UNSIGNED_SHORT_5_6_5;
}
}
#endif
glGenTextures(gl->textures, gl->texture);
for (i = 0; i < gl->textures; i++)
{
GL_BIND_TEXTURE(gl->texture[i], gl->wrap_mode, gl->tex_mag_filter,
gl->tex_min_filter);
gl2_renderchain_init_texture_reference(
gl, (gl2_renderchain_data_t*)gl->renderchain_data,
i, internal_fmt,
texture_fmt, texture_type);
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
static INLINE void gl2_set_shader_viewports(gl_t *gl)
{
unsigned i;
unsigned width = gl->video_width;
unsigned height = gl->video_height;
for (i = 0; i < 2; i++)
{
gl->shader->use(gl, gl->shader_data, i, true);
gl2_set_viewport(gl, width, height, false, true);
}
}
static void gl2_set_texture_frame(void *data,
const void *frame, bool rgb32, unsigned width, unsigned height,
float alpha)
{
settings_t *settings = config_get_ptr();
enum texture_filter_type
menu_filter = settings->bools.menu_linear_filter
? TEXTURE_FILTER_LINEAR
: TEXTURE_FILTER_NEAREST;
unsigned base_size = rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
gl_t *gl = (gl_t*)data;
if (!gl)
return;
gl2_context_bind_hw_render(gl, false);
if (!gl->menu_texture)
glGenTextures(1, &gl->menu_texture);
gl_load_texture_data(gl->menu_texture,
RARCH_WRAP_EDGE, menu_filter,
gl2_get_alignment(width * base_size),
width, height, frame,
base_size);
gl->menu_texture_alpha = alpha;
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
gl2_context_bind_hw_render(gl, true);
}
static void gl2_set_texture_enable(void *data, bool state, bool full_screen)
{
gl_t *gl = (gl_t*)data;
if (!gl)
return;
gl->menu_texture_enable = state;
gl->menu_texture_full_screen = full_screen;
}
static void gl2_render_osd_background(gl_t *gl, const char *msg)
{
video_coords_t coords;
struct uniform_info uniform_param;
float colors[4];
const unsigned
vertices_total = 6;
float *dummy = (float*)calloc(4 * vertices_total, sizeof(float));
float *verts = (float*)malloc(2 * vertices_total * sizeof(float));
settings_t *settings = config_get_ptr();
float video_font_size = settings->floats.video_font_size;
int msg_width =
font_driver_get_message_width(NULL, msg, (unsigned)strlen(msg), 1.0f);
/* shader driver expects vertex coords as 0..1 */
float x = settings->floats.video_msg_pos_x;
float y = settings->floats.video_msg_pos_y;
float width = msg_width / (float)gl->video_width;
float height = video_font_size / (float)gl->video_height;
float x2 = 0.005f; /* extend background around text */
float y2 = 0.005f;
x -= x2;
y -= y2;
width += x2;
height += y2;
colors[0] = settings->uints.video_msg_bgcolor_red / 255.0f;
colors[1] = settings->uints.video_msg_bgcolor_green / 255.0f;
colors[2] = settings->uints.video_msg_bgcolor_blue / 255.0f;
colors[3] = settings->floats.video_msg_bgcolor_opacity;
/* triangle 1 */
verts[0] = x;
verts[1] = y; /* bottom-left */
verts[2] = x;
verts[3] = y + height; /* top-left */
verts[4] = x + width;
verts[5] = y + height; /* top-right */
/* triangle 2 */
verts[6] = x;
verts[7] = y; /* bottom-left */
verts[8] = x + width;
verts[9] = y + height; /* top-right */
verts[10] = x + width;
verts[11] = y; /* bottom-right */
coords.color = dummy;
coords.vertex = verts;
coords.tex_coord = dummy;
coords.lut_tex_coord = dummy;
coords.vertices = vertices_total;
gl2_set_viewport(gl,
gl->video_width,
gl->video_height, true, false);
gl->shader->use(gl, gl->shader_data,
VIDEO_SHADER_STOCK_BLEND, true);
gl->shader->set_coords(gl->shader_data, &coords);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot);
uniform_param.type = UNIFORM_4F;
uniform_param.enabled = true;
uniform_param.location = 0;
uniform_param.count = 0;
uniform_param.lookup.type = SHADER_PROGRAM_FRAGMENT;
uniform_param.lookup.ident = "bgcolor";
uniform_param.lookup.idx = VIDEO_SHADER_STOCK_BLEND;
uniform_param.lookup.add_prefix = true;
uniform_param.lookup.enable = true;
uniform_param.result.f.v0 = colors[0];
uniform_param.result.f.v1 = colors[1];
uniform_param.result.f.v2 = colors[2];
uniform_param.result.f.v3 = colors[3];
gl->shader->set_uniform_parameter(gl->shader_data,
&uniform_param, NULL);
glDrawArrays(GL_TRIANGLES, 0, coords.vertices);
/* reset uniform back to zero so it is not used for anything else */
uniform_param.result.f.v0 = 0.0f;
uniform_param.result.f.v1 = 0.0f;
uniform_param.result.f.v2 = 0.0f;
uniform_param.result.f.v3 = 0.0f;
gl->shader->set_uniform_parameter(gl->shader_data,
&uniform_param, NULL);
free(dummy);
free(verts);
gl2_set_viewport(gl,
gl->video_width,
gl->video_height, false, true);
}
static void gl2_show_mouse(void *data, bool state)
{
gl_t *gl = (gl_t*)data;
if (gl && gl->ctx_driver->show_mouse)
gl->ctx_driver->show_mouse(gl->ctx_data, state);
}
static struct video_shader *gl2_get_current_shader(void *data)
{
gl_t *gl = (gl_t*)data;
if (!gl)
return NULL;
return gl->shader->get_current_shader(gl->shader_data);
}
#if defined(HAVE_MENU)
static INLINE void gl2_draw_texture(gl_t *gl)
{
GLfloat color[16];
unsigned width = gl->video_width;
unsigned height = gl->video_height;
color[ 0] = 1.0f;
color[ 1] = 1.0f;
color[ 2] = 1.0f;
color[ 3] = gl->menu_texture_alpha;
color[ 4] = 1.0f;
color[ 5] = 1.0f;
color[ 6] = 1.0f;
color[ 7] = gl->menu_texture_alpha;
color[ 8] = 1.0f;
color[ 9] = 1.0f;
color[10] = 1.0f;
color[11] = gl->menu_texture_alpha;
color[12] = 1.0f;
color[13] = 1.0f;
color[14] = 1.0f;
color[15] = gl->menu_texture_alpha;
gl->coords.vertex = vertexes_flipped;
gl->coords.tex_coord = tex_coords;
gl->coords.color = color;
glBindTexture(GL_TEXTURE_2D, gl->menu_texture);
gl->shader->use(gl,
gl->shader_data, VIDEO_SHADER_STOCK_BLEND, true);
gl->coords.vertices = 4;
gl->shader->set_coords(gl->shader_data, &gl->coords);
gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot);
glEnable(GL_BLEND);
if (gl->menu_texture_full_screen)
{
glViewport(0, 0, width, height);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
}
else
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
gl->coords.vertex = gl->vertex_ptr;
gl->coords.tex_coord = gl->tex_info.coord;
gl->coords.color = gl->white_color_ptr;
}
#endif
static void gl2_pbo_async_readback(gl_t *gl)
{
#ifdef HAVE_OPENGLES
GLenum fmt = GL_RGBA;
GLenum type = GL_UNSIGNED_BYTE;
#else
GLenum fmt = GL_BGRA;
GLenum type = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
gl2_renderchain_bind_pbo(
gl->pbo_readback[gl->pbo_readback_index++]);
gl->pbo_readback_index &= 3;
/* 4 frames back, we can readback. */
gl->pbo_readback_valid[gl->pbo_readback_index] = true;
gl2_renderchain_readback(gl, gl->renderchain_data,
gl2_get_alignment(gl->vp.width * sizeof(uint32_t)),
fmt, type, NULL);
gl2_renderchain_unbind_pbo();
}
#ifdef HAVE_VIDEO_LAYOUT
static float video_layout_layer_tex_coord[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
static void gl2_video_layout_fbo_init(gl_t *gl, unsigned width, unsigned height)
{
glGenTextures(1, &gl->video_layout_fbo_texture);
glBindTexture(GL_TEXTURE_2D, gl->video_layout_fbo_texture);
gl2_load_texture_image(GL_TEXTURE_2D, 0, RARCH_GL_INTERNAL_FORMAT32,
width, height, 0, GL_RGBA, GL_FLOAT, NULL);
gl2_gen_fb(1, &gl->video_layout_fbo);
gl2_bind_fb(gl->video_layout_fbo);
gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER, RARCH_GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, gl->video_layout_fbo_texture, 0);
if (gl2_check_fb_status(RARCH_GL_FRAMEBUFFER) !=
RARCH_GL_FRAMEBUFFER_COMPLETE)
RARCH_LOG("[GL]: Unable to create FBO for video_layout\n");
gl2_bind_fb(0);
}
static void gl2_video_layout_fbo_free(gl_t *gl)
{
if (gl->video_layout_fbo)
{
gl2_delete_fb(1, &gl->video_layout_fbo);
gl->video_layout_fbo = 0;
}
if (gl->video_layout_fbo_texture)
{
glDeleteTextures(1, &gl->video_layout_fbo_texture);
gl->video_layout_fbo_texture = 0;
}
}
static void gl2_video_layout_viewport(gl_t *gl)
{
if (!video_layout_valid())
return;
if (gl->video_layout_resize)
{
if (gl->video_layout_fbo)
gl2_video_layout_fbo_free(gl);
gl2_video_layout_fbo_init(gl, gl->video_width, gl->video_height);
video_layout_view_change();
gl->video_layout_resize = false;
}
if (video_layout_view_on_change())
{
video_layout_bounds_t b;
b.x = 0.0f;
b.y = 0.0f;
b.w = (float)gl->video_width;
b.h = (float)gl->video_height;
video_layout_view_fit_bounds(b);
}
if (video_layout_screen_count())
{
const video_layout_bounds_t *bounds;
bounds = video_layout_screen(0);
glViewport(
bounds->x, gl->video_height - bounds->y - bounds->h,
bounds->w, bounds->h
);
}
}
static void gl2_video_layout_render(gl_t *gl)
{
int i;
if (!video_layout_valid())
return;
glViewport(0, 0, gl->video_width, gl->video_height);
glEnable(GL_BLEND);
for (i = 0; i < video_layout_layer_count(); ++i)
video_layout_layer_render(i);
glDisable(GL_BLEND);
}
static void gl2_video_layout_init(gl_t *gl)
{
uint32_t px;
gl->video_layout_resize = true;
/* white 1px texture for drawing solid colors */
px = 0xFFFFFFFF;
glGenTextures(1, &gl->video_layout_white_texture);
gl_load_texture_data(gl->video_layout_white_texture,
RARCH_WRAP_EDGE, TEXTURE_FILTER_NEAREST,
sizeof(uint32_t), 1, 1, &px, sizeof(uint32_t));
}
static void gl2_video_layout_free(gl_t *gl)
{
gl2_video_layout_fbo_free(gl);
if (gl->video_layout_white_texture)
{
glDeleteTextures(1, &gl->video_layout_white_texture);
gl->video_layout_white_texture = 0;
}
}
static void *gl2_video_layout_take_image(void *video_driver_data, struct texture_image image)
{
GLuint tex = 0;
unsigned alignment = gl2_get_alignment(image.width * sizeof(uint32_t));
glGenTextures(1, &tex);
gl_load_texture_data(tex,
RARCH_WRAP_EDGE, TEXTURE_FILTER_MIPMAP_LINEAR,
alignment, image.width, image.height, image.pixels, sizeof(uint32_t));
free(image.pixels);
return (void*)(uintptr_t)tex;
}
static void gl2_video_layout_free_image(void *video_driver_data, void *image)
{
GLuint tex;
tex = (GLuint)(uintptr_t)image;
glDeleteTextures(1, &tex);
}
static void gl2_video_layout_layer_begin(const video_layout_render_info_t *info)
{
gl_t *gl;
gl = (gl_t*)info->video_driver_data;
gl2_bind_fb(gl->video_layout_fbo);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
gl->shader->use(gl, gl->shader_data,
VIDEO_SHADER_STOCK_BLEND, true);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
static void gl2_video_layout_image(
const video_layout_render_info_t *info,
void *image_handle, void *alpha_handle)
{
/* TODO alpha_handle */
int i;
float coord[8];
float color[16];
gl_t *gl = (gl_t*)info->video_driver_data;
video_layout_bounds_t b = info->bounds;
b.x /= gl->video_width;
b.y /= gl->video_height;
b.w /= gl->video_width;
b.h /= gl->video_height;
coord[0] = b.x;
coord[1] = 1.f - b.y;
coord[2] = b.x + b.w;
coord[3] = 1.f - b.y;
coord[4] = b.x;
coord[5] = 1.f - (b.y + b.h);
coord[6] = b.x + b.w;
coord[7] = 1.f - (b.y + b.h);
i = 0;
while (i < 16)
{
color[i++] = info->color.r;
color[i++] = info->color.g;
color[i++] = info->color.b;
color[i++] = info->color.a;
}
gl->coords.vertex = coord;
gl->coords.tex_coord = tex_coords;
gl->coords.color = color;
gl->coords.vertices = 4;
gl->shader->set_coords(gl->shader_data, &gl->coords);
gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot);
glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr_t)image_handle);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
static void gl2_video_layout_text(const video_layout_render_info_t *info, const char *str)
{
/* TODO */
}
static void gl2_video_layout_counter(const video_layout_render_info_t *info, int value)
{
/* TODO */
}
static void gl2_video_layout_rect(const video_layout_render_info_t *info)
{
gl_t *gl;
gl = (gl_t*)info->video_driver_data;
gl2_video_layout_image(info, (void*)(uintptr_t)gl->video_layout_white_texture, NULL);
}
static void gl2_video_layout_screen(const video_layout_render_info_t *info, int screen_index)
{
gl2_video_layout_rect(info);
}
static void gl2_video_layout_ellipse(const video_layout_render_info_t *info)
{
/* TODO */
}
static void gl2_video_layout_led_dot(const video_layout_render_info_t *info, int dot_count, int dot_mask)
{
/* TODO */
}
static void gl2_video_layout_led_seg(const video_layout_render_info_t *info, video_layout_led_t seg_layout, int seg_mask)
{
/* TODO */
}
static void gl2_video_layout_layer_end(const video_layout_render_info_t *info, video_layout_blend_t blend_type)
{
gl_t *gl;
gl = (gl_t*)info->video_driver_data;
switch (blend_type)
{
case VIDEO_LAYOUT_BLEND_ALPHA:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case VIDEO_LAYOUT_BLEND_ADD:
glBlendFunc(GL_ONE, GL_ONE);
break;
case VIDEO_LAYOUT_BLEND_MOD:
glBlendFunc(GL_DST_COLOR, GL_ZERO);
break;
}
gl2_bind_fb(0);
gl->coords.vertex = gl->vertex_ptr;
gl->coords.tex_coord = video_layout_layer_tex_coord;
gl->coords.color = gl->white_color_ptr;
gl->coords.vertices = 4;
gl->shader->set_coords(gl->shader_data, &gl->coords);
gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot);
glBindTexture(GL_TEXTURE_2D, gl->video_layout_fbo_texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl->coords.tex_coord = gl->tex_info.coord;
}
static video_layout_render_interface_t gl2_video_layout_render_interface =
{
gl2_video_layout_take_image,
gl2_video_layout_free_image,
gl2_video_layout_layer_begin,
gl2_video_layout_screen,
gl2_video_layout_image,
gl2_video_layout_text,
gl2_video_layout_counter,
gl2_video_layout_rect,
gl2_video_layout_ellipse,
gl2_video_layout_led_dot,
gl2_video_layout_led_seg,
gl2_video_layout_layer_end
};
static const video_layout_render_interface_t *gl2_get_video_layout_render_interface(void *data)
{
return &gl2_video_layout_render_interface;
}
#endif /* HAVE_VIDEO_LAYOUT */
static bool gl2_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)
{
video_shader_ctx_params_t params;
struct video_tex_info feedback_info;
gl_t *gl = (gl_t*)data;
gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)gl->renderchain_data;
unsigned width = gl->video_width;
unsigned height = gl->video_height;
bool use_rgba = video_info->use_rgba;
bool statistics_show = video_info->statistics_show;
bool msg_bgcolor_enable = video_info->msg_bgcolor_enable;
#ifndef EMSCRIPTEN
unsigned black_frame_insertion = video_info->black_frame_insertion;
#endif
bool input_driver_nonblock_state = video_info->input_driver_nonblock_state;
bool hard_sync = video_info->hard_sync;
unsigned hard_sync_frames = video_info->hard_sync_frames;
struct font_params *osd_params = (struct font_params*)
&video_info->osd_stat_params;
const char *stat_text = video_info->stat_text;
#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
#ifndef EMSCRIPTEN
bool runloop_is_slowmotion = video_info->runloop_is_slowmotion;
bool runloop_is_paused = video_info->runloop_is_paused;
#endif
if (!gl)
return false;
gl2_context_bind_hw_render(gl, false);
#ifndef HAVE_OPENGLES
if (gl->core_context_in_use)
glBindVertexArray(chain->vao);
#endif
gl->shader->use(gl, gl->shader_data, 1, true);
#ifdef IOS
/* Apparently the viewport is lost each frame, thanks Apple. */
gl2_set_viewport(gl, width, height, false, true);
#endif
/* Render to texture in first pass. */
if (gl->fbo_inited)
{
gl2_renderchain_recompute_pass_sizes(
gl, chain,
frame_width, frame_height,
gl->vp_out_width, gl->vp_out_height);
gl2_renderchain_start_render(gl, chain);
}
if (gl->should_resize)
{
if (gl->ctx_driver->set_resize)
gl->ctx_driver->set_resize(gl->ctx_data,
width, height);
gl->should_resize = false;
if (gl->fbo_inited)
{
/* On resize, we might have to recreate our FBOs
* due to "Viewport" scale, and set a new viewport. */
unsigned i;
/* Check if we have to recreate our FBO textures. */
for (i = 0; i < (unsigned)chain->fbo_pass; i++)
{
struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i];
if (fbo_rect)
{
unsigned img_width = fbo_rect->max_img_width;
unsigned img_height = fbo_rect->max_img_height;
if ((img_width > fbo_rect->width) ||
(img_height > fbo_rect->height))
{
/* Check proactively since we might suddently
* get sizes of tex_w width or tex_h height. */
unsigned max = img_width > img_height ? img_width : img_height;
unsigned pow2_size = next_pow2(max);
bool update_feedback = gl->fbo_feedback_enable
&& (unsigned)i == gl->fbo_feedback_pass;
fbo_rect->width = pow2_size;
fbo_rect->height = pow2_size;
gl2_recreate_fbo(fbo_rect, chain->fbo[i], &chain->fbo_texture[i]);
/* Update feedback texture in-place so we avoid having to
* juggle two different fbo_rect structs since they get updated here. */
if (update_feedback)
{
if (gl2_recreate_fbo(fbo_rect, gl->fbo_feedback,
&gl->fbo_feedback_texture))
{
/* Make sure the feedback textures are cleared
* so we don't feedback noise. */
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
}
RARCH_LOG("[GL]: Recreating FBO texture #%d: %ux%u\n",
i, fbo_rect->width, fbo_rect->height);
}
}
}
/* Go back to what we're supposed to do,
* render to FBO #0. */
gl2_renderchain_start_render(gl, chain);
}
else
gl2_set_viewport(gl, width, height, false, true);
#ifdef HAVE_VIDEO_LAYOUT
gl->video_layout_resize = true;
#endif
}
#ifdef HAVE_VIDEO_LAYOUT
gl2_video_layout_viewport(gl);
#endif
if (frame)
gl->tex_index = ((gl->tex_index + 1) % gl->textures);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
/* Can be NULL for frame dupe / NULL render. */
if (frame)
{
if (!gl->hw_render_fbo_init)
{
gl2_update_input_size(gl, frame_width, frame_height, pitch, true);
gl2_renderchain_copy_frame(gl, chain, use_rgba,
frame, frame_width, frame_height, pitch);
}
/* No point regenerating mipmaps
* if there are no new frames. */
if (gl->tex_mipmap && gl->have_mipmap)
glGenerateMipmap(GL_TEXTURE_2D);
}
/* Have to reset rendering state which libretro core
* could easily have overridden. */
if (gl->hw_render_fbo_init)
{
gl2_update_input_size(gl, frame_width, frame_height, pitch, false);
if (!gl->fbo_inited)
{
gl2_renderchain_bind_backbuffer();
gl2_set_viewport(gl, width, height, false, true);
}
gl2_renderchain_restore_default_state(gl);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}
gl->tex_info.tex = gl->texture[gl->tex_index];
gl->tex_info.input_size[0] = frame_width;
gl->tex_info.input_size[1] = frame_height;
gl->tex_info.tex_size[0] = gl->tex_w;
gl->tex_info.tex_size[1] = gl->tex_h;
feedback_info = gl->tex_info;
if (gl->fbo_feedback_enable)
{
const struct video_fbo_rect
*rect = &gl->fbo_rect[gl->fbo_feedback_pass];
GLfloat xamt = (GLfloat)rect->img_width / rect->width;
GLfloat yamt = (GLfloat)rect->img_height / rect->height;
feedback_info.tex = gl->fbo_feedback_texture;
feedback_info.input_size[0] = rect->img_width;
feedback_info.input_size[1] = rect->img_height;
feedback_info.tex_size[0] = rect->width;
feedback_info.tex_size[1] = rect->height;
SET_TEXTURE_COORDS(feedback_info.coord, xamt, yamt);
}
glClear(GL_COLOR_BUFFER_BIT);
params.data = gl;
params.width = frame_width;
params.height = frame_height;
params.tex_width = gl->tex_w;
params.tex_height = gl->tex_h;
params.out_width = gl->vp.width;
params.out_height = gl->vp.height;
params.frame_counter = (unsigned int)frame_count;
params.info = &gl->tex_info;
params.prev_info = gl->prev_info;
params.feedback_info = &feedback_info;
params.fbo_info = NULL;
params.fbo_info_cnt = 0;
gl->shader->set_params(&params, gl->shader_data);
gl->coords.vertices = 4;
gl->shader->set_coords(gl->shader_data, &gl->coords);
gl->shader->set_mvp(gl->shader_data, &gl->mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (gl->fbo_inited)
gl2_renderchain_render(gl,
chain,
frame_count, &gl->tex_info, &feedback_info);
/* Set prev textures. */
gl2_renderchain_bind_prev_texture(gl,
chain, &gl->tex_info);
#ifdef HAVE_VIDEO_LAYOUT
gl2_video_layout_render(gl);
#endif
#if defined(HAVE_MENU)
if (gl->menu_texture_enable)
{
menu_driver_frame(menu_is_alive, video_info);
if (gl->menu_texture)
gl2_draw_texture(gl);
}
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)
gl2_render_overlay(gl);
#endif
#ifdef HAVE_GFX_WIDGETS
if (widgets_active)
gfx_widgets_frame(video_info);
#endif
if (!string_is_empty(msg))
{
if (msg_bgcolor_enable)
gl2_render_osd_background(gl, msg);
font_driver_render_msg(gl, msg, NULL, NULL);
}
if (gl->ctx_driver->update_window_title)
gl->ctx_driver->update_window_title(gl->ctx_data);
/* Reset state which could easily mess up libretro core. */
if (gl->hw_render_fbo_init)
{
gl->shader->use(gl, gl->shader_data, 0, true);
glBindTexture(GL_TEXTURE_2D, 0);
}
/* Screenshots. */
if (gl->readback_buffer_screenshot)
gl2_renderchain_readback(gl,
chain,
4, GL_RGBA, GL_UNSIGNED_BYTE,
gl->readback_buffer_screenshot);
/* Don't readback if we're in menu mode. */
else if (gl->pbo_readback_enable)
#ifdef HAVE_MENU
/* Don't readback if we're in menu mode. */
if (!gl->menu_texture_enable)
#endif
gl2_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
/* check if we are fast forwarding or in menu,
* if we are ignore hard sync */
if ( gl->have_sync
&& hard_sync
&& !input_driver_nonblock_state
&& !gl->menu_texture_enable)
{
glClear(GL_COLOR_BUFFER_BIT);
gl2_renderchain_fence_iterate(gl, chain,
hard_sync_frames);
}
#ifndef HAVE_OPENGLES
if (gl->core_context_in_use)
glBindVertexArray(0);
#endif
gl2_context_bind_hw_render(gl, true);
return true;
}
static void gl2_destroy_resources(gl_t *gl)
{
if (gl)
{
if (gl->empty_buf)
free(gl->empty_buf);
if (gl->conv_buffer)
free(gl->conv_buffer);
free(gl);
}
gl_query_core_context_unset();
}
static void gl2_deinit_chain(gl_t *gl)
{
if (!gl)
return;
if (gl->renderchain_data)
free(gl->renderchain_data);
gl->renderchain_data = NULL;
}
static void gl2_free(void *data)
{
gl_t *gl = (gl_t*)data;
if (!gl)
return;
#ifdef HAVE_VIDEO_LAYOUT
gl2_video_layout_free(gl);
#endif
gl2_context_bind_hw_render(gl, false);
if (gl->have_sync)
gl2_renderchain_fence_free(gl,
(gl2_renderchain_data_t*)
gl->renderchain_data);
font_driver_free_osd();
gl->shader->deinit(gl->shader_data);
glDeleteTextures(gl->textures, gl->texture);
#if defined(HAVE_MENU)
if (gl->menu_texture)
glDeleteTextures(1, &gl->menu_texture);
#endif
#ifdef HAVE_OVERLAY
gl2_free_overlay(gl);
#endif
#if defined(HAVE_PSGL)
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0);
glDeleteBuffers(1, &gl->pbo);
#endif
scaler_ctx_gen_reset(&gl->scaler);
if (gl->pbo_readback_enable)
{
glDeleteBuffers(4, gl->pbo_readback);
scaler_ctx_gen_reset(&gl->pbo_readback_scaler);
}
#ifndef HAVE_OPENGLES
if (gl->core_context_in_use)
{
gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)
gl->renderchain_data;
glBindVertexArray(0);
glDeleteVertexArrays(1, &chain->vao);
}
#endif
gl2_renderchain_deinit_fbo(gl, (gl2_renderchain_data_t*)gl->renderchain_data);
gl2_renderchain_deinit_hw_render(gl, (gl2_renderchain_data_t*)gl->renderchain_data);
gl2_deinit_chain(gl);
if (gl->ctx_driver && gl->ctx_driver->destroy)
gl->ctx_driver->destroy(gl->ctx_data);
video_context_driver_free();
gl2_destroy_resources(gl);
}
static void gl2_set_nonblock_state(
void *data, bool state,
bool adaptive_vsync_enabled,
unsigned swap_interval)
{
int interval = 0;
gl_t *gl = (gl_t*)data;
if (!gl)
return;
RARCH_LOG("[GL]: VSync => %s\n", state ? "OFF" : "ON");
gl2_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);
}
gl2_context_bind_hw_render(gl, true);
}
static bool gl2_resolve_extensions(gl_t *gl, const char *context_ident, const video_info_t *video)
{
settings_t *settings = config_get_ptr();
bool video_hard_sync = settings->bools.video_hard_sync;
/* have_es2_compat - GL_RGB565 internal format support.
* Even though ES2 support is claimed, the format
* is not supported on older ATI catalyst drivers.
*
* The speed gain from using GL_RGB565 is worth
* adding some workarounds for.
*
* have_sync - Use ARB_sync to reduce latency.
*/
gl->have_full_npot_support = gl_check_capability(GL_CAPS_FULL_NPOT_SUPPORT);
gl->have_mipmap = gl_check_capability(GL_CAPS_MIPMAP);
gl->have_es2_compat = gl_check_capability(GL_CAPS_ES2_COMPAT);
gl->support_unpack_row_length = gl_check_capability(GL_CAPS_UNPACK_ROW_LENGTH);
gl->have_sync = gl_check_capability(GL_CAPS_SYNC);
if (gl->have_sync && video_hard_sync)
RARCH_LOG("[GL]: Using ARB_sync to reduce latency.\n");
video_driver_unset_rgba();
gl2_renderchain_resolve_extensions(gl,
(gl2_renderchain_data_t*)gl->renderchain_data,
context_ident, video);
#if defined(HAVE_OPENGLES) && !defined(HAVE_PSGL)
if (!gl_check_capability(GL_CAPS_BGRA8888))
{
video_driver_set_rgba();
RARCH_WARN("[GL]: GLES implementation does not have BGRA8888 extension.\n"
"[GL]: 32-bit path will require conversion.\n");
}
/* TODO/FIXME - No extensions for float FBO currently. */
#endif
#ifdef GL_DEBUG
/* Useful for debugging, but kinda obnoxious otherwise. */
RARCH_LOG("[GL]: Supported extensions:\n");
if (gl->core_context_in_use)
{
#ifdef GL_NUM_EXTENSIONS
GLint exts = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &exts);
for (GLint i = 0; i < exts; i++)
{
const char *ext = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (ext)
RARCH_LOG("\t%s\n", ext);
}
#endif
}
else
{
const char *ext = (const char*)glGetString(GL_EXTENSIONS);
if (ext)
{
size_t i;
struct string_list list = {0};
string_list_initialize(&list);
string_split_noalloc(&list, ext, " ");
for (i = 0; i < list.size; i++)
RARCH_LOG("\t%s\n", list.elems[i].data);
string_list_deinitialize(&list);
}
}
#endif
return true;
}
static INLINE void gl2_set_texture_fmts(gl_t *gl, bool rgb32)
{
gl->internal_fmt = RARCH_GL_INTERNAL_FORMAT16;
gl->texture_type = RARCH_GL_TEXTURE_TYPE16;
gl->texture_fmt = RARCH_GL_FORMAT16;
gl->base_size = sizeof(uint16_t);
if (rgb32)
{
bool use_rgba = video_driver_supports_rgba();
gl->internal_fmt = RARCH_GL_INTERNAL_FORMAT32;
gl->texture_type = RARCH_GL_TEXTURE_TYPE32;
gl->texture_fmt = RARCH_GL_FORMAT32;
gl->base_size = sizeof(uint32_t);
if (use_rgba)
{
gl->internal_fmt = GL_RGBA;
gl->texture_type = GL_RGBA;
}
}
#ifndef HAVE_OPENGLES
else if (gl->have_es2_compat)
{
RARCH_LOG("[GL]: Using GL_RGB565 for texture uploads.\n");
gl->internal_fmt = RARCH_GL_INTERNAL_FORMAT16_565;
gl->texture_type = RARCH_GL_TEXTURE_TYPE16_565;
gl->texture_fmt = RARCH_GL_FORMAT16_565;
}
#endif
}
static bool gl2_init_pbo_readback(gl_t *gl)
{
#if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL)
unsigned i;
glGenBuffers(4, gl->pbo_readback);
for (i = 0; i < 4; i++)
{
gl2_renderchain_bind_pbo(gl->pbo_readback[i]);
gl2_renderchain_init_pbo(gl->vp.width *
gl->vp.height * sizeof(uint32_t), NULL);
}
gl2_renderchain_unbind_pbo();
#ifndef HAVE_OPENGLES3
{
struct scaler_ctx *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_ARGB8888;
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("[GL]: Failed to initialize pixel conversion for PBO.\n");
glDeleteBuffers(4, gl->pbo_readback);
return false;
}
}
#endif
return true;
#else
/* If none of these are bound, we have to assume
* we are not going to use PBOs */
return false;
#endif
}
static const gfx_ctx_driver_t *gl2_get_context(gl_t *gl)
{
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();
unsigned major = hwr->version_major;
unsigned minor = hwr->version_minor;
bool video_shared_context = settings->bools.video_shared_context;
#ifdef HAVE_OPENGLES
enum gfx_ctx_api api = GFX_CTX_OPENGL_ES_API;
if (hwr->context_type == RETRO_HW_CONTEXT_OPENGLES3)
{
major = 3;
minor = 0;
}
#else
enum gfx_ctx_api api = GFX_CTX_OPENGL_API;
#endif
gl->shared_context_use = video_shared_context
&& hwr->context_type != RETRO_HW_CONTEXT_NONE;
if ( (libretro_get_shared_context())
&& (hwr->context_type != RETRO_HW_CONTEXT_NONE))
gl->shared_context_use = true;
gfx_ctx = video_context_driver_init_first(gl,
settings->arrays.video_context_driver,
api, major, minor, gl->shared_context_use, &ctx_data);
if (ctx_data)
gl->ctx_data = ctx_data;
return gfx_ctx;
}
#ifdef GL_DEBUG
#ifdef HAVE_GL_DEBUG_ES
#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 gl2_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;
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 gl2_begin_debug(gl_t *gl)
{
if (gl_check_capability(GL_CAPS_DEBUG))
{
#ifdef HAVE_GL_DEBUG_ES
glDebugMessageCallbackKHR(gl2_debug_cb, gl);
glDebugMessageControlKHR(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR);
#else
glDebugMessageCallback(gl2_debug_cb, gl);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
#endif
}
else
RARCH_ERR("[GL]: Neither GL_KHR_debug nor GL_ARB_debug_output are implemented. Cannot start GL debugging.\n");
}
#endif
static bool renderchain_gl2_init_first(void **renderchain_handle)
{
gl2_renderchain_data_t *data = (gl2_renderchain_data_t *)calloc(1, sizeof(*data));
if (!data)
return false;
*renderchain_handle = data;
return true;
}
static void *gl2_init(const video_info_t *video,
input_driver_t **input, void **input_data)
{
enum gfx_wrap_type wrap_type;
unsigned full_x, full_y;
video_shader_ctx_info_t shader_info;
settings_t *settings = config_get_ptr();
bool video_gpu_record = settings->bools.video_gpu_record;
int interval = 0;
unsigned mip_level = 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;
bool force_smooth = false;
const char *vendor = NULL;
const char *renderer = NULL;
const char *version = NULL;
struct retro_hw_render_callback *hwr = NULL;
char *error_string = NULL;
gl_t *gl = (gl_t*)calloc(1, sizeof(gl_t));
const gfx_ctx_driver_t *ctx_driver = gl2_get_context(gl);
if (!gl || !ctx_driver)
goto error;
video_context_driver_set((const gfx_ctx_driver_t*)ctx_driver);
gl->ctx_driver = ctx_driver;
gl->video_info = *video;
RARCH_LOG("[GL]: 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);
#if defined(DINGUX)
mode_width = 320;
mode_height = 240;
#endif
full_x = mode_width;
full_y = mode_height;
interval = 0;
RARCH_LOG("[GL]: 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;
#if defined(__APPLE__) && !defined(IOS)
/* This is a hack for now to work around a very annoying
* issue that currently eludes us. */
if ( !gl->ctx_driver->set_video_mode
|| !gl->ctx_driver->set_video_mode(gl->ctx_data,
win_width, win_height, video->fullscreen))
goto error;
#endif
#if !defined(RARCH_CONSOLE) || defined(HAVE_LIBNX)
rglgen_resolve_symbols(ctx_driver->get_proc_address);
#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("[GL]: Vendor: %s, Renderer: %s.\n", vendor, renderer);
RARCH_LOG("[GL]: Version: %s.\n", version);
if (string_is_equal(ctx_driver->ident, "null"))
goto error;
if (!string_is_empty(version))
sscanf(version, "%d.%d", &gl->version_major, &gl->version_minor);
{
char device_str[128];
device_str[0] = '\0';
if (!string_is_empty(vendor))
{
strlcpy(device_str, vendor, sizeof(device_str));
strlcat(device_str, " ", sizeof(device_str));
}
if (!string_is_empty(renderer))
strlcat(device_str, renderer, sizeof(device_str));
video_driver_set_gpu_device_string(device_str);
if (!string_is_empty(version))
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
retroarch_force_video_driver_fallback("gl1");
#else
retroarch_force_video_driver_fallback("gdi");
#endif
#endif
hwr = video_driver_get_hw_context();
if (hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE)
{
gl_query_core_context_set(true);
gl->core_context_in_use = true;
if (hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE)
{
/* Ensure that the rest of the frontend knows we have a core context */
gfx_ctx_flags_t flags;
flags.flags = 0;
BIT32_SET(flags.flags, GFX_CTX_FLAGS_GL_CORE_CONTEXT);
video_context_driver_set_flags(&flags);
}
RARCH_LOG("[GL]: Using Core GL context, setting up VAO...\n");
if (!gl_check_capability(GL_CAPS_VAO))
{
RARCH_ERR("[GL]: Failed to initialize VAOs.\n");
goto error;
}
}
if (!renderchain_gl2_init_first(&gl->renderchain_data))
{
RARCH_ERR("[GL]: Renderchain could not be initialized.\n");
goto error;
}
gl2_renderchain_restore_default_state(gl);
#ifndef HAVE_OPENGLES
if (hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE)
{
gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)
gl->renderchain_data;
glGenVertexArrays(1, &chain->vao);
}
#endif
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
gl->hw_render_use = false;
gl->has_fbo = gl_check_capability(GL_CAPS_FBO);
if (gl->has_fbo && hwr->context_type != RETRO_HW_CONTEXT_NONE)
gl->hw_render_use = true;
if (!gl2_resolve_extensions(gl, ctx_driver->ident, video))
goto error;
#ifdef GL_DEBUG
gl2_begin_debug(gl);
#endif
gl->vsync = video->vsync;
gl->fullscreen = video->fullscreen;
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);
#if defined(DINGUX)
mode_width = 320;
mode_height = 240;
#endif
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("[GL]: Using resolution %ux%u\n", temp_width, temp_height);
gl->vertex_ptr = hwr->bottom_left_origin
? vertexes : vertexes_flipped;
/* Better pipelining with GPU due to synchronous glSubTexImage.
* Multiple async PBOs would be an alternative,
* but still need multiple textures with PREV.
*/
gl->textures = 4;
if (gl->hw_render_use)
{
/* All on GPU, no need to excessively
* create textures. */
gl->textures = 1;
#ifdef GL_DEBUG
gl2_context_bind_hw_render(gl, true);
gl2_begin_debug(gl);
gl2_context_bind_hw_render(gl, false);
#endif
}
gl->white_color_ptr = white_color;
gl->shader = (shader_backend_t*)gl2_shader_ctx_drivers[0];
if (!gl->shader)
{
RARCH_ERR("[GL:]: Shader driver initialization failed.\n");
goto error;
}
RARCH_LOG("[GL]: Default shader backend found: %s.\n", gl->shader->ident);
if (!gl2_shader_init(gl, ctx_driver, hwr))
{
RARCH_ERR("[GL]: Shader initialization failed.\n");
goto error;
}
{
unsigned texture_info_id = gl->shader->get_prev_textures(gl->shader_data);
unsigned minimum = texture_info_id;
gl->textures = MAX(minimum + 1, gl->textures);
}
if (!gl2_shader_info(gl, &shader_info))
{
RARCH_ERR("[GL]: Shader driver info check failed.\n");
goto error;
}
RARCH_LOG("[GL]: Using %u textures.\n", gl->textures);
RARCH_LOG("[GL]: Loaded %u program(s).\n",
shader_info.num);
gl->tex_w = gl->tex_h = (RARCH_SCALE_BASE * video->input_scale);
gl->keep_aspect = video->force_aspect;
#if defined(HAVE_ODROIDGO2)
if (settings->bools.video_ctx_scaling)
gl->keep_aspect = false;
else
#endif
/* Apparently need to set viewport for passes
* when we aren't using FBOs. */
gl2_set_shader_viewports(gl);
mip_level = 1;
gl->tex_mipmap = gl->shader->mipmap_input(gl->shader_data, mip_level);
if (gl->shader->filter_type(gl->shader_data,
1, &force_smooth))
gl->tex_min_filter = gl->tex_mipmap ? (force_smooth ?
GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
: (force_smooth ? GL_LINEAR : GL_NEAREST);
else
gl->tex_min_filter = gl->tex_mipmap ?
(video->smooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
: (video->smooth ? GL_LINEAR : GL_NEAREST);
gl->tex_mag_filter = gl2_min_filter_to_mag(gl->tex_min_filter);
wrap_type = gl->shader->wrap_type(
gl->shader_data, 1);
gl->wrap_mode = gl2_wrap_type_to_enum(wrap_type);
gl2_set_texture_fmts(gl, video->rgb32);
memcpy(gl->tex_info.coord, tex_coords, sizeof(gl->tex_info.coord));
gl->coords.vertex = gl->vertex_ptr;
gl->coords.tex_coord = gl->tex_info.coord;
gl->coords.color = gl->white_color_ptr;
gl->coords.lut_tex_coord = tex_coords;
gl->coords.vertices = 4;
/* Empty buffer that we use to clear out
* the texture with on res change. */
gl->empty_buf = calloc(sizeof(uint32_t), gl->tex_w * gl->tex_h);
gl->conv_buffer = calloc(sizeof(uint32_t), gl->tex_w * gl->tex_h);
if (!gl->conv_buffer)
goto error;
gl2_init_textures(gl);
gl2_init_textures_data(gl);
gl2_renderchain_init(gl,
(gl2_renderchain_data_t*)gl->renderchain_data,
gl->tex_w, gl->tex_h);
if (gl->has_fbo)
{
if (gl->hw_render_use &&
!gl2_renderchain_init_hw_render(gl, (gl2_renderchain_data_t*)gl->renderchain_data, gl->tex_w, gl->tex_h))
{
RARCH_ERR("[GL]: Hardware rendering context initialization failed.\n");
goto error;
}
}
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 (video->font_enable)
font_driver_init_osd(gl, video,
false,
video->is_threaded,
FONT_DRIVER_RENDER_OPENGL_API);
/* Only bother with PBO readback if we're doing GPU recording.
* Check recording_is_enabled() and not
* driver.recording_data, because recording is
* not initialized yet.
*/
gl->pbo_readback_enable = video_gpu_record
&& recording_is_enabled();
if (gl->pbo_readback_enable && gl2_init_pbo_readback(gl))
{
RARCH_LOG("[GL]: Async PBO readback enabled.\n");
}
if (!gl_check_error(&error_string))
{
RARCH_ERR("[GL]: %s\n", error_string);
free(error_string);
goto error;
}
#ifdef HAVE_VIDEO_LAYOUT
gl2_video_layout_init(gl);
#endif
gl2_context_bind_hw_render(gl, true);
return gl;
error:
video_context_driver_destroy();
gl2_destroy_resources(gl);
return NULL;
}
static bool gl2_alive(void *data)
{
bool ret = false;
bool quit = false;
bool resize = false;
gl_t *gl = (gl_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);
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 bool gl2_suppress_screensaver(void *data, bool enable)
{
bool enabled = enable;
gl_t *gl = (gl_t*)data;
if (gl->ctx_data && gl->ctx_driver->suppress_screensaver)
return gl->ctx_driver->suppress_screensaver(gl->ctx_data, enabled);
return false;
}
static void gl2_update_tex_filter_frame(gl_t *gl)
{
unsigned i, mip_level;
GLenum wrap_mode;
GLuint new_filt;
enum gfx_wrap_type wrap_type;
bool smooth = false;
settings_t *settings = config_get_ptr();
bool video_smooth = settings->bools.video_smooth;
#ifdef HAVE_ODROIDGO2
bool video_ctx_scaling = settings->bools.video_ctx_scaling;
if (video_ctx_scaling)
video_smooth = false;
#endif
gl2_context_bind_hw_render(gl, false);
if (!gl->shader->filter_type(gl->shader_data,
1, &smooth))
smooth = video_smooth;
mip_level = 1;
wrap_type = gl->shader->wrap_type(gl->shader_data, 1);
wrap_mode = gl2_wrap_type_to_enum(wrap_type);
gl->tex_mipmap = gl->shader->mipmap_input(gl->shader_data, mip_level);
gl->video_info.smooth = smooth;
new_filt = gl->tex_mipmap ? (smooth ?
GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
: (smooth ? GL_LINEAR : GL_NEAREST);
if (new_filt == gl->tex_min_filter && wrap_mode == gl->wrap_mode)
return;
gl->tex_min_filter = new_filt;
gl->tex_mag_filter = gl2_min_filter_to_mag(gl->tex_min_filter);
gl->wrap_mode = wrap_mode;
for (i = 0; i < gl->textures; i++)
{
if (!gl->texture[i])
continue;
GL_BIND_TEXTURE(gl->texture[i], gl->wrap_mode, gl->tex_mag_filter,
gl->tex_min_filter);
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
gl2_context_bind_hw_render(gl, true);
}
static bool gl2_set_shader(void *data,
enum rarch_shader_type type, const char *path)
{
#if defined(HAVE_GLSL) || defined(HAVE_CG)
unsigned textures;
video_shader_ctx_init_t init_data;
enum rarch_shader_type fallback;
gl_t *gl = (gl_t*)data;
if (!gl)
return false;
gl2_context_bind_hw_render(gl, false);
fallback = gl2_get_fallback_shader_type(type);
if (fallback == RARCH_SHADER_NONE)
{
RARCH_ERR("[GL]: No supported shader backend found!\n");
goto error;
}
gl->shader->deinit(gl->shader_data);
gl->shader_data = NULL;
if (type != fallback)
{
RARCH_ERR("[GL]: %s shader not supported, falling back to stock %s\n",
video_shader_type_to_str(type), video_shader_type_to_str(fallback));
path = NULL;
}
if (gl->fbo_inited)
{
gl2_renderchain_deinit_fbo(gl,
(gl2_renderchain_data_t*)gl->renderchain_data);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
init_data.shader_type = fallback;
init_data.path = path;
init_data.shader = NULL;
init_data.data = gl;
init_data.shader_data = NULL;
init_data.gl.core_context_enabled = false;
if (!gl_shader_driver_init(&init_data))
{
init_data.path = NULL;
gl_shader_driver_init(&init_data);
gl->shader = init_data.shader;
gl->shader_data = init_data.shader_data;
RARCH_WARN("[GL]: Failed to set multipass shader. Falling back to stock.\n");
goto error;
}
gl->shader = init_data.shader;
gl->shader_data = init_data.shader_data;
gl2_update_tex_filter_frame(gl);
{
unsigned texture_info_id = gl->shader->get_prev_textures(gl->shader_data);
textures = texture_info_id + 1;
}
if (textures > gl->textures) /* Have to reinit a bit. */
{
if (gl->hw_render_use && gl->fbo_inited)
gl2_renderchain_deinit_hw_render(gl, (gl2_renderchain_data_t*)
gl->renderchain_data);
glDeleteTextures(gl->textures, gl->texture);
#if defined(HAVE_PSGL)
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0);
glDeleteBuffers(1, &gl->pbo);
#endif
gl->textures = textures;
gl->tex_index = 0;
RARCH_LOG("[GL]: Using %u textures.\n", gl->textures);
gl2_init_textures(gl);
gl2_init_textures_data(gl);
if (gl->hw_render_use)
gl2_renderchain_init_hw_render(gl,
(gl2_renderchain_data_t*)gl->renderchain_data,
gl->tex_w, gl->tex_h);
}
gl2_renderchain_init(gl,
(gl2_renderchain_data_t*)gl->renderchain_data,
gl->tex_w, gl->tex_h);
/* Apparently need to set viewport for passes when we aren't using FBOs. */
gl2_set_shader_viewports(gl);
gl2_context_bind_hw_render(gl, true);
return true;
error:
gl2_context_bind_hw_render(gl, true);
#endif
return false;
}
static void gl2_viewport_info(void *data, struct video_viewport *vp)
{
unsigned top_y, top_dist;
gl_t *gl = (gl_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 gl2_read_viewport(void *data, uint8_t *buffer, bool is_idle)
{
gl_t *gl = (gl_t*)data;
if (!gl)
return false;
return gl2_renderchain_read_viewport(gl, buffer, is_idle);
}
#if 0
#define READ_RAW_GL_FRAME_TEST
#endif
#if defined(READ_RAW_GL_FRAME_TEST)
static void* gl2_read_frame_raw(void *data, unsigned *width_p,
unsigned *height_p, size_t *pitch_p)
{
gl_t *gl = (gl_t*)data;
unsigned width = gl->last_width[gl->tex_index];
unsigned height = gl->last_height[gl->tex_index];
size_t pitch = gl->tex_w * gl->base_size;
void* buffer = NULL;
void* buffer_texture = NULL;
if (gl->hw_render_use)
{
buffer = malloc(pitch * height);
if (!buffer)
return NULL;
}
buffer_texture = malloc(pitch * gl->tex_h);
if (!buffer_texture)
{
if (buffer)
free(buffer);
return NULL;
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
glGetTexImage(GL_TEXTURE_2D, 0,
gl->texture_type, gl->texture_fmt, buffer_texture);
*width_p = width;
*height_p = height;
*pitch_p = pitch;
if (gl->hw_render_use)
{
unsigned i;
for (i = 0; i < height ; i++)
memcpy((uint8_t*)buffer + i * pitch,
(uint8_t*)buffer_texture + (height - 1 - i) * pitch, pitch);
free(buffer_texture);
return buffer;
}
return buffer_texture;
}
#endif
#ifdef HAVE_OVERLAY
static bool gl2_overlay_load(void *data,
const void *image_data, unsigned num_images)
{
unsigned i, j;
gl_t *gl = (gl_t*)data;
const struct texture_image *images =
(const struct texture_image*)image_data;
if (!gl)
return false;
gl2_context_bind_hw_render(gl, false);
gl2_free_overlay(gl);
gl->overlay_tex = (GLuint*)
calloc(num_images, sizeof(*gl->overlay_tex));
if (!gl->overlay_tex)
{
gl2_context_bind_hw_render(gl, true);
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++)
{
unsigned alignment = gl2_get_alignment(images[i].width
* sizeof(uint32_t));
gl_load_texture_data(gl->overlay_tex[i],
RARCH_WRAP_EDGE, TEXTURE_FILTER_LINEAR,
alignment,
images[i].width, images[i].height, images[i].pixels,
sizeof(uint32_t));
/* Default. Stretch to whole screen. */
gl2_overlay_tex_geom(gl, i, 0, 0, 1, 1);
gl2_overlay_vertex_geom(gl, i, 0, 0, 1, 1);
for (j = 0; j < 16; j++)
gl->overlay_color_coord[16 * i + j] = 1.0f;
}
gl2_context_bind_hw_render(gl, true);
return true;
}
static void gl2_overlay_enable(void *data, bool state)
{
gl_t *gl = (gl_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 gl2_overlay_full_screen(void *data, bool enable)
{
gl_t *gl = (gl_t*)data;
if (gl)
gl->overlay_full_screen = enable;
}
static void gl2_overlay_set_alpha(void *data, unsigned image, float mod)
{
GLfloat *color;
gl_t *gl = (gl_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 gl2_overlay_interface = {
gl2_overlay_enable,
gl2_overlay_load,
gl2_overlay_tex_geom,
gl2_overlay_vertex_geom,
gl2_overlay_full_screen,
gl2_overlay_set_alpha,
};
static void gl2_get_overlay_interface(void *data,
const video_overlay_interface_t **iface)
{
(void)data;
*iface = &gl2_overlay_interface;
}
#endif
static retro_proc_address_t gl2_get_proc_address(void *data, const char *sym)
{
gl_t *gl = (gl_t*)data;
if (gl && gl->ctx_driver->get_proc_address)
return gl->ctx_driver->get_proc_address(sym);
return NULL;
}
static void gl2_set_aspect_ratio(void *data, unsigned aspect_ratio_idx)
{
gl_t *gl = (gl_t*)data;
if (!gl)
return;
gl->keep_aspect = true;
#if defined(HAVE_ODROIDGO2)
if (config_get_ptr()->bools.video_ctx_scaling)
gl->keep_aspect = false;
#endif
gl->should_resize = true;
}
static void gl2_apply_state_changes(void *data)
{
gl_t *gl = (gl_t*)data;
if (gl)
gl->should_resize = true;
}
static void gl2_get_video_output_size(void *data,
unsigned *width, unsigned *height)
{
gl_t *gl = (gl_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);
}
static void gl2_get_video_output_prev(void *data)
{
gl_t *gl = (gl_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 gl2_get_video_output_next(void *data)
{
gl_t *gl = (gl_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 void video_texture_load_gl2(
struct texture_image *ti,
enum texture_filter_type filter_type,
uintptr_t *idptr)
{
GLuint id;
unsigned width = 0;
unsigned height = 0;
const void *pixels = NULL;
/* Generate the OpenGL texture object */
glGenTextures(1, &id);
*idptr = id;
if (ti)
{
width = ti->width;
height = ti->height;
pixels = ti->pixels;
}
gl_load_texture_data(id,
RARCH_WRAP_EDGE, filter_type,
4 /* TODO/FIXME - dehardcode */,
width, height, pixels,
sizeof(uint32_t) /* TODO/FIXME - dehardcode */
);
}
#ifdef HAVE_THREADS
static int video_texture_load_wrap_gl2_mipmap(void *data)
{
uintptr_t id = 0;
if (!data)
return 0;
video_texture_load_gl2((struct texture_image*)data,
TEXTURE_FILTER_MIPMAP_LINEAR, &id);
return (int)id;
}
static int video_texture_load_wrap_gl2(void *data)
{
uintptr_t id = 0;
if (!data)
return 0;
video_texture_load_gl2((struct texture_image*)data,
TEXTURE_FILTER_LINEAR, &id);
return (int)id;
}
#endif
static uintptr_t gl2_load_texture(void *video_data, void *data,
bool threaded, enum texture_filter_type filter_type)
{
uintptr_t id = 0;
#ifdef HAVE_THREADS
if (threaded)
{
gl_t *gl = (gl_t*)video_data;
custom_command_method_t func = video_texture_load_wrap_gl2;
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_gl2_mipmap;
break;
default:
break;
}
return video_thread_texture_load(data, func);
}
#endif
video_texture_load_gl2((struct texture_image*)data, filter_type, &id);
return id;
}
static void gl2_unload_texture(void *data,
bool threaded, uintptr_t id)
{
GLuint glid;
if (!id)
return;
#ifdef HAVE_THREADS
if (threaded)
{
gl_t *gl = (gl_t*)data;
if (gl && gl->ctx_driver)
if (gl->ctx_driver->make_current)
gl->ctx_driver->make_current(false);
}
#endif
glid = (GLuint)id;
glDeleteTextures(1, &glid);
}
static float gl2_get_refresh_rate(void *data)
{
float refresh_rate = 0.0f;
if (video_context_driver_get_refresh_rate(&refresh_rate))
return refresh_rate;
return 0.0f;
}
static uint32_t gl2_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);
return flags;
}
static const video_poke_interface_t gl2_poke_interface = {
gl2_get_flags,
gl2_load_texture,
gl2_unload_texture,
gl2_set_video_mode,
gl2_get_refresh_rate,
NULL,
gl2_get_video_output_size,
gl2_get_video_output_prev,
gl2_get_video_output_next,
gl2_get_current_framebuffer,
gl2_get_proc_address,
gl2_set_aspect_ratio,
gl2_apply_state_changes,
gl2_set_texture_frame,
gl2_set_texture_enable,
font_driver_render_msg,
gl2_show_mouse,
NULL,
gl2_get_current_shader,
NULL, /* get_current_software_framebuffer */
NULL /* get_hw_render_interface */
};
static void gl2_get_poke_interface(void *data,
const video_poke_interface_t **iface)
{
(void)data;
*iface = &gl2_poke_interface;
}
#ifdef HAVE_GFX_WIDGETS
static bool gl2_gfx_widgets_enabled(void *data)
{
(void)data;
return true;
}
#endif
static bool gl2_has_windowed(void *data)
{
gl_t *gl = (gl_t*)data;
if (gl && gl->ctx_driver)
return gl->ctx_driver->has_windowed;
return false;
}
static bool gl2_focus(void *data)
{
gl_t *gl = (gl_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_gl2 = {
gl2_init,
gl2_frame,
gl2_set_nonblock_state,
gl2_alive,
gl2_focus,
gl2_suppress_screensaver,
gl2_has_windowed,
gl2_set_shader,
gl2_free,
"gl",
gl2_set_viewport_wrapper,
gl2_set_rotation,
gl2_viewport_info,
gl2_read_viewport,
#if defined(READ_RAW_GL_FRAME_TEST)
gl2_read_frame_raw,
#else
NULL,
#endif
#ifdef HAVE_OVERLAY
gl2_get_overlay_interface,
#endif
#ifdef HAVE_VIDEO_LAYOUT
gl2_get_video_layout_render_interface,
#endif
gl2_get_poke_interface,
gl2_wrap_type_to_enum,
#ifdef HAVE_GFX_WIDGETS
gl2_gfx_widgets_enabled
#endif
};