RetroArch/gfx/gl.c
2014-02-06 23:37:06 +01:00

2783 lines
78 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2014 - Daniel De Matteis
* Copyright (C) 2012-2014 - 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/>.
*/
#ifdef _MSC_VER
#pragma comment(lib, "opengl32")
#endif
#include "../driver.h"
#include "../performance.h"
#include "scaler/scaler.h"
#include "image.h"
#include "../file.h"
#include <stdint.h>
#include "../libretro.h"
#include <stdio.h>
#include <string.h>
#include "../general.h"
#include <math.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gl_common.h"
#include "gfx_common.h"
#include "gfx_context.h"
#include "../compat/strl.h"
#ifdef HAVE_CG
#include "shader_cg.h"
#endif
#ifdef HAVE_GLSL
#include "shader_glsl.h"
#endif
#include "shader_common.h"
// 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,
};
static inline bool gl_query_extension(gl_t *gl, const char *ext)
{
bool ret = false;
if (gl->core_context)
{
#ifdef GL_NUM_EXTENSIONS
GLint i, exts;
exts = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &exts);
for (i = 0; i < exts; i++)
{
const char *str = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (str && strstr(str, ext))
{
ret = true;
break;
}
}
#endif
}
else
{
const char *str = (const char*)glGetString(GL_EXTENSIONS);
ret = str && strstr(str, ext);
}
RARCH_LOG("Querying GL extension: %s => %s\n",
ext, ret ? "exists" : "doesn't exist");
return ret;
}
#ifdef HAVE_OVERLAY
static void gl_render_overlay(void *data);
static void gl_overlay_vertex_geom(void *data,
unsigned image,
float x, float y, float w, float h);
static void gl_overlay_tex_geom(void *data,
unsigned image,
float x, float y, float w, float h);
#endif
static inline void set_texture_coords(GLfloat *coords, GLfloat xamt, GLfloat yamt)
{
coords[2] = xamt;
coords[6] = xamt;
coords[5] = yamt;
coords[7] = yamt;
}
#if defined(HAVE_EGL) && defined(HAVE_OPENGLES2)
static bool check_eglimage_proc(void)
{
return glEGLImageTargetTexture2DOES != NULL;
}
#endif
#ifdef HAVE_GL_SYNC
static bool check_sync_proc(gl_t *gl)
{
if (!gl_query_extension(gl, "ARB_sync"))
return false;
return glFenceSync && glDeleteSync && glClientWaitSync;
}
#endif
#ifndef HAVE_OPENGLES
static bool init_vao(gl_t *gl)
{
if (!gl->core_context && !gl_query_extension(gl, "ARB_vertex_array_object"))
return false;
bool present = glGenVertexArrays && glBindVertexArray && glDeleteVertexArrays;
if (!present)
return false;
glGenVertexArrays(1, &gl->vao);
return true;
}
#endif
#ifdef HAVE_FBO
#if defined(HAVE_PSGL)
#define glGenFramebuffers glGenFramebuffersOES
#define glBindFramebuffer glBindFramebufferOES
#define glFramebufferTexture2D glFramebufferTexture2DOES
#define glCheckFramebufferStatus glCheckFramebufferStatusOES
#define glDeleteFramebuffers glDeleteFramebuffersOES
#define glGenRenderbuffers glGenRenderbuffersOES
#define glBindRenderbuffer glBindRenderbufferOES
#define glFramebufferRenderbuffer glFramebufferRenderbufferOES
#define glRenderbufferStorage glRenderbufferStorageOES
#define glDeleteRenderbuffers glDeleteRenderbuffersOES
#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
#define check_fbo_proc(gl) (true)
#elif !defined(HAVE_OPENGLES2)
static bool check_fbo_proc(gl_t *gl)
{
if (!gl->core_context && !gl_query_extension(gl, "ARB_framebuffer_object"))
return false;
return glGenFramebuffers && glBindFramebuffer && glFramebufferTexture2D &&
glCheckFramebufferStatus && glDeleteFramebuffers &&
glGenRenderbuffers && glBindRenderbuffer &&
glFramebufferRenderbuffer && glRenderbufferStorage &&
glDeleteRenderbuffers;
}
#else
#define check_fbo_proc(gl) (true)
#endif
#if defined(__APPLE__) || defined(HAVE_PSGL)
#define GL_RGBA32F GL_RGBA32F_ARB
#endif
#endif
////////////////// Shaders
static bool gl_shader_init(void *data)
{
gl_t *gl = (gl_t*)data;
const gl_shader_backend_t *backend = NULL;
const char *shader_path = (g_settings.video.shader_enable && *g_settings.video.shader_path) ?
g_settings.video.shader_path : NULL;
enum rarch_shader_type type = gfx_shader_parse_type(shader_path,
gl->core_context ? RARCH_SHADER_GLSL : DEFAULT_SHADER_TYPE);
if (type == RARCH_SHADER_NONE)
{
RARCH_LOG("[GL]: Not loading any shader.\n");
return true;
}
switch (type)
{
#ifdef HAVE_CG
case RARCH_SHADER_CG:
RARCH_LOG("[GL]: Using Cg shader backend.\n");
backend = &gl_cg_backend;
break;
#endif
#ifdef HAVE_GLSL
case RARCH_SHADER_GLSL:
RARCH_LOG("[GL]: Using GLSL shader backend.\n");
backend = &gl_glsl_backend;
break;
#endif
default:
break;
}
if (!backend)
{
RARCH_ERR("[GL]: Didn't find valid shader backend. Continuing without shaders.\n");
return true;
}
#ifdef HAVE_GLSL
if (gl->core_context && RARCH_SHADER_CG)
{
RARCH_ERR("[GL]: Cg cannot be used with core GL context. Falling back to GLSL.\n");
backend = &gl_glsl_backend;
shader_path = NULL;
}
#endif
gl->shader = backend;
bool ret = gl->shader->init(shader_path);
if (!ret)
{
RARCH_ERR("[GL]: Failed to init shader, falling back to stock.\n");
ret = gl->shader->init(NULL);
}
return ret;
}
static inline void gl_shader_deinit(void *data)
{
gl_t *gl = (gl_t*)data;
if (gl->shader)
gl->shader->deinit();
gl->shader = NULL;
}
#ifndef NO_GL_FF_VERTEX
static void gl_set_coords(const struct gl_coords *coords)
{
glClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, 0, coords->lut_tex_coord);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glVertexPointer(2, GL_FLOAT, 0, coords->vertex);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_FLOAT, 0, coords->color);
glEnableClientState(GL_COLOR_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, coords->tex_coord);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
static void gl_disable_client_arrays(gl_t *gl)
{
if (gl->core_context)
return;
glClientActiveTexture(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
#endif
#ifndef NO_GL_FF_MATRIX
static void gl_set_mvp(const void *data)
{
const math_matrix *mat = (const math_matrix*)data;
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(mat->data);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
#endif
void gl_shader_set_coords(void *data, const struct gl_coords *coords, const math_matrix *mat)
{
gl_t *gl = (gl_t*)data;
bool ret_coords = false;
bool ret_mvp = false;
(void)ret_coords;
(void)ret_mvp;
if (gl->shader)
ret_coords = gl->shader->set_coords(coords);
if (gl->shader)
ret_mvp = gl->shader->set_mvp(mat);
// Fall back to FF-style if needed and possible.
#ifndef NO_GL_FF_VERTEX
if (!ret_coords)
gl_set_coords(coords);
#endif
#ifndef NO_GL_FF_MATRIX
if (!ret_mvp)
gl_set_mvp(mat);
#endif
}
#define gl_shader_num(gl) ((gl->shader) ? gl->shader->num_shaders() : 0)
#define gl_shader_filter_type(gl, index, smooth) ((gl->shader) ? gl->shader->filter_type(index, smooth) : false)
#define gl_shader_wrap_type(gl, index) ((gl->shader) ? gl->shader->wrap_type(index) : RARCH_WRAP_BORDER)
#ifdef IOS
// There is no default frame buffer on IOS.
void apple_bind_game_view_fbo(void);
#define gl_bind_backbuffer() apple_bind_game_view_fbo()
#else
#define gl_bind_backbuffer() glBindFramebuffer(GL_FRAMEBUFFER, 0)
#endif
#ifdef HAVE_FBO
static void gl_shader_scale(void *data, unsigned index, struct gfx_fbo_scale *scale)
{
gl_t *gl = (gl_t*)data;
scale->valid = false;
if (gl->shader)
gl->shader->shader_scale(index, scale);
}
static void gl_compute_fbo_geometry(void *data, unsigned width, unsigned height,
unsigned vp_width, unsigned vp_height)
{
int i;
unsigned last_width, last_height, last_max_width, last_max_height;
gl_t *gl = (gl_t*)data;
last_width = width;
last_height = height;
last_max_width = gl->tex_w;
last_max_height = gl->tex_h;
GLint max_size = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size);
bool size_modified = false;
// Calculate viewports for FBOs.
for (i = 0; i < gl->fbo_pass; i++)
{
switch (gl->fbo_scale[i].type_x)
{
case RARCH_SCALE_INPUT:
gl->fbo_rect[i].img_width = last_width * gl->fbo_scale[i].scale_x;
gl->fbo_rect[i].max_img_width = last_max_width * gl->fbo_scale[i].scale_x;
break;
case RARCH_SCALE_ABSOLUTE:
gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].abs_x;
break;
case RARCH_SCALE_VIEWPORT:
gl->fbo_rect[i].img_width = gl->fbo_rect[i].max_img_width = gl->fbo_scale[i].scale_x * vp_width;
break;
default:
break;
}
switch (gl->fbo_scale[i].type_y)
{
case RARCH_SCALE_INPUT:
gl->fbo_rect[i].img_height = last_height * gl->fbo_scale[i].scale_y;
gl->fbo_rect[i].max_img_height = last_max_height * gl->fbo_scale[i].scale_y;
break;
case RARCH_SCALE_ABSOLUTE:
gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].abs_y;
break;
case RARCH_SCALE_VIEWPORT:
gl->fbo_rect[i].img_height = gl->fbo_rect[i].max_img_height = gl->fbo_scale[i].scale_y * vp_height;
break;
default:
break;
}
if (gl->fbo_rect[i].img_width > (unsigned)max_size)
{
size_modified = true;
gl->fbo_rect[i].img_width = max_size;
}
if (gl->fbo_rect[i].img_height > (unsigned)max_size)
{
size_modified = true;
gl->fbo_rect[i].img_height = max_size;
}
if (gl->fbo_rect[i].max_img_width > (unsigned)max_size)
{
size_modified = true;
gl->fbo_rect[i].max_img_width = max_size;
}
if (gl->fbo_rect[i].max_img_height > (unsigned)max_size)
{
size_modified = true;
gl->fbo_rect[i].max_img_height = max_size;
}
if (size_modified)
RARCH_WARN("FBO textures exceeded maximum size of GPU (%ux%u). Resizing to fit.\n", max_size, max_size);
last_width = gl->fbo_rect[i].img_width;
last_height = gl->fbo_rect[i].img_height;
last_max_width = gl->fbo_rect[i].max_img_width;
last_max_height = gl->fbo_rect[i].max_img_height;
}
}
static void gl_create_fbo_textures(void *data)
{
int i;
gl_t *gl = (gl_t*)data;
glGenTextures(gl->fbo_pass, gl->fbo_texture);
GLuint base_filt = g_settings.video.smooth ? GL_LINEAR : GL_NEAREST;
for (i = 0; i < gl->fbo_pass; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
GLuint filter_type = base_filt;
bool smooth = false;
if (gl_shader_filter_type(gl, i + 2, &smooth))
filter_type = smooth ? GL_LINEAR : GL_NEAREST;
enum gfx_wrap_type wrap = gl_shader_wrap_type(gl, i + 2);
GLenum wrap_enum = gl_wrap_type_to_enum(wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_enum);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_enum);
bool fp_fbo = gl->fbo_scale[i].valid && gl->fbo_scale[i].fp_fbo;
if (fp_fbo && !gl->has_fp_fbo)
RARCH_ERR("Floating-point FBO was requested, but is not supported. Falling back to UNORM.\n");
if (fp_fbo && gl->has_fp_fbo)
{
RARCH_LOG("FBO pass #%d is floating-point.\n", i);
// GLES and GL are inconsistent in which arguments to pass.
#ifdef HAVE_OPENGLES2
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
gl->fbo_rect[i].width, gl->fbo_rect[i].height,
0, GL_RGBA, GL_FLOAT, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F,
gl->fbo_rect[i].width, gl->fbo_rect[i].height,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#endif
}
else
{
#ifdef 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);
#else
// Avoid potential performance reductions on particular platforms.
glTexImage2D(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
}
}
glBindTexture(GL_TEXTURE_2D, 0);
}
static bool gl_create_fbo_targets(void *data)
{
int i;
gl_t *gl = (gl_t*)data;
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(gl->fbo_pass, gl->fbo);
for (i = 0; i < gl->fbo_pass; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto error;
}
return true;
error:
glDeleteFramebuffers(gl->fbo_pass, gl->fbo);
RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
return false;
}
void gl_deinit_fbo(void *data)
{
gl_t *gl = (gl_t*)data;
if (gl->fbo_inited)
{
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
glDeleteFramebuffers(gl->fbo_pass, gl->fbo);
memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
memset(gl->fbo, 0, sizeof(gl->fbo));
gl->fbo_inited = false;
gl->fbo_pass = 0;
}
}
void gl_init_fbo(void *data, unsigned width, unsigned height)
{
int i;
gl_t *gl = (gl_t*)data;
if (gl_shader_num(gl) == 0)
return;
struct gfx_fbo_scale scale, scale_last;
gl_shader_scale(gl, 1, &scale);
gl_shader_scale(gl, gl_shader_num(gl), &scale_last);
/* we always want FBO to be at least initialized on startup for consoles */
if (gl_shader_num(gl) == 1 && !scale.valid)
return;
if (!check_fbo_proc(gl))
{
RARCH_ERR("Failed to locate FBO functions. Won't be able to use render-to-texture.\n");
return;
}
gl->fbo_pass = gl_shader_num(gl) - 1;
if (scale_last.valid)
gl->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;
}
gl->fbo_scale[0] = scale;
for (i = 1; i < gl->fbo_pass; i++)
{
gl_shader_scale(gl, i + 1, &gl->fbo_scale[i]);
if (!gl->fbo_scale[i].valid)
{
gl->fbo_scale[i].scale_x = gl->fbo_scale[i].scale_y = 1.0f;
gl->fbo_scale[i].type_x = gl->fbo_scale[i].type_y = RARCH_SCALE_INPUT;
gl->fbo_scale[i].valid = true;
}
}
gl_compute_fbo_geometry(gl, width, height, gl->win_width, gl->win_height);
for (i = 0; i < gl->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("Creating FBO %d @ %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
}
gl_create_fbo_textures(gl);
if (!gl_create_fbo_targets(gl))
{
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
RARCH_ERR("Failed to create FBO targets. Will continue without FBO.\n");
return;
}
gl->fbo_inited = true;
}
#ifndef HAVE_RGL
static void gl_deinit_hw_render(gl_t *gl)
{
if (gl->hw_render_fbo_init)
glDeleteFramebuffers(gl->textures, gl->hw_render_fbo);
if (gl->hw_render_depth_init)
glDeleteRenderbuffers(gl->textures, gl->hw_render_depth);
gl->hw_render_fbo_init = false;
}
static bool gl_init_hw_render(gl_t *gl, unsigned width, unsigned height)
{
unsigned i;
RARCH_LOG("[GL]: Initializing HW render (%u x %u).\n", width, height);
GLint max_fbo_size = 0;
GLint max_renderbuffer_size = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_fbo_size);
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &max_renderbuffer_size);
RARCH_LOG("[GL]: Max texture size: %d px, renderbuffer size: %u px.\n", max_fbo_size, max_renderbuffer_size);
if (!check_fbo_proc(gl))
return false;
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(gl->textures, gl->hw_render_fbo);
bool depth = g_extern.system.hw_render_callback.depth;
bool stencil = g_extern.system.hw_render_callback.stencil;
#ifdef HAVE_OPENGLES2
if (stencil && !gl_query_extension(gl, "OES_packed_depth_stencil"))
return false;
#endif
if (depth)
{
glGenRenderbuffers(gl->textures, gl->hw_render_depth);
gl->hw_render_depth_init = true;
}
for (i = 0; i < gl->textures; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, gl->hw_render_fbo[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->texture[i], 0);
if (depth)
{
if (stencil)
{
#ifdef HAVE_OPENGLES2
// GLES2 is a bit weird, as always. :P
glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES,
width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, gl->hw_render_depth[i]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl->hw_render_depth[i]);
#else
// We use ARB FBO extensions, no need to check.
glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, gl->hw_render_depth[i]);
#endif
}
else
{
glBindRenderbuffer(GL_RENDERBUFFER, gl->hw_render_depth[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, gl->hw_render_depth[i]);
}
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
RARCH_ERR("[GL]: Failed to create HW render FBO #%u, error: 0x%u.\n", i, (unsigned)status);
return false;
}
}
gl_bind_backbuffer();
gl->hw_render_fbo_init = true;
return true;
}
#endif
#endif
void gl_set_projection(void *data, struct gl_ortho *ortho, bool allow_rotate)
{
gl_t *gl = (gl_t*)data;
// Calculate projection.
matrix_ortho(&gl->mvp_no_rot, ortho->left, ortho->right,
ortho->bottom, ortho->top, ortho->znear, ortho->zfar);
if (allow_rotate)
{
math_matrix rot;
matrix_rotate_z(&rot, M_PI * gl->rotation / 180.0f);
matrix_multiply(&gl->mvp, &rot, &gl->mvp_no_rot);
}
else
gl->mvp = gl->mvp_no_rot;
}
void gl_set_viewport(void *data, unsigned width, unsigned height, bool force_full, bool allow_rotate)
{
gl_t *gl = (gl_t*)data;
int x = 0, y = 0;
struct gl_ortho ortho = {0, 1, 0, 1, -1, 1};
float device_aspect = 0.0f;
if (gl->ctx_driver->translate_aspect)
device_aspect = context_translate_aspect_func(width, height);
else
device_aspect = (float)width / height;
if (g_settings.video.scale_integer && !force_full)
{
gfx_scale_integer(&gl->vp, width, height, g_extern.system.aspect_ratio, gl->keep_aspect);
width = gl->vp.width;
height = gl->vp.height;
}
else if (gl->keep_aspect && !force_full)
{
float desired_aspect = g_extern.system.aspect_ratio;
float delta;
#if defined(HAVE_MENU)
if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
{
const struct rarch_viewport *custom =
&g_extern.console.screen.viewports.custom_vp;
// GL has bottom-left origin viewport.
x = custom->x;
y = gl->win_height - custom->y - custom->height;
width = custom->width;
height = custom->height;
}
else
#endif
{
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(width * (0.5f - delta));
width = (unsigned)roundf(2.0f * width * delta);
}
else
{
delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f;
y = (int)roundf(height * (0.5f - delta));
height = (unsigned)roundf(2.0f * height * delta);
}
}
gl->vp.x = x;
gl->vp.y = y;
gl->vp.width = width;
gl->vp.height = height;
}
else
{
gl->vp.x = gl->vp.y = 0;
gl->vp.width = width;
gl->vp.height = 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);
gl_set_projection(gl, &ortho, allow_rotate);
// Set last backbuffer viewport.
if (!force_full)
{
gl->vp_out_width = width;
gl->vp_out_height = height;
}
//RARCH_LOG("Setting viewport @ %ux%u\n", width, height);
}
static void gl_set_rotation(void *data, unsigned rotation)
{
gl_t *gl = (gl_t*)data;
struct gl_ortho ortho = {0, 1, 0, 1, -1, 1};
gl->rotation = 90 * rotation;
gl_set_projection(gl, &ortho, true);
}
#ifdef HAVE_FBO
static inline void gl_start_frame_fbo(void *data)
{
gl_t *gl = (gl_t*)data;
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
glBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
gl_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 = vertexes;
}
static void gl_check_fbo_dimensions(void *data)
{
int i;
gl_t *gl = (gl_t*)data;
// Check if we have to recreate our FBO textures.
for (i = 0; i < gl->fbo_pass; i++)
{
// Check proactively since we might suddently get sizes of tex_w width or tex_h height.
if (gl->fbo_rect[i].max_img_width > gl->fbo_rect[i].width ||
gl->fbo_rect[i].max_img_height > gl->fbo_rect[i].height)
{
unsigned img_width = gl->fbo_rect[i].max_img_width;
unsigned img_height = gl->fbo_rect[i].max_img_height;
unsigned max = img_width > img_height ? img_width : img_height;
unsigned pow2_size = next_pow2(max);
gl->fbo_rect[i].width = gl->fbo_rect[i].height = pow2_size;
glBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i]);
glTexImage2D(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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
RARCH_WARN("Failed to reinit FBO texture.\n");
RARCH_LOG("Recreating FBO texture #%d: %ux%u\n", i, gl->fbo_rect[i].width, gl->fbo_rect[i].height);
}
}
}
static void gl_frame_fbo(void *data, const struct gl_tex_info *tex_info)
{
int i;
gl_t *gl = (gl_t*)data;
GLfloat fbo_tex_coords[8] = {0.0f};
// Render the rest of our passes.
gl->coords.tex_coord = fbo_tex_coords;
// It's kinda handy ... :)
const struct gl_fbo_rect *prev_rect;
const struct gl_fbo_rect *rect;
struct gl_tex_info *fbo_info;
struct gl_tex_info fbo_tex_info[MAX_SHADERS];
unsigned fbo_tex_info_cnt = 0;
// Calculate viewports, texture coordinates etc, and render all passes from FBOs, to another FBO.
for (i = 1; i < gl->fbo_pass; i++)
{
prev_rect = &gl->fbo_rect[i - 1];
rect = &gl->fbo_rect[i];
fbo_info = &fbo_tex_info[i - 1];
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(fbo_tex_coords, xamt, yamt);
fbo_info->tex = gl->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));
glBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
if (gl->shader)
gl->shader->use(i + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
glClear(GL_COLOR_BUFFER_BIT);
// Render to FBO with certain size.
gl_set_viewport(gl, rect->img_width, rect->img_height, true, false);
if (gl->shader)
gl->shader->set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp.width, gl->vp.height, g_extern.frame_count,
tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
fbo_tex_info_cnt++;
}
// Render our last FBO texture directly to screen.
prev_rect = &gl->fbo_rect[gl->fbo_pass - 1];
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(fbo_tex_coords, xamt, yamt);
// Render our FBO texture to back buffer.
gl_bind_backbuffer();
if (gl->shader)
gl->shader->use(gl->fbo_pass + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
glClear(GL_COLOR_BUFFER_BIT);
gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
if (gl->shader)
gl->shader->set_params(prev_rect->img_width, prev_rect->img_height,
prev_rect->width, prev_rect->height,
gl->vp.width, gl->vp.height, g_extern.frame_count,
tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
gl->coords.vertex = gl->vertex_ptr;
gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl->coords.tex_coord = gl->tex_coords;
}
#endif
static void gl_update_resize(void *data)
{
gl_t *gl = (gl_t*)data;
#ifdef HAVE_FBO
if (!gl->fbo_inited)
gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
else
{
gl_check_fbo_dimensions(gl);
// Go back to what we're supposed to do, render to FBO #0 :D
gl_start_frame_fbo(gl);
}
#else
gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
#endif
}
static void gl_update_input_size(void *data, unsigned width, unsigned height, unsigned pitch, bool clear)
{
gl_t *gl = (gl_t*)data;
// Res change. Need to clear out texture.
if ((width != gl->last_width[gl->tex_index] || height != gl->last_height[gl->tex_index]) && gl->empty_buf)
{
gl->last_width[gl->tex_index] = width;
gl->last_height[gl->tex_index] = height;
if (clear)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 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
}
GLfloat xamt = (GLfloat)width / gl->tex_w;
GLfloat yamt = (GLfloat)height / gl->tex_h;
set_texture_coords(gl->tex_coords, xamt, yamt);
}
// 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])
{
GLfloat xamt = (GLfloat)width / gl->tex_w;
GLfloat yamt = (GLfloat)height / gl->tex_h;
set_texture_coords(gl->tex_coords, xamt, yamt);
}
}
// It is *much* faster (order of mangnitude on my setup) to use a custom SIMD-optimized conversion routine than letting GL do it :(
#if !defined(HAVE_PSGL) && !defined(HAVE_OPENGLES2)
static inline void gl_convert_frame_rgb16_32(void *data, void *output, const void *input, int width, int height, int in_pitch)
{
gl_t *gl = (gl_t*)data;
if (width != gl->scaler.in_width || height != gl->scaler.in_height)
{
gl->scaler.in_width = width;
gl->scaler.in_height = height;
gl->scaler.out_width = width;
gl->scaler.out_height = height;
gl->scaler.in_fmt = SCALER_FMT_RGB565;
gl->scaler.out_fmt = SCALER_FMT_ARGB8888;
gl->scaler.scaler_type = SCALER_TYPE_POINT;
scaler_ctx_gen_filter(&gl->scaler);
}
gl->scaler.in_stride = in_pitch;
gl->scaler.out_stride = width * sizeof(uint32_t);
scaler_ctx_scale(&gl->scaler, output, input);
}
#endif
#ifdef HAVE_OPENGLES2
static inline void gl_convert_frame_argb8888_abgr8888(void *data, void *output, const void *input,
int width, int height, int in_pitch)
{
gl_t *gl = (gl_t*)data;
if (width != gl->scaler.in_width || height != gl->scaler.in_height)
{
gl->scaler.in_width = width;
gl->scaler.in_height = height;
gl->scaler.out_width = width;
gl->scaler.out_height = height;
gl->scaler.in_fmt = SCALER_FMT_ARGB8888;
gl->scaler.out_fmt = SCALER_FMT_ABGR8888;
gl->scaler.scaler_type = SCALER_TYPE_POINT;
scaler_ctx_gen_filter(&gl->scaler);
}
gl->scaler.in_stride = in_pitch;
gl->scaler.out_stride = width * sizeof(uint32_t);
scaler_ctx_scale(&gl->scaler, output, input);
}
#endif
static void gl_init_textures_data(void *data)
{
unsigned i;
gl_t *gl = (gl_t*)data;
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 gl_init_textures(void *data, const video_info_t *video)
{
unsigned i;
gl_t *gl = (gl_t*)data;
#if defined(HAVE_EGL) && defined(HAVE_OPENGLES2)
// Use regular textures if we use HW render.
gl->egl_images = !gl->hw_render_use && check_eglimage_proc() && context_init_egl_image_buffer_func(video);
#else
(void)video;
#endif
#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
GLenum internal_fmt = gl->internal_fmt;
#ifndef HAVE_PSGL
GLenum texture_type = gl->texture_type;
GLenum texture_fmt = gl->texture_fmt;
#endif
// GLES is picky about which format we use here.
// Without extensions, we can *only* render to 16-bit FBOs.
#ifdef HAVE_OPENGLES2
if (gl->hw_render_use && gl->base_size == sizeof(uint32_t))
{
bool support_argb = gl_query_extension(gl, "OES_rgb8_rgba8") || gl_query_extension(gl, "ARM_argb8");
if (support_argb)
{
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++)
{
glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->wrap_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->wrap_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
#ifdef HAVE_PSGL
glTextureReferenceSCE(GL_TEXTURE_2D, 1,
gl->tex_w, gl->tex_h, 0,
internal_fmt,
gl->tex_w * gl->base_size,
gl->tex_w * gl->tex_h * i * gl->base_size);
#else
if (!gl->egl_images)
{
glTexImage2D(GL_TEXTURE_2D,
0, internal_fmt, gl->tex_w, gl->tex_h, 0, texture_type,
texture_fmt, gl->empty_buf ? gl->empty_buf : NULL);
}
#endif
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
static inline void gl_copy_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch)
{
gl_t *gl = (gl_t*)data;
#if defined(HAVE_OPENGLES2)
#if defined(HAVE_EGL)
if (gl->egl_images)
{
EGLImageKHR img = 0;
bool new_egl = context_write_egl_image_func(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, get_alignment(width * gl->base_size));
// Fallback for GLES devices without GL_BGRA_EXT.
if (gl->base_size == 4 && driver.gfx_use_rgba)
{
gl_convert_frame_argb8888_abgr8888(gl, 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 ;(
unsigned pitch_width = pitch / gl->base_size;
if (width == pitch_width) // Happy path :D
{
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, frame);
}
else // Slower path.
{
unsigned h;
const unsigned line_bytes = width * gl->base_size;
uint8_t *dst = (uint8_t*)gl->conv_buffer; // This buffer is preallocated for this purpose.
const uint8_t *src = (const uint8_t*)frame;
for (h = 0; h < height; h++, src += pitch, dst += line_bytes)
memcpy(dst, src, line_bytes);
glTexSubImage2D(GL_TEXTURE_2D,
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, gl->conv_buffer);
}
}
}
#elif 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);
#else
glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(pitch));
if (gl->base_size == 2)
{
const void *buf = frame;
if (!gl->have_es2_compat)
{
// Convert to 32-bit textures on desktop GL.
gl_convert_frame_rgb16_32(gl, gl->conv_buffer, frame, width, height, pitch);
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, buf);
}
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, frame);
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
}
static inline void gl_set_prev_texture(void *data, const struct gl_tex_info *tex_info)
{
gl_t *gl = (gl_t*)data;
memmove(gl->prev_info + 1, gl->prev_info, sizeof(*tex_info) * (gl->textures - 1));
memcpy(&gl->prev_info[0], tex_info, sizeof(*tex_info));
}
static inline void gl_set_shader_viewport(void *data, unsigned shader)
{
gl_t *gl = (gl_t*)data;
if (gl->shader)
gl->shader->use(shader);
gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
}
#if !defined(HAVE_OPENGLES) && defined(HAVE_FFMPEG)
static void gl_pbo_async_readback(void *data)
{
gl_t *gl = (gl_t*)data;
glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index++]);
gl->pbo_readback_index &= 3;
// If set, we 3 rendered frames already buffered up.
gl->pbo_readback_valid |= gl->pbo_readback_index == 0;
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_ALIGNMENT, get_alignment(gl->vp.width * sizeof(uint32_t)));
// Read asynchronously into PBO buffer.
RARCH_PERFORMANCE_INIT(async_readback);
RARCH_PERFORMANCE_START(async_readback);
glReadBuffer(GL_BACK);
glReadPixels(gl->vp.x, gl->vp.y,
gl->vp.width, gl->vp.height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
RARCH_PERFORMANCE_STOP(async_readback);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
#endif
#if defined(HAVE_MENU)
static inline void gl_draw_texture(void *data)
{
gl_t *gl = (gl_t*)data;
if (!gl->rgui_texture)
return;
const GLfloat color[] = {
1.0f, 1.0f, 1.0f, gl->rgui_texture_alpha,
1.0f, 1.0f, 1.0f, gl->rgui_texture_alpha,
1.0f, 1.0f, 1.0f, gl->rgui_texture_alpha,
1.0f, 1.0f, 1.0f, gl->rgui_texture_alpha,
};
gl->coords.vertex = vertexes_flipped;
gl->coords.tex_coord = tex_coords;
gl->coords.color = color;
glBindTexture(GL_TEXTURE_2D, gl->rgui_texture);
if (gl->shader)
gl->shader->use(GL_SHADER_STOCK_BLEND);
gl_shader_set_coords(gl, &gl->coords, &gl->mvp_no_rot);
glEnable(GL_BLEND);
if (gl->rgui_texture_full_screen)
{
glViewport(0, 0, gl->win_width, gl->win_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_coords;
gl->coords.color = gl->white_color_ptr;
}
#endif
static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
RARCH_PERFORMANCE_INIT(frame_run);
RARCH_PERFORMANCE_START(frame_run);
gl_t *gl = (gl_t*)data;
#ifndef HAVE_OPENGLES
if (gl->core_context)
glBindVertexArray(gl->vao);
#endif
if (gl->shader)
gl->shader->use(1);
#ifdef IOS // Apparently the viewport is lost each frame, thanks apple.
gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
#endif
#ifdef HAVE_FBO
// Render to texture in first pass.
if (gl->fbo_inited)
{
// Recompute FBO geometry.
// When width/height changes or window sizes change, we have to recalcuate geometry of our FBO.
gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height);
gl_start_frame_fbo(gl);
}
#endif
if (gl->should_resize)
{
gl->should_resize = false;
context_set_resize_func(gl->win_width, gl->win_height);
// On resize, we might have to recreate our FBOs due to "Viewport" scale, and set a new viewport.
gl_update_resize(gl);
}
if (frame) // Can be NULL for frame dupe / NULL render.
{
gl->tex_index = (gl->tex_index + 1) % gl->textures;
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
#ifdef HAVE_FBO
if (!gl->hw_render_fbo_init)
#endif
{
gl_update_input_size(gl, width, height, pitch, true);
RARCH_PERFORMANCE_INIT(copy_frame);
RARCH_PERFORMANCE_START(copy_frame);
gl_copy_frame(gl, frame, width, height, pitch);
RARCH_PERFORMANCE_STOP(copy_frame);
}
}
else
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
// Have to reset rendering state which libretro core could easily have overridden.
#ifdef HAVE_FBO
if (gl->hw_render_fbo_init)
{
gl_update_input_size(gl, width, height, pitch, false);
if (!gl->fbo_inited)
{
gl_bind_backbuffer();
gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
}
#ifndef HAVE_OPENGLES
if (!gl->core_context)
glEnable(GL_TEXTURE_2D);
#endif
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_DITHER);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}
#endif
struct gl_tex_info tex_info = {0};
tex_info.tex = gl->texture[gl->tex_index];
tex_info.input_size[0] = width;
tex_info.input_size[1] = height;
tex_info.tex_size[0] = gl->tex_w;
tex_info.tex_size[1] = gl->tex_h;
memcpy(tex_info.coord, gl->tex_coords, sizeof(gl->tex_coords));
glClear(GL_COLOR_BUFFER_BIT);
if (g_settings.video.black_frame_insertion)
{
context_swap_buffers_func();
glClear(GL_COLOR_BUFFER_BIT);
}
if (gl->shader)
gl->shader->set_params(width, height,
gl->tex_w, gl->tex_h,
gl->vp.width, gl->vp.height,
g_extern.frame_count,
&tex_info, gl->prev_info, NULL, 0);
gl_shader_set_coords(gl, &gl->coords, &gl->mvp);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
#ifdef HAVE_FBO
if (gl->fbo_inited)
gl_frame_fbo(gl, &tex_info);
#endif
gl_set_prev_texture(gl, &tex_info);
#if defined(HAVE_MENU)
if (gl->rgui_texture_enable)
gl_draw_texture(gl);
#endif
if (msg && gl->font_ctx)
gl->font_ctx->render_msg(gl, msg, NULL);
#ifdef HAVE_OVERLAY
if (gl->overlay_enable)
gl_render_overlay(gl);
#endif
context_update_window_title_func();
RARCH_PERFORMANCE_STOP(frame_run);
#ifdef HAVE_FBO
// Reset state which could easily mess up libretro core.
if (gl->hw_render_fbo_init)
{
if (gl->shader)
gl->shader->use(0);
glBindTexture(GL_TEXTURE_2D, 0);
#ifndef NO_GL_FF_VERTEX
gl_disable_client_arrays(gl);
#endif
}
#endif
#ifndef NO_GL_READ_PIXELS
// Screenshots.
if (gl->readback_buffer_screenshot)
{
glPixelStorei(GL_PACK_ALIGNMENT, 4);
#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,
GL_RGBA, GL_UNSIGNED_BYTE, gl->readback_buffer_screenshot);
}
#if !defined(HAVE_OPENGLES) && defined(HAVE_FFMPEG)
else if (gl->pbo_readback_enable)
gl_pbo_async_readback(gl);
#endif
#endif
context_swap_buffers_func();
g_extern.frame_count++;
#ifdef HAVE_GL_SYNC
if (g_settings.video.hard_sync && gl->have_sync)
{
RARCH_PERFORMANCE_INIT(gl_fence);
RARCH_PERFORMANCE_START(gl_fence);
glClear(GL_COLOR_BUFFER_BIT);
gl->fences[gl->fence_count++] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
while (gl->fence_count > g_settings.video.hard_sync_frames)
{
glClientWaitSync(gl->fences[0], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
glDeleteSync(gl->fences[0]);
gl->fence_count--;
memmove(gl->fences, gl->fences + 1, gl->fence_count * sizeof(GLsync));
}
RARCH_PERFORMANCE_STOP(gl_fence);
}
#endif
#ifndef HAVE_OPENGLES
if (gl->core_context)
glBindVertexArray(0);
#endif
return true;
}
#ifdef HAVE_OVERLAY
static void gl_free_overlay(gl_t *gl)
{
unsigned i;
for (i = 0; i < gl->overlays; i++)
if (gl->overlay[i].tex)
glDeleteTextures(1, &gl->overlay[i].tex);
free(gl->overlay);
gl->overlay = NULL;
gl->overlays = 0;
}
#endif
static void gl_free(void *data)
{
#ifdef RARCH_CONSOLE
if (driver.video_data)
return;
#endif
gl_t *gl = (gl_t*)data;
#ifdef HAVE_GL_SYNC
if (gl->have_sync)
{
unsigned i;
for (i = 0; i < gl->fence_count; i++)
{
glClientWaitSync(gl->fences[i], GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
glDeleteSync(gl->fences[i]);
}
gl->fence_count = 0;
}
#endif
if (gl->font_ctx)
gl->font_ctx->deinit(gl);
gl_shader_deinit(gl);
#ifndef NO_GL_FF_VERTEX
gl_disable_client_arrays(gl);
#endif
glDeleteTextures(gl->textures, gl->texture);
#if defined(HAVE_MENU)
if (gl->rgui_texture)
glDeleteTextures(1, &gl->rgui_texture);
#endif
#ifdef HAVE_OVERLAY
gl_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 !defined(HAVE_OPENGLES) && defined(HAVE_FFMPEG)
if (gl->pbo_readback_enable)
{
glDeleteBuffers(4, gl->pbo_readback);
scaler_ctx_gen_reset(&gl->pbo_readback_scaler);
}
#endif
#ifdef HAVE_FBO
gl_deinit_fbo(gl);
#ifndef HAVE_RGL
gl_deinit_hw_render(gl);
#endif
#endif
#ifndef HAVE_OPENGLES
if (gl->core_context)
{
glBindVertexArray(0);
glDeleteVertexArrays(1, &gl->vao);
}
#endif
context_destroy_func();
free(gl->empty_buf);
free(gl->conv_buffer);
free(gl);
}
static void gl_set_nonblock_state(void *data, bool state)
{
RARCH_LOG("GL VSync => %s\n", state ? "off" : "on");
gl_t *gl = (gl_t*)data;
(void)gl;
context_swap_interval_func(state ? 0 : g_settings.video.swap_interval);
}
static bool resolve_extensions(gl_t *gl)
{
#ifndef HAVE_OPENGLES
gl->core_context = g_extern.system.hw_render_callback.context_type == RETRO_HW_CONTEXT_OPENGL_CORE;
if (gl->core_context)
RARCH_LOG("[GL]: Using Core GL context.\n");
if (gl->core_context &&
!init_vao(gl))
{
RARCH_ERR("[GL]: Failed to init VAOs.\n");
return false;
}
// 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.
const char *vendor = (const char*)glGetString(GL_VENDOR);
const char *renderer = (const char*)glGetString(GL_RENDERER);
if (vendor && renderer && (strstr(vendor, "ATI") || strstr(renderer, "ATI")))
RARCH_LOG("[GL]: ATI card detected, skipping check for GL_RGB565 support.\n");
else
gl->have_es2_compat = gl_query_extension(gl, "ARB_ES2_compatibility");
#endif
#ifdef HAVE_GL_SYNC
gl->have_sync = check_sync_proc(gl);
if (gl->have_sync && g_settings.video.hard_sync)
RARCH_LOG("[GL]: Using ARB_sync to reduce latency.\n");
#endif
driver.gfx_use_rgba = false;
#ifdef HAVE_OPENGLES2
if (gl_query_extension(gl, "BGRA8888")) // There are both APPLE and EXT variants.
RARCH_LOG("[GL]: BGRA8888 extension found for GLES.\n");
else
{
driver.gfx_use_rgba = true;
RARCH_WARN("[GL]: GLES implementation does not have BGRA8888 extension.\n"
"32-bit path will require conversion.\n");
}
gl->support_unpack_row_length = false;
if (gl_query_extension(gl, "GL_EXT_unpack_subimage"))
{
RARCH_LOG("[GL]: Extension GL_EXT_unpack_subimage, can copy textures faster using UNPACK_ROW_LENGTH.\n");
gl->support_unpack_row_length = true;
}
gl->has_fp_fbo = gl_query_extension(gl, "OES_texture_float_linear");
#else
// Float FBO is core in 3.2.
gl->has_fp_fbo = gl->core_context || gl_query_extension(gl, "ARB_texture_float");
#endif
#ifdef GL_DEBUG
// Useful for debugging, but kinda obnoxious otherwise.
RARCH_LOG("[GL]: Supported extensions:\n");
if (gl->core_context)
{
#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)
{
struct string_list *list = string_split(ext, " ");
for (size_t i = 0; i < list->size; i++)
RARCH_LOG("\t%s\n", list->elems[i].data);
string_list_free(list);
}
}
#endif
return true;
}
static inline void gl_set_texture_fmts(void *data, bool rgb32)
{
gl_t *gl = (gl_t*)data;
gl->internal_fmt = rgb32 ? RARCH_GL_INTERNAL_FORMAT32 : RARCH_GL_INTERNAL_FORMAT16;
gl->texture_type = rgb32 ? RARCH_GL_TEXTURE_TYPE32 : RARCH_GL_TEXTURE_TYPE16;
gl->texture_fmt = rgb32 ? RARCH_GL_FORMAT32 : RARCH_GL_FORMAT16;
gl->base_size = rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
if (driver.gfx_use_rgba && rgb32)
{
gl->internal_fmt = GL_RGBA;
gl->texture_type = GL_RGBA;
}
#ifndef HAVE_OPENGLES
if (!rgb32 && gl->have_es2_compat) // Use GL_RGB565 instead.
{
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
}
#ifdef RARCH_CONSOLE
static inline void gl_reinit_textures(void *data, const video_info_t *video)
{
gl_t *gl = (gl_t*)data;
unsigned old_base_size = gl->base_size;
unsigned old_width = gl->tex_w;
unsigned old_height = gl->tex_h;
gl_set_texture_fmts(gl, video->rgb32);
gl->tex_w = gl->tex_h = RARCH_SCALE_BASE * video->input_scale;
gl->empty_buf = realloc(gl->empty_buf, sizeof(uint32_t) * gl->tex_w * gl->tex_h);
if (gl->empty_buf)
memset(gl->empty_buf, 0, sizeof(uint32_t) * gl->tex_w * gl->tex_h);
if (old_base_size != gl->base_size || old_width != gl->tex_w || old_height != gl->tex_h)
{
RARCH_LOG("Reinitializing textures (%u x %u @ %u bpp)\n", gl->tex_w, gl->tex_h, gl->base_size * CHAR_BIT);
#if defined(HAVE_PSGL)
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0);
glDeleteBuffers(1, &gl->pbo);
gl->pbo = 0;
#endif
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(gl->textures, gl->texture);
gl_init_textures(gl, video);
gl_init_textures_data(gl);
#ifdef HAVE_FBO
if (gl->tex_w > old_width || gl->tex_h > old_height)
{
RARCH_LOG("Reiniting FBO.\n");
gl_deinit_fbo(gl);
gl_init_fbo(gl, gl->tex_w, gl->tex_h);
}
#endif
}
else
RARCH_LOG("Reinitializing textures skipped.\n");
if (!gl_check_error())
RARCH_ERR("GL error reported while reinitializing textures. This should not happen ...\n");
}
#endif
#if !defined(HAVE_OPENGLES) && defined(HAVE_FFMPEG)
static void gl_init_pbo_readback(void *data)
{
unsigned i;
gl_t *gl = (gl_t*)data;
// Only bother with this if we're doing FFmpeg GPU recording.
gl->pbo_readback_enable = g_settings.video.gpu_record && g_extern.recording;
if (!gl->pbo_readback_enable)
return;
RARCH_LOG("Async PBO readback enabled.\n");
glGenBuffers(4, gl->pbo_readback);
for (i = 0; i < 4; i++)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[i]);
glBufferData(GL_PIXEL_PACK_BUFFER, gl->vp.width * gl->vp.height * sizeof(uint32_t),
NULL, GL_STREAM_COPY);
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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("Failed to init pixel conversion for PBO.\n");
glDeleteBuffers(4, gl->pbo_readback);
}
}
#endif
static const gfx_ctx_driver_t *gl_get_context(void)
{
const struct retro_hw_render_callback *cb = &g_extern.system.hw_render_callback;
unsigned major = cb->version_major;
unsigned minor = cb->version_minor;
#ifdef HAVE_OPENGLES
enum gfx_ctx_api api = GFX_CTX_OPENGL_ES_API;
const char *api_name = "OpenGL ES 2.0";
#ifdef HAVE_OPENGLES3
if (cb->context_type == RETRO_HW_CONTEXT_OPENGLES3)
{
major = 3;
minor = 0;
api_name = "OpenGL ES 3.0";
}
#endif
#else
enum gfx_ctx_api api = GFX_CTX_OPENGL_API;
const char *api_name = "OpenGL";
#endif
if (*g_settings.video.gl_context)
{
const gfx_ctx_driver_t *ctx = gfx_ctx_find_driver(g_settings.video.gl_context);
if (ctx)
{
if (!ctx->bind_api(api, major, minor))
{
RARCH_ERR("Failed to bind API %s to context %s.\n", api_name, g_settings.video.gl_context);
return NULL;
}
if (!ctx->init())
{
RARCH_ERR("Failed to init GL context: %s.\n", ctx->ident);
return NULL;
}
}
else
{
RARCH_ERR("Didn't find GL context: %s.\n", g_settings.video.gl_context);
return NULL;
}
return ctx;
}
else
return gfx_ctx_init_first(api, major, minor);
}
#ifdef GL_DEBUG
#ifdef HAVE_OPENGLES2
#define DEBUG_CALLBACK_TYPE GL_APIENTRY
#else
#define DEBUG_CALLBACK_TYPE APIENTRY
#endif
static void DEBUG_CALLBACK_TYPE gl_debug_cb(GLenum source, GLenum type,
GLuint id, GLenum severity, GLsizei length,
const GLchar *message, void *userParam)
{
(void)id;
(void)length;
gl_t *gl = (gl_t*)userParam; // Useful for debugger.
(void)gl;
const char *src;
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;
}
const char *typestr;
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 gl_begin_debug(gl_t *gl)
{
if (gl_query_extension(gl, "KHR_debug"))
{
glDebugMessageCallback(gl_debug_cb, gl);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
#ifndef HAVE_OPENGLES2
else if (gl_query_extension(gl, "ARB_debug_output"))
{
glDebugMessageCallbackARB(gl_debug_cb, gl);
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
}
#endif
else
RARCH_ERR("Neither GL_KHR_debug nor GL_ARB_debug_output are implemented. Cannot start GL debugging.\n");
}
#endif
static void *gl_init(const video_info_t *video, const input_driver_t **input, void **input_data)
{
#ifdef _WIN32
gfx_set_dwm();
#endif
#ifdef RARCH_CONSOLE
if (driver.video_data)
{
gl_t *gl = (gl_t*)driver.video_data;
// Reinitialize textures as we might have changed pixel formats.
gl_reinit_textures(gl, video);
return driver.video_data;
}
#endif
gl_t *gl = (gl_t*)calloc(1, sizeof(gl_t));
if (!gl)
return NULL;
gl->ctx_driver = gl_get_context();
if (!gl->ctx_driver)
{
free(gl);
return NULL;
}
gl->video_info = *video;
RARCH_LOG("Found GL context: %s\n", gl->ctx_driver->ident);
context_get_video_size_func(&gl->full_x, &gl->full_y);
RARCH_LOG("Detecting screen resolution %ux%u.\n", gl->full_x, gl->full_y);
context_swap_interval_func(video->vsync ? g_settings.video.swap_interval : 0);
unsigned win_width = video->width;
unsigned win_height = video->height;
if (video->fullscreen && (win_width == 0) && (win_height == 0))
{
win_width = gl->full_x;
win_height = gl->full_y;
}
if (!context_set_video_mode_func(win_width, win_height, video->fullscreen))
{
free(gl);
return NULL;
}
glGetError(); // Clear out potential error flags incase we use cached context.
const char *vendor = (const char*)glGetString(GL_VENDOR);
const char *renderer = (const char*)glGetString(GL_RENDERER);
RARCH_LOG("[GL]: Vendor: %s, Renderer: %s.\n", vendor, renderer);
const char *version = (const char*)glGetString(GL_VERSION);
RARCH_LOG("[GL]: Version: %s.\n", version);
#ifndef RARCH_CONSOLE
rglgen_resolve_symbols(gl->ctx_driver->get_proc_address);
#endif
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (!resolve_extensions(gl))
{
context_destroy_func();
free(gl);
return NULL;
}
#ifdef GL_DEBUG
gl_begin_debug(gl);
#endif
gl->vsync = video->vsync;
gl->fullscreen = video->fullscreen;
// Get real known video size, which might have been altered by context.
context_get_video_size_func(&gl->win_width, &gl->win_height);
RARCH_LOG("GL: Using resolution %ux%u\n", gl->win_width, gl->win_height);
if (gl->full_x || gl->full_y) // We got bogus from gfx_ctx_get_video_size. Replace.
{
gl->full_x = gl->win_width;
gl->full_y = gl->win_height;
}
struct retro_hw_render_callback *hw_render = &g_extern.system.hw_render_callback;
gl->vertex_ptr = hw_render->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;
#ifdef HAVE_FBO
#if defined(HAVE_OPENGLES3)
gl->hw_render_use = hw_render->context_type == RETRO_HW_CONTEXT_OPENGLES2 || hw_render->context_type == RETRO_HW_CONTEXT_OPENGLES3;
#elif defined(HAVE_OPENGLES2)
gl->hw_render_use = hw_render->context_type == RETRO_HW_CONTEXT_OPENGLES2;
#else
gl->hw_render_use = hw_render->context_type == RETRO_HW_CONTEXT_OPENGL ||
g_extern.system.hw_render_callback.context_type == RETRO_HW_CONTEXT_OPENGL_CORE;
#endif
if (gl->hw_render_use)
gl->textures = 1; // All on GPU, no need to excessively create textures.
#endif
gl->white_color_ptr = white_color;
#ifdef HAVE_GLSL
gl_glsl_set_get_proc_address(gl->ctx_driver->get_proc_address);
gl_glsl_set_context_type(gl->core_context, hw_render->version_major, hw_render->version_minor);
#endif
if (!gl_shader_init(gl))
{
RARCH_ERR("[GL]: Shader init failed.\n");
context_destroy_func();
free(gl);
return NULL;
}
if (gl->shader)
{
unsigned minimum = gl->shader->get_prev_textures();
gl->textures = max(minimum + 1, gl->textures);
}
RARCH_LOG("GL: Using %u textures.\n", gl->textures);
RARCH_LOG("GL: Loaded %u program(s).\n", gl_shader_num(gl));
gl->tex_w = RARCH_SCALE_BASE * video->input_scale;
gl->tex_h = RARCH_SCALE_BASE * video->input_scale;
gl->keep_aspect = video->force_aspect;
// Apparently need to set viewport for passes when we aren't using FBOs.
gl_set_shader_viewport(gl, 0);
gl_set_shader_viewport(gl, 1);
bool force_smooth = false;
if (gl_shader_filter_type(gl, 1, &force_smooth))
gl->tex_filter = force_smooth ? GL_LINEAR : GL_NEAREST;
else
gl->tex_filter = video->smooth ? GL_LINEAR : GL_NEAREST;
gl->wrap_mode = gl_wrap_type_to_enum(gl_shader_wrap_type(gl, 1));
gl_set_texture_fmts(gl, video->rgb32);
#ifndef HAVE_OPENGLES
if (!gl->core_context)
glEnable(GL_TEXTURE_2D);
#endif
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_DITHER);
memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords));
gl->coords.vertex = gl->vertex_ptr;
gl->coords.tex_coord = gl->tex_coords;
gl->coords.color = gl->white_color_ptr;
gl->coords.lut_tex_coord = tex_coords;
// 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);
#if !defined(HAVE_PSGL)
gl->conv_buffer = calloc(sizeof(uint32_t), gl->tex_w * gl->tex_h);
if (!gl->conv_buffer)
{
context_destroy_func();
free(gl);
return NULL;
}
#endif
gl_init_textures(gl, video);
gl_init_textures_data(gl);
#ifdef HAVE_FBO
// Set up render to texture.
gl_init_fbo(gl, gl->tex_w, gl->tex_h);
#ifndef HAVE_RGL
if (gl->hw_render_use && !gl_init_hw_render(gl, gl->tex_w, gl->tex_h))
{
context_destroy_func();
free(gl);
return NULL;
}
#endif
#endif
if (input && input_data)
context_input_driver_func(input, input_data);
#ifndef RARCH_CONSOLE
if (g_settings.video.font_enable)
#endif
{
gl->font_ctx = gl_font_init_first(gl, g_settings.video.font_path, g_settings.video.font_size,
gl->win_width, gl->win_height);
}
#if !defined(HAVE_OPENGLES) && defined(HAVE_FFMPEG)
gl_init_pbo_readback(gl);
#endif
if (!gl_check_error())
{
context_destroy_func();
free(gl);
return NULL;
}
return gl;
}
static bool gl_alive(void *data)
{
gl_t *gl = (gl_t*)data;
bool quit = false, resize = false;
context_check_window_func(&quit,
&resize, &gl->win_width, &gl->win_height,
g_extern.frame_count);
if (quit)
gl->quitting = true;
else if (resize)
gl->should_resize = true;
return !gl->quitting;
}
static bool gl_focus(void *data)
{
gl_t *gl = (gl_t*)data;
(void)gl;
return context_has_focus_func();
}
static void gl_update_tex_filter_frame(gl_t *gl)
{
unsigned i;
bool smooth = false;
if (!gl_shader_filter_type(gl, 1, &smooth))
smooth = g_settings.video.smooth;
GLenum wrap_mode = gl_wrap_type_to_enum(gl_shader_wrap_type(gl, 1));
gl->video_info.smooth = smooth;
GLuint new_filt = smooth ? GL_LINEAR : GL_NEAREST;
if (new_filt == gl->tex_filter && wrap_mode == gl->wrap_mode)
return;
gl->tex_filter = new_filt;
gl->wrap_mode = wrap_mode;
for (i = 0; i < gl->textures; i++)
{
if (gl->texture[i])
{
glBindTexture(GL_TEXTURE_2D, gl->texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gl->wrap_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gl->wrap_mode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl->tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->tex_filter);
}
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
#if defined(HAVE_GLSL) || defined(HAVE_CG)
static bool gl_set_shader(void *data, enum rarch_shader_type type, const char *path)
{
gl_t *gl = (gl_t*)data;
if (type == RARCH_SHADER_NONE)
return false;
gl_shader_deinit(gl);
switch (type)
{
#ifdef HAVE_GLSL
case RARCH_SHADER_GLSL:
gl->shader = &gl_glsl_backend;
break;
#endif
#ifdef HAVE_CG
case RARCH_SHADER_CG:
gl->shader = &gl_cg_backend;
break;
#endif
default:
gl->shader = NULL;
break;
}
if (!gl->shader)
{
RARCH_ERR("[GL]: Cannot find shader core for path: %s.\n", path);
return false;
}
#ifdef HAVE_FBO
gl_deinit_fbo(gl);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
#endif
if (!gl->shader->init(path))
{
RARCH_WARN("[GL]: Failed to set multipass shader. Falling back to stock.\n");
bool ret = gl->shader->init(NULL);
if (!ret)
gl->shader = NULL;
return false;
}
gl_update_tex_filter_frame(gl);
if (gl->shader)
{
unsigned textures = gl->shader->get_prev_textures() + 1;
if (textures > gl->textures) // Have to reinit a bit.
{
#if defined(HAVE_FBO) && !defined(HAVE_RGL)
gl_deinit_hw_render(gl);
#endif
glDeleteTextures(gl->textures, gl->texture);
#if defined(HAVE_PSGL)
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0);
glDeleteBuffers(1, &gl->pbo);
#endif
gl->textures = textures;
RARCH_LOG("GL: Using %u textures.\n", gl->textures);
gl->tex_index = 0;
gl_init_textures(gl, &gl->video_info);
gl_init_textures_data(gl);
#if defined(HAVE_FBO) && !defined(HAVE_RGL)
if (gl->hw_render_use)
gl_init_hw_render(gl, gl->tex_w, gl->tex_h);
#endif
}
}
#ifdef HAVE_FBO
// Set up render to texture again.
gl_init_fbo(gl, gl->tex_w, gl->tex_h);
#endif
// Apparently need to set viewport for passes when we aren't using FBOs.
gl_set_shader_viewport(gl, 0);
gl_set_shader_viewport(gl, 1);
return true;
}
#endif
static void gl_viewport_info(void *data, struct rarch_viewport *vp)
{
gl_t *gl = (gl_t*)data;
*vp = gl->vp;
vp->full_width = gl->win_width;
vp->full_height = gl->win_height;
// Adjust as GL viewport is bottom-up.
unsigned top_y = vp->y + vp->height;
unsigned top_dist = gl->win_height - top_y;
vp->y = top_dist;
}
#ifndef NO_GL_READ_PIXELS
static bool gl_read_viewport(void *data, uint8_t *buffer)
{
gl_t *gl = (gl_t*)data;
RARCH_PERFORMANCE_INIT(read_viewport);
RARCH_PERFORMANCE_START(read_viewport);
#if defined(HAVE_FFMPEG) && !defined(HAVE_OPENGLES)
if (gl->pbo_readback_enable)
{
if (!gl->pbo_readback_valid) // We haven't buffered up enough frames yet, come back later.
return false;
glBindBuffer(GL_PIXEL_PACK_BUFFER, gl->pbo_readback[gl->pbo_readback_index]);
const void *ptr = glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (!ptr)
{
RARCH_ERR("Failed to map pixel unpack buffer.\n");
return false;
}
scaler_ctx_scale(&gl->pbo_readback_scaler, buffer, ptr);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
else // Use slow synchronous readbacks. Use this with plain screenshots as we don't really care about performance in this case.
#endif
{
// 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.
unsigned num_pixels = gl->vp.width * gl->vp.height;
gl->readback_buffer_screenshot = malloc(num_pixels * sizeof(uint32_t));
if (!gl->readback_buffer_screenshot)
{
RARCH_PERFORMANCE_STOP(read_viewport);
return false;
}
rarch_render_cached_frame();
uint8_t *dst = buffer;
const uint8_t *src = (const uint8_t*)gl->readback_buffer_screenshot;
unsigned i;
for (i = 0; i < num_pixels; i++, dst += 3, src += 4)
{
dst[0] = src[2]; // RGBA -> BGR.
dst[1] = src[1];
dst[2] = src[0];
}
free(gl->readback_buffer_screenshot);
gl->readback_buffer_screenshot = NULL;
}
RARCH_PERFORMANCE_STOP(read_viewport);
return true;
}
#endif
#if defined(HAVE_MENU)
static void gl_restart(void)
{
gl_t *gl = (gl_t*)driver.video_data;
if (!gl)
return;
void *data = driver.video_data;
driver.video_data = NULL;
gl_free(data);
#ifdef HAVE_CG
gl_cg_invalidate_context();
#endif
init_video_input();
}
#endif
#ifdef HAVE_OVERLAY
static void gl_free_overlay(gl_t *gl);
static bool gl_overlay_load(void *data, const struct texture_image *images, unsigned num_images)
{
unsigned i;
gl_t *gl = (gl_t*)data;
gl_free_overlay(gl);
gl->overlay = (struct gl_overlay_data*)calloc(num_images, sizeof(*gl->overlay));
if (!gl->overlay)
return false;
gl->overlays = num_images;
for (i = 0; i < num_images; i++)
{
struct gl_overlay_data *data = &gl->overlay[i];
glGenTextures(1, &data->tex);
glBindTexture(GL_TEXTURE_2D, data->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(images[i].width * sizeof(uint32_t)));
glTexImage2D(GL_TEXTURE_2D, 0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32,
images[i].width, images[i].height, 0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32,
RARCH_GL_FORMAT32, images[i].pixels);
gl_overlay_tex_geom(gl, i, 0, 0, 1, 1); // Default. Stretch to whole screen.
gl_overlay_vertex_geom(gl, i, 0, 0, 1, 1);
gl->overlay[i].alpha_mod = 1.0f;
}
return true;
}
static void gl_overlay_tex_geom(void *data,
unsigned image,
GLfloat x, GLfloat y,
GLfloat w, GLfloat h)
{
gl_t *gl = (gl_t*)data;
struct gl_overlay_data *o = &gl->overlay[image];
o->tex_coord[0] = x; o->tex_coord[1] = y;
o->tex_coord[2] = x + w; o->tex_coord[3] = y;
o->tex_coord[4] = x; o->tex_coord[5] = y + h;
o->tex_coord[6] = x + w; o->tex_coord[7] = y + h;
}
static void gl_overlay_vertex_geom(void *data,
unsigned image,
float x, float y,
float w, float h)
{
gl_t *gl = (gl_t*)data;
struct gl_overlay_data *o = &gl->overlay[image];
// Flipped, so we preserve top-down semantics.
y = 1.0f - y;
h = -h;
o->vertex_coord[0] = x; o->vertex_coord[1] = y;
o->vertex_coord[2] = x + w; o->vertex_coord[3] = y;
o->vertex_coord[4] = x; o->vertex_coord[5] = y + h;
o->vertex_coord[6] = x + w; o->vertex_coord[7] = y + h;
}
static void gl_overlay_enable(void *data, bool state)
{
gl_t *gl = (gl_t*)data;
gl->overlay_enable = state;
if (gl->ctx_driver->show_mouse && gl->fullscreen)
gl->ctx_driver->show_mouse(state);
}
static void gl_overlay_full_screen(void *data, bool enable)
{
gl_t *gl = (gl_t*)data;
gl->overlay_full_screen = enable;
}
static void gl_overlay_set_alpha(void *data, unsigned image, float mod)
{
gl_t *gl = (gl_t*)data;
gl->overlay[image].alpha_mod = mod;
}
static void gl_render_overlay(void *data)
{
unsigned i, j;
gl_t *gl = (gl_t*)data;
GLfloat white_color_mod[16] = {
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
};
glEnable(GL_BLEND);
if (gl->overlay_full_screen)
glViewport(0, 0, gl->win_width, gl->win_height);
for (i = 0; i < gl->overlays; i++)
{
// Ensure that we reset the attrib array.
if (gl->shader)
gl->shader->use(GL_SHADER_STOCK_BLEND);
glBindTexture(GL_TEXTURE_2D, gl->overlay[i].tex);
for (j = 0; j < 4; j++)
white_color_mod[3 + j * 4] = gl->overlay[i].alpha_mod;
gl->coords.vertex = gl->overlay[i].vertex_coord;
gl->coords.tex_coord = gl->overlay[i].tex_coord;
gl->coords.color = white_color_mod;
gl_shader_set_coords(gl, &gl->coords, &gl->mvp_no_rot);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glDisable(GL_BLEND);
gl->coords.vertex = gl->vertex_ptr;
gl->coords.tex_coord = gl->tex_coords;
gl->coords.color = gl->white_color_ptr;
if (gl->overlay_full_screen)
glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
}
static const video_overlay_interface_t gl_overlay_interface = {
gl_overlay_enable,
gl_overlay_load,
gl_overlay_tex_geom,
gl_overlay_vertex_geom,
gl_overlay_full_screen,
gl_overlay_set_alpha,
};
static void gl_get_overlay_interface(void *data, const video_overlay_interface_t **iface)
{
(void)data;
*iface = &gl_overlay_interface;
}
#endif
#ifdef HAVE_FBO
static uintptr_t gl_get_current_framebuffer(void *data)
{
gl_t *gl = (gl_t*)data;
return gl->hw_render_fbo[(gl->tex_index + 1) % gl->textures];
}
static retro_proc_address_t gl_get_proc_address(void *data, const char *sym)
{
gl_t *gl = (gl_t*)data;
return gl->ctx_driver->get_proc_address(sym);
}
#endif
static void gl_set_aspect_ratio(void *data, unsigned aspect_ratio_idx)
{
gl_t *gl = (gl_t*)data;
switch (aspect_ratio_idx)
{
case ASPECT_RATIO_SQUARE:
gfx_set_square_pixel_viewport(g_extern.system.av_info.geometry.base_width, g_extern.system.av_info.geometry.base_height);
break;
case ASPECT_RATIO_CORE:
gfx_set_core_viewport();
break;
case ASPECT_RATIO_CONFIG:
gfx_set_config_viewport();
break;
default:
break;
}
g_extern.system.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value;
gl->keep_aspect = true;
gl->should_resize = true;
}
#if defined(HAVE_MENU)
static void gl_set_texture_frame(void *data,
const void *frame, bool rgb32, unsigned width, unsigned height,
float alpha)
{
gl_t *gl = (gl_t*)data;
if (!gl->rgui_texture)
{
glGenTextures(1, &gl->rgui_texture);
glBindTexture(GL_TEXTURE_2D, gl->rgui_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
glBindTexture(GL_TEXTURE_2D, gl->rgui_texture);
gl->rgui_texture_alpha = alpha;
unsigned base_size = rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(width * base_size));
if (rgb32)
{
glTexImage2D(GL_TEXTURE_2D,
0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32,
width, height,
0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32,
RARCH_GL_FORMAT32, frame);
}
else
{
glTexImage2D(GL_TEXTURE_2D,
0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4, frame);
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
static void gl_set_texture_enable(void *data, bool state, bool full_screen)
{
gl_t *gl = (gl_t*)data;
gl->rgui_texture_enable = state;
gl->rgui_texture_full_screen = full_screen;
}
#endif
static void gl_apply_state_changes(void *data)
{
gl_t *gl = (gl_t*)data;
gl->should_resize = true;
}
static void gl_set_osd_msg(void *data, const char *msg, void *userdata)
{
gl_t *gl = (gl_t*)data;
font_params_t *params = (font_params_t*)userdata;
if (gl->font_ctx)
gl->font_ctx->render_msg(gl, msg, params);
}
static void gl_show_mouse(void *data, bool state)
{
gl_t *gl = (gl_t*)data;
if (gl->ctx_driver->show_mouse)
gl->ctx_driver->show_mouse(state);
}
static const video_poke_interface_t gl_poke_interface = {
NULL,
#ifdef HAVE_FBO
gl_get_current_framebuffer,
gl_get_proc_address,
#endif
gl_set_aspect_ratio,
gl_apply_state_changes,
#if defined(HAVE_MENU)
gl_set_texture_frame,
gl_set_texture_enable,
#endif
gl_set_osd_msg,
gl_show_mouse,
};
static void gl_get_poke_interface(void *data, const video_poke_interface_t **iface)
{
(void)data;
*iface = &gl_poke_interface;
}
const video_driver_t video_gl = {
gl_init,
gl_frame,
gl_set_nonblock_state,
gl_alive,
gl_focus,
#if defined(HAVE_GLSL) || defined(HAVE_CG)
gl_set_shader,
#else
NULL,
#endif
gl_free,
"gl",
#if defined(HAVE_MENU)
gl_restart,
#endif
gl_set_rotation,
gl_viewport_info,
#ifndef NO_GL_READ_PIXELS
gl_read_viewport,
#else
NULL,
#endif
#ifdef HAVE_OVERLAY
gl_get_overlay_interface,
#endif
gl_get_poke_interface,
};