mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-25 08:59:58 +00:00
130 lines
3.8 KiB
C
130 lines
3.8 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2015 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "gl_common.h"
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void gl_load_texture_data(GLuint id,
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enum gfx_wrap_type wrap_type,
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enum texture_filter_type filter_type,
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unsigned alignment,
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unsigned width, unsigned height,
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const void *frame, unsigned base_size)
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{
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GLint mag_filter, min_filter;
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GLenum wrap;
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bool want_mipmap = false;
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bool rgb32 = (base_size == (sizeof(uint32_t)));
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glBindTexture(GL_TEXTURE_2D, id);
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wrap = gl_wrap_type_to_enum(wrap_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
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switch (filter_type)
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{
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case TEXTURE_FILTER_MIPMAP_LINEAR:
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min_filter = GL_LINEAR_MIPMAP_NEAREST;
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mag_filter = GL_LINEAR;
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#ifndef HAVE_PSGL
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want_mipmap = true;
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#endif
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break;
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case TEXTURE_FILTER_MIPMAP_NEAREST:
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min_filter = GL_NEAREST_MIPMAP_NEAREST;
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mag_filter = GL_NEAREST;
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#ifndef HAVE_PSGL
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want_mipmap = true;
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#endif
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break;
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case TEXTURE_FILTER_NEAREST:
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min_filter = GL_NEAREST;
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mag_filter = GL_NEAREST;
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break;
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case TEXTURE_FILTER_LINEAR:
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default:
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min_filter = GL_LINEAR;
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mag_filter = GL_LINEAR;
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break;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
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#ifndef HAVE_PSGL
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glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
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#endif
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glTexImage2D(GL_TEXTURE_2D,
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0,
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(driver.gfx_use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32,
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width, height, 0,
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(driver.gfx_use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32,
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(rgb32) ? RARCH_GL_FORMAT32 : GL_UNSIGNED_SHORT_4_4_4_4, frame);
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if (want_mipmap)
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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bool gl_load_luts(const struct video_shader *shader,
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GLuint *textures_lut)
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{
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unsigned i;
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unsigned num_luts = min(shader->luts, GFX_MAX_TEXTURES);
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if (!shader->luts)
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return true;
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glGenTextures(num_luts, textures_lut);
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for (i = 0; i < num_luts; i++)
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{
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struct texture_image img = {0};
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enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR;
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RARCH_LOG("Loading texture image from: \"%s\" ...\n",
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shader->lut[i].path);
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if (!texture_image_load(&img, shader->lut[i].path))
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{
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RARCH_ERR("Failed to load texture image from: \"%s\"\n",
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shader->lut[i].path);
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return false;
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}
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if (shader->lut[i].filter == RARCH_FILTER_NEAREST)
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filter_type = TEXTURE_FILTER_NEAREST;
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if (shader->lut[i].mipmap)
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{
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if (filter_type == TEXTURE_FILTER_NEAREST)
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filter_type = TEXTURE_FILTER_MIPMAP_NEAREST;
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else
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filter_type = TEXTURE_FILTER_MIPMAP_LINEAR;
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}
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gl_load_texture_data(textures_lut[i],
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shader->lut[i].wrap,
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filter_type, 4,
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img.width, img.height,
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img.pixels, sizeof(uint32_t));
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texture_image_free(&img);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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