mirror of
https://github.com/libretro/beetle-psx-libretro.git
synced 2024-11-30 04:10:43 +00:00
3249 lines
91 KiB
C++
3249 lines
91 KiB
C++
#include "rsx_lib_gl.h"
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#include <stdio.h>
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#include <stdint.h>
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#include <string.h>
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#include <stdlib.h> /* exit() */
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#include <stddef.h> /* offsetof() */
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#include <stdexcept>
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#include <glsm/glsmsym.h>
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#include <boolean.h>
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#include <glsm/glsmsym.h>
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#include <vector>
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#include <cstdio>
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#include <stdint.h>
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#include <map>
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#include <string>
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#include <algorithm>
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#include "mednafen/mednafen.h"
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#include "mednafen/psx/gpu.h"
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#include "libretro.h"
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#include "libretro_options.h"
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#include "rsx/rsx_intf.h" //enums
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#define DRAWBUFFER_IS_EMPTY(x) ((x)->map_index == 0)
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#define DRAWBUFFER_REMAINING_CAPACITY(x) ((x)->capacity - (x)->map_index)
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#define DRAWBUFFER_NEXT_INDEX(x) ((x)->map_start + (x)->map_index)
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#ifndef GL_MAP_INVALIDATE_RANGE_BIT
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#define GL_MAP_INVALIDATE_RANGE_BIT 0x000
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#endif
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#include "shaders_gl/command_vertex.glsl.h"
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#include "shaders_gl/command_fragment.glsl.h"
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#define FILTER_XBR
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#include "shaders_gl/command_fragment.glsl.h"
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#include "shaders_gl/command_vertex.glsl.h"
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#undef FILTER_XBR
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#define FILTER_SABR
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#include "shaders_gl/command_fragment.glsl.h"
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#undef FILTER_SABR
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#define FILTER_BILINEAR
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#include "shaders_gl/command_fragment.glsl.h"
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#undef FILTER_BILINEAR
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#define FILTER_3POINT
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#include "shaders_gl/command_fragment.glsl.h"
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#undef FILTER_3POINT
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#define FILTER_JINC2
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#include "shaders_gl/command_fragment.glsl.h"
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#undef FILTER_JINC2
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#include "shaders_gl/output_vertex.glsl.h"
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#include "shaders_gl/output_fragment.glsl.h"
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#include "shaders_gl/image_load_vertex.glsl.h"
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#include "shaders_gl/image_load_fragment.glsl.h"
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#include "libretro.h"
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#include "libretro_options.h"
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#if 0 || defined(__APPLE__)
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#define NEW_COPY_RECT
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static const GLushort indices[6] = {0, 1, 2, 2, 1, 3};
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#else
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static const GLushort indices[6] = {0, 1, 2, 1, 2, 3};
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#endif
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#define VRAM_WIDTH_PIXELS 1024
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#define VRAM_HEIGHT 512
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#define VRAM_PIXELS (VRAM_WIDTH_PIXELS * VRAM_HEIGHT)
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extern retro_log_printf_t log_cb;
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/* How many vertices we buffer before forcing a draw. Since the
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* indexes are stored on 16bits we need to make sure that the length
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* multiplied by 3 (for triple buffering) doesn't overflow 0xffff. */
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static const unsigned int VERTEX_BUFFER_LEN = 0x4000;
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/* Maximum number of indices for a vertex buffer. Since quads have
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* two duplicated vertices it can be up to 3/2 the vertex buffer
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* length */
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static const unsigned int INDEX_BUFFER_LEN = ((VERTEX_BUFFER_LEN * 3 + 1) / 2);
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typedef std::map<std::string, GLint> UniformMap;
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enum VideoClock {
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VideoClock_Ntsc,
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VideoClock_Pal
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};
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enum FilterMode {
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FILTER_MODE_NEAREST,
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FILTER_MODE_SABR,
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FILTER_MODE_XBR,
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FILTER_MODE_BILINEAR,
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FILTER_MODE_3POINT,
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FILTER_MODE_JINC2
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};
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/* State machine dealing with OpenGL context
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* destruction/reconstruction */
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enum GlState
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{
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/* OpenGL context is ready */
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GlState_Valid,
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/* OpenGL context has been destroyed (or is not created yet) */
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GlState_Invalid
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};
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enum SemiTransparencyMode {
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/* Source / 2 + destination / 2 */
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SemiTransparencyMode_Average = 0,
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/* Source + destination */
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SemiTransparencyMode_Add = 1,
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/* Destination - source */
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SemiTransparencyMode_SubtractSource = 2,
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/* Destination + source / 4 */
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SemiTransparencyMode_AddQuarterSource = 3,
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};
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struct Program
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{
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GLuint id;
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/* Hash map of all the active uniforms in this program */
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UniformMap uniforms;
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char *info_log;
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};
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struct Shader
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{
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GLuint id;
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char *info_log;
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};
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struct Attribute
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{
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char name[32];
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size_t offset;
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/* Attribute type (BYTE, UNSIGNED_SHORT, FLOAT etc...) */
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GLenum type;
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GLint components;
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};
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struct CommandVertex {
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/* Position in PlayStation VRAM coordinates */
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float position[4];
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/* RGB color, 8bits per component */
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uint8_t color[3];
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/* Texture coordinates within the page */
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uint16_t texture_coord[2];
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/* Texture page (base offset in VRAM used for texture lookup) */
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uint16_t texture_page[2];
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/* Color Look-Up Table (palette) coordinates in VRAM */
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uint16_t clut[2];
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/* Blending mode: 0: no texture, 1: raw-texture, 2: texture-blended */
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uint8_t texture_blend_mode;
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/* Right shift from 16bits: 0 for 16bpp textures, 1 for 8bpp, 2
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* for 4bpp */
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uint8_t depth_shift;
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/* True if dithering is enabled for this primitive */
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uint8_t dither;
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/* 0: primitive is opaque, 1: primitive is semi-transparent */
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uint8_t semi_transparent;
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/* Texture limits of primtive */
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uint16_t texture_limits[4];
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/* Texture window mask/OR values */
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uint8_t texture_window[4];
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static std::vector<Attribute> attributes();
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};
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struct OutputVertex {
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/* Vertex position on the screen */
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float position[2];
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/* Corresponding coordinate in the framebuffer */
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uint16_t fb_coord[2];
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static std::vector<Attribute> attributes();
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};
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struct ImageLoadVertex {
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/* Vertex position in VRAM */
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uint16_t position[2];
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static std::vector<Attribute> attributes();
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};
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struct GlDisplayRect
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{
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/* Analogous to DisplayRect in the Vulkan
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* renderer,but specified in native unscaled
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* glViewport coordinates. */
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int32_t x;
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int32_t y;
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uint32_t width;
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uint32_t height;
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};
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struct DrawConfig
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{
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uint16_t display_top_left[2];
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uint16_t display_resolution[2];
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bool display_24bpp;
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bool display_off;
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int16_t draw_offset[2];
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uint16_t draw_area_top_left[2];
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uint16_t draw_area_bot_right[2];
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uint16_t display_area_hrange[2];
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uint16_t display_area_vrange[2];
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bool is_pal;
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bool is_480i;
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};
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struct Texture
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{
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GLuint id;
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uint32_t width;
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uint32_t height;
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};
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struct Framebuffer
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{
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GLuint id;
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struct Texture _color_texture;
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};
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struct PrimitiveBatch {
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SemiTransparencyMode transparency_mode;
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/* GL_TRIANGLES or GL_LINES */
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GLenum draw_mode;
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bool opaque;
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bool set_mask;
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bool mask_test;
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/* First index */
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unsigned first;
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/* Count of indices */
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unsigned count;
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};
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template<typename T>
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struct DrawBuffer
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{
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/* OpenGL name for this buffer */
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GLuint id;
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/* Vertex Array Object containing the bindings for this
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* buffer. I'm assuming that each VAO will only use a single
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* buffer for simplicity. */
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GLuint vao;
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/* Program used to draw this buffer */
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Program* program;
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/* Currently mapped buffer range (write-only) */
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T *map;
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/* Number of elements T mapped at once in 'map' */
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size_t capacity;
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/* Index one-past the last element stored in 'map', relative to
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* the first element in 'map' */
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size_t map_index;
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/* Absolute offset of the 1st mapped element in the current
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* buffer relative to the beginning of the GL storage. */
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size_t map_start;
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};
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struct GlRenderer {
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/* Buffer used to handle PlayStation GPU draw commands */
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DrawBuffer<CommandVertex>* command_buffer;
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/* Buffer used to draw to the frontend's framebuffer */
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DrawBuffer<OutputVertex>* output_buffer;
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/* Buffer used to copy textures from 'fb_texture' to 'fb_out' */
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DrawBuffer<ImageLoadVertex>* image_load_buffer;
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GLushort vertex_indices[INDEX_BUFFER_LEN];
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/* Primitive type for the vertices in the command buffers
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* (TRIANGLES or LINES) */
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GLenum command_draw_mode;
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unsigned vertex_index_pos;
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std::vector<PrimitiveBatch> batches;
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/* Whether we're currently pushing opaque primitives or not */
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bool opaque;
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/* Current semi-transparency mode */
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SemiTransparencyMode semi_transparency_mode;
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/* Polygon mode (for wireframe) */
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GLenum command_polygon_mode;
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/* Texture used to store the VRAM for texture mapping */
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DrawConfig config;
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/* Framebuffer used as a shader input for texturing draw commands */
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Texture fb_texture;
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/* Framebuffer used as an output when running draw commands */
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Texture fb_out;
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/* Depth buffer for fb_out */
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Texture fb_out_depth;
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/* Current resolution of the frontend's framebuffer */
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uint32_t frontend_resolution[2];
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/* Current internal resolution upscaling factor */
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uint32_t internal_upscaling;
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/* Current internal color depth */
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uint8_t internal_color_depth;
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/* Counter for preserving primitive draw order in the z-buffer
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* since we draw semi-transparent primitives out-of-order. */
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int16_t primitive_ordering;
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/* Texture window mask/OR values */
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uint8_t tex_x_mask;
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uint8_t tex_x_or;
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uint8_t tex_y_mask;
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uint8_t tex_y_or;
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bool set_mask;
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bool mask_test;
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uint8_t filter_type;
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/* When true we display the entire VRAM buffer instead of just
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* the visible area */
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bool display_vram;
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/* Display Mode - GP1(08h) */
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enum width_modes curr_width_mode;
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/* When true we perform no horizontal padding */
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bool crop_overscan;
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/* Experimental offset feature */
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int32_t image_offset_cycles;
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/* Scanline core options */
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int32_t initial_scanline;
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int32_t initial_scanline_pal;
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int32_t last_scanline;
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int32_t last_scanline_pal;
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};
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struct RetroGl
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{
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GlRenderer *state_data;
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GlState state;
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VideoClock video_clock;
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bool inited;
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};
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static DrawConfig persistent_config = {
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{0, 0}, /* display_top_left */
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{MEDNAFEN_CORE_GEOMETRY_MAX_W, MEDNAFEN_CORE_GEOMETRY_MAX_H}, /* display_resolution */
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false, /* display_24bpp */
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true, /* display_off */
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{0, 0}, /* draw_area_top_left */
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{0, 0}, /* draw_area_dimensions */
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{0, 0}, /* draw_offset */
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{0x200, 0xC00}, /* display_area_hrange (hardware reset values)*/
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{0x10, 0x100}, /* display_area_vrange (hardware reset values)*/
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false, /* is_pal */
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false, /* is_480i */
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};
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static RetroGl static_renderer;
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static bool has_software_fb = false;
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extern "C" unsigned char widescreen_hack;
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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extern retro_environment_t environ_cb;
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extern retro_video_refresh_t video_cb;
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#ifdef __cplusplus
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}
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#endif
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#ifdef DEBUG
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static void get_error(const char *msg)
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{
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GLenum error = glGetError();
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switch (error)
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{
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case GL_NO_ERROR:
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log_cb(RETRO_LOG_INFO, "GL error flag: GL_NO_ERROR [%s]\n", msg);
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return;
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case GL_INVALID_ENUM:
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log_cb(RETRO_LOG_ERROR, "GL error flag: GL_INVALID_ENUM [%s]\n", msg);
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break;
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case GL_INVALID_VALUE:
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log_cb(RETRO_LOG_ERROR, "GL error flag: GL_INVALID_VALUE [%s]\n", msg);
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break;
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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log_cb(RETRO_LOG_ERROR, "GL error flag: GL_INVALID_FRAMEBUFFER_OPERATION [%s]\n", msg);
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break;
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case GL_OUT_OF_MEMORY:
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log_cb(RETRO_LOG_ERROR, "GL error flag: GL_OUT_OF_MEMORY [%s]\n", msg);
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break;
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case GL_STACK_UNDERFLOW:
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log_cb(RETRO_LOG_ERROR, "GL error flag: GL_STACK_UNDERFLOW [%s]\n", msg);
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break;
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case GL_STACK_OVERFLOW:
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log_cb(RETRO_LOG_ERROR, "GL error flag: GL_STACK_OVERFLOW [%s]\n", msg);
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break;
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case GL_INVALID_OPERATION:
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log_cb(RETRO_LOG_ERROR, "GL error flag: GL_INVALID_OPERATION [%s]\n", msg);
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break;
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default:
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log_cb(RETRO_LOG_ERROR, "GL error flag: %d [%s]\n", (int) error, msg);
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break;
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}
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/* glGetError should always be called in a loop, until
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* it returns GL_NO_ERROR, if all error flags are to be reset. */
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while (error != GL_NO_ERROR)
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error = glGetError();
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}
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#endif
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static bool Shader_init(
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struct Shader *shader,
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const char* source,
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GLenum shader_type)
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{
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GLint status;
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GLint log_len = 0;
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GLuint id;
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shader->info_log = NULL;
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id = glCreateShader(shader_type);
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if (id == 0)
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{
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log_cb(RETRO_LOG_ERROR, "An error occured creating the shader object\n");
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return false;
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}
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glShaderSource( id,
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1,
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&source,
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NULL);
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glCompileShader(id);
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status = (GLint) GL_FALSE;
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glGetShaderiv(id, GL_COMPILE_STATUS, &status);
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &log_len);
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if (log_len > 0)
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{
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GLsizei len;
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shader->info_log = (char*)malloc(log_len);
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len = (GLsizei) log_len;
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glGetShaderInfoLog(id,
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len,
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&log_len,
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(char*)shader->info_log);
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if (log_len > 0)
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shader->info_log[log_len - 1] = '\0';
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}
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if (status == GL_FALSE)
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{
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log_cb(RETRO_LOG_ERROR, "Shader_init() - Shader compilation failed:\n%s\n", source);
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log_cb(RETRO_LOG_INFO, "Shader info log:\n%s\n", shader->info_log);
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return false;
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}
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shader->id = id;
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return true;
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}
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static void get_program_info_log(Program *pg, GLuint id)
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{
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GLsizei len;
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GLint log_len = 0;
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glGetProgramiv(id, GL_INFO_LOG_LENGTH, &log_len);
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if (log_len <= 0)
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return;
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pg->info_log = (char*)malloc(log_len);
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len = (GLsizei) log_len;
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glGetProgramInfoLog(id,
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len,
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&log_len,
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(char*)pg->info_log);
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if (log_len <= 0)
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return;
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pg->info_log[log_len - 1] = '\0';
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}
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static UniformMap load_program_uniforms(GLuint program)
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{
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size_t u;
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UniformMap uniforms;
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/* Figure out how long a uniform name can be */
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GLint max_name_len = 0;
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GLint n_uniforms = 0;
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glGetProgramiv( program,
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GL_ACTIVE_UNIFORMS,
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&n_uniforms );
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glGetProgramiv( program,
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GL_ACTIVE_UNIFORM_MAX_LENGTH,
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&max_name_len);
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for (u = 0; u < n_uniforms; ++u)
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{
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char name[256];
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size_t name_len = max_name_len;
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GLsizei len = 0;
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GLint size = 0;
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GLenum ty = 0;
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glGetActiveUniform( program,
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(GLuint) u,
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(GLsizei) name_len,
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&len,
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&size,
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&ty,
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(char*) name);
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if (len <= 0)
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{
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log_cb(RETRO_LOG_WARN, "Ignoring uniform name with size %d\n", len);
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continue;
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}
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|
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/* Retrieve the location of this uniform */
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GLint location = glGetUniformLocation(program, (const char*) name);
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if (location < 0)
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{
|
|
log_cb(RETRO_LOG_WARN, "Uniform \"%s\" doesn't have a location", name);
|
|
continue;
|
|
}
|
|
|
|
uniforms[name] = location;
|
|
}
|
|
|
|
return uniforms;
|
|
}
|
|
|
|
|
|
static bool Program_init(
|
|
Program *program,
|
|
Shader* vertex_shader,
|
|
Shader* fragment_shader)
|
|
{
|
|
GLint status;
|
|
GLuint id;
|
|
|
|
program->info_log = NULL;
|
|
|
|
id = glCreateProgram();
|
|
|
|
if (id == 0)
|
|
{
|
|
log_cb(RETRO_LOG_ERROR, "Program_init() - glCreateProgram() returned 0\n");
|
|
return false;
|
|
}
|
|
|
|
glAttachShader(id, vertex_shader->id);
|
|
glAttachShader(id, fragment_shader->id);
|
|
|
|
glLinkProgram(id);
|
|
|
|
glDetachShader(id, vertex_shader->id);
|
|
glDetachShader(id, fragment_shader->id);
|
|
|
|
/* Check if the program linking was successful */
|
|
status = GL_FALSE;
|
|
glGetProgramiv(id, GL_LINK_STATUS, &status);
|
|
get_program_info_log(program, id);
|
|
|
|
if (status == GL_FALSE)
|
|
{
|
|
log_cb(RETRO_LOG_ERROR, "Program_init() - glLinkProgram() returned GL_FALSE\n");
|
|
log_cb(RETRO_LOG_ERROR, "Program info log:\n%s\n", program->info_log);
|
|
|
|
return false;
|
|
}
|
|
|
|
UniformMap uniforms = load_program_uniforms(id);
|
|
|
|
program->id = id;
|
|
program->uniforms = uniforms;
|
|
|
|
log_cb(RETRO_LOG_INFO, "Binding program for first time: %d\n", id);
|
|
|
|
glUseProgram(id);
|
|
|
|
log_cb(RETRO_LOG_INFO, "Unbinding program for first time: %d\n", id);
|
|
|
|
glUseProgram(0);
|
|
|
|
return true;
|
|
}
|
|
|
|
static void Program_free(Program *program)
|
|
{
|
|
if (!program)
|
|
return;
|
|
|
|
if (glIsProgram(program->id))
|
|
glDeleteProgram(program->id);
|
|
if (program->info_log)
|
|
free(program->info_log);
|
|
}
|
|
|
|
template<typename T>
|
|
static void DrawBuffer_enable_attribute(DrawBuffer<T> *drawbuffer, const char* attr)
|
|
{
|
|
GLint index = glGetAttribLocation(drawbuffer->program->id, attr);
|
|
|
|
if (index < 0)
|
|
return;
|
|
|
|
glBindVertexArray(drawbuffer->vao);
|
|
glEnableVertexAttribArray(index);
|
|
}
|
|
|
|
template<typename T>
|
|
static void DrawBuffer_disable_attribute(DrawBuffer<T> *drawbuffer, const char* attr)
|
|
{
|
|
GLint index = glGetAttribLocation(drawbuffer->program->id, attr);
|
|
|
|
if (index < 0)
|
|
return;
|
|
|
|
glBindVertexArray(drawbuffer->vao);
|
|
glDisableVertexAttribArray(index);
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
#define DrawBuffer_push_slice(drawbuffer, slice, n, len) \
|
|
assert(n <= DRAWBUFFER_REMAINING_CAPACITY(drawbuffer)); \
|
|
assert(drawbuffer->map != NULL); \
|
|
memcpy(drawbuffer->map + drawbuffer->map_index, slice, n * len); \
|
|
drawbuffer->map_index += n;
|
|
#else
|
|
#define DrawBuffer_push_slice(drawbuffer, slice, n, len) \
|
|
memcpy(drawbuffer->map + drawbuffer->map_index, slice, n * len); \
|
|
drawbuffer->map_index += n;
|
|
#endif
|
|
|
|
template<typename T>
|
|
static void DrawBuffer_draw(DrawBuffer<T> *drawbuffer, GLenum mode)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, drawbuffer->id);
|
|
/* Unmap the active buffer */
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
drawbuffer->map = NULL;
|
|
|
|
/* The VAO needs to be bound now or else glDrawArrays
|
|
* errors out on some systems */
|
|
glBindVertexArray(drawbuffer->vao);
|
|
glUseProgram(drawbuffer->program->id);
|
|
|
|
/* Length in number of vertices */
|
|
glDrawArrays(mode, drawbuffer->map_start, drawbuffer->map_index);
|
|
|
|
drawbuffer->map_start += drawbuffer->map_index;
|
|
drawbuffer->map_index = 0;
|
|
|
|
DrawBuffer_map__no_bind(drawbuffer);
|
|
}
|
|
|
|
/* Map the buffer for write-only access */
|
|
template<typename T>
|
|
static void DrawBuffer_map__no_bind(DrawBuffer<T> *drawbuffer)
|
|
{
|
|
GLintptr offset_bytes;
|
|
void *m = NULL;
|
|
size_t element_size = sizeof(T);
|
|
GLsizeiptr buffer_size = drawbuffer->capacity * element_size;
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, drawbuffer->id);
|
|
|
|
/* If we're already mapped something's wrong */
|
|
assert(drawbuffer->map == NULL);
|
|
|
|
/* We don't have enough room left to remap 'capacity',
|
|
* start back from the beginning of the buffer. */
|
|
if (drawbuffer->map_start > 2 * drawbuffer->capacity)
|
|
drawbuffer->map_start = 0;
|
|
|
|
offset_bytes = drawbuffer->map_start * element_size;
|
|
|
|
m = glMapBufferRange(GL_ARRAY_BUFFER,
|
|
offset_bytes,
|
|
buffer_size,
|
|
GL_MAP_WRITE_BIT |
|
|
GL_MAP_INVALIDATE_RANGE_BIT);
|
|
|
|
assert(m != NULL);
|
|
|
|
drawbuffer->map = reinterpret_cast<T *>(m);
|
|
}
|
|
|
|
template<typename T>
|
|
static void DrawBuffer_free(DrawBuffer<T> *drawbuffer)
|
|
{
|
|
if (!drawbuffer)
|
|
return;
|
|
|
|
/* Unmap the active buffer */
|
|
glBindBuffer(GL_ARRAY_BUFFER, drawbuffer->id);
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
Program_free(drawbuffer->program);
|
|
glDeleteBuffers(1, &drawbuffer->id);
|
|
glDeleteVertexArrays(1, &drawbuffer->vao);
|
|
|
|
delete drawbuffer->program;
|
|
|
|
drawbuffer->map = NULL;
|
|
drawbuffer->id = 0;
|
|
drawbuffer->vao = 0;
|
|
drawbuffer->program = NULL;
|
|
drawbuffer->capacity = 0;
|
|
drawbuffer->map_index = 0;
|
|
drawbuffer->map_start = 0;
|
|
}
|
|
|
|
template<typename T>
|
|
static void DrawBuffer_bind_attributes(DrawBuffer<T> *drawbuffer)
|
|
{
|
|
unsigned i;
|
|
GLint nVertexAttribs;
|
|
|
|
glBindVertexArray(drawbuffer->vao);
|
|
|
|
/* ARRAY_BUFFER is captured by VertexAttribPointer */
|
|
glBindBuffer(GL_ARRAY_BUFFER, drawbuffer->id);
|
|
|
|
std::vector<Attribute> attrs = T::attributes();
|
|
GLint element_size = (GLint) sizeof( T );
|
|
|
|
/* speculative: attribs enabled on VAO=0 (disabled) get applied to the VAO when created initially
|
|
* as a core, we don't control the state entirely at this point. frontend may have enabled attribs.
|
|
* we need to make sure they're all disabled before then re-enabling the attribs we want
|
|
* (solves crashes on some drivers/compilers due to accidentally enabled attribs) */
|
|
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nVertexAttribs);
|
|
|
|
for (i = 0; i < nVertexAttribs; i++)
|
|
glDisableVertexAttribArray(i);
|
|
|
|
for (std::vector<Attribute>::iterator it(attrs.begin()); it != attrs.end(); ++it)
|
|
{
|
|
Attribute& attr = *it;
|
|
GLint index = glGetAttribLocation(drawbuffer->program->id, attr.name);
|
|
|
|
/* Don't error out if the shader doesn't use this
|
|
* attribute, it could be caused by shader
|
|
* optimization if the attribute is unused for
|
|
* some reason. */
|
|
if (index < 0)
|
|
continue;
|
|
|
|
glEnableVertexAttribArray((GLuint) index);
|
|
|
|
/* This captures the buffer so that we don't have to bind it
|
|
* when we draw later on, we'll just have to bind the vao */
|
|
switch (attr.type)
|
|
{
|
|
case GL_BYTE:
|
|
case GL_UNSIGNED_BYTE:
|
|
case GL_SHORT:
|
|
case GL_UNSIGNED_SHORT:
|
|
case GL_INT:
|
|
case GL_UNSIGNED_INT:
|
|
glVertexAttribIPointer( index,
|
|
attr.components,
|
|
attr.type,
|
|
element_size,
|
|
(GLvoid*)attr.offset);
|
|
break;
|
|
case GL_FLOAT:
|
|
glVertexAttribPointer( index,
|
|
attr.components,
|
|
attr.type,
|
|
GL_FALSE,
|
|
element_size,
|
|
(GLvoid*)attr.offset);
|
|
break;
|
|
case GL_DOUBLE:
|
|
glVertexAttribLPointer( index,
|
|
attr.components,
|
|
attr.type,
|
|
element_size,
|
|
(GLvoid*)attr.offset);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
template<typename T>
|
|
static void DrawBuffer_new(DrawBuffer<T> *drawbuffer,
|
|
const char *vertex_shader, const char *fragment_shader, size_t capacity)
|
|
{
|
|
GLuint id = 0;
|
|
size_t element_size = sizeof(T);
|
|
Shader vs, fs;
|
|
Program* program = new Program;
|
|
|
|
Shader_init(&vs, vertex_shader, GL_VERTEX_SHADER);
|
|
Shader_init(&fs, fragment_shader, GL_FRAGMENT_SHADER);
|
|
|
|
if (!Program_init(program, &vs, &fs))
|
|
return;
|
|
|
|
/* Program owns the two pointers, so we clean them up now */
|
|
glDeleteShader(fs.id);
|
|
glDeleteShader(vs.id);
|
|
if (fs.info_log)
|
|
free(fs.info_log);
|
|
if (vs.info_log)
|
|
free(vs.info_log);
|
|
|
|
glGenVertexArrays(1, &id);
|
|
|
|
drawbuffer->map = NULL;
|
|
drawbuffer->vao = id;
|
|
|
|
id = 0;
|
|
|
|
/* Generate the buffer object */
|
|
glGenBuffers(1, &id);
|
|
|
|
drawbuffer->program = program;
|
|
drawbuffer->capacity = capacity;
|
|
drawbuffer->id = id;
|
|
|
|
/* Create and map the buffer */
|
|
glBindBuffer(GL_ARRAY_BUFFER, id);
|
|
|
|
/* We allocate enough space for 3 times the buffer space and
|
|
* we only remap one third of it at a time */
|
|
GLsizeiptr storage_size = drawbuffer->capacity * element_size * 3;
|
|
|
|
/* Since we store indexes in unsigned shorts we want to make
|
|
* sure the entire buffer is indexable. */
|
|
assert(drawbuffer->capacity * 3 <= 0xffff);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, storage_size, NULL, GL_DYNAMIC_DRAW);
|
|
|
|
DrawBuffer_bind_attributes<T>(drawbuffer);
|
|
|
|
drawbuffer->map_index = 0;
|
|
drawbuffer->map_start = 0;
|
|
|
|
DrawBuffer_map__no_bind(drawbuffer);
|
|
}
|
|
|
|
static void Framebuffer_init(struct Framebuffer *fb,
|
|
struct Texture* color_texture)
|
|
{
|
|
GLuint id = 0;
|
|
glGenFramebuffers(1, &id);
|
|
|
|
fb->id = id;
|
|
|
|
fb->_color_texture.id = color_texture->id;
|
|
fb->_color_texture.width = color_texture->width;
|
|
fb->_color_texture.height = color_texture->height;
|
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb->id);
|
|
|
|
glFramebufferTexture( GL_DRAW_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
color_texture->id,
|
|
0);
|
|
|
|
GLenum col_attach_0 = GL_COLOR_ATTACHMENT0;
|
|
|
|
glDrawBuffers(1, &col_attach_0);
|
|
glViewport( 0,
|
|
0,
|
|
(GLsizei) color_texture->width,
|
|
(GLsizei) color_texture->height);
|
|
}
|
|
|
|
static void Texture_init(
|
|
struct Texture *tex,
|
|
uint32_t width,
|
|
uint32_t height,
|
|
GLenum internal_format)
|
|
{
|
|
GLuint id = 0;
|
|
|
|
glGenTextures(1, &id);
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
glTexStorage2D(GL_TEXTURE_2D,
|
|
1,
|
|
internal_format,
|
|
(GLsizei) width,
|
|
(GLsizei) height);
|
|
|
|
tex->id = id;
|
|
tex->width = width;
|
|
tex->height = height;
|
|
}
|
|
|
|
static void Texture_set_sub_image_window(
|
|
struct Texture *tex,
|
|
uint16_t top_left[2],
|
|
uint16_t resolution[2],
|
|
size_t row_len,
|
|
GLenum format,
|
|
GLenum ty,
|
|
uint16_t* data)
|
|
{
|
|
uint16_t x = top_left[0];
|
|
uint16_t y = top_left[1];
|
|
|
|
size_t index = ((size_t) y) * row_len + ((size_t) x);
|
|
|
|
/* TODO - Am I indexing data out of bounds? */
|
|
uint16_t* sub_data = &( data[index] );
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) row_len);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glBindTexture(GL_TEXTURE_2D, tex->id);
|
|
glTexSubImage2D( GL_TEXTURE_2D,
|
|
0,
|
|
(GLint) top_left[0],
|
|
(GLint) top_left[1],
|
|
(GLsizei) resolution[0],
|
|
(GLsizei) resolution[1],
|
|
format,
|
|
ty,
|
|
(void*)sub_data);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
}
|
|
|
|
template<typename T>
|
|
static DrawBuffer<T>* DrawBuffer_build( const char* vertex_shader,
|
|
const char* fragment_shader,
|
|
size_t capacity)
|
|
{
|
|
DrawBuffer<T> *t = new DrawBuffer<T>;
|
|
DrawBuffer_new<T>(t, vertex_shader, fragment_shader, capacity);
|
|
|
|
return t;
|
|
}
|
|
|
|
static void GlRenderer_draw(GlRenderer *renderer)
|
|
{
|
|
if (!renderer || static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
Framebuffer _fb;
|
|
int16_t x = renderer->config.draw_offset[0];
|
|
int16_t y = renderer->config.draw_offset[1];
|
|
|
|
if (renderer->command_buffer->program)
|
|
{
|
|
glUseProgram(renderer->command_buffer->program->id);
|
|
glUniform2i(renderer->command_buffer->program->uniforms["offset"], (GLint)x, (GLint)y);
|
|
/* We use texture unit 0 */
|
|
glUniform1i(renderer->command_buffer->program->uniforms["fb_texture"], 0);
|
|
}
|
|
|
|
/* Bind the out framebuffer */
|
|
Framebuffer_init(&_fb, &renderer->fb_out);
|
|
|
|
glFramebufferTexture( GL_DRAW_FRAMEBUFFER,
|
|
GL_DEPTH_STENCIL_ATTACHMENT,
|
|
renderer->fb_out_depth.id,
|
|
0);
|
|
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
glStencilMask(1);
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
/* Bind and unmap the command buffer */
|
|
glBindBuffer(GL_ARRAY_BUFFER, renderer->command_buffer->id);
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
/* The VAO needs to be bound here or the glDrawElements calls
|
|
* will error out on some systems */
|
|
glBindVertexArray(renderer->command_buffer->vao);
|
|
|
|
renderer->command_buffer->map = NULL;
|
|
|
|
if (!renderer->batches.empty())
|
|
renderer->batches.back().count = renderer->vertex_index_pos
|
|
- renderer->batches.back().first;
|
|
|
|
for (std::vector<PrimitiveBatch>::iterator it =
|
|
renderer->batches.begin();
|
|
it != renderer->batches.end();
|
|
++it)
|
|
{
|
|
/* Mask bits */
|
|
if (it->set_mask)
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
else
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
|
|
|
|
if (it->mask_test)
|
|
glStencilFunc(GL_NOTEQUAL, 1, 1);
|
|
else
|
|
glStencilFunc(GL_ALWAYS, 1, 1);
|
|
|
|
/* Blending */
|
|
bool opaque = it->opaque;
|
|
if (renderer->command_buffer->program)
|
|
glUniform1ui(renderer->command_buffer->program->uniforms["draw_semi_transparent"], !opaque);
|
|
if (opaque)
|
|
glDisable(GL_BLEND);
|
|
else
|
|
{
|
|
glEnable(GL_BLEND);
|
|
|
|
GLenum blend_func = GL_FUNC_ADD;
|
|
GLenum blend_src = GL_CONSTANT_ALPHA;
|
|
GLenum blend_dst = GL_CONSTANT_ALPHA;
|
|
|
|
switch (it->transparency_mode)
|
|
{
|
|
/* 0.5xB + 0.5 x F */
|
|
case SemiTransparencyMode_Average:
|
|
blend_func = GL_FUNC_ADD;
|
|
/* Set to 0.5 with glBlendColor */
|
|
blend_src = GL_CONSTANT_ALPHA;
|
|
blend_dst = GL_CONSTANT_ALPHA;
|
|
break;
|
|
/* 1.0xB + 1.0 x F */
|
|
case SemiTransparencyMode_Add:
|
|
blend_func = GL_FUNC_ADD;
|
|
blend_src = GL_ONE;
|
|
blend_dst = GL_ONE;
|
|
break;
|
|
/* 1.0xB - 1.0 x F */
|
|
case SemiTransparencyMode_SubtractSource:
|
|
blend_func = GL_FUNC_REVERSE_SUBTRACT;
|
|
blend_src = GL_ONE;
|
|
blend_dst = GL_ONE;
|
|
break;
|
|
case SemiTransparencyMode_AddQuarterSource:
|
|
blend_func = GL_FUNC_ADD;
|
|
blend_src = GL_CONSTANT_COLOR;
|
|
blend_dst = GL_ONE;
|
|
break;
|
|
}
|
|
|
|
glBlendFuncSeparate(blend_src, blend_dst, GL_ONE, GL_ZERO);
|
|
glBlendEquationSeparate(blend_func, GL_FUNC_ADD);
|
|
}
|
|
|
|
/* Drawing */
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->command_buffer))
|
|
{
|
|
/* This method doesn't call prepare_draw/finalize_draw itself, it
|
|
* must be handled by the caller. This is because this command
|
|
* can be called several times on the same buffer (i.e. multiple
|
|
* draw calls between the prepare/finalize) */
|
|
glDrawElements(it->draw_mode, it->count, GL_UNSIGNED_SHORT, &renderer->vertex_indices[it->first]);
|
|
}
|
|
}
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
renderer->command_buffer->map_start += renderer->command_buffer->map_index;
|
|
renderer->command_buffer->map_index = 0;
|
|
DrawBuffer_map__no_bind(renderer->command_buffer);
|
|
|
|
renderer->primitive_ordering = 0;
|
|
renderer->batches.clear();
|
|
renderer->opaque = false;
|
|
renderer->vertex_index_pos = 0;
|
|
renderer->mask_test = false;
|
|
renderer->set_mask = false;
|
|
|
|
glDeleteFramebuffers(1, &_fb.id);
|
|
}
|
|
|
|
static void GlRenderer_upload_textures(
|
|
GlRenderer *renderer,
|
|
uint16_t top_left[2],
|
|
uint16_t dimensions[2],
|
|
uint16_t pixel_buffer[VRAM_PIXELS])
|
|
{
|
|
if (!renderer)
|
|
return;
|
|
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->command_buffer))
|
|
GlRenderer_draw(renderer);
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glBindTexture(GL_TEXTURE_2D, renderer->fb_texture.id);
|
|
glTexSubImage2D( GL_TEXTURE_2D,
|
|
0,
|
|
(GLint) top_left[0],
|
|
(GLint) top_left[1],
|
|
(GLsizei) dimensions[0],
|
|
(GLsizei) dimensions[1],
|
|
GL_RGBA,
|
|
GL_UNSIGNED_SHORT_1_5_5_5_REV,
|
|
(void*)pixel_buffer);
|
|
|
|
uint16_t x_start = top_left[0];
|
|
uint16_t x_end = x_start + dimensions[0];
|
|
uint16_t y_start = top_left[1];
|
|
uint16_t y_end = y_start + dimensions[1];
|
|
|
|
ImageLoadVertex slice[4] =
|
|
{
|
|
{ {x_start, y_start } },
|
|
{ {x_end, y_start } },
|
|
{ {x_start, y_end } },
|
|
{ {x_end, y_end } }
|
|
};
|
|
|
|
if (renderer->image_load_buffer)
|
|
{
|
|
DrawBuffer_push_slice(renderer->image_load_buffer, &slice, 4,
|
|
sizeof(ImageLoadVertex));
|
|
|
|
if (renderer->image_load_buffer->program)
|
|
{
|
|
/* fb_texture is always at 1x */
|
|
glUseProgram(renderer->image_load_buffer->program->id);
|
|
glUniform1i(renderer->image_load_buffer->program->uniforms["fb_texture"], 0);
|
|
glUniform1ui(renderer->image_load_buffer->program->uniforms["internal_upscaling"], 1);
|
|
|
|
glUseProgram(renderer->command_buffer->program->id);
|
|
glUniform1i(renderer->command_buffer->program->uniforms["fb_texture"], 0);
|
|
}
|
|
}
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_BLEND);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
/* Bind the output framebuffer */
|
|
Framebuffer _fb;
|
|
Framebuffer_init(&_fb, &renderer->fb_out);
|
|
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->image_load_buffer))
|
|
DrawBuffer_draw(renderer->image_load_buffer, GL_TRIANGLE_STRIP);
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, renderer->command_polygon_mode);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
#ifdef DEBUG
|
|
get_error("GlRenderer_upload_textures");
|
|
#endif
|
|
glDeleteFramebuffers(1, &_fb.id);
|
|
}
|
|
|
|
static void get_variables(uint8_t *upscaling, bool *display_vram)
|
|
{
|
|
struct retro_variable var = {0};
|
|
|
|
var.key = BEETLE_OPT(internal_resolution);
|
|
if (upscaling)
|
|
{
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
/* Same limitations as libretro.cpp */
|
|
*upscaling = var.value[0] -'0';
|
|
if (var.value[1] != 'x')
|
|
{
|
|
*upscaling = (var.value[0] - '0') * 10;
|
|
*upscaling += var.value[1] - '0';
|
|
}
|
|
}
|
|
}
|
|
|
|
if (display_vram)
|
|
{
|
|
var.key = BEETLE_OPT(display_vram);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "enabled"))
|
|
*display_vram = true;
|
|
else
|
|
*display_vram = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool GlRenderer_new(GlRenderer *renderer, DrawConfig config)
|
|
{
|
|
DrawBuffer<CommandVertex>* command_buffer;
|
|
uint8_t upscaling = 1;
|
|
bool display_vram = false;
|
|
struct retro_variable var = {0};
|
|
uint16_t top_left[2] = {0, 0};
|
|
uint16_t dimensions[2] = {
|
|
(uint16_t) VRAM_WIDTH_PIXELS, (uint16_t) VRAM_HEIGHT};
|
|
|
|
if (!renderer)
|
|
return false;
|
|
|
|
var.key = BEETLE_OPT(renderer_software_fb);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "enabled"))
|
|
has_software_fb = true;
|
|
else
|
|
has_software_fb = false;
|
|
}
|
|
else
|
|
has_software_fb = true;
|
|
|
|
get_variables(&upscaling, &display_vram);
|
|
|
|
var.key = BEETLE_OPT(crop_overscan);
|
|
bool crop_overscan = true;
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "enabled"))
|
|
crop_overscan = true;
|
|
else if (!strcmp(var.value, "disabled"))
|
|
crop_overscan = false;
|
|
}
|
|
|
|
int32_t image_offset_cycles = 0;
|
|
var.key = BEETLE_OPT(image_offset_cycles);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
image_offset_cycles = atoi(var.value);
|
|
}
|
|
|
|
int32_t initial_scanline = 0;
|
|
var.key = BEETLE_OPT(initial_scanline);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
initial_scanline = atoi(var.value);
|
|
}
|
|
|
|
int32_t last_scanline = 239;
|
|
var.key = BEETLE_OPT(last_scanline);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
last_scanline = atoi(var.value);
|
|
}
|
|
|
|
int32_t initial_scanline_pal = 0;
|
|
var.key = BEETLE_OPT(initial_scanline_pal);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
initial_scanline_pal = atoi(var.value);
|
|
}
|
|
|
|
int32_t last_scanline_pal = 287;
|
|
var.key = BEETLE_OPT(last_scanline_pal);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
last_scanline_pal = atoi(var.value);
|
|
}
|
|
|
|
var.key = BEETLE_OPT(filter);
|
|
uint8_t filter = FILTER_MODE_NEAREST;
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "nearest"))
|
|
filter = FILTER_MODE_NEAREST;
|
|
else if (!strcmp(var.value, "SABR"))
|
|
filter = FILTER_MODE_SABR;
|
|
else if (!strcmp(var.value, "xBR"))
|
|
filter = FILTER_MODE_XBR;
|
|
else if (!strcmp(var.value, "bilinear"))
|
|
filter = FILTER_MODE_BILINEAR;
|
|
else if (!strcmp(var.value, "3-point"))
|
|
filter = FILTER_MODE_3POINT;
|
|
else if (!strcmp(var.value, "JINC2"))
|
|
filter = FILTER_MODE_JINC2;
|
|
|
|
renderer->filter_type = filter;
|
|
}
|
|
|
|
var.key = BEETLE_OPT(depth);
|
|
uint8_t depth = 16;
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "32bpp"))
|
|
depth = 32;
|
|
}
|
|
|
|
var.key = BEETLE_OPT(dither_mode);
|
|
dither_mode dither_mode = DITHER_NATIVE;
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "internal resolution"))
|
|
dither_mode = DITHER_UPSCALED;
|
|
else if (!strcmp(var.value, "disabled"))
|
|
dither_mode = DITHER_OFF;
|
|
}
|
|
|
|
var.key = BEETLE_OPT(wireframe);
|
|
bool wireframe = false;
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "enabled"))
|
|
wireframe = true;
|
|
}
|
|
|
|
log_cb(RETRO_LOG_INFO, "Building OpenGL state (%dx internal res., %dbpp)\n", upscaling, depth);
|
|
|
|
switch(renderer->filter_type)
|
|
{
|
|
case FILTER_MODE_SABR:
|
|
command_buffer = DrawBuffer_build<CommandVertex>(
|
|
command_vertex_xbr,
|
|
command_fragment_sabr,
|
|
VERTEX_BUFFER_LEN);
|
|
break;
|
|
case FILTER_MODE_XBR:
|
|
command_buffer = DrawBuffer_build<CommandVertex>(
|
|
command_vertex_xbr,
|
|
command_fragment_xbr,
|
|
VERTEX_BUFFER_LEN);
|
|
break;
|
|
case FILTER_MODE_BILINEAR:
|
|
command_buffer = DrawBuffer_build<CommandVertex>(
|
|
command_vertex,
|
|
command_fragment_bilinear,
|
|
VERTEX_BUFFER_LEN);
|
|
break;
|
|
case FILTER_MODE_3POINT:
|
|
command_buffer = DrawBuffer_build<CommandVertex>(
|
|
command_vertex,
|
|
command_fragment_3point,
|
|
VERTEX_BUFFER_LEN);
|
|
break;
|
|
case FILTER_MODE_JINC2:
|
|
command_buffer = DrawBuffer_build<CommandVertex>(
|
|
command_vertex,
|
|
command_fragment_jinc2,
|
|
VERTEX_BUFFER_LEN);
|
|
break;
|
|
case FILTER_MODE_NEAREST:
|
|
default:
|
|
command_buffer = DrawBuffer_build<CommandVertex>(
|
|
command_vertex,
|
|
command_fragment,
|
|
VERTEX_BUFFER_LEN);
|
|
}
|
|
|
|
DrawBuffer<OutputVertex>* output_buffer =
|
|
DrawBuffer_build<OutputVertex>(
|
|
output_vertex,
|
|
output_fragment,
|
|
4);
|
|
|
|
DrawBuffer<ImageLoadVertex>* image_load_buffer =
|
|
DrawBuffer_build<ImageLoadVertex>(
|
|
image_load_vertex,
|
|
image_load_fragment,
|
|
4);
|
|
|
|
uint32_t native_width = (uint32_t) VRAM_WIDTH_PIXELS;
|
|
uint32_t native_height = (uint32_t) VRAM_HEIGHT;
|
|
|
|
/* Texture holding the raw VRAM texture contents. We can't
|
|
* meaningfully upscale it since most games use paletted
|
|
* textures. */
|
|
Texture_init(&renderer->fb_texture, native_width, native_height, GL_RGB5_A1);
|
|
|
|
if (dither_mode == DITHER_OFF)
|
|
{
|
|
/* Dithering is superfluous when we increase the internal
|
|
* color depth, but users asked for it */
|
|
DrawBuffer_disable_attribute(command_buffer, "dither");
|
|
}
|
|
else
|
|
{
|
|
DrawBuffer_enable_attribute(command_buffer, "dither");
|
|
}
|
|
|
|
GLenum command_draw_mode = wireframe ? GL_LINE : GL_FILL;
|
|
|
|
if (command_buffer->program)
|
|
{
|
|
uint32_t dither_scaling = dither_mode == DITHER_UPSCALED ? 1 : upscaling;
|
|
|
|
glUseProgram(command_buffer->program->id);
|
|
glUniform1ui(command_buffer->program->uniforms["dither_scaling"], dither_scaling);
|
|
}
|
|
|
|
GLenum texture_storage = GL_RGB5_A1;
|
|
switch (depth)
|
|
{
|
|
case 16:
|
|
texture_storage = GL_RGB5_A1;
|
|
break;
|
|
case 32:
|
|
texture_storage = GL_RGBA8;
|
|
break;
|
|
default:
|
|
log_cb(RETRO_LOG_ERROR, "Unsupported depth %d\n", depth);
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
Texture_init(
|
|
&renderer->fb_out,
|
|
native_width * upscaling,
|
|
native_height * upscaling,
|
|
texture_storage);
|
|
|
|
Texture_init(
|
|
&renderer->fb_out_depth,
|
|
renderer->fb_out.width,
|
|
renderer->fb_out.height,
|
|
GL_DEPTH24_STENCIL8);
|
|
|
|
renderer->filter_type = filter;
|
|
renderer->command_buffer = command_buffer;
|
|
renderer->vertex_index_pos = 0;
|
|
renderer->command_draw_mode = GL_TRIANGLES;
|
|
renderer->semi_transparency_mode = SemiTransparencyMode_Average;
|
|
renderer->command_polygon_mode = command_draw_mode;
|
|
renderer->output_buffer = output_buffer;
|
|
renderer->image_load_buffer = image_load_buffer;
|
|
renderer->config = config;
|
|
renderer->frontend_resolution[0] = 0;
|
|
renderer->frontend_resolution[1] = 0;
|
|
renderer->internal_upscaling = upscaling;
|
|
renderer->internal_color_depth = depth;
|
|
renderer->crop_overscan = crop_overscan;
|
|
renderer->image_offset_cycles = image_offset_cycles;
|
|
renderer->curr_width_mode = WIDTH_MODE_320;
|
|
renderer->initial_scanline = initial_scanline;
|
|
renderer->last_scanline = last_scanline;
|
|
renderer->initial_scanline_pal = initial_scanline_pal;
|
|
renderer->last_scanline_pal = last_scanline_pal;
|
|
renderer->primitive_ordering = 0;
|
|
renderer->tex_x_mask = 0;
|
|
renderer->tex_x_or = 0;
|
|
renderer->tex_y_mask = 0;
|
|
renderer->tex_y_or = 0;
|
|
renderer->display_vram = display_vram;
|
|
renderer->set_mask = false;
|
|
renderer->mask_test = false;
|
|
|
|
if (renderer)
|
|
GlRenderer_upload_textures(renderer, top_left, dimensions, GPU_get_vram());
|
|
|
|
return true;
|
|
}
|
|
|
|
static void GlRenderer_free(GlRenderer *renderer)
|
|
{
|
|
if (!renderer)
|
|
return;
|
|
|
|
if (renderer->command_buffer)
|
|
{
|
|
DrawBuffer_free(renderer->command_buffer);
|
|
delete renderer->command_buffer;
|
|
}
|
|
renderer->command_buffer = NULL;
|
|
|
|
if (renderer->output_buffer)
|
|
{
|
|
DrawBuffer_free(renderer->output_buffer);
|
|
delete renderer->output_buffer;
|
|
}
|
|
renderer->output_buffer = NULL;
|
|
|
|
if (renderer->image_load_buffer)
|
|
{
|
|
DrawBuffer_free(renderer->image_load_buffer);
|
|
delete renderer->image_load_buffer;
|
|
}
|
|
renderer->image_load_buffer = NULL;
|
|
|
|
glDeleteTextures(1, &renderer->fb_texture.id);
|
|
renderer->fb_texture.id = 0;
|
|
renderer->fb_texture.width = 0;
|
|
renderer->fb_texture.height = 0;
|
|
|
|
glDeleteTextures(1, &renderer->fb_out.id);
|
|
renderer->fb_out.id = 0;
|
|
renderer->fb_out.width = 0;
|
|
renderer->fb_out.height = 0;
|
|
|
|
glDeleteTextures(1, &renderer->fb_out_depth.id);
|
|
renderer->fb_out_depth.id = 0;
|
|
renderer->fb_out_depth.width = 0;
|
|
renderer->fb_out_depth.height = 0;
|
|
|
|
unsigned i;
|
|
for (i = 0; i < INDEX_BUFFER_LEN; i++)
|
|
renderer->vertex_indices[i] = 0;
|
|
}
|
|
|
|
static inline void apply_scissor(GlRenderer *renderer)
|
|
{
|
|
uint16_t _x = renderer->config.draw_area_top_left[0];
|
|
uint16_t _y = renderer->config.draw_area_top_left[1];
|
|
int _w = renderer->config.draw_area_bot_right[0] - _x;
|
|
int _h = renderer->config.draw_area_bot_right[1] - _y;
|
|
|
|
if (_w < 0)
|
|
_w = 0;
|
|
|
|
if (_h < 0)
|
|
_h = 0;
|
|
|
|
GLsizei upscale = (GLsizei)renderer->internal_upscaling;
|
|
|
|
/* We need to scale those to match the internal resolution if
|
|
* upscaling is enabled */
|
|
GLsizei x = (GLsizei) _x * upscale;
|
|
GLsizei y = (GLsizei) _y * upscale;
|
|
GLsizei w = (GLsizei) _w * upscale;
|
|
GLsizei h = (GLsizei) _h * upscale;
|
|
|
|
glScissor(x, y, w, h);
|
|
}
|
|
|
|
static GlDisplayRect compute_gl_display_rect(GlRenderer *renderer)
|
|
{
|
|
/* Current function logic mostly backported from Vulkan renderer */
|
|
|
|
int32_t clock_div;
|
|
switch (renderer->curr_width_mode)
|
|
{
|
|
case WIDTH_MODE_256:
|
|
clock_div = 10;
|
|
break;
|
|
|
|
case WIDTH_MODE_320:
|
|
clock_div = 8;
|
|
break;
|
|
|
|
case WIDTH_MODE_512:
|
|
clock_div = 5;
|
|
break;
|
|
|
|
case WIDTH_MODE_640:
|
|
clock_div = 4;
|
|
break;
|
|
|
|
/* The unusual case: 368px mode. Width is 364 px for
|
|
* typical 368 mode games but often times something
|
|
* different, which necessitates checking width mode
|
|
* rather than calculated pixel width */
|
|
case WIDTH_MODE_368:
|
|
clock_div = 7;
|
|
break;
|
|
|
|
default: //should never be here -- if we're here, something is terribly wrong
|
|
break;
|
|
}
|
|
|
|
uint32_t width;
|
|
int32_t x;
|
|
if (renderer->crop_overscan)
|
|
{
|
|
width = (uint32_t) (2560/clock_div);
|
|
int32_t offset_cycles = renderer->image_offset_cycles;
|
|
int32_t h_start = (int32_t) renderer->config.display_area_hrange[0];
|
|
x = floor((h_start - 608 + offset_cycles) / (double) clock_div);
|
|
}
|
|
else
|
|
{
|
|
width = (uint32_t) (2800/clock_div);
|
|
int32_t offset_cycles = renderer->image_offset_cycles;
|
|
int32_t h_start = (int32_t) renderer->config.display_area_hrange[0];
|
|
x = floor((h_start - 488 + offset_cycles) / (double) clock_div);
|
|
}
|
|
|
|
uint32_t height;
|
|
int32_t y;
|
|
if (renderer->config.is_pal)
|
|
{
|
|
int h = renderer->last_scanline_pal - renderer->initial_scanline_pal + 1;
|
|
height = (h < 0 ? 0 : (uint32_t) h);
|
|
y = (308 - renderer->config.display_area_vrange[1]) + (renderer->last_scanline_pal - 287);
|
|
}
|
|
else
|
|
{
|
|
int h = renderer->last_scanline - renderer->initial_scanline + 1;
|
|
height = (h < 0 ? 0 : (uint32_t) h);
|
|
y = (256 - renderer->config.display_area_vrange[1]) + (renderer->last_scanline - 239);
|
|
}
|
|
height *= (renderer->config.is_480i ? 2 : 1);
|
|
y *= (renderer->config.is_480i ? 2 : 1);
|
|
|
|
return {x, y, width, height};
|
|
}
|
|
|
|
static void bind_libretro_framebuffer(GlRenderer *renderer)
|
|
{
|
|
if (!renderer)
|
|
return;
|
|
|
|
GLuint fbo;
|
|
uint32_t w, h;
|
|
uint32_t upscale = renderer->internal_upscaling;
|
|
uint32_t f_w = renderer->frontend_resolution[0];
|
|
uint32_t f_h = renderer->frontend_resolution[1];
|
|
uint32_t _w = renderer->config.display_resolution[0];
|
|
uint32_t _h = renderer->config.display_resolution[1];
|
|
float aspect_ratio = widescreen_hack ? 16.0 / 9.0 :
|
|
MEDNAFEN_CORE_GEOMETRY_ASPECT_RATIO;
|
|
|
|
/* vp_w and vp_h currently contingent on rsx_intf_set_display_mode behavior... */
|
|
uint32_t vp_w = renderer->config.display_resolution[0];
|
|
uint32_t vp_h = renderer->config.display_resolution[1];
|
|
|
|
int32_t x, y;
|
|
int32_t _x = 0;
|
|
int32_t _y = 0;
|
|
|
|
if (renderer->display_vram)
|
|
{
|
|
_x = 0;
|
|
_y = 0;
|
|
_w = VRAM_WIDTH_PIXELS;
|
|
_h = VRAM_HEIGHT;
|
|
|
|
//override vram fb dimensions for viewport
|
|
vp_w = _w;
|
|
vp_h = _h;
|
|
|
|
/* Is this accurate? */
|
|
aspect_ratio = 2.0 / 1.0;
|
|
}
|
|
else
|
|
{
|
|
GlDisplayRect disp_rect = compute_gl_display_rect(renderer);
|
|
_x = disp_rect.x;
|
|
_y = disp_rect.y;
|
|
_w = disp_rect.width;
|
|
_h = disp_rect.height;
|
|
}
|
|
|
|
x = _x * (int32_t) upscale;
|
|
y = _y * (int32_t) upscale;
|
|
w = (uint32_t) _w * upscale;
|
|
h = (uint32_t) _h * upscale;
|
|
vp_w *= upscale;
|
|
vp_h *= upscale;
|
|
|
|
if (w != f_w || h != f_h)
|
|
{
|
|
/* We need to change the frontend's resolution */
|
|
struct retro_game_geometry geometry;
|
|
geometry.base_width = MEDNAFEN_CORE_GEOMETRY_BASE_W;
|
|
geometry.base_height = MEDNAFEN_CORE_GEOMETRY_BASE_H;
|
|
|
|
/* Max parameters are ignored by this call */
|
|
geometry.max_width = MEDNAFEN_CORE_GEOMETRY_MAX_W * upscale;
|
|
geometry.max_height = MEDNAFEN_CORE_GEOMETRY_MAX_H * upscale;
|
|
|
|
geometry.aspect_ratio = aspect_ratio;
|
|
|
|
environ_cb(RETRO_ENVIRONMENT_SET_GEOMETRY, &geometry);
|
|
|
|
renderer->frontend_resolution[0] = w;
|
|
renderer->frontend_resolution[1] = h;
|
|
}
|
|
|
|
/* Bind the output framebuffer provided by the frontend */
|
|
fbo = glsm_get_current_framebuffer();
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
|
|
glViewport((GLsizei) x, (GLsizei) y, (GLsizei) vp_w, (GLsizei) vp_h);
|
|
}
|
|
|
|
static bool retro_refresh_variables(GlRenderer *renderer)
|
|
{
|
|
uint8_t filter = FILTER_MODE_NEAREST;
|
|
uint8_t upscaling = 1;
|
|
bool display_vram = false;
|
|
struct retro_variable var = {0};
|
|
|
|
var.key = BEETLE_OPT(renderer_software_fb);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "enabled"))
|
|
has_software_fb = true;
|
|
else
|
|
has_software_fb = false;
|
|
}
|
|
else
|
|
/* If 'BEETLE_OPT(renderer_software_fb)' option is not found, then
|
|
* we are running in software mode */
|
|
has_software_fb = true;
|
|
|
|
get_variables(&upscaling, &display_vram);
|
|
|
|
var.key = BEETLE_OPT(crop_overscan);
|
|
bool crop_overscan = true;
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "enabled"))
|
|
crop_overscan = true;
|
|
else if (!strcmp(var.value, "disabled"))
|
|
crop_overscan = false;
|
|
}
|
|
|
|
int32_t image_offset_cycles;
|
|
var.key = BEETLE_OPT(image_offset_cycles);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
image_offset_cycles = atoi(var.value);
|
|
}
|
|
|
|
int32_t initial_scanline = 0;
|
|
var.key = BEETLE_OPT(initial_scanline);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
initial_scanline = atoi(var.value);
|
|
}
|
|
|
|
int32_t last_scanline = 239;
|
|
var.key = BEETLE_OPT(last_scanline);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
last_scanline = atoi(var.value);
|
|
}
|
|
|
|
int32_t initial_scanline_pal = 0;
|
|
var.key = BEETLE_OPT(initial_scanline_pal);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
initial_scanline_pal = atoi(var.value);
|
|
}
|
|
|
|
int32_t last_scanline_pal = 287;
|
|
var.key = BEETLE_OPT(last_scanline_pal);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
last_scanline_pal = atoi(var.value);
|
|
}
|
|
|
|
var.key = BEETLE_OPT(filter);
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "nearest"))
|
|
filter = FILTER_MODE_NEAREST;
|
|
else if (!strcmp(var.value, "SABR"))
|
|
filter = FILTER_MODE_SABR;
|
|
else if (!strcmp(var.value, "xBR"))
|
|
filter = FILTER_MODE_XBR;
|
|
else if (!strcmp(var.value, "bilinear"))
|
|
filter = FILTER_MODE_BILINEAR;
|
|
else if (!strcmp(var.value, "3-point"))
|
|
filter = FILTER_MODE_3POINT;
|
|
else if (!strcmp(var.value, "JINC2"))
|
|
filter = FILTER_MODE_JINC2;
|
|
}
|
|
|
|
var.key = BEETLE_OPT(depth);
|
|
uint8_t depth = 16;
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "32bpp"))
|
|
depth = 32;
|
|
}
|
|
|
|
var.key = BEETLE_OPT(dither_mode);
|
|
dither_mode dither_mode = DITHER_NATIVE;
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "1x(native)"))
|
|
{
|
|
dither_mode = DITHER_NATIVE;
|
|
DrawBuffer_enable_attribute(renderer->command_buffer, "dither");
|
|
}
|
|
else if (!strcmp(var.value, "internal resolution"))
|
|
{
|
|
dither_mode = DITHER_UPSCALED;
|
|
DrawBuffer_enable_attribute(renderer->command_buffer, "dither");
|
|
}
|
|
else if (!strcmp(var.value, "disabled"))
|
|
{
|
|
dither_mode = DITHER_OFF;
|
|
DrawBuffer_disable_attribute(renderer->command_buffer, "dither");
|
|
}
|
|
}
|
|
|
|
var.key = BEETLE_OPT(wireframe);
|
|
bool wireframe = false;
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "enabled"))
|
|
wireframe = true;
|
|
}
|
|
|
|
bool rebuild_fb_out =
|
|
upscaling != renderer->internal_upscaling ||
|
|
depth != renderer->internal_color_depth;
|
|
|
|
if (rebuild_fb_out)
|
|
{
|
|
if (dither_mode == DITHER_OFF)
|
|
DrawBuffer_disable_attribute(renderer->command_buffer, "dither");
|
|
else
|
|
DrawBuffer_enable_attribute(renderer->command_buffer, "dither");
|
|
|
|
uint32_t native_width = (uint32_t) VRAM_WIDTH_PIXELS;
|
|
uint32_t native_height = (uint32_t) VRAM_HEIGHT;
|
|
|
|
uint32_t w = native_width * upscaling;
|
|
uint32_t h = native_height * upscaling;
|
|
|
|
GLenum texture_storage = GL_RGB5_A1;
|
|
switch (depth)
|
|
{
|
|
case 16:
|
|
texture_storage = GL_RGB5_A1;
|
|
break;
|
|
case 32:
|
|
texture_storage = GL_RGBA8;
|
|
break;
|
|
default:
|
|
log_cb(RETRO_LOG_ERROR, "Unsupported depth %d\n", depth);
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
glDeleteTextures(1, &renderer->fb_out.id);
|
|
renderer->fb_out.id = 0;
|
|
renderer->fb_out.width = 0;
|
|
renderer->fb_out.height = 0;
|
|
Texture_init(&renderer->fb_out, w, h, texture_storage);
|
|
|
|
/* This is a bit wasteful since it'll re-upload the data
|
|
* to 'fb_texture' even though we haven't touched it but
|
|
* this code is not very performance-critical anyway. */
|
|
|
|
uint16_t top_left[2] = {0, 0};
|
|
uint16_t dimensions[2] = {(uint16_t) VRAM_WIDTH_PIXELS, (uint16_t) VRAM_HEIGHT};
|
|
|
|
if (renderer)
|
|
GlRenderer_upload_textures(renderer, top_left, dimensions, GPU_get_vram());
|
|
|
|
glDeleteTextures(1, &renderer->fb_out_depth.id);
|
|
renderer->fb_out_depth.id = 0;
|
|
renderer->fb_out_depth.width = 0;
|
|
renderer->fb_out_depth.height = 0;
|
|
Texture_init(&renderer->fb_out_depth, w, h, GL_DEPTH24_STENCIL8);
|
|
}
|
|
|
|
if (renderer->command_buffer->program)
|
|
{
|
|
uint32_t dither_scaling = dither_mode == DITHER_UPSCALED ? 1 : upscaling;
|
|
|
|
glUseProgram(renderer->command_buffer->program->id);
|
|
glUniform1ui(renderer->command_buffer->program->uniforms["dither_scaling"], dither_scaling);
|
|
}
|
|
|
|
renderer->command_polygon_mode = wireframe ? GL_LINE : GL_FILL;
|
|
|
|
glLineWidth((GLfloat) upscaling);
|
|
|
|
/* If the scaling factor has changed the frontend should be
|
|
* reconfigured. We can't do that here because it could
|
|
* destroy the OpenGL context which would destroy 'this' */
|
|
bool reconfigure_frontend =
|
|
renderer->internal_upscaling != upscaling ||
|
|
renderer->display_vram != display_vram ||
|
|
renderer->filter_type != filter;
|
|
|
|
renderer->internal_upscaling = upscaling;
|
|
renderer->display_vram = display_vram;
|
|
renderer->internal_color_depth = depth;
|
|
renderer->filter_type = filter;
|
|
renderer->crop_overscan = crop_overscan;
|
|
renderer->image_offset_cycles = image_offset_cycles;
|
|
renderer->initial_scanline = initial_scanline;
|
|
renderer->last_scanline = last_scanline;
|
|
renderer->initial_scanline_pal = initial_scanline_pal;
|
|
renderer->last_scanline_pal = last_scanline_pal;
|
|
|
|
return reconfigure_frontend;
|
|
}
|
|
|
|
static void vertex_preprocessing(
|
|
GlRenderer *renderer,
|
|
CommandVertex *v,
|
|
unsigned count,
|
|
GLenum mode,
|
|
SemiTransparencyMode stm,
|
|
bool mask_test,
|
|
bool set_mask)
|
|
{
|
|
if (!renderer)
|
|
return;
|
|
|
|
bool is_semi_transparent = v[0].semi_transparent == 1;
|
|
bool is_textured = v[0].texture_blend_mode != 0;
|
|
/* Textured semi-transparent polys can contain opaque texels (when
|
|
* bit 15 of the color is set to 0). Therefore they're drawn twice,
|
|
* once for the opaque texels and once for the semi-transparent
|
|
* ones. Only untextured semi-transparent triangles don't need to be
|
|
* drawn as opaque. */
|
|
bool is_opaque = !is_semi_transparent || is_textured;
|
|
|
|
bool buffer_full = DRAWBUFFER_REMAINING_CAPACITY(renderer->command_buffer) < count;
|
|
|
|
if (buffer_full)
|
|
{
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->command_buffer))
|
|
GlRenderer_draw(renderer);
|
|
}
|
|
|
|
int16_t z = renderer->primitive_ordering;
|
|
renderer->primitive_ordering += 1;
|
|
|
|
for (unsigned i = 0; i < count; i++)
|
|
{
|
|
v[i].position[2] = z;
|
|
v[i].texture_window[0] = renderer->tex_x_mask;
|
|
v[i].texture_window[1] = renderer->tex_x_or;
|
|
v[i].texture_window[2] = renderer->tex_y_mask;
|
|
v[i].texture_window[3] = renderer->tex_y_or;
|
|
}
|
|
|
|
if (renderer->batches.empty()
|
|
|| mode != renderer->command_draw_mode
|
|
|| is_opaque != renderer->opaque
|
|
|| (is_semi_transparent &&
|
|
stm != renderer->semi_transparency_mode)
|
|
|| renderer->set_mask != set_mask
|
|
|| renderer->mask_test != mask_test)
|
|
{
|
|
if (!renderer->batches.empty())
|
|
{
|
|
PrimitiveBatch& last_batch = renderer->batches.back();
|
|
last_batch.count = renderer->vertex_index_pos - last_batch.first;
|
|
}
|
|
PrimitiveBatch batch;
|
|
batch.opaque = is_opaque;
|
|
batch.draw_mode = mode;
|
|
batch.transparency_mode = stm;
|
|
batch.set_mask = set_mask;
|
|
batch.mask_test = mask_test;
|
|
batch.first = renderer->vertex_index_pos;
|
|
batch.count = 0;
|
|
renderer->batches.push_back(batch);
|
|
|
|
renderer->semi_transparency_mode = stm;
|
|
renderer->command_draw_mode = mode;
|
|
renderer->opaque = is_opaque;
|
|
renderer->set_mask = set_mask;
|
|
renderer->mask_test = mask_test;
|
|
}
|
|
}
|
|
|
|
static void vertex_add_blended_pass(
|
|
GlRenderer *renderer, int vertex_index)
|
|
{
|
|
if (!renderer->batches.empty())
|
|
{
|
|
PrimitiveBatch& last_batch = renderer->batches.back();
|
|
last_batch.count = renderer->vertex_index_pos - last_batch.first;
|
|
|
|
PrimitiveBatch batch;
|
|
batch.opaque = false;
|
|
batch.draw_mode = last_batch.draw_mode;
|
|
batch.transparency_mode = last_batch.transparency_mode;
|
|
batch.set_mask = true;
|
|
batch.mask_test = last_batch.mask_test;
|
|
batch.first = vertex_index;
|
|
batch.count = 0;
|
|
renderer->batches.push_back(batch);
|
|
|
|
renderer->opaque = false;
|
|
renderer->set_mask = true;
|
|
}
|
|
}
|
|
|
|
static void push_primitive(
|
|
GlRenderer *renderer,
|
|
CommandVertex *v,
|
|
unsigned count,
|
|
GLenum mode,
|
|
SemiTransparencyMode stm,
|
|
bool mask_test,
|
|
bool set_mask)
|
|
{
|
|
if (!renderer)
|
|
return;
|
|
|
|
bool is_semi_transparent = v[0].semi_transparent == 1;
|
|
bool is_textured = v[0].texture_blend_mode != 0;
|
|
|
|
vertex_preprocessing(renderer, v, count, mode, stm, mask_test, set_mask);
|
|
|
|
unsigned index = DRAWBUFFER_NEXT_INDEX(renderer->command_buffer);
|
|
unsigned index_pos = renderer->vertex_index_pos;
|
|
|
|
for (unsigned i = 0; i < count; i++)
|
|
renderer->vertex_indices[renderer->vertex_index_pos++] = index + i;
|
|
|
|
/* Add transparent pass if needed */
|
|
if (is_semi_transparent && is_textured)
|
|
vertex_add_blended_pass(renderer, index_pos);
|
|
|
|
DrawBuffer_push_slice(renderer->command_buffer, v, count,
|
|
sizeof(CommandVertex)
|
|
);
|
|
}
|
|
|
|
std::vector<Attribute> CommandVertex::attributes()
|
|
{
|
|
std::vector<Attribute> result;
|
|
Attribute attr;
|
|
|
|
strcpy(attr.name, "position");
|
|
attr.offset = offsetof(CommandVertex, position);
|
|
attr.type = GL_FLOAT;
|
|
attr.components = 4;
|
|
|
|
result.push_back(attr);
|
|
|
|
strcpy(attr.name, "color");
|
|
attr.offset = offsetof(CommandVertex, color);
|
|
attr.type = GL_UNSIGNED_BYTE;
|
|
attr.components = 3;
|
|
|
|
result.push_back(attr);
|
|
|
|
strcpy(attr.name, "texture_coord");
|
|
attr.offset = offsetof(CommandVertex, texture_coord);
|
|
attr.type = GL_UNSIGNED_SHORT;
|
|
attr.components = 2;
|
|
|
|
result.push_back(attr);
|
|
|
|
strcpy(attr.name, "texture_page");
|
|
attr.offset = offsetof(CommandVertex, texture_page);
|
|
attr.type = GL_UNSIGNED_SHORT;
|
|
attr.components = 2;
|
|
|
|
result.push_back(attr);
|
|
|
|
strcpy(attr.name, "clut");
|
|
attr.offset = offsetof(CommandVertex, clut);
|
|
attr.type = GL_UNSIGNED_SHORT;
|
|
attr.components = 2;
|
|
|
|
result.push_back(attr);
|
|
|
|
strcpy(attr.name, "texture_blend_mode");
|
|
attr.offset = offsetof(CommandVertex, texture_blend_mode);
|
|
attr.type = GL_UNSIGNED_BYTE;
|
|
attr.components = 1;
|
|
|
|
result.push_back(attr);
|
|
|
|
strcpy(attr.name, "depth_shift");
|
|
attr.offset = offsetof(CommandVertex, depth_shift);
|
|
attr.type = GL_UNSIGNED_BYTE;
|
|
attr.components = 1;
|
|
|
|
result.push_back(attr);
|
|
|
|
strcpy(attr.name, "dither");
|
|
attr.offset = offsetof(CommandVertex, dither);
|
|
attr.type = GL_UNSIGNED_BYTE;
|
|
attr.components = 1;
|
|
|
|
result.push_back(attr);
|
|
|
|
strcpy(attr.name, "semi_transparent");
|
|
attr.offset = offsetof(CommandVertex, semi_transparent);
|
|
attr.type = GL_UNSIGNED_BYTE;
|
|
attr.components = 1;
|
|
|
|
result.push_back(attr);
|
|
|
|
strcpy(attr.name, "texture_window");
|
|
attr.offset = offsetof(CommandVertex, texture_window);
|
|
attr.type = GL_UNSIGNED_BYTE;
|
|
attr.components = 4;
|
|
|
|
result.push_back(attr);
|
|
|
|
strcpy(attr.name, "texture_limits");
|
|
attr.offset = offsetof(CommandVertex, texture_limits);
|
|
attr.type = GL_UNSIGNED_SHORT;
|
|
attr.components = 4;
|
|
|
|
result.push_back(attr);
|
|
|
|
return result;
|
|
}
|
|
|
|
std::vector<Attribute> OutputVertex::attributes()
|
|
{
|
|
std::vector<Attribute> result;
|
|
Attribute attr;
|
|
|
|
strcpy(attr.name, "position");
|
|
attr.offset = offsetof(OutputVertex, position);
|
|
attr.type = GL_FLOAT;
|
|
attr.components = 2;
|
|
|
|
result.push_back(attr);
|
|
|
|
strcpy(attr.name, "fb_coord");
|
|
attr.offset = offsetof(OutputVertex, fb_coord);
|
|
attr.type = GL_UNSIGNED_SHORT;
|
|
attr.components = 2;
|
|
|
|
result.push_back(attr);
|
|
|
|
return result;
|
|
}
|
|
|
|
std::vector<Attribute> ImageLoadVertex::attributes()
|
|
{
|
|
std::vector<Attribute> result;
|
|
Attribute attr;
|
|
|
|
strcpy(attr.name, "position");
|
|
attr.offset = offsetof(ImageLoadVertex, position);
|
|
attr.type = GL_UNSIGNED_SHORT;
|
|
attr.components = 2;
|
|
|
|
result.push_back(attr);
|
|
|
|
return result;
|
|
}
|
|
|
|
static void cleanup_gl_state(void)
|
|
{
|
|
/* Cleanup OpenGL context before returning to the frontend */
|
|
/* All of these GL calls are also done in glsm_ctl(UNBIND) */
|
|
glDisable(GL_BLEND);
|
|
glBlendColor(0.0, 0.0, 0.0, 0.0);
|
|
glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
|
glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glUseProgram(0);
|
|
glBindVertexArray(0);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
glLineWidth(1.0);
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
|
|
extern void GPU_RestoreStateP1(bool val);
|
|
extern void GPU_RestoreStateP2(bool val);
|
|
extern void GPU_RestoreStateP3(void);
|
|
|
|
static void gl_context_reset(void)
|
|
{
|
|
log_cb(RETRO_LOG_INFO, "gl_context_reset called.\n");
|
|
glsm_ctl(GLSM_CTL_STATE_CONTEXT_RESET, NULL);
|
|
|
|
if (!glsm_ctl(GLSM_CTL_STATE_SETUP, NULL))
|
|
return;
|
|
|
|
static_renderer.state_data = new GlRenderer();
|
|
|
|
if (GlRenderer_new(static_renderer.state_data, persistent_config))
|
|
{
|
|
static_renderer.inited = true;
|
|
static_renderer.state = GlState_Valid;
|
|
|
|
GPU_RestoreStateP1(true);
|
|
GPU_RestoreStateP2(true);
|
|
GPU_RestoreStateP3();
|
|
}
|
|
else
|
|
{
|
|
log_cb(RETRO_LOG_WARN, "[gl_context_reset] GlRenderer_new failed. State will be invalid.\n");
|
|
}
|
|
}
|
|
|
|
static void gl_context_destroy(void)
|
|
{
|
|
glsm_ctl(GLSM_CTL_STATE_CONTEXT_DESTROY, NULL);
|
|
|
|
log_cb(RETRO_LOG_INFO, "gl_context_destroy called.\n");
|
|
|
|
if (static_renderer.state_data)
|
|
{
|
|
GlRenderer_free(static_renderer.state_data);
|
|
delete static_renderer.state_data;
|
|
}
|
|
|
|
static_renderer.state_data = NULL;
|
|
static_renderer.state = GlState_Invalid;
|
|
static_renderer.inited = false;
|
|
}
|
|
|
|
static bool gl_context_framebuffer_lock(void* data)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
static struct retro_system_av_info get_av_info(VideoClock std)
|
|
{
|
|
struct retro_system_av_info info;
|
|
unsigned int max_width = 0;
|
|
unsigned int max_height = 0;
|
|
uint8_t upscaling = 1;
|
|
bool widescreen_hack = false;
|
|
bool display_vram = false;
|
|
|
|
get_variables(&upscaling, &display_vram);
|
|
|
|
struct retro_variable var = {0};
|
|
var.key = BEETLE_OPT(widescreen_hack);
|
|
|
|
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
|
{
|
|
if (!strcmp(var.value, "enabled"))
|
|
widescreen_hack = true;
|
|
}
|
|
|
|
if (display_vram)
|
|
{
|
|
max_width = VRAM_WIDTH_PIXELS;
|
|
max_height = VRAM_HEIGHT;
|
|
}
|
|
else
|
|
{
|
|
max_width = MEDNAFEN_CORE_GEOMETRY_MAX_W;
|
|
max_height = MEDNAFEN_CORE_GEOMETRY_MAX_H;
|
|
}
|
|
|
|
memset(&info, 0, sizeof(info));
|
|
|
|
/* The base resolution will be overriden using
|
|
* ENVIRONMENT_SET_GEOMETRY before rendering a frame so
|
|
* this base value is not really important */
|
|
info.geometry.base_width = MEDNAFEN_CORE_GEOMETRY_BASE_W;
|
|
info.geometry.base_height = MEDNAFEN_CORE_GEOMETRY_BASE_H;
|
|
info.geometry.max_width = max_width * upscaling;
|
|
info.geometry.max_height = max_height * upscaling;
|
|
info.geometry.aspect_ratio = !widescreen_hack ? MEDNAFEN_CORE_GEOMETRY_ASPECT_RATIO : 16.0/9.0;
|
|
|
|
if (display_vram)
|
|
info.geometry.aspect_ratio = 2./1.;
|
|
|
|
info.timing.sample_rate = SOUND_FREQUENCY;
|
|
|
|
/* Precise FPS values for the video output for the given
|
|
* VideoClock. It's actually possible to configure the PlayStation GPU
|
|
* to output with NTSC timings with the PAL clock (and vice-versa)
|
|
* which would make this code invalid but it wouldn't make a lot of
|
|
* sense for a game to do that. */
|
|
switch (std)
|
|
{
|
|
case VideoClock_Ntsc:
|
|
info.timing.fps = FPS_NTSC;
|
|
break;
|
|
case VideoClock_Pal:
|
|
info.timing.fps = FPS_PAL;
|
|
break;
|
|
}
|
|
|
|
return info;
|
|
}
|
|
|
|
void rsx_gl_get_system_av_info(struct retro_system_av_info *info)
|
|
{
|
|
/* TODO/FIXME - This definition seems very backwards and duplicating work */
|
|
|
|
/* This will possibly trigger the frontend to reconfigure itself */
|
|
if (static_renderer.inited)
|
|
rsx_gl_refresh_variables();
|
|
|
|
struct retro_system_av_info result = get_av_info(static_renderer.video_clock);
|
|
memcpy(info, &result, sizeof(result));
|
|
}
|
|
|
|
bool rsx_gl_open(bool is_pal)
|
|
{
|
|
glsm_ctx_params_t params = {0};
|
|
retro_pixel_format f = RETRO_PIXEL_FORMAT_XRGB8888;
|
|
VideoClock clock = is_pal ? VideoClock_Pal : VideoClock_Ntsc;
|
|
|
|
if (!environ_cb(RETRO_ENVIRONMENT_SET_PIXEL_FORMAT, &f))
|
|
return false;
|
|
|
|
/* glsm related setup */
|
|
params.context_reset = gl_context_reset;
|
|
params.context_destroy = gl_context_destroy;
|
|
params.framebuffer_lock = gl_context_framebuffer_lock;
|
|
params.environ_cb = environ_cb;
|
|
params.stencil = false;
|
|
params.imm_vbo_draw = NULL;
|
|
params.imm_vbo_disable = NULL;
|
|
params.context_type = RETRO_HW_CONTEXT_OPENGL_CORE;
|
|
params.major = 3;
|
|
params.minor = 3;
|
|
|
|
if (!glsm_ctl(GLSM_CTL_STATE_CONTEXT_INIT, ¶ms))
|
|
return false;
|
|
|
|
/* No context until 'context_reset' is called */
|
|
static_renderer.video_clock = clock;
|
|
|
|
return true;
|
|
}
|
|
|
|
void rsx_gl_close(void)
|
|
{
|
|
static_renderer.state = GlState_Invalid;
|
|
static_renderer.video_clock = VideoClock_Ntsc;
|
|
}
|
|
|
|
void rsx_gl_refresh_variables(void)
|
|
{
|
|
GlRenderer* renderer = NULL;
|
|
if (!static_renderer.inited)
|
|
return;
|
|
|
|
switch (static_renderer.state)
|
|
{
|
|
case GlState_Valid:
|
|
renderer = static_renderer.state_data;
|
|
break;
|
|
case GlState_Invalid:
|
|
/* Nothing to be done if we don't have a GL context */
|
|
return;
|
|
}
|
|
|
|
bool reconfigure_frontend = retro_refresh_variables(renderer);
|
|
|
|
if (reconfigure_frontend)
|
|
{
|
|
/* The resolution has changed, we must tell the frontend
|
|
* to change its format */
|
|
struct retro_variable var = {0};
|
|
|
|
struct retro_system_av_info av_info = get_av_info(static_renderer.video_clock);
|
|
|
|
/* This call can potentially (but not necessarily) call
|
|
* 'context_destroy' and 'context_reset' to reinitialize */
|
|
bool ok = environ_cb(RETRO_ENVIRONMENT_SET_SYSTEM_AV_INFO, &av_info);
|
|
|
|
if (!ok)
|
|
{
|
|
log_cb(RETRO_LOG_WARN, "Couldn't change frontend resolution\n");
|
|
log_cb(RETRO_LOG_INFO, "Try resetting to enable the new configuration\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
void rsx_gl_prepare_frame(void)
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
{
|
|
log_cb(RETRO_LOG_ERROR, "[rsx_gl_prepare_frame] Renderer state marked as valid but state data is null.\n");
|
|
return;
|
|
}
|
|
|
|
/* In case we're upscaling we need to increase the line width
|
|
* proportionally */
|
|
glLineWidth((GLfloat)renderer->internal_upscaling);
|
|
glPolygonMode(GL_FRONT_AND_BACK, renderer->command_polygon_mode);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
/* Used for PSX GPU command blending */
|
|
glBlendColor(0.25, 0.25, 0.25, 0.5);
|
|
|
|
apply_scissor(renderer);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, renderer->fb_texture.id);
|
|
}
|
|
|
|
void rsx_gl_finalize_frame(const void *fb, unsigned width,
|
|
unsigned height, unsigned pitch)
|
|
{
|
|
/* Setup 2 triangles that cover the entire framebuffer
|
|
then copy the displayed portion of the screen from fb_out */
|
|
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
/* Draw pending commands */
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->command_buffer))
|
|
GlRenderer_draw(renderer);
|
|
|
|
/* We can now render to the frontend's buffer */
|
|
bind_libretro_framebuffer(renderer);
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_BLEND);
|
|
|
|
/* Clear the screen no matter what: prevents possible leftover
|
|
pixels from previous frame when loading save state for any
|
|
games not using standard framebuffer heights */
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
/* If the display is off, just clear the screen */
|
|
if (renderer->config.display_off && !renderer->display_vram)
|
|
{
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
else
|
|
{
|
|
/* Bind 'fb_out' to texture unit 1 */
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, renderer->fb_out.id);
|
|
|
|
/* First we draw the visible part of fb_out */
|
|
uint16_t fb_x_start = renderer->config.display_top_left[0];
|
|
uint16_t fb_y_start = renderer->config.display_top_left[1];
|
|
uint16_t fb_width = renderer->config.display_resolution[0];
|
|
uint16_t fb_height = renderer->config.display_resolution[1];
|
|
|
|
GLint depth_24bpp = (GLint) renderer->config.display_24bpp;
|
|
|
|
if (renderer->display_vram)
|
|
{
|
|
/* Display the entire VRAM as a 16bpp buffer */
|
|
fb_x_start = 0;
|
|
fb_y_start = 0;
|
|
fb_width = VRAM_WIDTH_PIXELS;
|
|
fb_height = VRAM_HEIGHT;
|
|
|
|
depth_24bpp = 0;
|
|
}
|
|
|
|
if (renderer->output_buffer)
|
|
{
|
|
OutputVertex slice[4] =
|
|
{
|
|
{ {-1.0, -1.0}, {0, fb_height} },
|
|
{ { 1.0, -1.0}, {fb_width , fb_height} },
|
|
{ {-1.0, 1.0}, {0, 0} },
|
|
{ { 1.0, 1.0}, {fb_width, 0} }
|
|
};
|
|
|
|
if (renderer->output_buffer)
|
|
{
|
|
DrawBuffer_push_slice(renderer->output_buffer, &slice, 4,
|
|
sizeof(OutputVertex));
|
|
|
|
if (renderer->output_buffer->program)
|
|
{
|
|
glUseProgram(renderer->output_buffer->program->id);
|
|
glUniform1i(renderer->output_buffer->program->uniforms["fb"], 1);
|
|
glUniform2ui(renderer->output_buffer->program->uniforms["offset"], fb_x_start, fb_y_start);
|
|
|
|
glUniform1i(renderer->output_buffer->program->uniforms["depth_24bpp"], depth_24bpp);
|
|
|
|
glUniform1ui(renderer->output_buffer->program->uniforms["internal_upscaling"], renderer->internal_upscaling);
|
|
}
|
|
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->output_buffer))
|
|
DrawBuffer_draw(renderer->output_buffer, GL_TRIANGLE_STRIP);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* TODO - Hack: copy fb_out back into fb_texture at the end of every
|
|
* frame to make offscreen rendering kinda sorta work. Very messy
|
|
* and slow. */
|
|
{
|
|
Framebuffer _fb;
|
|
ImageLoadVertex slice[4] =
|
|
{
|
|
{ { 0, 0 } },
|
|
{ {1023, 0 } },
|
|
{ { 0, 511 } },
|
|
{ {1023, 511 } },
|
|
};
|
|
|
|
if (renderer->image_load_buffer)
|
|
{
|
|
DrawBuffer_push_slice(renderer->image_load_buffer, &slice, 4,
|
|
sizeof(ImageLoadVertex));
|
|
|
|
if (renderer->image_load_buffer->program)
|
|
{
|
|
glUseProgram(renderer->image_load_buffer->program->id);
|
|
glUniform1i(renderer->image_load_buffer->program->uniforms["fb_texture"], 1);
|
|
}
|
|
}
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_BLEND);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
Framebuffer_init(&_fb, &renderer->fb_texture);
|
|
|
|
if (renderer->image_load_buffer->program)
|
|
{
|
|
glUseProgram(renderer->image_load_buffer->program->id);
|
|
glUniform1ui(renderer->image_load_buffer->program->uniforms["internal_upscaling"], renderer->internal_upscaling);
|
|
}
|
|
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->image_load_buffer))
|
|
DrawBuffer_draw(renderer->image_load_buffer, GL_TRIANGLE_STRIP);
|
|
|
|
glDeleteFramebuffers(1, &_fb.id);
|
|
}
|
|
|
|
cleanup_gl_state();
|
|
|
|
/* When using a hardware renderer we set the data pointer to
|
|
* -1 to notify the frontend that the frame has been rendered
|
|
* in the framebuffer. */
|
|
video_cb( RETRO_HW_FRAME_BUFFER_VALID,
|
|
renderer->frontend_resolution[0],
|
|
renderer->frontend_resolution[1], 0);
|
|
}
|
|
|
|
void rsx_gl_set_tex_window(uint8_t tww, uint8_t twh, uint8_t twx, uint8_t twy)
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
renderer->tex_x_mask = ~(tww << 3);
|
|
renderer->tex_x_or = (twx & tww) << 3;
|
|
renderer->tex_y_mask = ~(twh << 3);
|
|
renderer->tex_y_or = (twy & twh) << 3;
|
|
}
|
|
|
|
void rsx_gl_set_mask_setting(uint32_t mask_set_or, uint32_t mask_eval_and)
|
|
{
|
|
/* TODO/FIXME */
|
|
return;
|
|
}
|
|
|
|
void rsx_gl_set_draw_offset(int16_t x, int16_t y)
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
/* Finish drawing anything with the current offset */
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->command_buffer))
|
|
GlRenderer_draw(renderer);
|
|
|
|
renderer->config.draw_offset[0] = x;
|
|
renderer->config.draw_offset[1] = y;
|
|
}
|
|
|
|
void rsx_gl_set_draw_area(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1)
|
|
{
|
|
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
/* Finish drawing anything in the current area */
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->command_buffer))
|
|
GlRenderer_draw(renderer);
|
|
|
|
renderer->config.draw_area_top_left[0] = x0;
|
|
renderer->config.draw_area_top_left[1] = y0;
|
|
/* Draw area coordinates are inclusive */
|
|
renderer->config.draw_area_bot_right[0] = x1 + 1;
|
|
renderer->config.draw_area_bot_right[1] = y1 + 1;
|
|
|
|
apply_scissor(renderer);
|
|
}
|
|
|
|
void rsx_gl_set_horizontal_display_range(uint16_t x1, uint16_t x2)
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
renderer->config.display_area_hrange[0] = x1;
|
|
renderer->config.display_area_hrange[1] = x2;
|
|
}
|
|
|
|
void rsx_gl_set_vertical_display_range(uint16_t y1, uint16_t y2)
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
renderer->config.display_area_vrange[0] = y1;
|
|
renderer->config.display_area_vrange[1] = y2;
|
|
}
|
|
|
|
void rsx_gl_set_display_mode(uint16_t x, uint16_t y,
|
|
uint16_t w, uint16_t h,
|
|
bool depth_24bpp,
|
|
bool is_pal,
|
|
bool is_480i,
|
|
int width_mode)
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
renderer->config.display_top_left[0] = x;
|
|
renderer->config.display_top_left[1] = y;
|
|
|
|
renderer->config.display_resolution[0] = w;
|
|
renderer->config.display_resolution[1] = h;
|
|
renderer->config.display_24bpp = depth_24bpp;
|
|
|
|
renderer->config.is_pal = is_pal;
|
|
renderer->config.is_480i = is_480i;
|
|
|
|
renderer->curr_width_mode = (enum width_modes) width_mode;
|
|
}
|
|
|
|
/* Draw commands */
|
|
|
|
void rsx_gl_push_triangle(
|
|
float p0x, float p0y, float p0w,
|
|
float p1x, float p1y, float p1w,
|
|
float p2x, float p2y, float p2w,
|
|
uint32_t c0,
|
|
uint32_t c1,
|
|
uint32_t c2,
|
|
uint16_t t0x, uint16_t t0y,
|
|
uint16_t t1x, uint16_t t1y,
|
|
uint16_t t2x, uint16_t t2y,
|
|
uint16_t min_u, uint16_t min_v,
|
|
uint16_t max_u, uint16_t max_v,
|
|
uint16_t texpage_x, uint16_t texpage_y,
|
|
uint16_t clut_x, uint16_t clut_y,
|
|
uint8_t texture_blend_mode,
|
|
uint8_t depth_shift,
|
|
bool dither,
|
|
int blend_mode,
|
|
bool mask_test, bool set_mask)
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
SemiTransparencyMode semi_transparency_mode = SemiTransparencyMode_Add;
|
|
bool semi_transparent = false;
|
|
|
|
switch (blend_mode)
|
|
{
|
|
case -1:
|
|
semi_transparent = false;
|
|
semi_transparency_mode = SemiTransparencyMode_Add;
|
|
break;
|
|
case 0:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_Average;
|
|
break;
|
|
case 1:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_Add;
|
|
break;
|
|
case 2:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_SubtractSource;
|
|
break;
|
|
case 3:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_AddQuarterSource;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
CommandVertex v[3] =
|
|
{
|
|
{
|
|
{p0x, p0y, 0.95, p0w}, /* position */
|
|
{
|
|
(uint8_t) c0,
|
|
(uint8_t) (c0 >> 8),
|
|
(uint8_t) (c0 >> 16)
|
|
}, /* color */
|
|
{t0x, t0y}, /* texture_coord */
|
|
{texpage_x, texpage_y},
|
|
{clut_x, clut_y},
|
|
texture_blend_mode,
|
|
depth_shift,
|
|
(uint8_t) dither,
|
|
semi_transparent,
|
|
{min_u, min_v, max_u, max_v},
|
|
},
|
|
{
|
|
{p1x, p1y, 0.95, p1w }, /* position */
|
|
{
|
|
(uint8_t) c1,
|
|
(uint8_t) (c1 >> 8),
|
|
(uint8_t) (c1 >> 16)
|
|
}, /* color */
|
|
{t1x, t1y}, /* texture_coord */
|
|
{texpage_x, texpage_y},
|
|
{clut_x, clut_y},
|
|
texture_blend_mode,
|
|
depth_shift,
|
|
(uint8_t) dither,
|
|
semi_transparent,
|
|
{min_u, min_v, max_u, max_v},
|
|
},
|
|
{
|
|
{p2x, p2y, 0.95, p2w }, /* position */
|
|
{
|
|
(uint8_t) c2,
|
|
(uint8_t) (c2 >> 8),
|
|
(uint8_t) (c2 >> 16)
|
|
}, /* color */
|
|
{t2x, t2y}, /* texture_coord */
|
|
{texpage_x, texpage_y},
|
|
{clut_x, clut_y},
|
|
texture_blend_mode,
|
|
depth_shift,
|
|
(uint8_t) dither,
|
|
semi_transparent,
|
|
{min_u, min_v, max_u, max_v},
|
|
}
|
|
};
|
|
|
|
push_primitive(renderer, v, 3, GL_TRIANGLES,
|
|
semi_transparency_mode, mask_test, set_mask);
|
|
}
|
|
|
|
void rsx_gl_push_quad(
|
|
float p0x, float p0y, float p0w,
|
|
float p1x, float p1y, float p1w,
|
|
float p2x, float p2y, float p2w,
|
|
float p3x, float p3y, float p3w,
|
|
uint32_t c0,
|
|
uint32_t c1,
|
|
uint32_t c2,
|
|
uint32_t c3,
|
|
uint16_t t0x, uint16_t t0y,
|
|
uint16_t t1x, uint16_t t1y,
|
|
uint16_t t2x, uint16_t t2y,
|
|
uint16_t t3x, uint16_t t3y,
|
|
uint16_t min_u, uint16_t min_v,
|
|
uint16_t max_u, uint16_t max_v,
|
|
uint16_t texpage_x, uint16_t texpage_y,
|
|
uint16_t clut_x, uint16_t clut_y,
|
|
uint8_t texture_blend_mode,
|
|
uint8_t depth_shift,
|
|
bool dither,
|
|
int blend_mode,
|
|
bool mask_test, bool set_mask)
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
SemiTransparencyMode semi_transparency_mode = SemiTransparencyMode_Add;
|
|
bool semi_transparent = false;
|
|
|
|
switch (blend_mode)
|
|
{
|
|
case -1:
|
|
semi_transparent = false;
|
|
semi_transparency_mode = SemiTransparencyMode_Add;
|
|
break;
|
|
case 0:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_Average;
|
|
break;
|
|
case 1:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_Add;
|
|
break;
|
|
case 2:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_SubtractSource;
|
|
break;
|
|
case 3:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_AddQuarterSource;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
CommandVertex v[4] =
|
|
{
|
|
{
|
|
{p0x, p0y, 0.95, p0w}, /* position */
|
|
{
|
|
(uint8_t) c0,
|
|
(uint8_t) (c0 >> 8),
|
|
(uint8_t) (c0 >> 16)
|
|
}, /* color */
|
|
{t0x, t0y}, /* texture_coord */
|
|
{texpage_x, texpage_y},
|
|
{clut_x, clut_y},
|
|
texture_blend_mode,
|
|
depth_shift,
|
|
(uint8_t) dither,
|
|
semi_transparent,
|
|
{min_u, min_v, max_u, max_v},
|
|
},
|
|
{
|
|
{p1x, p1y, 0.95, p1w }, /* position */
|
|
{
|
|
(uint8_t) c1,
|
|
(uint8_t) (c1 >> 8),
|
|
(uint8_t) (c1 >> 16)
|
|
}, /* color */
|
|
{t1x, t1y}, /* texture_coord */
|
|
{texpage_x, texpage_y},
|
|
{clut_x, clut_y},
|
|
texture_blend_mode,
|
|
depth_shift,
|
|
(uint8_t) dither,
|
|
semi_transparent,
|
|
{min_u, min_v, max_u, max_v},
|
|
},
|
|
{
|
|
{p2x, p2y, 0.95, p2w }, /* position */
|
|
{
|
|
(uint8_t) c2,
|
|
(uint8_t) (c2 >> 8),
|
|
(uint8_t) (c2 >> 16)
|
|
}, /* color */
|
|
{t2x, t2y}, /* texture_coord */
|
|
{texpage_x, texpage_y},
|
|
{clut_x, clut_y},
|
|
texture_blend_mode,
|
|
depth_shift,
|
|
(uint8_t) dither,
|
|
semi_transparent,
|
|
{min_u, min_v, max_u, max_v},
|
|
},
|
|
{
|
|
{p3x, p3y, 0.95, p3w }, /* position */
|
|
{
|
|
(uint8_t) c3,
|
|
(uint8_t) (c3 >> 8),
|
|
(uint8_t) (c3 >> 16)
|
|
}, /* color */
|
|
{t3x, t3y}, /* texture_coord */
|
|
{texpage_x, texpage_y},
|
|
{clut_x, clut_y},
|
|
texture_blend_mode,
|
|
depth_shift,
|
|
(uint8_t) dither,
|
|
semi_transparent,
|
|
{ min_u, min_v, max_u, max_v },
|
|
},
|
|
};
|
|
|
|
bool is_semi_transparent = v[0].semi_transparent == 1;
|
|
bool is_textured = v[0].texture_blend_mode != 0;
|
|
|
|
vertex_preprocessing(renderer, v, 4,
|
|
GL_TRIANGLES, semi_transparency_mode, mask_test, set_mask);
|
|
|
|
unsigned index = DRAWBUFFER_NEXT_INDEX(renderer->command_buffer);
|
|
unsigned index_pos = renderer->vertex_index_pos;
|
|
|
|
for (unsigned i = 0; i < 6; i++)
|
|
renderer->vertex_indices[renderer->vertex_index_pos++] = index + indices[i];
|
|
|
|
/* Add transparent pass if needed */
|
|
if (is_semi_transparent && is_textured)
|
|
vertex_add_blended_pass(renderer, index_pos);
|
|
|
|
DrawBuffer_push_slice(renderer->command_buffer, v, 4,
|
|
sizeof(CommandVertex));
|
|
}
|
|
|
|
void rsx_gl_push_line(
|
|
int16_t p0x, int16_t p0y,
|
|
int16_t p1x, int16_t p1y,
|
|
uint32_t c0, uint32_t c1,
|
|
bool dither,
|
|
int blend_mode,
|
|
bool mask_test, bool set_mask)
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
SemiTransparencyMode semi_transparency_mode = SemiTransparencyMode_Add;
|
|
bool semi_transparent = false;
|
|
|
|
switch (blend_mode)
|
|
{
|
|
case -1:
|
|
semi_transparent = false;
|
|
semi_transparency_mode = SemiTransparencyMode_Add;
|
|
break;
|
|
case 0:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_Average;
|
|
break;
|
|
case 1:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_Add;
|
|
break;
|
|
case 2:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_SubtractSource;
|
|
break;
|
|
case 3:
|
|
semi_transparent = true;
|
|
semi_transparency_mode = SemiTransparencyMode_AddQuarterSource;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
CommandVertex v[2] = {
|
|
{
|
|
{(float)p0x, (float)p0y, 0., 1.0}, /* position */
|
|
{
|
|
(uint8_t) c0,
|
|
(uint8_t) (c0 >> 8),
|
|
(uint8_t) (c0 >> 16)
|
|
}, /* color */
|
|
{0, 0}, /* texture_coord */
|
|
{0, 0}, /* texture_page */
|
|
{0, 0}, /* clut */
|
|
0, /* texture_blend_mode */
|
|
0, /* depth_shift */
|
|
(uint8_t) dither,
|
|
semi_transparent,
|
|
},
|
|
{
|
|
{(float)p1x, (float)p1y, 0., 1.0}, /* position */
|
|
{
|
|
(uint8_t) c1,
|
|
(uint8_t) (c1 >> 8),
|
|
(uint8_t) (c1 >> 16)
|
|
}, /* color */
|
|
{0, 0}, /* texture_coord */
|
|
{0, 0}, /* texture_page */
|
|
{0, 0}, /* clut */
|
|
0, /* texture_blend_mode */
|
|
0, /* depth_shift */
|
|
(uint8_t) dither,
|
|
semi_transparent,
|
|
}
|
|
};
|
|
|
|
push_primitive(renderer, v, 2,
|
|
GL_LINES, semi_transparency_mode, mask_test, set_mask);
|
|
}
|
|
|
|
void rsx_gl_load_image(
|
|
uint16_t x, uint16_t y,
|
|
uint16_t w, uint16_t h,
|
|
uint16_t *vram,
|
|
uint32_t mask_eval_and, uint32_t mask_set_or)
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
renderer->set_mask = mask_set_or != 0;
|
|
renderer->mask_test = mask_eval_and != 0;
|
|
|
|
Framebuffer _fb;
|
|
uint16_t top_left[2];
|
|
uint16_t dimensions[2];
|
|
|
|
top_left[0] = x;
|
|
top_left[1] = y;
|
|
dimensions[0] = w;
|
|
dimensions[1] = h;
|
|
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->command_buffer))
|
|
GlRenderer_draw(renderer);
|
|
|
|
Texture_set_sub_image_window(
|
|
&renderer->fb_texture,
|
|
top_left,
|
|
dimensions,
|
|
(size_t) VRAM_WIDTH_PIXELS,
|
|
GL_RGBA,
|
|
GL_UNSIGNED_SHORT_1_5_5_5_REV,
|
|
vram);
|
|
|
|
uint16_t x_start = top_left[0];
|
|
uint16_t x_end = x_start + dimensions[0];
|
|
uint16_t y_start = top_left[1];
|
|
uint16_t y_end = y_start + dimensions[1];
|
|
|
|
ImageLoadVertex slice[4] =
|
|
{
|
|
{ {x_start, y_start } },
|
|
{ {x_end, y_start } },
|
|
{ {x_start, y_end } },
|
|
{ {x_end, y_end } }
|
|
};
|
|
|
|
if (renderer->image_load_buffer)
|
|
{
|
|
DrawBuffer_push_slice(renderer->image_load_buffer, slice, 4,
|
|
sizeof(ImageLoadVertex));
|
|
|
|
if (renderer->image_load_buffer->program)
|
|
{
|
|
glUseProgram(renderer->image_load_buffer->program->id);
|
|
glUniform1i(renderer->image_load_buffer->program->uniforms["fb_texture"], 0);
|
|
/* fb_texture is always at 1x */
|
|
glUniform1ui(renderer->image_load_buffer->program->uniforms["internal_upscaling"], 1);
|
|
}
|
|
}
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_BLEND);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
/* Bind the output framebuffer */
|
|
Framebuffer_init(&_fb, &renderer->fb_out);
|
|
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->image_load_buffer))
|
|
DrawBuffer_draw(renderer->image_load_buffer, GL_TRIANGLE_STRIP);
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, renderer->command_polygon_mode);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
#ifdef DEBUG
|
|
get_error("rsx_gl_load_image");
|
|
#endif
|
|
|
|
glDeleteFramebuffers(1, &_fb.id);
|
|
}
|
|
|
|
|
|
void rsx_gl_fill_rect(
|
|
uint32_t color,
|
|
uint16_t x, uint16_t y,
|
|
uint16_t w, uint16_t h)
|
|
{
|
|
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
uint16_t top_left[2] = {x, y};
|
|
uint16_t dimensions[2] = {w, h};
|
|
uint8_t col[3] = {(uint8_t) color, (uint8_t) (color >> 8), (uint8_t) (color >> 16)};
|
|
|
|
/* Draw pending commands */
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->command_buffer))
|
|
GlRenderer_draw(renderer);
|
|
|
|
/* Fill rect ignores the draw area. Save the previous value
|
|
* and reconfigure the scissor box to the fill rectangle
|
|
* instead. */
|
|
uint16_t draw_area_top_left[2] = {
|
|
renderer->config.draw_area_top_left[0],
|
|
renderer->config.draw_area_top_left[1]
|
|
};
|
|
uint16_t draw_area_bot_right[2] = {
|
|
renderer->config.draw_area_bot_right[0],
|
|
renderer->config.draw_area_bot_right[1]
|
|
};
|
|
|
|
renderer->config.draw_area_top_left[0] = top_left[0];
|
|
renderer->config.draw_area_top_left[1] = top_left[1];
|
|
renderer->config.draw_area_bot_right[0] = top_left[0] + dimensions[0];
|
|
renderer->config.draw_area_bot_right[1] = top_left[1] + dimensions[1];
|
|
|
|
apply_scissor(renderer);
|
|
|
|
/* This scope is intentional, just like in the Rust version */
|
|
{
|
|
/* Bind the out framebuffer */
|
|
Framebuffer _fb;
|
|
Framebuffer_init(&_fb, &renderer->fb_out);
|
|
|
|
glFramebufferTexture(GL_DRAW_FRAMEBUFFER,
|
|
GL_DEPTH_STENCIL_ATTACHMENT,
|
|
renderer->fb_out_depth.id,
|
|
0);
|
|
|
|
glClearColor( (float) col[0] / 255.0,
|
|
(float) col[1] / 255.0,
|
|
(float) col[2] / 255.0,
|
|
/* TODO - XXX Not entirely sure what happens to
|
|
the mask bit in fill_rect commands */
|
|
0.0);
|
|
glStencilMask(1);
|
|
glClearStencil(0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
glDeleteFramebuffers(1, &_fb.id);
|
|
}
|
|
|
|
/* Reconfigure the draw area */
|
|
renderer->config.draw_area_top_left[0] = draw_area_top_left[0];
|
|
renderer->config.draw_area_top_left[1] = draw_area_top_left[1];
|
|
renderer->config.draw_area_bot_right[0] = draw_area_bot_right[0];
|
|
renderer->config.draw_area_bot_right[1] = draw_area_bot_right[1];
|
|
|
|
apply_scissor(renderer);
|
|
}
|
|
|
|
void rsx_gl_copy_rect(
|
|
uint16_t src_x, uint16_t src_y,
|
|
uint16_t dst_x, uint16_t dst_y,
|
|
uint16_t w, uint16_t h,
|
|
uint32_t mask_eval_and, uint32_t mask_set_or) /* TODO use mask for copy. See software renderer */
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
if (src_x == dst_x && src_y == dst_y)
|
|
return;
|
|
|
|
renderer->set_mask = mask_set_or != 0;
|
|
renderer->mask_test = mask_eval_and != 0;
|
|
|
|
uint16_t source_top_left[2] = {src_x, src_y};
|
|
uint16_t target_top_left[2] = {dst_x, dst_y};
|
|
uint16_t dimensions[2] = {w, h};
|
|
|
|
/* Draw pending commands */
|
|
if (!DRAWBUFFER_IS_EMPTY(renderer->command_buffer))
|
|
GlRenderer_draw(renderer);
|
|
|
|
uint32_t upscale = renderer->internal_upscaling;
|
|
|
|
GLint new_src_x = (GLint) source_top_left[0] * (GLint) upscale;
|
|
GLint new_src_y = (GLint) source_top_left[1] * (GLint) upscale;
|
|
GLint new_dst_x = (GLint) target_top_left[0] * (GLint) upscale;
|
|
GLint new_dst_y = (GLint) target_top_left[1] * (GLint) upscale;
|
|
|
|
GLsizei new_w = (GLsizei) dimensions[0] * (GLsizei) upscale;
|
|
GLsizei new_h = (GLsizei) dimensions[1] * (GLsizei) upscale;
|
|
|
|
#ifdef NEW_COPY_RECT
|
|
/* TODO/FIXME - buggy code!
|
|
*
|
|
* Dead or Alive/Tekken 3 (high-res interlaced game) has screen
|
|
* flickering issues with this code! */
|
|
|
|
/* The diagonal is duplicated. I originally used "1, 2, 1, 2" to
|
|
* duplicate the diagonal but I believe it was incorrect because of
|
|
* the OpenGL filling convention. At least it's what TinyTiger told
|
|
* me... */
|
|
|
|
GLuint fb;
|
|
|
|
glGenFramebuffers(1, &fb);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
|
|
glFramebufferTexture(GL_READ_FRAMEBUFFER,
|
|
GL_COLOR_ATTACHMENT0,
|
|
renderer->fb_out.id,
|
|
0);
|
|
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
|
/* TODO - Can I bind the same texture to the framebuffer and
|
|
* GL_TEXTURE_2D? Something tells me this is undefined
|
|
* behaviour. I could use glReadPixels and glWritePixels instead
|
|
* or something like that. */
|
|
glBindTexture(GL_TEXTURE_2D, renderer->fb_out.id);
|
|
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, new_dst_x, new_dst_y,
|
|
new_src_x, new_src_y, new_w, new_h);
|
|
|
|
glDeleteFramebuffers(1, &fb);
|
|
#else
|
|
|
|
/* The diagonal is duplicated */
|
|
|
|
/* XXX CopyImageSubData gives undefined results if the source
|
|
* and target area overlap, this should be handled
|
|
* explicitely */
|
|
/* TODO - OpenGL 4.3 and GLES 3.2 requirement! FIXME! */
|
|
glCopyImageSubData( renderer->fb_out.id, GL_TEXTURE_2D, 0, new_src_x, new_src_y, 0,
|
|
renderer->fb_out.id, GL_TEXTURE_2D, 0, new_dst_x, new_dst_y, 0,
|
|
new_w, new_h, 1 );
|
|
#endif
|
|
|
|
#ifdef DEBUG
|
|
get_error("rsx_gl_copy_rect");
|
|
#endif
|
|
}
|
|
|
|
void rsx_gl_toggle_display(bool status)
|
|
{
|
|
if (static_renderer.state == GlState_Invalid)
|
|
return;
|
|
|
|
GlRenderer *renderer = static_renderer.state_data;
|
|
if (!renderer)
|
|
return;
|
|
|
|
renderer->config.display_off = status;
|
|
}
|
|
|
|
bool rsx_gl_has_software_renderer(void)
|
|
{
|
|
if (!static_renderer.inited)
|
|
return false;
|
|
return has_software_fb;
|
|
}
|