mirror of
https://github.com/libretro/beetle-psx-libretro.git
synced 2024-11-30 12:20:42 +00:00
1047 lines
25 KiB
C
1047 lines
25 KiB
C
/* Copyright (C) 2010-2016 The RetroArch team
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*
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* ---------------------------------------------------------------------------------------
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* The following license statement only applies to this libretro SDK code part (glsm).
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* ---------------------------------------------------------------------------------------
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*
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* Permission is hereby granted, free of charge,
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* to any person obtaining a copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
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* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <glsym/glsym.h>
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#include <glsm/glsm.h>
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struct gl_cached_state
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{
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struct
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{
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GLuint ids[MAX_TEXTURE];
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} bind_textures;
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#ifndef HAVE_OPENGLES
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GLenum colorlogicop;
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#endif
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struct
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{
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bool enabled[MAX_ATTRIB];
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} vertex_attrib_pointer;
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struct
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{
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GLenum pname;
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GLint param;
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} pixelstore_i;
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struct
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{
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GLuint r;
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GLuint g;
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GLuint b;
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GLuint a;
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} clear_color;
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struct
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{
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bool used;
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GLint x;
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GLint y;
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GLsizei w;
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GLsizei h;
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} scissor;
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struct
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{
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GLint x;
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GLint y;
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GLsizei w;
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GLsizei h;
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} viewport;
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struct
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{
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bool used;
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GLenum sfactor;
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GLenum dfactor;
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} blendfunc;
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struct
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{
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bool used;
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GLenum srcRGB;
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GLenum dstRGB;
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GLenum srcAlpha;
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GLenum dstAlpha;
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} blendfunc_separate;
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struct
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{
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bool used;
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GLboolean red;
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GLboolean green;
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GLboolean blue;
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GLboolean alpha;
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} colormask;
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struct
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{
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bool used;
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GLdouble depth;
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} cleardepth;
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struct
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{
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bool used;
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GLenum func;
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} depthfunc;
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struct
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{
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bool used;
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GLclampd zNear;
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GLclampd zFar;
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} depthrange;
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struct
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{
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bool used;
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GLfloat factor;
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GLfloat units;
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} polygonoffset;
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struct
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{
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bool used;
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GLenum func;
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GLint ref;
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GLuint mask;
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} stencilfunc;
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struct
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{
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bool used;
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GLenum sfail;
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GLenum dpfail;
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GLenum dppass;
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} stencilop;
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struct
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{
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bool used;
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GLenum mode;
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} frontface;
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struct
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{
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bool used;
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GLenum mode;
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} cullface;
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struct
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{
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bool used;
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GLuint mask;
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} stencilmask;
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struct
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{
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bool used;
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GLboolean mask;
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} depthmask;
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struct
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{
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GLenum mode;
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} readbuffer;
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GLuint vao;
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GLuint framebuf;
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GLuint program;
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GLenum active_texture;
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int cap_state[SGL_CAP_MAX];
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int cap_translate[SGL_CAP_MAX];
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};
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static glsm_framebuffer_lock glsm_fb_lock = NULL;
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static glsm_imm_vbo_draw imm_vbo_draw = NULL;
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static glsm_imm_vbo_draw imm_vbo_disable = NULL;
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static struct retro_hw_render_callback hw_render;
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static struct gl_cached_state gl_state;
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/* GL wrapper-side */
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void rglBlitFramebuffer(
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GLint srcX0, GLint srcY0,
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GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0,
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GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter)
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{
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#ifndef HAVE_OPENGLES2
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glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1,
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dstX0, dstY0, dstX1, dstY1,
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mask, filter);
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#endif
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}
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void rglReadBuffer(GLenum mode)
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{
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#ifndef HAVE_OPENGLES2
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glReadBuffer(mode);
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#endif
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gl_state.readbuffer.mode = mode;
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}
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void rglClearDepth(GLdouble depth)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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#ifdef HAVE_OPENGLES
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glClearDepthf(depth);
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#else
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glClearDepth(depth);
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#endif
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gl_state.cleardepth.used = true;
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gl_state.cleardepth.depth = depth;
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}
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void rglPixelStorei(GLenum pname, GLint param)
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{
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glPixelStorei(pname, param);
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gl_state.pixelstore_i.pname = pname;
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gl_state.pixelstore_i.param = param;
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}
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void rglDepthRange(GLclampd zNear, GLclampd zFar)
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{
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#ifdef HAVE_OPENGLES
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glDepthRangef(zNear, zFar);
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#else
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glDepthRange(zNear, zFar);
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#endif
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gl_state.depthrange.used = true;
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gl_state.depthrange.zNear = zNear;
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gl_state.depthrange.zFar = zFar;
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}
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void rglFrontFace(GLenum mode)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glFrontFace(mode);
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gl_state.frontface.used = true;
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gl_state.frontface.mode = mode;
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}
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void rglDepthFunc(GLenum func)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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gl_state.depthfunc.used = true;
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gl_state.depthfunc.func = func;
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glDepthFunc(func);
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}
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void rglColorMask(GLboolean red, GLboolean green,
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GLboolean blue, GLboolean alpha)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glColorMask(red, green, blue, alpha);
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gl_state.colormask.red = red;
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gl_state.colormask.green = green;
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gl_state.colormask.blue = blue;
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gl_state.colormask.alpha = alpha;
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gl_state.colormask.used = true;
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}
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void rglCullFace(GLenum mode)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glCullFace(mode);
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gl_state.cullface.used = true;
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gl_state.cullface.mode = mode;
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}
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void rglStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)
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{
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glStencilOp(sfail, dpfail, dppass);
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gl_state.stencilop.used = true;
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gl_state.stencilop.sfail = sfail;
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gl_state.stencilop.dpfail = dpfail;
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gl_state.stencilop.dppass = dppass;
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}
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void rglStencilFunc(GLenum func, GLint ref, GLuint mask)
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{
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glStencilFunc(func, ref, mask);
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gl_state.stencilfunc.used = true;
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gl_state.stencilfunc.func = func;
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gl_state.stencilfunc.ref = ref;
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gl_state.stencilfunc.mask = mask;
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}
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GLboolean rglIsEnabled(GLenum cap)
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{
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return gl_state.cap_state[cap] ? GL_TRUE : GL_FALSE;
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}
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void rglClearColor(GLclampf red, GLclampf green,
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GLclampf blue, GLclampf alpha)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glClearColor(red, green, blue, alpha);
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gl_state.clear_color.r = red;
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gl_state.clear_color.g = green;
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gl_state.clear_color.b = blue;
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gl_state.clear_color.a = alpha;
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}
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void rglScissor(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glScissor(x, y, width, height);
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gl_state.scissor.used = true;
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gl_state.scissor.x = x;
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gl_state.scissor.y = y;
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gl_state.scissor.w = width;
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gl_state.scissor.h = height;
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}
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void rglViewport(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glViewport(x, y, width, height);
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gl_state.viewport.x = x;
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gl_state.viewport.y = y;
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gl_state.viewport.w = width;
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gl_state.viewport.h = height;
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}
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void rglBlendFunc(GLenum sfactor, GLenum dfactor)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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gl_state.blendfunc.used = true;
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gl_state.blendfunc.sfactor = sfactor;
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gl_state.blendfunc.dfactor = dfactor;
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glBlendFunc(sfactor, dfactor);
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}
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void rglBlendFuncSeparate(GLenum sfactor, GLenum dfactor)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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gl_state.blendfunc_separate.used = true;
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gl_state.blendfunc_separate.srcRGB = sfactor;
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gl_state.blendfunc_separate.dstRGB = dfactor;
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gl_state.blendfunc_separate.srcAlpha = sfactor;
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gl_state.blendfunc_separate.dstAlpha = dfactor;
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glBlendFunc(sfactor, dfactor);
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}
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void rglActiveTexture(GLenum texture)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glActiveTexture(texture);
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gl_state.active_texture = texture - GL_TEXTURE0;
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}
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void rglBindTexture(GLenum target, GLuint texture)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glBindTexture(target, texture);
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gl_state.bind_textures.ids[gl_state.active_texture] = texture;
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}
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void rglDisable(GLenum cap)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glDisable(gl_state.cap_translate[cap]);
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gl_state.cap_state[cap] = 0;
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}
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void rglEnable(GLenum cap)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glEnable(gl_state.cap_translate[cap]);
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gl_state.cap_state[cap] = 1;
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}
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void rglUseProgram(GLuint program)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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gl_state.program = program;
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glUseProgram(program);
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}
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void rglDepthMask(GLboolean flag)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glDepthMask(flag);
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gl_state.depthmask.used = true;
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gl_state.depthmask.mask = flag;
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}
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void rglStencilMask(GLenum mask)
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{
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glStencilMask(mask);
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gl_state.stencilmask.used = true;
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gl_state.stencilmask.mask = mask;
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}
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void rglBufferData(GLenum target, GLsizeiptr size,
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const GLvoid *data, GLenum usage)
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{
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glBufferData(target, size, data, usage);
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}
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void rglBufferSubData(GLenum target, GLintptr offset,
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GLsizeiptr size, const GLvoid *data)
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{
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glBufferSubData(target, offset, size, data);
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}
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void rglBindBuffer(GLenum target, GLuint buffer)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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glBindBuffer(target, buffer);
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}
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void rglLinkProgram(GLuint program)
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{
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glLinkProgram(program);
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}
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void rglFramebufferTexture2D(GLenum target, GLenum attachment,
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GLenum textarget, GLuint texture, GLint level)
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{
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glFramebufferTexture2D(target, attachment, textarget, texture, level);
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}
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void rglDrawArrays(GLenum mode, GLint first, GLsizei count)
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{
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glDrawArrays(mode, first, count);
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}
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void rglCompressedTexImage2D(GLenum target, GLint level,
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GLenum internalformat, GLsizei width, GLsizei height,
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GLint border, GLsizei imageSize, const GLvoid *data)
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{
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glCompressedTexImage2D(target, level, internalformat,
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width, height, border, imageSize, data);
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}
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void rglFramebufferRenderbuffer(GLenum target, GLenum attachment,
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GLenum renderbuffertarget, GLuint renderbuffer)
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{
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glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
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}
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void rglDeleteFramebuffers(GLsizei n, GLuint *framebuffers)
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{
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glDeleteFramebuffers(n, framebuffers);
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}
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void rglDeleteTextures(GLsizei n, const GLuint *textures)
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{
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glDeleteTextures(n, textures);
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}
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void rglRenderbufferStorage(GLenum target, GLenum internalFormat,
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GLsizei width, GLsizei height)
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{
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glRenderbufferStorage(target, internalFormat, width, height);
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}
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void rglBindRenderbuffer(GLenum target, GLuint renderbuffer)
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{
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glBindRenderbuffer(target, renderbuffer);
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}
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void rglDeleteRenderbuffers(GLsizei n, GLuint *renderbuffers)
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{
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glDeleteRenderbuffers(n, renderbuffers);
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}
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void rglGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
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{
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glGenRenderbuffers(n, renderbuffers);
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}
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void rglGenFramebuffers(GLsizei n, GLuint *ids)
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{
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glGenFramebuffers(n, ids);
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}
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void rglBindFramebuffer(GLenum target, GLuint framebuffer)
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{
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glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
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if (!glsm_ctl(GLSM_CTL_IS_FRAMEBUFFER_LOCKED, NULL))
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{
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glBindFramebuffer(target, framebuffer);
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gl_state.framebuf = framebuffer;
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}
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}
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void rglGenerateMipmap(GLenum target)
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{
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glGenerateMipmap(target);
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}
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GLenum rglCheckFramebufferStatus(GLenum target)
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{
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return glCheckFramebufferStatus(target);
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}
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void rglBindFragDataLocation(GLuint program, GLuint colorNumber,
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const char * name)
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{
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#if !defined(HAVE_OPENGLES2)
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glBindFragDataLocation(program, colorNumber, name);
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#endif
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}
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void rglBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
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{
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glBindAttribLocation(program, index, name);
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}
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void rglGetProgramiv(GLuint shader, GLenum pname, GLint *params)
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{
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glGetProgramiv(shader, pname, params);
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}
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void rglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
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const GLfloat *value)
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{
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glUniformMatrix4fv(location, count, transpose, value);
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}
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void rglDetachShader(GLuint program, GLuint shader)
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{
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glDetachShader(program, shader);
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}
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void rglGetShaderiv(GLuint shader, GLenum pname, GLint *params)
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{
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glGetShaderiv(shader, pname, params);
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}
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void rglAttachShader(GLuint program, GLuint shader)
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{
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glAttachShader(program, shader);
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}
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GLint rglGetAttribLocation(GLuint program, const GLchar *name)
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{
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return glGetAttribLocation(program, name);
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}
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void rglShaderSource(GLuint shader, GLsizei count,
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const GLchar **string, const GLint *length)
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{
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return glShaderSource(shader, count, string, length);
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}
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void rglCompileShader(GLuint shader)
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{
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glCompileShader(shader);
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}
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GLuint rglCreateProgram(void)
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{
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return glCreateProgram();
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}
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|
|
void rglGenTextures(GLsizei n, GLuint *textures)
|
|
{
|
|
glGenTextures(n, textures);
|
|
}
|
|
|
|
void rglGetShaderInfoLog(GLuint shader, GLsizei maxLength,
|
|
GLsizei *length, GLchar *infoLog)
|
|
{
|
|
glGetShaderInfoLog(shader, maxLength, length, infoLog);
|
|
}
|
|
|
|
void rglGetProgramInfoLog(GLuint shader, GLsizei maxLength,
|
|
GLsizei *length, GLchar *infoLog)
|
|
{
|
|
glGetProgramInfoLog(shader, maxLength, length, infoLog);
|
|
}
|
|
|
|
GLboolean rglIsProgram(GLuint program)
|
|
{
|
|
return glIsProgram(program);
|
|
}
|
|
|
|
void rglEnableVertexAttribArray(GLuint index)
|
|
{
|
|
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
|
|
gl_state.vertex_attrib_pointer.enabled[index] = 1;
|
|
glEnableVertexAttribArray(index);
|
|
}
|
|
|
|
void rglDisableVertexAttribArray(GLuint index)
|
|
{
|
|
gl_state.vertex_attrib_pointer.enabled[index] = 0;
|
|
glDisableVertexAttribArray(index);
|
|
}
|
|
|
|
void rglDrawElements(GLenum mode, GLsizei count, GLenum type,
|
|
const GLvoid * indices)
|
|
{
|
|
glDrawElements(mode, count, type, indices);
|
|
}
|
|
|
|
void rglTexCoord2f(GLfloat s, GLfloat t)
|
|
{
|
|
#ifdef HAVE_LEGACY_GL
|
|
glTexCoord2f(s, t);
|
|
#endif
|
|
}
|
|
|
|
void rglVertexAttribPointer(GLuint name, GLint size,
|
|
GLenum type, GLboolean normalized, GLsizei stride,
|
|
const GLvoid* pointer)
|
|
{
|
|
glVertexAttribPointer(name, size, type, normalized, stride, pointer);
|
|
}
|
|
|
|
void rglVertexAttrib4f(GLuint name, GLfloat x, GLfloat y,
|
|
GLfloat z, GLfloat w)
|
|
{
|
|
glVertexAttrib4f(name, x, y, z, w);
|
|
}
|
|
|
|
void rglVertexAttrib4fv(GLuint name, GLfloat* v)
|
|
{
|
|
glVertexAttrib4fv(name, v);
|
|
}
|
|
|
|
GLuint rglCreateShader(GLenum shaderType)
|
|
{
|
|
return glCreateShader(shaderType);
|
|
}
|
|
|
|
void rglDeleteProgram(GLuint program)
|
|
{
|
|
glDeleteProgram(program);
|
|
}
|
|
|
|
void rglDeleteShader(GLuint shader)
|
|
{
|
|
glDeleteShader(shader);
|
|
}
|
|
|
|
GLint rglGetUniformLocation(GLuint program, const GLchar *name)
|
|
{
|
|
return glGetUniformLocation(program, name);
|
|
}
|
|
|
|
void rglDeleteBuffers(GLsizei n, const GLuint *buffers)
|
|
{
|
|
glDeleteBuffers(n, buffers);
|
|
}
|
|
|
|
void rglGenBuffers(GLsizei n, GLuint *buffers)
|
|
{
|
|
glGenBuffers(n, buffers);
|
|
}
|
|
|
|
void rglUniform1f(GLint location, GLfloat v0)
|
|
{
|
|
glUniform1f(location, v0);
|
|
}
|
|
|
|
void rglUniform1i(GLint location, GLint v0)
|
|
{
|
|
glUniform1i(location, v0);
|
|
}
|
|
|
|
void rglUniform2f(GLint location, GLfloat v0, GLfloat v1)
|
|
{
|
|
glUniform2f(location, v0, v1);
|
|
}
|
|
|
|
void rglUniform2i(GLint location, GLint v0, GLint v1)
|
|
{
|
|
glUniform2i(location, v0, v1);
|
|
}
|
|
|
|
void rglUniform2fv(GLint location, GLsizei count, const GLfloat *value)
|
|
{
|
|
glUniform2fv(location, count, value);
|
|
}
|
|
|
|
void rglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
|
|
{
|
|
glUniform3f(location, v0, v1, v2);
|
|
}
|
|
|
|
void rglUniform3fv(GLint location, GLsizei count, const GLfloat *value)
|
|
{
|
|
glUniform3fv(location, count, value);
|
|
}
|
|
|
|
void rglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
|
|
{
|
|
glUniform4f(location, v0, v1, v2, v3);
|
|
}
|
|
|
|
void rglUniform4fv(GLint location, GLsizei count, const GLfloat *value)
|
|
{
|
|
glUniform4fv(location, count, value);
|
|
}
|
|
|
|
void rglPolygonOffset(GLfloat factor, GLfloat units)
|
|
{
|
|
glsm_ctl(GLSM_CTL_IMM_VBO_DRAW, NULL);
|
|
glPolygonOffset(factor, units);
|
|
gl_state.polygonoffset.used = true;
|
|
gl_state.polygonoffset.factor = factor;
|
|
gl_state.polygonoffset.units = units;
|
|
}
|
|
|
|
/* GLSM-side */
|
|
|
|
static void glsm_state_setup(void)
|
|
{
|
|
unsigned i;
|
|
|
|
gl_state.cap_translate[SGL_DEPTH_TEST] = GL_DEPTH_TEST;
|
|
gl_state.cap_translate[SGL_BLEND] = GL_BLEND;
|
|
gl_state.cap_translate[SGL_POLYGON_OFFSET_FILL] = GL_POLYGON_OFFSET_FILL;
|
|
gl_state.cap_translate[SGL_FOG] = GL_FOG;
|
|
gl_state.cap_translate[SGL_CULL_FACE] = GL_CULL_FACE;
|
|
gl_state.cap_translate[SGL_ALPHA_TEST] = GL_ALPHA_TEST;
|
|
gl_state.cap_translate[SGL_SCISSOR_TEST] = GL_SCISSOR_TEST;
|
|
gl_state.cap_translate[SGL_STENCIL_TEST] = GL_STENCIL_TEST;
|
|
|
|
#ifndef HAVE_OPENGLES
|
|
gl_state.cap_translate[SGL_COLOR_LOGIC_OP] = GL_COLOR_LOGIC_OP;
|
|
#endif
|
|
|
|
for (i = 0; i < MAX_ATTRIB; i++)
|
|
gl_state.vertex_attrib_pointer.enabled[i] = 0;
|
|
|
|
gl_state.framebuf = hw_render.get_current_framebuffer();
|
|
gl_state.cullface.mode = GL_BACK;
|
|
gl_state.frontface.mode = GL_CCW;
|
|
|
|
gl_state.blendfunc_separate.used = false;
|
|
gl_state.blendfunc_separate.srcRGB = GL_ONE;
|
|
gl_state.blendfunc_separate.dstRGB = GL_ZERO;
|
|
gl_state.blendfunc_separate.srcAlpha = GL_ONE;
|
|
gl_state.blendfunc_separate.dstAlpha = GL_ZERO;
|
|
|
|
gl_state.depthfunc.used = false;
|
|
|
|
gl_state.colormask.used = false;
|
|
gl_state.colormask.red = GL_TRUE;
|
|
gl_state.colormask.green = GL_TRUE;
|
|
gl_state.colormask.blue = GL_TRUE;
|
|
gl_state.colormask.alpha = GL_TRUE;
|
|
|
|
gl_state.polygonoffset.used = false;
|
|
|
|
gl_state.depthfunc.func = GL_LESS;
|
|
|
|
#ifndef HAVE_OPENGLES
|
|
gl_state.colorlogicop = GL_COPY;
|
|
#endif
|
|
|
|
#ifdef CORE
|
|
glGenVertexArrays(1, &gl_state.vao);
|
|
#endif
|
|
}
|
|
|
|
static void glsm_state_bind(void)
|
|
{
|
|
unsigned i;
|
|
|
|
for (i = 0; i < MAX_ATTRIB; i++)
|
|
{
|
|
if (gl_state.vertex_attrib_pointer.enabled[i])
|
|
glEnableVertexAttribArray(i);
|
|
else
|
|
glDisableVertexAttribArray(i);
|
|
}
|
|
|
|
glBindFramebuffer(RARCH_GL_FRAMEBUFFER, hw_render.get_current_framebuffer());
|
|
|
|
if (gl_state.blendfunc.used)
|
|
glBlendFunc(
|
|
gl_state.blendfunc.sfactor,
|
|
gl_state.blendfunc.dfactor);
|
|
|
|
if (gl_state.blendfunc_separate.used)
|
|
glBlendFuncSeparate(
|
|
gl_state.blendfunc_separate.srcRGB,
|
|
gl_state.blendfunc_separate.dstRGB,
|
|
gl_state.blendfunc_separate.srcAlpha,
|
|
gl_state.blendfunc_separate.dstAlpha
|
|
);
|
|
|
|
glClearColor(
|
|
gl_state.clear_color.r,
|
|
gl_state.clear_color.g,
|
|
gl_state.clear_color.b,
|
|
gl_state.clear_color.a);
|
|
|
|
if (gl_state.depthfunc.used)
|
|
glDepthFunc(gl_state.depthfunc.func);
|
|
|
|
if (gl_state.colormask.used)
|
|
glColorMask(
|
|
gl_state.colormask.red,
|
|
gl_state.colormask.green,
|
|
gl_state.colormask.blue,
|
|
gl_state.colormask.alpha);
|
|
|
|
if (gl_state.cullface.used)
|
|
glCullFace(gl_state.cullface.mode);
|
|
|
|
if (gl_state.depthmask.used)
|
|
glDepthMask(gl_state.depthmask.mask);
|
|
|
|
if (gl_state.polygonoffset.used)
|
|
glPolygonOffset(
|
|
gl_state.polygonoffset.factor,
|
|
gl_state.polygonoffset.units);
|
|
|
|
if (gl_state.scissor.used)
|
|
glScissor(
|
|
gl_state.scissor.x,
|
|
gl_state.scissor.y,
|
|
gl_state.scissor.w,
|
|
gl_state.scissor.h);
|
|
|
|
glUseProgram(gl_state.program);
|
|
|
|
glViewport(
|
|
gl_state.viewport.x,
|
|
gl_state.viewport.y,
|
|
gl_state.viewport.w,
|
|
gl_state.viewport.h);
|
|
#ifdef CORE
|
|
glBindVertexArray(gl_state.vao);
|
|
#endif
|
|
for(i = 0; i < SGL_CAP_MAX; i ++)
|
|
{
|
|
if (gl_state.cap_state[i])
|
|
glEnable(gl_state.cap_translate[i]);
|
|
}
|
|
|
|
if (gl_state.frontface.used)
|
|
glFrontFace(gl_state.frontface.mode);
|
|
|
|
if (gl_state.stencilmask.used)
|
|
glStencilMask(gl_state.stencilmask.mask);
|
|
|
|
if (gl_state.stencilop.used)
|
|
glStencilOp(gl_state.stencilop.sfail,
|
|
gl_state.stencilop.dpfail,
|
|
gl_state.stencilop.dppass);
|
|
|
|
if (gl_state.stencilfunc.used)
|
|
glStencilFunc(
|
|
gl_state.stencilfunc.func,
|
|
gl_state.stencilfunc.ref,
|
|
gl_state.stencilfunc.mask);
|
|
|
|
for (i = 0; i < MAX_TEXTURE; i ++)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
glBindTexture(GL_TEXTURE_2D, gl_state.bind_textures.ids[i]);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0 + gl_state.active_texture);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
static void glsm_state_unbind(void)
|
|
{
|
|
unsigned i;
|
|
#ifdef CORE
|
|
glBindVertexArray(0);
|
|
#endif
|
|
for (i = 0; i < SGL_CAP_MAX; i ++)
|
|
{
|
|
if (gl_state.cap_state[i])
|
|
glDisable(gl_state.cap_translate[i]);
|
|
}
|
|
|
|
glBlendFunc(GL_ONE, GL_ZERO);
|
|
|
|
if (gl_state.colormask.used)
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
if (gl_state.blendfunc_separate.used)
|
|
glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
|
|
|
|
if (gl_state.cullface.used)
|
|
glCullFace(GL_BACK);
|
|
|
|
if (gl_state.depthmask.used)
|
|
glDepthMask(GL_TRUE);
|
|
|
|
if (gl_state.polygonoffset.used)
|
|
glPolygonOffset(0, 0);
|
|
|
|
glUseProgram(0);
|
|
glClearColor(0,0,0,0.0f);
|
|
|
|
if (gl_state.depthrange.used)
|
|
rglDepthRange(0, 1);
|
|
|
|
glStencilMask(1);
|
|
glFrontFace(GL_CCW);
|
|
if (gl_state.depthfunc.used)
|
|
glDepthFunc(GL_LESS);
|
|
|
|
if (gl_state.stencilop.used)
|
|
glStencilOp(GL_KEEP,GL_KEEP, GL_KEEP);
|
|
|
|
if (gl_state.stencilfunc.used)
|
|
glStencilFunc(GL_ALWAYS,0,1);
|
|
|
|
/* Clear textures */
|
|
for (i = 0; i < MAX_TEXTURE; i ++)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
for (i = 0; i < MAX_ATTRIB; i ++)
|
|
glDisableVertexAttribArray(i);
|
|
|
|
glBindFramebuffer(RARCH_GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
static bool dummy_framebuffer_lock(void *data)
|
|
{
|
|
(void)data;
|
|
return false;
|
|
}
|
|
|
|
static bool glsm_state_ctx_init(void *data)
|
|
{
|
|
glsm_ctx_params_t *params = (glsm_ctx_params_t*)data;
|
|
|
|
if (!params || !params->environ_cb)
|
|
return false;
|
|
|
|
#ifdef HAVE_OPENGLES
|
|
#if defined(HAVE_OPENGLES31)
|
|
hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES_VERSION;
|
|
hw_render.version_major = 3;
|
|
hw_render.version_minor = 1;
|
|
#elif defined(HAVE_OPENGLES3)
|
|
hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES3;
|
|
#else
|
|
hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES2;
|
|
#endif
|
|
#else
|
|
#ifdef CORE
|
|
hw_render.context_type = RETRO_HW_CONTEXT_OPENGL_CORE;
|
|
hw_render.version_major = 3;
|
|
hw_render.version_minor = 1;
|
|
#else
|
|
hw_render.context_type = RETRO_HW_CONTEXT_OPENGL;
|
|
#endif
|
|
#endif
|
|
hw_render.context_reset = params->context_reset;
|
|
hw_render.context_destroy = params->context_destroy;
|
|
hw_render.stencil = params->stencil;
|
|
hw_render.depth = true;
|
|
hw_render.bottom_left_origin = true;
|
|
hw_render.cache_context = true;
|
|
|
|
imm_vbo_draw = NULL;
|
|
imm_vbo_disable = NULL;
|
|
|
|
if (params->imm_vbo_draw != NULL)
|
|
imm_vbo_draw = params->imm_vbo_draw;
|
|
if (params->imm_vbo_disable != NULL)
|
|
imm_vbo_disable = params->imm_vbo_disable;
|
|
|
|
glsm_fb_lock = dummy_framebuffer_lock;
|
|
if (params->framebuffer_lock != NULL)
|
|
glsm_fb_lock = params->framebuffer_lock;
|
|
|
|
if (imm_vbo_draw != NULL && imm_vbo_disable != NULL)
|
|
glsm_ctl(GLSM_CTL_SET_IMM_VBO, NULL);
|
|
|
|
if (!params->environ_cb(RETRO_ENVIRONMENT_SET_HW_RENDER, &hw_render))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool glsm_ctl(enum glsm_state_ctl state, void *data)
|
|
{
|
|
static bool imm_vbo_enable = false;
|
|
|
|
switch (state)
|
|
{
|
|
case GLSM_CTL_IS_FRAMEBUFFER_LOCKED:
|
|
return glsm_fb_lock(NULL);
|
|
case GLSM_CTL_IMM_VBO_DRAW:
|
|
if (imm_vbo_draw == NULL || !imm_vbo_enable)
|
|
return false;
|
|
imm_vbo_draw(NULL);
|
|
break;
|
|
case GLSM_CTL_IMM_VBO_DISABLE:
|
|
if (imm_vbo_disable == NULL || !imm_vbo_enable)
|
|
return false;
|
|
imm_vbo_disable(NULL);
|
|
break;
|
|
case GLSM_CTL_IS_IMM_VBO:
|
|
return imm_vbo_enable;
|
|
case GLSM_CTL_SET_IMM_VBO:
|
|
imm_vbo_enable = true;
|
|
break;
|
|
case GLSM_CTL_UNSET_IMM_VBO:
|
|
imm_vbo_enable = false;
|
|
break;
|
|
case GLSM_CTL_PROC_ADDRESS_GET:
|
|
{
|
|
glsm_ctx_proc_address_t *proc = (glsm_ctx_proc_address_t*)data;
|
|
if (!hw_render.get_proc_address)
|
|
return false;
|
|
proc->addr = hw_render.get_proc_address;
|
|
}
|
|
break;
|
|
case GLSM_CTL_STATE_CONTEXT_RESET:
|
|
rglgen_resolve_symbols(hw_render.get_proc_address);
|
|
break;
|
|
case GLSM_CTL_STATE_CONTEXT_INIT:
|
|
return glsm_state_ctx_init(data);
|
|
case GLSM_CTL_STATE_SETUP:
|
|
glsm_state_setup();
|
|
break;
|
|
case GLSM_CTL_STATE_UNBIND:
|
|
glsm_state_unbind();
|
|
break;
|
|
case GLSM_CTL_STATE_BIND:
|
|
glsm_state_bind();
|
|
break;
|
|
case GLSM_CTL_NONE:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|