(PS3) Cleaned up ps3_video_psgl.c code - added some PS3-specific

ifdefs to gl.c
This commit is contained in:
Twinaphex 2012-05-26 15:45:00 +02:00
parent 04f325dcc9
commit 6000bd33e9
4 changed files with 217 additions and 120 deletions

View File

@ -87,7 +87,7 @@ static const GLfloat white_color[] = {
#endif
#ifdef HAVE_FBO
#ifdef _WIN32
#if defined(_WIN32) && !defined(RARCH_CONSOLE)
static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers = NULL;
static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer = NULL;
static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL;
@ -114,6 +114,7 @@ static bool load_fbo_proc(void)
#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
#define glOrtho glOrthof
static bool load_fbo_proc(void) { return true; }
#else
#define pglGenFramebuffers glGenFramebuffers
@ -756,6 +757,25 @@ static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsi
}
}
#ifdef __CELLOS_LV2__
static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
{
size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
size_t buffer_stride = gl->tex_w * gl->base_size;
const uint8_t *frame_copy = frame;
size_t frame_copy_size = width * gl->base_size;
for (unsigned h = 0; h < height; h++)
{
glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
buffer_addr,
frame_copy_size,
frame_copy);
frame_copy += pitch;
buffer_addr += buffer_stride;
}
}
#else
static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
{
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
@ -763,6 +783,7 @@ static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned
0, 0, 0, width, height, gl->texture_type,
gl->texture_fmt, frame);
}
#endif
static void gl_init_textures(gl_t *gl)
{
@ -897,6 +918,11 @@ static void gl_free(void *data)
glDisableClientState(GL_COLOR_ARRAY);
glDeleteTextures(TEXTURES, gl->texture);
#ifdef __CELLOS_LV2__
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0);
glDeleteBuffers(1, &gl->pbo);
#endif
#ifdef HAVE_FBO
gl_deinit_fbo(gl);
#endif
@ -1033,6 +1059,12 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
gl->tex_w = RARCH_SCALE_BASE * video->input_scale;
gl->tex_h = RARCH_SCALE_BASE * video->input_scale;
#ifdef __CELLOS_LV2__
glGenBuffers(1, &gl->pbo);
glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo);
glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->tex_w * gl->tex_h * gl->base_size * TEXTURES, NULL, GL_STREAM_DRAW);
#endif
// Empty buffer that we use to clear out the texture with on res change.
gl->empty_buf = calloc(gl->tex_w * gl->tex_h, gl->base_size);
gl_init_textures(gl);

View File

@ -164,6 +164,9 @@ typedef struct gl
unsigned tex_w, tex_h;
GLfloat tex_coords[8];
#ifdef __CELLOS_LV2__
GLuint pbo;
#endif
GLenum texture_type; // XBGR1555 or ARGB
GLenum texture_fmt;
unsigned base_size; // 2 or 4

View File

@ -43,8 +43,6 @@
#define BLUE 0xffff0000u
#define WHITE 0xffffffffu
#define FORCE_16BIT_COLOR 1
// Used for the last pass when rendering to the back buffer.
static const GLfloat vertexes_flipped[] = {
0, 0,
@ -100,10 +98,62 @@ static const GLfloat white_color[] = {
1, 1, 1, 1,
};
struct {
bool block_swap;
bool fbo_enabled;
bool overscan_enable;
GLfloat overscan_amount;
GLuint menu_texture_id;
struct texture_image menu_texture;
PSGLdevice* gl_device;
PSGLcontext* gl_context;
CellVideoOutState g_video_state;
} ps3_gl;
bool g_quitting;
unsigned g_frame_count;
void *g_gl;
#ifdef HAVE_FBO
#if defined(_WIN32) && !defined(RARCH_CONSOLE)
static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers = NULL;
static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer = NULL;
static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL;
static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus = NULL;
static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers = NULL;
static bool load_fbo_proc(void)
{
LOAD_SYM(glGenFramebuffers);
LOAD_SYM(glBindFramebuffer);
LOAD_SYM(glFramebufferTexture2D);
LOAD_SYM(glCheckFramebufferStatus);
LOAD_SYM(glDeleteFramebuffers);
return pglGenFramebuffers && pglBindFramebuffer && pglFramebufferTexture2D &&
pglCheckFramebufferStatus && pglDeleteFramebuffers;
}
#elif defined(HAVE_OPENGLES)
#define pglGenFramebuffers glGenFramebuffersOES
#define pglBindFramebuffer glBindFramebufferOES
#define pglFramebufferTexture2D glFramebufferTexture2DOES
#define pglCheckFramebufferStatus glCheckFramebufferStatusOES
#define pglDeleteFramebuffers glDeleteFramebuffersOES
#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
#define glOrtho glOrthof
static bool load_fbo_proc(void) { return true; }
#else
#define pglGenFramebuffers glGenFramebuffers
#define pglBindFramebuffer glBindFramebuffer
#define pglFramebufferTexture2D glFramebufferTexture2D
#define pglCheckFramebufferStatus glCheckFramebufferStatus
#define pglDeleteFramebuffers glDeleteFramebuffers
static bool load_fbo_proc(void) { return true; }
#endif
#endif
/*============================================================
GL IMPLEMENTATION
============================================================ */
@ -113,13 +163,38 @@ static bool gl_shader_init(void)
switch (g_settings.video.shader_type)
{
case RARCH_SHADER_AUTO:
if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0)
{
if (*g_settings.video.cg_shader_path && *g_settings.video.bsnes_shader_path)
RARCH_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
// fall-through
case RARCH_SHADER_CG:
if (strlen(g_settings.video.cg_shader_path) > 0)
#ifdef HAVE_CG
if (*g_settings.video.cg_shader_path)
return gl_cg_init(g_settings.video.cg_shader_path);
break;
#endif
#ifdef HAVE_XML
if (*g_settings.video.bsnes_shader_path)
return gl_glsl_init(g_settings.video.bsnes_shader_path);
#endif
break;
}
#ifdef HAVE_CG
case RARCH_SHADER_CG:
{
return gl_cg_init(g_settings.video.cg_shader_path);
break;
}
#endif
#ifdef HAVE_XML
case RARCH_SHADER_BSNES:
{
return gl_glsl_init(g_settings.video.bsnes_shader_path);
break;
}
#endif
default:
break;
}
@ -129,37 +204,59 @@ static bool gl_shader_init(void)
static unsigned gl_shader_num(void)
{
unsigned num = 0;
#ifdef HAVE_CG
unsigned cg_num = gl_cg_num();
if (cg_num)
return cg_num;
#endif
if (cg_num > num)
num = cg_num;
#ifdef HAVE_XML
unsigned glsl_num = gl_glsl_num();
if (glsl_num)
return glsl_num;
#endif
return num;
return 0;
}
static bool gl_shader_filter_type(unsigned index, bool *smooth)
{
bool valid = false;
#ifdef HAVE_CG
if (!valid)
valid = gl_cg_filter_type(index, smooth);
#endif
#ifdef HAVE_XML
if (!valid)
valid = gl_glsl_filter_type(index, smooth);
#endif
return valid;
}
void gl_set_fbo_enable (bool enable)
{
gl_t *gl = g_gl;
gl->fbo_enabled = enable;
ps3_gl.fbo_enabled = enable;
}
#ifdef HAVE_FBO
static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
{
scale->valid = false;
#ifdef HAVE_CG
if (!scale->valid)
gl_cg_shader_scale(index, scale);
#endif
#ifdef HAVE_XML
if (!scale->valid)
gl_glsl_shader_scale(index, scale);
#endif
}
#endif
static void gl_create_fbo_textures(gl_t *gl)
{
@ -191,7 +288,7 @@ static void gl_create_fbo_textures(gl_t *gl)
void gl_deinit_fbo(gl_t *gl)
{
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
memset(gl->fbo, 0, sizeof(gl->fbo));
gl->fbo_pass = 0;
@ -304,23 +401,23 @@ void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
gl_create_fbo_textures(gl);
glGenFramebuffersOES(gl->fbo_pass, gl->fbo);
pglGenFramebuffers(gl->fbo_pass, gl->fbo);
for (int i = 0; i < gl->fbo_pass; i++)
{
glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[i]);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
if (status != GL_FRAMEBUFFER_COMPLETE_OES)
GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto error;
}
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
return;
error:
glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo);
pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
}
@ -379,8 +476,6 @@ static void set_viewport(gl_t *gl, unsigned width, unsigned height)
uint32_t m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp;
GLfloat m_left, m_right, m_bottom, m_top, m_zNear, m_zFar;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
m_viewport_x_temp = 0;
m_viewport_y_temp = 0;
@ -427,14 +522,17 @@ static void set_viewport(gl_t *gl, unsigned width, unsigned height)
glViewport(m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp);
if(gl->overscan_enable)
if(ps3_gl.overscan_enable)
{
m_left = -gl->overscan_amount/2;
m_right = 1 + gl->overscan_amount/2;
m_bottom = -gl->overscan_amount/2;
m_left = -ps3_gl.overscan_amount/2;
m_right = 1 + ps3_gl.overscan_amount/2;
m_bottom = -ps3_gl.overscan_amount/2;
}
glOrthof(m_left, m_right, m_bottom, m_top, m_zNear, m_zFar);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(m_left, m_right, m_bottom, m_top, m_zNear, m_zFar);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
@ -453,7 +551,7 @@ static void set_viewport(gl_t *gl, unsigned width, unsigned height)
glMatrixMode(GL_PROJECTION); \
glLoadIdentity(); \
glViewport(0, 0, width, height); \
glOrthof(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); \
glOrtho(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); \
glMatrixMode(GL_MODELVIEW); \
glLoadIdentity(); \
if (prg[active_index].mvp) \
@ -494,7 +592,7 @@ void gl_frame_menu (void)
set_viewport_force_full(gl, gl->win_width, gl->win_height);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gl->menu_texture_id);
glBindTexture(GL_TEXTURE_2D, ps3_gl.menu_texture_id);
glDrawArrays(GL_QUADS, 0, 4);
@ -523,6 +621,24 @@ static void ps3graphics_set_orientation(void * data, uint32_t orientation)
glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
}
static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
{
size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
size_t buffer_stride = gl->tex_w * gl->base_size;
const uint8_t *frame_copy = frame;
size_t frame_copy_size = width * gl->base_size;
for (unsigned h = 0; h < height; h++)
{
glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
buffer_addr,
frame_copy_size,
frame_copy);
frame_copy += pitch;
buffer_addr += buffer_stride;
}
}
static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
{
gl_t *gl = data;
@ -533,11 +649,11 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
// Render to texture in first pass.
if (gl->fbo_enabled)
if (ps3_gl.fbo_enabled)
{
gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[0]);
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
set_viewport_force_full(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height);
}
@ -568,23 +684,10 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
// Need to preserve the "flipped" state when in FBO as well to have
// consistent texture coordinates.
if (gl->fbo_enabled)
if (ps3_gl.fbo_enabled)
glVertexPointer(2, GL_FLOAT, 0, vertexes);
size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
size_t buffer_stride = gl->tex_w * gl->base_size;
const uint8_t *frame_copy = frame;
size_t frame_copy_size = width * gl->base_size;
for (unsigned h = 0; h < height; h++)
{
glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
buffer_addr,
frame_copy_size,
frame_copy);
frame_copy += pitch;
buffer_addr += buffer_stride;
}
gl_copy_frame(gl, frame, width, height, pitch);
struct gl_tex_info tex_info = {
.tex = gl->texture[gl->tex_index],
@ -604,10 +707,12 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
glDrawArrays(GL_QUADS, 0, 4);
if (gl->fbo_enabled)
if (ps3_gl.fbo_enabled)
{
GLfloat fbo_tex_coords[8] = {0.0f};
// Render the rest of our passes.
glTexCoordPointer(2, GL_FLOAT, 0, gl->fbo_tex_coords);
glTexCoordPointer(2, GL_FLOAT, 0, fbo_tex_coords);
// It's kinda handy ... :)
const struct gl_fbo_rect *prev_rect;
@ -624,16 +729,16 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(gl->fbo_tex_coords, xamt, yamt);
set_texture_coords(fbo_tex_coords, xamt, yamt);
fbo_info->tex = gl->fbo_texture[i - 1];
fbo_info->input_size[0] = prev_rect->img_width;
fbo_info->input_size[1] = prev_rect->img_height;
fbo_info->tex_size[0] = prev_rect->width;
fbo_info->tex_size[1] = prev_rect->height;
memcpy(fbo_info->coord, gl->fbo_tex_coords, sizeof(gl->fbo_tex_coords));
memcpy(fbo_info->coord, fbo_tex_coords, sizeof(fbo_tex_coords));
glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[i]);
pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
gl_cg_use(i + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[i - 1]);
@ -656,10 +761,10 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
GLfloat xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
GLfloat yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
set_texture_coords(gl->fbo_tex_coords, xamt, yamt);
set_texture_coords(fbo_tex_coords, xamt, yamt);
// Render our FBO texture to back buffer.
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
pglBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_cg_use(gl->fbo_pass + 1);
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
@ -688,7 +793,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
cellDbgFontDraw();
}
if(!gl->block_swap)
if(!ps3_gl.block_swap)
psglSwap();
return true;
@ -698,8 +803,8 @@ static void psgl_deinit(gl_t *gl)
{
cellDbgFontExit();
psglDestroyContext(gl->gl_context);
psglDestroyDevice(gl->gl_device);
psglDestroyContext(ps3_gl.gl_context);
psglDestroyDevice(ps3_gl.gl_device);
psglExit();
}
@ -780,8 +885,8 @@ static bool psgl_init_device(gl_t *gl, const video_info_t *video, uint32_t resol
params.height = resolution.height;
}
gl->gl_device = psglCreateDeviceExtended(&params);
psglGetDeviceDimensions(gl->gl_device, &gl->win_width, &gl->win_height);
ps3_gl.gl_device = psglCreateDeviceExtended(&params);
psglGetDeviceDimensions(ps3_gl.gl_device, &gl->win_width, &gl->win_height);
if(g_console.viewports.custom_vp.width == 0)
g_console.viewports.custom_vp.width = gl->win_width;
@ -789,8 +894,8 @@ static bool psgl_init_device(gl_t *gl, const video_info_t *video, uint32_t resol
if(g_console.viewports.custom_vp.height == 0)
g_console.viewports.custom_vp.height = gl->win_height;
gl->gl_context = psglCreateContext();
psglMakeCurrent(gl->gl_context, gl->gl_device);
ps3_gl.gl_context = psglCreateContext();
psglMakeCurrent(ps3_gl.gl_context, ps3_gl.gl_device);
psglResetCurrentContext();
return true;
@ -966,8 +1071,7 @@ static bool gl_focus(void *data)
static void ps3graphics_set_swap_block_swap(void * data, bool toggle)
{
(void)data;
gl_t *gl = g_gl;
gl->block_swap = toggle;
ps3_gl.block_swap = toggle;
}
static void ps3graphics_swap(void * data)
@ -1058,8 +1162,7 @@ static void get_all_available_resolutions (void)
void ps3_set_resolution (void)
{
gl_t *gl = g_gl;
cellVideoOutGetState(CELL_VIDEO_OUT_PRIMARY, 0, &gl->g_video_state);
cellVideoOutGetState(CELL_VIDEO_OUT_PRIMARY, 0, &ps3_gl.g_video_state);
}
void ps3_next_resolution (void)
@ -1117,27 +1220,27 @@ bool ps3_setup_texture(void)
if (!gl)
return false;
glGenTextures(1, &gl->menu_texture_id);
glGenTextures(1, &ps3_gl.menu_texture_id);
RARCH_LOG("Loading texture image for menu...\n");
if(!texture_image_load(DEFAULT_MENU_BORDER_FILE, &gl->menu_texture))
if(!texture_image_load(DEFAULT_MENU_BORDER_FILE, &ps3_gl.menu_texture))
{
RARCH_ERR("Failed to load texture image for menu.\n");
return false;
}
glBindTexture(GL_TEXTURE_2D, gl->menu_texture_id);
glBindTexture(GL_TEXTURE_2D, ps3_gl.menu_texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ARGB_SCE, gl->menu_texture.width, gl->menu_texture.height, 0,
GL_ARGB_SCE, GL_UNSIGNED_INT_8_8_8_8, gl->menu_texture.pixels);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ARGB_SCE, ps3_gl.menu_texture.width, ps3_gl.menu_texture.height, 0,
GL_ARGB_SCE, GL_UNSIGNED_INT_8_8_8_8, ps3_gl.menu_texture.pixels);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
free(gl->menu_texture.pixels);
free(ps3_gl.menu_texture.pixels);
return true;
}
@ -1159,7 +1262,7 @@ void ps3_set_filtering(unsigned index, bool set_smooth)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST);
}
}
else if (index >= 2 && gl->fbo_enabled)
else if (index >= 2 && ps3_gl.fbo_enabled)
{
glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[index - 2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST);
@ -1175,8 +1278,8 @@ void ps3graphics_set_overscan(bool overscan_enable, float amount, bool recalcula
if(!gl)
return;
gl->overscan_enable = overscan_enable;
gl->overscan_amount = amount;
ps3_gl.overscan_enable = overscan_enable;
ps3_gl.overscan_amount = amount;
if(recalculate_viewport)
{
@ -1196,17 +1299,15 @@ void ps3graphics_video_init(bool get_all_resolutions)
g_gl = gl_init(&video_info, NULL, NULL);
gl_set_fbo_enable(g_console.fbo_enabled);
gl_t * gl = g_gl;
gl->overscan_enable = g_console.overscan_enable;
gl->overscan_amount = g_console.overscan_amount;
ps3_gl.overscan_enable = g_console.overscan_enable;
ps3_gl.overscan_amount = g_console.overscan_amount;
if(get_all_resolutions)
get_all_available_resolutions();
ps3_set_resolution();
ps3_setup_texture();
ps3graphics_set_overscan(gl->overscan_enable, gl->overscan_amount, 0);
ps3graphics_set_overscan(ps3_gl.overscan_enable, ps3_gl.overscan_amount, 0);
}
void ps3graphics_video_reinit(void)

View File

@ -42,45 +42,6 @@
#define RARCH_CG_MAX_SHADERS 16
#define RARCH_CG_MENU_SHADER_INDEX (RARCH_CG_MAX_SHADERS - 1)
typedef struct gl
{
bool block_swap;
bool fbo_enabled;
bool keep_aspect;
bool vsync;
bool overscan_enable;
int fbo_pass;
unsigned base_size; /* 2 or 4*/
unsigned last_width[TEXTURES];
unsigned last_height[TEXTURES];
unsigned tex_index; /* For use with PREV. */
unsigned tex_w, tex_h;
unsigned vp_width, vp_out_width;
unsigned vp_height, vp_out_height;
unsigned win_width;
unsigned win_height;
GLfloat overscan_amount;
GLfloat tex_coords[8];
GLfloat fbo_tex_coords[8];
GLenum texture_type; /* XBGR1555 or ARGB*/
GLenum texture_fmt;
/* Render-to-texture, multipass shaders */
GLuint fbo[MAX_SHADERS];
GLuint fbo_texture[MAX_SHADERS];
GLuint menu_texture_id;
GLuint pbo;
GLuint texture[TEXTURES];
GLuint tex_filter;
CellVideoOutState g_video_state;
PSGLdevice* gl_device;
PSGLcontext* gl_context;
struct gl_fbo_rect fbo_rect[MAX_SHADERS];
struct gl_fbo_scale fbo_scale[MAX_SHADERS];
struct gl_tex_info prev_info[TEXTURES];
struct texture_image menu_texture;
void *empty_buf;
} gl_t;
bool ps3_setup_texture(void);
const char * ps3_get_resolution_label(uint32_t resolution);
int ps3_check_resolution(uint32_t resolution_id);