mirror of
https://github.com/libretro/RetroArch
synced 2025-03-23 19:21:03 +00:00
(PS3) Cleaned up ps3_video_psgl.c code - added some PS3-specific
ifdefs to gl.c
This commit is contained in:
parent
04f325dcc9
commit
6000bd33e9
34
gfx/gl.c
34
gfx/gl.c
@ -87,7 +87,7 @@ static const GLfloat white_color[] = {
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#endif
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#ifdef HAVE_FBO
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#ifdef _WIN32
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#if defined(_WIN32) && !defined(RARCH_CONSOLE)
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static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers = NULL;
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static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer = NULL;
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static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL;
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@ -114,6 +114,7 @@ static bool load_fbo_proc(void)
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#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
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#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
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#define glOrtho glOrthof
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static bool load_fbo_proc(void) { return true; }
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#else
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#define pglGenFramebuffers glGenFramebuffers
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@ -756,6 +757,25 @@ static void gl_update_input_size(gl_t *gl, unsigned width, unsigned height, unsi
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}
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}
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#ifdef __CELLOS_LV2__
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static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
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{
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size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
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size_t buffer_stride = gl->tex_w * gl->base_size;
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const uint8_t *frame_copy = frame;
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size_t frame_copy_size = width * gl->base_size;
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for (unsigned h = 0; h < height; h++)
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{
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glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
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buffer_addr,
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frame_copy_size,
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frame_copy);
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frame_copy += pitch;
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buffer_addr += buffer_stride;
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}
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}
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#else
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static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
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{
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
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@ -763,6 +783,7 @@ static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned
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0, 0, 0, width, height, gl->texture_type,
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gl->texture_fmt, frame);
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}
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#endif
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static void gl_init_textures(gl_t *gl)
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{
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@ -897,6 +918,11 @@ static void gl_free(void *data)
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glDisableClientState(GL_COLOR_ARRAY);
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glDeleteTextures(TEXTURES, gl->texture);
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#ifdef __CELLOS_LV2__
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glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, 0);
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glDeleteBuffers(1, &gl->pbo);
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#endif
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#ifdef HAVE_FBO
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gl_deinit_fbo(gl);
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#endif
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@ -1033,6 +1059,12 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
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gl->tex_w = RARCH_SCALE_BASE * video->input_scale;
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gl->tex_h = RARCH_SCALE_BASE * video->input_scale;
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#ifdef __CELLOS_LV2__
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glGenBuffers(1, &gl->pbo);
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glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo);
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glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->tex_w * gl->tex_h * gl->base_size * TEXTURES, NULL, GL_STREAM_DRAW);
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#endif
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// Empty buffer that we use to clear out the texture with on res change.
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gl->empty_buf = calloc(gl->tex_w * gl->tex_h, gl->base_size);
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gl_init_textures(gl);
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@ -164,6 +164,9 @@ typedef struct gl
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unsigned tex_w, tex_h;
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GLfloat tex_coords[8];
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#ifdef __CELLOS_LV2__
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GLuint pbo;
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#endif
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GLenum texture_type; // XBGR1555 or ARGB
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GLenum texture_fmt;
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unsigned base_size; // 2 or 4
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@ -43,8 +43,6 @@
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#define BLUE 0xffff0000u
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#define WHITE 0xffffffffu
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#define FORCE_16BIT_COLOR 1
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// Used for the last pass when rendering to the back buffer.
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static const GLfloat vertexes_flipped[] = {
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0, 0,
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@ -100,10 +98,62 @@ static const GLfloat white_color[] = {
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1, 1, 1, 1,
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};
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struct {
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bool block_swap;
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bool fbo_enabled;
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bool overscan_enable;
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GLfloat overscan_amount;
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GLuint menu_texture_id;
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struct texture_image menu_texture;
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PSGLdevice* gl_device;
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PSGLcontext* gl_context;
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CellVideoOutState g_video_state;
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} ps3_gl;
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bool g_quitting;
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unsigned g_frame_count;
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void *g_gl;
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#ifdef HAVE_FBO
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#if defined(_WIN32) && !defined(RARCH_CONSOLE)
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static PFNGLGENFRAMEBUFFERSPROC pglGenFramebuffers = NULL;
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static PFNGLBINDFRAMEBUFFERPROC pglBindFramebuffer = NULL;
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static PFNGLFRAMEBUFFERTEXTURE2DPROC pglFramebufferTexture2D = NULL;
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static PFNGLCHECKFRAMEBUFFERSTATUSPROC pglCheckFramebufferStatus = NULL;
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static PFNGLDELETEFRAMEBUFFERSPROC pglDeleteFramebuffers = NULL;
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static bool load_fbo_proc(void)
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{
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LOAD_SYM(glGenFramebuffers);
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LOAD_SYM(glBindFramebuffer);
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LOAD_SYM(glFramebufferTexture2D);
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LOAD_SYM(glCheckFramebufferStatus);
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LOAD_SYM(glDeleteFramebuffers);
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return pglGenFramebuffers && pglBindFramebuffer && pglFramebufferTexture2D &&
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pglCheckFramebufferStatus && pglDeleteFramebuffers;
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}
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#elif defined(HAVE_OPENGLES)
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#define pglGenFramebuffers glGenFramebuffersOES
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#define pglBindFramebuffer glBindFramebufferOES
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#define pglFramebufferTexture2D glFramebufferTexture2DOES
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#define pglCheckFramebufferStatus glCheckFramebufferStatusOES
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#define pglDeleteFramebuffers glDeleteFramebuffersOES
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#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
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#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
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#define glOrtho glOrthof
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static bool load_fbo_proc(void) { return true; }
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#else
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#define pglGenFramebuffers glGenFramebuffers
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#define pglBindFramebuffer glBindFramebuffer
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#define pglFramebufferTexture2D glFramebufferTexture2D
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#define pglCheckFramebufferStatus glCheckFramebufferStatus
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#define pglDeleteFramebuffers glDeleteFramebuffers
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static bool load_fbo_proc(void) { return true; }
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#endif
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#endif
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/*============================================================
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GL IMPLEMENTATION
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============================================================ */
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@ -113,13 +163,38 @@ static bool gl_shader_init(void)
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switch (g_settings.video.shader_type)
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{
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case RARCH_SHADER_AUTO:
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if (strlen(g_settings.video.cg_shader_path) > 0 && strlen(g_settings.video.bsnes_shader_path) > 0)
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{
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if (*g_settings.video.cg_shader_path && *g_settings.video.bsnes_shader_path)
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RARCH_WARN("Both Cg and bSNES XML shader are defined in config file. Cg shader will be selected by default.\n");
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// fall-through
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case RARCH_SHADER_CG:
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if (strlen(g_settings.video.cg_shader_path) > 0)
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#ifdef HAVE_CG
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if (*g_settings.video.cg_shader_path)
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return gl_cg_init(g_settings.video.cg_shader_path);
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break;
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#endif
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#ifdef HAVE_XML
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if (*g_settings.video.bsnes_shader_path)
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return gl_glsl_init(g_settings.video.bsnes_shader_path);
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#endif
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break;
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}
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#ifdef HAVE_CG
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case RARCH_SHADER_CG:
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{
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return gl_cg_init(g_settings.video.cg_shader_path);
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break;
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}
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#endif
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#ifdef HAVE_XML
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case RARCH_SHADER_BSNES:
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{
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return gl_glsl_init(g_settings.video.bsnes_shader_path);
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break;
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}
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#endif
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default:
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break;
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}
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@ -129,37 +204,59 @@ static bool gl_shader_init(void)
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static unsigned gl_shader_num(void)
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{
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unsigned num = 0;
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#ifdef HAVE_CG
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unsigned cg_num = gl_cg_num();
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if (cg_num)
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return cg_num;
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#endif
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if (cg_num > num)
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num = cg_num;
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#ifdef HAVE_XML
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unsigned glsl_num = gl_glsl_num();
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if (glsl_num)
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return glsl_num;
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#endif
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return num;
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return 0;
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}
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static bool gl_shader_filter_type(unsigned index, bool *smooth)
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{
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bool valid = false;
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#ifdef HAVE_CG
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if (!valid)
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valid = gl_cg_filter_type(index, smooth);
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#endif
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#ifdef HAVE_XML
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if (!valid)
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valid = gl_glsl_filter_type(index, smooth);
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#endif
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return valid;
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}
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void gl_set_fbo_enable (bool enable)
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{
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gl_t *gl = g_gl;
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gl->fbo_enabled = enable;
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ps3_gl.fbo_enabled = enable;
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}
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#ifdef HAVE_FBO
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static void gl_shader_scale(unsigned index, struct gl_fbo_scale *scale)
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{
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scale->valid = false;
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#ifdef HAVE_CG
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if (!scale->valid)
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gl_cg_shader_scale(index, scale);
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#endif
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#ifdef HAVE_XML
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if (!scale->valid)
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gl_glsl_shader_scale(index, scale);
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#endif
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}
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#endif
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static void gl_create_fbo_textures(gl_t *gl)
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{
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@ -191,7 +288,7 @@ static void gl_create_fbo_textures(gl_t *gl)
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void gl_deinit_fbo(gl_t *gl)
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{
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glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
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glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo);
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pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
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memset(gl->fbo_texture, 0, sizeof(gl->fbo_texture));
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memset(gl->fbo, 0, sizeof(gl->fbo));
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gl->fbo_pass = 0;
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@ -304,23 +401,23 @@ void gl_init_fbo(gl_t *gl, unsigned width, unsigned height)
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gl_create_fbo_textures(gl);
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glGenFramebuffersOES(gl->fbo_pass, gl->fbo);
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pglGenFramebuffers(gl->fbo_pass, gl->fbo);
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for (int i = 0; i < gl->fbo_pass; i++)
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{
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[i]);
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glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
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pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[i]);
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pglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->fbo_texture[i], 0);
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GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
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if (status != GL_FRAMEBUFFER_COMPLETE_OES)
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GLenum status = pglCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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goto error;
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}
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
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pglBindFramebuffer(GL_FRAMEBUFFER, 0);
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return;
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error:
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glDeleteTextures(gl->fbo_pass, gl->fbo_texture);
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glDeleteFramebuffersOES(gl->fbo_pass, gl->fbo);
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pglDeleteFramebuffers(gl->fbo_pass, gl->fbo);
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RARCH_ERR("Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
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}
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@ -379,8 +476,6 @@ static void set_viewport(gl_t *gl, unsigned width, unsigned height)
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uint32_t m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp;
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GLfloat m_left, m_right, m_bottom, m_top, m_zNear, m_zFar;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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m_viewport_x_temp = 0;
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m_viewport_y_temp = 0;
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@ -427,14 +522,17 @@ static void set_viewport(gl_t *gl, unsigned width, unsigned height)
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glViewport(m_viewport_x_temp, m_viewport_y_temp, m_viewport_width_temp, m_viewport_height_temp);
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if(gl->overscan_enable)
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if(ps3_gl.overscan_enable)
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{
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m_left = -gl->overscan_amount/2;
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m_right = 1 + gl->overscan_amount/2;
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m_bottom = -gl->overscan_amount/2;
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m_left = -ps3_gl.overscan_amount/2;
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m_right = 1 + ps3_gl.overscan_amount/2;
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m_bottom = -ps3_gl.overscan_amount/2;
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}
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glOrthof(m_left, m_right, m_bottom, m_top, m_zNear, m_zFar);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(m_left, m_right, m_bottom, m_top, m_zNear, m_zFar);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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@ -453,7 +551,7 @@ static void set_viewport(gl_t *gl, unsigned width, unsigned height)
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glMatrixMode(GL_PROJECTION); \
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glLoadIdentity(); \
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glViewport(0, 0, width, height); \
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glOrthof(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); \
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glOrtho(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); \
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glMatrixMode(GL_MODELVIEW); \
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glLoadIdentity(); \
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if (prg[active_index].mvp) \
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@ -494,7 +592,7 @@ void gl_frame_menu (void)
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set_viewport_force_full(gl, gl->win_width, gl->win_height);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gl->menu_texture_id);
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glBindTexture(GL_TEXTURE_2D, ps3_gl.menu_texture_id);
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glDrawArrays(GL_QUADS, 0, 4);
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@ -523,6 +621,24 @@ static void ps3graphics_set_orientation(void * data, uint32_t orientation)
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glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
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}
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static void gl_copy_frame(gl_t *gl, const void *frame, unsigned width, unsigned height, unsigned pitch)
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{
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size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
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size_t buffer_stride = gl->tex_w * gl->base_size;
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const uint8_t *frame_copy = frame;
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size_t frame_copy_size = width * gl->base_size;
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for (unsigned h = 0; h < height; h++)
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{
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glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
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buffer_addr,
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frame_copy_size,
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frame_copy);
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frame_copy += pitch;
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buffer_addr += buffer_stride;
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}
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}
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static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
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{
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gl_t *gl = data;
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@ -533,11 +649,11 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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// Render to texture in first pass.
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if (gl->fbo_enabled)
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if (ps3_gl.fbo_enabled)
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{
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gl_compute_fbo_geometry(gl, width, height, gl->vp_out_width, gl->vp_out_height);
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, gl->fbo[0]);
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pglBindFramebuffer(GL_FRAMEBUFFER, gl->fbo[0]);
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set_viewport_force_full(gl, gl->fbo_rect[0].img_width, gl->fbo_rect[0].img_height);
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}
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@ -568,23 +684,10 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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// Need to preserve the "flipped" state when in FBO as well to have
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// consistent texture coordinates.
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if (gl->fbo_enabled)
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if (ps3_gl.fbo_enabled)
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glVertexPointer(2, GL_FLOAT, 0, vertexes);
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size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
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size_t buffer_stride = gl->tex_w * gl->base_size;
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const uint8_t *frame_copy = frame;
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size_t frame_copy_size = width * gl->base_size;
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for (unsigned h = 0; h < height; h++)
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{
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glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
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buffer_addr,
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frame_copy_size,
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frame_copy);
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frame_copy += pitch;
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buffer_addr += buffer_stride;
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}
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gl_copy_frame(gl, frame, width, height, pitch);
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struct gl_tex_info tex_info = {
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.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(¶ms);
|
||||
psglGetDeviceDimensions(gl->gl_device, &gl->win_width, &gl->win_height);
|
||||
ps3_gl.gl_device = psglCreateDeviceExtended(¶ms);
|
||||
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)
|
||||
|
@ -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);
|
||||
|
Loading…
x
Reference in New Issue
Block a user