gl1: add overlay support

This commit is contained in:
Brad Parker 2019-04-05 23:07:59 -04:00
parent 48dc251303
commit 9579804c72
2 changed files with 255 additions and 1 deletions

View File

@ -75,6 +75,14 @@ typedef struct gl1
bool smooth;
bool menu_smooth;
void *readback_buffer_screenshot;
bool overlay_enable;
bool overlay_full_screen;
GLuint *overlay_tex;
unsigned overlays;
float *overlay_vertex_coord;
float *overlay_tex_coord;
float *overlay_color_coord;
bool fullscreen;
} gl1_t;
static INLINE void gl1_bind_texture(GLuint id, GLint wrap_mode, GLint mag_filter,

View File

@ -105,6 +105,17 @@ static const GLfloat gl1_white_color[] = {
if (gl1_shared_context_use) \
gl1->ctx_driver->bind_hw_render(gl1->ctx_data, enable)
static void gl1_render_overlay(gl1_t *gl, video_frame_info_t *video_info);
static void gl1_free_overlay(gl1_t *gl);
static void gl1_overlay_vertex_geom(void *data,
unsigned image,
float x, float y,
float w, float h);
static void gl1_overlay_tex_geom(void *data,
unsigned image,
GLfloat x, GLfloat y,
GLfloat w, GLfloat h);
static bool is_pot(unsigned x)
{
return (x & (x - 1)) == 0;
@ -202,6 +213,8 @@ static void *gl1_gfx_init(const video_info_t *video,
if (!video_context_driver_set_video_mode(&mode))
goto error;
gl1->fullscreen = video->fullscreen;
mode.width = 0;
mode.height = 0;
@ -705,6 +718,11 @@ static bool gl1_gfx_frame(void *data, const void *frame,
menu_driver_frame(video_info);
#endif
#ifdef HAVE_OVERLAY
if (gl1->overlay_enable)
gl1_render_overlay(gl1, video_info);
#endif
if (msg)
font_driver_render_msg(video_info, NULL, msg, NULL);
@ -854,6 +872,10 @@ static void gl1_gfx_free(void *data)
gl1->menu_tex = 0;
}
#ifdef HAVE_OVERLAY
gl1_free_overlay(gl1);
#endif
if (gl1->extensions)
{
string_list_free(gl1->extensions);
@ -1253,6 +1275,230 @@ bool gl1_has_menu_frame(void)
return (gl1_menu_frame != NULL);
}
#ifdef HAVE_OVERLAY
static bool gl1_overlay_load(void *data,
const void *image_data, unsigned num_images)
{
unsigned i, j;
gl1_t *gl = (gl1_t*)data;
const struct texture_image *images =
(const struct texture_image*)image_data;
if (!gl)
return false;
gl1_context_bind_hw_render(gl, false);
gl1_free_overlay(gl);
gl->overlay_tex = (GLuint*)
calloc(num_images, sizeof(*gl->overlay_tex));
if (!gl->overlay_tex)
{
gl1_context_bind_hw_render(gl, true);
return false;
}
gl->overlay_vertex_coord = (GLfloat*)
calloc(2 * 4 * num_images, sizeof(GLfloat));
gl->overlay_tex_coord = (GLfloat*)
calloc(2 * 4 * num_images, sizeof(GLfloat));
gl->overlay_color_coord = (GLfloat*)
calloc(4 * 4 * num_images, sizeof(GLfloat));
if ( !gl->overlay_vertex_coord
|| !gl->overlay_tex_coord
|| !gl->overlay_color_coord)
return false;
gl->overlays = num_images;
glGenTextures(num_images, gl->overlay_tex);
for (i = 0; i < num_images; i++)
{
unsigned alignment = video_pixel_get_alignment(images[i].width
* sizeof(uint32_t));
gl1_load_texture_data(gl->overlay_tex[i],
RARCH_WRAP_EDGE, TEXTURE_FILTER_LINEAR,
alignment,
images[i].width, images[i].height, images[i].pixels,
sizeof(uint32_t));
/* Default. Stretch to whole screen. */
gl1_overlay_tex_geom(gl, i, 0, 0, 1, 1);
gl1_overlay_vertex_geom(gl, i, 0, 0, 1, 1);
for (j = 0; j < 16; j++)
gl->overlay_color_coord[16 * i + j] = 1.0f;
}
gl1_context_bind_hw_render(gl, true);
return true;
}
static void gl1_overlay_enable(void *data, bool state)
{
gl1_t *gl = (gl1_t*)data;
if (!gl)
return;
gl->overlay_enable = state;
if (gl->fullscreen)
video_context_driver_show_mouse(&state);
}
static void gl1_overlay_full_screen(void *data, bool enable)
{
gl1_t *gl = (gl1_t*)data;
if (gl)
gl->overlay_full_screen = enable;
}
static void gl1_overlay_set_alpha(void *data, unsigned image, float mod)
{
GLfloat *color = NULL;
gl1_t *gl = (gl1_t*)data;
if (!gl)
return;
color = (GLfloat*)&gl->overlay_color_coord[image * 16];
color[ 0 + 3] = mod;
color[ 4 + 3] = mod;
color[ 8 + 3] = mod;
color[12 + 3] = mod;
}
static const video_overlay_interface_t gl1_overlay_interface = {
gl1_overlay_enable,
gl1_overlay_load,
gl1_overlay_tex_geom,
gl1_overlay_vertex_geom,
gl1_overlay_full_screen,
gl1_overlay_set_alpha,
};
static void gl1_get_overlay_interface(void *data,
const video_overlay_interface_t **iface)
{
(void)data;
*iface = &gl1_overlay_interface;
}
static void gl1_free_overlay(gl1_t *gl)
{
glDeleteTextures(gl->overlays, gl->overlay_tex);
free(gl->overlay_tex);
free(gl->overlay_vertex_coord);
free(gl->overlay_tex_coord);
free(gl->overlay_color_coord);
gl->overlay_tex = NULL;
gl->overlay_vertex_coord = NULL;
gl->overlay_tex_coord = NULL;
gl->overlay_color_coord = NULL;
gl->overlays = 0;
}
static void gl1_overlay_vertex_geom(void *data,
unsigned image,
float x, float y,
float w, float h)
{
GLfloat *vertex = NULL;
gl1_t *gl = (gl1_t*)data;
if (!gl)
return;
if (image > gl->overlays)
{
RARCH_ERR("[GL]: Invalid overlay id: %u\n", image);
return;
}
vertex = (GLfloat*)&gl->overlay_vertex_coord[image * 8];
/* Flipped, so we preserve top-down semantics. */
y = 1.0f - y;
h = -h;
vertex[0] = x;
vertex[1] = y;
vertex[2] = x + w;
vertex[3] = y;
vertex[4] = x;
vertex[5] = y + h;
vertex[6] = x + w;
vertex[7] = y + h;
}
static void gl1_overlay_tex_geom(void *data,
unsigned image,
GLfloat x, GLfloat y,
GLfloat w, GLfloat h)
{
GLfloat *tex = NULL;
gl1_t *gl = (gl1_t*)data;
if (!gl)
return;
tex = (GLfloat*)&gl->overlay_tex_coord[image * 8];
tex[0] = x;
tex[1] = y;
tex[2] = x + w;
tex[3] = y;
tex[4] = x;
tex[5] = y + h;
tex[6] = x + w;
tex[7] = y + h;
}
static void gl1_render_overlay(gl1_t *gl, video_frame_info_t *video_info)
{
unsigned i;
unsigned width = video_info->width;
unsigned height = video_info->height;
glEnable(GL_BLEND);
if (gl->overlay_full_screen)
glViewport(0, 0, width, height);
gl->coords.vertex = gl->overlay_vertex_coord;
gl->coords.tex_coord = gl->overlay_tex_coord;
gl->coords.color = gl->overlay_color_coord;
gl->coords.vertices = 4 * gl->overlays;
/*gl->shader->set_coords(gl->shader_data, &gl->coords);
gl->shader->set_mvp(gl->shader_data, &gl->mvp_no_rot);*/
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
for (i = 0; i < gl->overlays; i++)
{
glBindTexture(GL_TEXTURE_2D, gl->overlay_tex[i]);
glDrawArrays(GL_TRIANGLE_STRIP, 4 * i, 4);
}
glDisable(GL_BLEND);
gl->coords.vertex = gl->vertex_ptr;
gl->coords.tex_coord = gl->tex_info.coord;
gl->coords.color = gl->white_color_ptr;
gl->coords.vertices = 4;
if (gl->overlay_full_screen)
glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
}
#endif
video_driver_t video_gl1 = {
gl1_gfx_init,
gl1_gfx_frame,
@ -1271,7 +1517,7 @@ video_driver_t video_gl1 = {
NULL, /* read_frame_raw */
#ifdef HAVE_OVERLAY
NULL, /* overlay_interface */
gl1_get_overlay_interface,
#endif
gl1_gfx_get_poke_interface,
gl1_wrap_type_to_enum,