diff --git a/Makefile.common b/Makefile.common
index 60e9c799f7..ea6253174c 100644
--- a/Makefile.common
+++ b/Makefile.common
@@ -1080,7 +1080,6 @@ endif
ifeq ($(HAVE_GL_CONTEXT), 1)
DEFINES += -DHAVE_OPENGL -DHAVE_GLSL
OBJ += gfx/drivers/gl.o \
- gfx/drivers_renderchain/gl2_renderchain.o \
$(LIBRETRO_COMM_DIR)/gfx/gl_capabilities.o \
gfx/drivers_font/gl_raster_font.o \
$(LIBRETRO_COMM_DIR)/glsym/rglgen.o
diff --git a/gfx/common/gl_common.h b/gfx/common/gl_common.h
index 804d75b787..40a623db58 100644
--- a/gfx/common/gl_common.h
+++ b/gfx/common/gl_common.h
@@ -156,82 +156,6 @@ RETRO_BEGIN_DECLS
#endif
typedef struct gl gl_t;
-typedef struct gl_renderchain_driver gl_renderchain_driver_t;
-
-struct gl_renderchain_driver
-{
- void (*set_coords)(void *handle_data,
- void *chain_data,
- void *shader_data, const struct video_coords *coords);
- void (*set_mvp)(void *data,
- void *chain_data,
- void *shader_data,
- const void *mat_data);
- void (*init_texture_reference)(
- gl_t *gl, void *chain_data, unsigned i,
- unsigned internal_fmt, unsigned texture_fmt,
- unsigned texture_type);
- void (*fence_iterate)(void *data, void *chain_data,
- unsigned hard_sync_frames);
- void (*fence_free)(void *data, void *chain_data);
- void (*readback)(gl_t *gl,
- void *chain_data,
- unsigned alignment,
- unsigned fmt, unsigned type,
- void *src);
- void (*init_pbo)(unsigned size, const void *data);
- void (*bind_pbo)(unsigned idx);
- void (*unbind_pbo)(void *data, void *chain_data);
- void (*copy_frame)(
- gl_t *gl,
- void *chain_data,
- video_frame_info_t *video_info,
- const void *frame,
- unsigned width, unsigned height, unsigned pitch);
- void (*restore_default_state)(gl_t *gl, void *chain_data);
- void (*new_vao)(void *data, void *chain_data);
- void (*free_vao)(void *data, void *chain_data);
- void (*bind_vao)(void *data, void *chain_data);
- void (*unbind_vao)(void *data, void *chain_data);
- void (*disable_client_arrays)(void *data, void *chain_data);
- void (*ff_vertex)(const void *data);
- void (*ff_matrix)(const void *data);
- void (*bind_backbuffer)(void *data, void *chain_data);
- void (*deinit_fbo)(gl_t *gl, void *chain_data);
- bool (*read_viewport)(
- gl_t *gl, void *chain_data, uint8_t *buffer, bool is_idle);
- void (*bind_prev_texture)(
- gl_t *gl,
- void *chain_data,
- const struct video_tex_info *tex_info);
- void (*chain_free)(void *data, void *chain_data);
- void *(*chain_new)(void);
- void (*init)(gl_t *gl, void *chain_data,
- unsigned fbo_width, unsigned fbo_height);
- bool (*init_hw_render)(gl_t *gl, void *chain_data,
- unsigned width, unsigned height);
- void (*free)(gl_t *gl, void *chain_data);
- void (*deinit_hw_render)(gl_t *gl, void *chain_data);
- void (*start_render)(gl_t *gl, void *chain_data,
- video_frame_info_t *video_info);
- void (*check_fbo_dimensions)(gl_t *gl, void *chain_data);
- void (*recompute_pass_sizes)(gl_t *gl,
- void *chain_data,
- unsigned width, unsigned height,
- unsigned vp_width, unsigned vp_height);
- void (*renderchain_render)(gl_t *gl,
- void *chain_data,
- video_frame_info_t *video_info,
- uint64_t frame_count,
- const struct video_tex_info *tex_info,
- const struct video_tex_info *feedback_info);
- void (*resolve_extensions)(
- gl_t *gl,
- void *chain_data,
- const char *context_ident,
- const video_info_t *video);
- const char *ident;
-};
struct gl
{
@@ -315,7 +239,6 @@ struct gl
struct video_tex_info prev_info[GFX_MAX_TEXTURES];
struct video_fbo_rect fbo_rect[GFX_MAX_SHADERS];
- const gl_renderchain_driver_t *renderchain_driver;
void *renderchain_data;
void *ctx_data;
const gfx_ctx_driver_t *ctx_driver;
diff --git a/gfx/drivers/gl.c b/gfx/drivers/gl.c
index 59e52966a8..d02df91d60 100644
--- a/gfx/drivers/gl.c
+++ b/gfx/drivers/gl.c
@@ -122,10 +122,1575 @@ static bool gl_shared_context_use = false;
if (gl_shared_context_use) \
gl->ctx_driver->bind_hw_render(gl->ctx_data, enable)
-void context_bind_hw_render(void *data, bool enable)
+#define MAX_FENCES 4
+
+#if !defined(HAVE_PSGL)
+
+#ifndef HAVE_GL_SYNC
+#define HAVE_GL_SYNC
+#endif
+
+#endif
+
+#ifdef HAVE_GL_SYNC
+#if defined(HAVE_OPENGLES2)
+typedef struct __GLsync *GLsync;
+#endif
+#endif
+
+typedef struct gl2_renderchain_data
{
- gl_t *gl = (gl_t*)data;
- gl_context_bind_hw_render(gl, enable);
+ bool egl_images;
+ bool has_fp_fbo;
+ bool has_srgb_fbo_gles3;
+ bool has_srgb_fbo;
+ bool hw_render_depth_init;
+
+ int fbo_pass;
+
+ GLuint vao;
+ GLuint fbo[GFX_MAX_SHADERS];
+ GLuint fbo_texture[GFX_MAX_SHADERS];
+ GLuint hw_render_depth[GFX_MAX_TEXTURES];
+
+ unsigned fence_count;
+
+#ifdef HAVE_GL_SYNC
+ GLsync fences[MAX_FENCES];
+#endif
+
+ struct gfx_fbo_scale fbo_scale[GFX_MAX_SHADERS];
+} gl2_renderchain_data_t;
+
+#if (!defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES3))
+#ifdef GL_PIXEL_PACK_BUFFER
+#define HAVE_GL_ASYNC_READBACK
+#endif
+#endif
+
+#define set_texture_coords(coords, xamt, yamt) \
+ coords[2] = xamt; \
+ coords[6] = xamt; \
+ coords[5] = yamt; \
+ coords[7] = yamt
+
+#if defined(HAVE_PSGL)
+#define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2DOES(a, b, c, d, e)
+#define gl2_check_fb_status(target) glCheckFramebufferStatusOES(target)
+#define gl2_gen_fb(n, ids) glGenFramebuffersOES(n, ids)
+#define gl2_delete_fb(n, fb) glDeleteFramebuffersOES(n, fb)
+#define gl2_bind_fb(id) glBindFramebufferOES(RARCH_GL_FRAMEBUFFER, id)
+#define gl2_gen_rb glGenRenderbuffersOES
+#define gl2_bind_rb glBindRenderbufferOES
+#define gl2_fb_rb glFramebufferRenderbufferOES
+#define gl2_rb_storage glRenderbufferStorageOES
+#define gl2_delete_rb glDeleteRenderbuffersOES
+
+#elif (defined(__MACH__) && (defined(__ppc__) || defined(__ppc64__)))
+#define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2DEXT(a, b, c, d, e)
+#define gl2_check_fb_status(target) glCheckFramebufferStatusEXT(target)
+#define gl2_gen_fb(n, ids) glGenFramebuffersEXT(n, ids)
+#define gl2_delete_fb(n, fb) glDeleteFramebuffersEXT(n, fb)
+#define gl2_bind_fb(id) glBindFramebufferEXT(RARCH_GL_FRAMEBUFFER, id)
+#define gl2_gen_rb glGenRenderbuffersEXT
+#define gl2_bind_rb glBindRenderbufferEXT
+#define gl2_fb_rb glFramebufferRenderbufferEXT
+#define gl2_rb_storage glRenderbufferStorageEXT
+#define gl2_delete_rb glDeleteRenderbuffersEXT
+
+#else
+
+#define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2D(a, b, c, d, e)
+#define gl2_check_fb_status(target) glCheckFramebufferStatus(target)
+#define gl2_gen_fb(n, ids) glGenFramebuffers(n, ids)
+#define gl2_delete_fb(n, fb) glDeleteFramebuffers(n, fb)
+#define gl2_bind_fb(id) glBindFramebuffer(RARCH_GL_FRAMEBUFFER, id)
+#define gl2_gen_rb glGenRenderbuffers
+#define gl2_bind_rb glBindRenderbuffer
+#define gl2_fb_rb glFramebufferRenderbuffer
+#define gl2_rb_storage glRenderbufferStorage
+#define gl2_delete_rb glDeleteRenderbuffers
+
+#endif
+
+#ifndef GL_SYNC_GPU_COMMANDS_COMPLETE
+#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
+#endif
+
+#ifndef GL_SYNC_FLUSH_COMMANDS_BIT
+#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
+#endif
+
+/* Prototypes */
+#ifdef IOS
+/* There is no default frame buffer on iOS. */
+void cocoagl_bind_game_view_fbo(void);
+#define gl2_renderchain_bind_backbuffer() cocoagl_bind_game_view_fbo()
+#else
+#define gl2_renderchain_bind_backbuffer() gl2_bind_fb(0)
+#endif
+
+static void gl2_renderchain_convert_geometry(
+ struct video_fbo_rect *fbo_rect,
+ struct gfx_fbo_scale *fbo_scale,
+ unsigned last_width, unsigned last_max_width,
+ unsigned last_height, unsigned last_max_height,
+ unsigned vp_width, unsigned vp_height)
+{
+ switch (fbo_scale->type_x)
+ {
+ case RARCH_SCALE_INPUT:
+ fbo_rect->img_width = fbo_scale->scale_x * last_width;
+ fbo_rect->max_img_width = last_max_width * fbo_scale->scale_x;
+ break;
+
+ case RARCH_SCALE_ABSOLUTE:
+ fbo_rect->img_width = fbo_rect->max_img_width =
+ fbo_scale->abs_x;
+ break;
+
+ case RARCH_SCALE_VIEWPORT:
+ fbo_rect->img_width = fbo_rect->max_img_width =
+ fbo_scale->scale_x * vp_width;
+ break;
+ }
+
+ switch (fbo_scale->type_y)
+ {
+ case RARCH_SCALE_INPUT:
+ fbo_rect->img_height = last_height * fbo_scale->scale_y;
+ fbo_rect->max_img_height = last_max_height * fbo_scale->scale_y;
+ break;
+
+ case RARCH_SCALE_ABSOLUTE:
+ fbo_rect->img_height = fbo_scale->abs_y;
+ fbo_rect->max_img_height = fbo_scale->abs_y;
+ break;
+
+ case RARCH_SCALE_VIEWPORT:
+ fbo_rect->img_height = fbo_rect->max_img_height =
+ fbo_scale->scale_y * vp_height;
+ break;
+ }
+}
+
+static void gl_size_format(GLint* internalFormat)
+{
+#ifndef HAVE_PSGL
+ switch (*internalFormat)
+ {
+ case GL_RGB:
+ /* FIXME: PS3 does not support this, neither does it have GL_RGB565_OES. */
+ *internalFormat = GL_RGB565;
+ break;
+ case GL_RGBA:
+#ifdef HAVE_OPENGLES2
+ *internalFormat = GL_RGBA8_OES;
+#else
+ *internalFormat = GL_RGBA8;
+#endif
+ break;
+ }
+#endif
+}
+
+/* This function should only be used without mipmaps
+ and when data == NULL */
+static void gl_load_texture_image(GLenum target,
+ GLint level,
+ GLint internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const GLvoid * data)
+{
+#if !defined(HAVE_PSGL) && !defined(ORBIS)
+#ifdef HAVE_OPENGLES2
+ if (gl_check_capability(GL_CAPS_TEX_STORAGE_EXT) && internalFormat != GL_BGRA_EXT)
+ {
+ gl_size_format(&internalFormat);
+ glTexStorage2DEXT(target, 1, internalFormat, width, height);
+ }
+#else
+ if (gl_check_capability(GL_CAPS_TEX_STORAGE) && internalFormat != GL_BGRA_EXT)
+ {
+ gl_size_format(&internalFormat);
+ glTexStorage2D(target, 1, internalFormat, width, height);
+ }
+#endif
+ else
+#endif
+ {
+#ifdef HAVE_OPENGLES
+ if (gl_check_capability(GL_CAPS_GLES3_SUPPORTED))
+#endif
+ gl_size_format(&internalFormat);
+ glTexImage2D(target, level, internalFormat, width,
+ height, border, format, type, data);
+ }
+}
+
+static bool gl_recreate_fbo(
+ struct video_fbo_rect *fbo_rect,
+ GLuint fbo,
+ GLuint* texture
+ )
+{
+ gl2_bind_fb(fbo);
+ glDeleteTextures(1, texture);
+ glGenTextures(1, texture);
+ glBindTexture(GL_TEXTURE_2D, *texture);
+ gl_load_texture_image(GL_TEXTURE_2D,
+ 0, RARCH_GL_INTERNAL_FORMAT32,
+ fbo_rect->width,
+ fbo_rect->height,
+ 0, RARCH_GL_TEXTURE_TYPE32,
+ RARCH_GL_FORMAT32, NULL);
+
+ gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
+ RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ *texture, 0);
+
+ if (gl2_check_fb_status(RARCH_GL_FRAMEBUFFER)
+ == RARCH_GL_FRAMEBUFFER_COMPLETE)
+ return true;
+
+ RARCH_WARN("Failed to reinitialize FBO texture.\n");
+ return false;
+}
+
+static void gl_check_fbo_dimension(gl_t *gl,
+ gl2_renderchain_data_t *chain,
+ unsigned i,
+ bool update_feedback)
+{
+ struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i];
+ /* Check proactively since we might suddently
+ * get sizes of tex_w width or tex_h height. */
+ unsigned img_width = fbo_rect->max_img_width;
+ unsigned img_height = fbo_rect->max_img_height;
+ unsigned max = img_width > img_height ? img_width : img_height;
+ unsigned pow2_size = next_pow2(max);
+
+ fbo_rect->width = pow2_size;
+ fbo_rect->height = pow2_size;
+
+ gl_recreate_fbo(fbo_rect, chain->fbo[i], &chain->fbo_texture[i]);
+
+ /* Update feedback texture in-place so we avoid having to
+ * juggle two different fbo_rect structs since they get updated here. */
+ if (update_feedback)
+ {
+ if (gl_recreate_fbo(fbo_rect, gl->fbo_feedback,
+ &gl->fbo_feedback_texture))
+ {
+ /* Make sure the feedback textures are cleared
+ * so we don't feedback noise. */
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ }
+ }
+
+ RARCH_LOG("[GL]: Recreating FBO texture #%d: %ux%u\n",
+ i, fbo_rect->width, fbo_rect->height);
+}
+
+/* On resize, we might have to recreate our FBOs
+ * due to "Viewport" scale, and set a new viewport. */
+
+static void gl2_renderchain_check_fbo_dimensions(
+ gl_t *gl, gl2_renderchain_data_t *chain)
+{
+ unsigned i;
+
+ /* Check if we have to recreate our FBO textures. */
+ for (i = 0; i < chain->fbo_pass; i++)
+ {
+ struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i];
+ if (fbo_rect)
+ {
+ bool update_feedback = gl->fbo_feedback_enable
+ && (unsigned)i == gl->fbo_feedback_pass;
+
+ if ((fbo_rect->max_img_width > fbo_rect->width) ||
+ (fbo_rect->max_img_height > fbo_rect->height))
+ gl_check_fbo_dimension(gl, chain, i, update_feedback);
+ }
+ }
+}
+
+static void gl_set_projection(gl_t *gl,
+ struct video_ortho *ortho, bool allow_rotate)
+{
+ math_matrix_4x4 rot;
+
+ /* Calculate projection. */
+ matrix_4x4_ortho(gl->mvp_no_rot, ortho->left, ortho->right,
+ ortho->bottom, ortho->top, ortho->znear, ortho->zfar);
+
+ if (!allow_rotate)
+ {
+ gl->mvp = gl->mvp_no_rot;
+ return;
+ }
+
+ matrix_4x4_rotate_z(rot, M_PI * gl->rotation / 180.0f);
+ matrix_4x4_multiply(gl->mvp, rot, gl->mvp_no_rot);
+}
+
+static void gl_set_viewport(gl_t *gl,
+ video_frame_info_t *video_info,
+ unsigned viewport_width,
+ unsigned viewport_height,
+ bool force_full, bool allow_rotate)
+{
+ gfx_ctx_aspect_t aspect_data;
+ int x = 0;
+ int y = 0;
+ float device_aspect = (float)viewport_width / viewport_height;
+ unsigned height = video_info->height;
+
+ aspect_data.aspect = &device_aspect;
+ aspect_data.width = viewport_width;
+ aspect_data.height = viewport_height;
+
+ video_context_driver_translate_aspect(&aspect_data);
+
+ if (video_info->scale_integer && !force_full)
+ {
+ video_viewport_get_scaled_integer(&gl->vp,
+ viewport_width, viewport_height,
+ video_driver_get_aspect_ratio(), gl->keep_aspect);
+ viewport_width = gl->vp.width;
+ viewport_height = gl->vp.height;
+ }
+ else if (gl->keep_aspect && !force_full)
+ {
+ float desired_aspect = video_driver_get_aspect_ratio();
+
+#if defined(HAVE_MENU)
+ if (video_info->aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
+ {
+ /* GL has bottom-left origin viewport. */
+ x = video_info->custom_vp_x;
+ y = height - video_info->custom_vp_y - video_info->custom_vp_height;
+ viewport_width = video_info->custom_vp_width;
+ viewport_height = video_info->custom_vp_height;
+ }
+ else
+#endif
+ {
+ float delta;
+
+ if (fabsf(device_aspect - desired_aspect) < 0.0001f)
+ {
+ /* If the aspect ratios of screen and desired aspect
+ * ratio are sufficiently equal (floating point stuff),
+ * assume they are actually equal.
+ */
+ }
+ else if (device_aspect > desired_aspect)
+ {
+ delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f;
+ x = (int)roundf(viewport_width * (0.5f - delta));
+ viewport_width = (unsigned)roundf(2.0f * viewport_width * delta);
+ }
+ else
+ {
+ delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f;
+ y = (int)roundf(viewport_height * (0.5f - delta));
+ viewport_height = (unsigned)roundf(2.0f * viewport_height * delta);
+ }
+ }
+
+ gl->vp.x = x;
+ gl->vp.y = y;
+ gl->vp.width = viewport_width;
+ gl->vp.height = viewport_height;
+ }
+ else
+ {
+ gl->vp.x = gl->vp.y = 0;
+ gl->vp.width = viewport_width;
+ gl->vp.height = viewport_height;
+ }
+
+#if defined(RARCH_MOBILE)
+ /* In portrait mode, we want viewport to gravitate to top of screen. */
+ if (device_aspect < 1.0f)
+ gl->vp.y *= 2;
+#endif
+
+ glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
+ gl_set_projection(gl, &default_ortho, allow_rotate);
+
+ /* Set last backbuffer viewport. */
+ if (!force_full)
+ {
+ gl->vp_out_width = viewport_width;
+ gl->vp_out_height = viewport_height;
+ }
+
+#if 0
+ RARCH_LOG("Setting viewport @ %ux%u\n", viewport_width, viewport_height);
+#endif
+}
+
+static void gl2_renderchain_render(
+ gl_t *gl,
+ gl2_renderchain_data_t *chain,
+ video_frame_info_t *video_info,
+ uint64_t frame_count,
+ const struct video_tex_info *tex_info,
+ const struct video_tex_info *feedback_info)
+{
+ int i;
+ video_shader_ctx_coords_t coords;
+ video_shader_ctx_params_t params;
+ video_shader_ctx_info_t shader_info;
+ static GLfloat fbo_tex_coords[8] = {0.0f};
+ struct video_tex_info fbo_tex_info[GFX_MAX_SHADERS];
+ struct video_tex_info *fbo_info = NULL;
+ const struct video_fbo_rect *prev_rect = NULL;
+ GLfloat xamt = 0.0f;
+ GLfloat yamt = 0.0f;
+ unsigned mip_level = 0;
+ unsigned fbo_tex_info_cnt = 0;
+ unsigned width = video_info->width;
+ unsigned height = video_info->height;
+
+ /* Render the rest of our passes. */
+ gl->coords.tex_coord = fbo_tex_coords;
+
+ /* Calculate viewports, texture coordinates etc,
+ * and render all passes from FBOs, to another FBO. */
+ for (i = 1; i < chain->fbo_pass; i++)
+ {
+ const struct video_fbo_rect *rect = &gl->fbo_rect[i];
+
+ prev_rect = &gl->fbo_rect[i - 1];
+ fbo_info = &fbo_tex_info[i - 1];
+
+ xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
+ yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
+
+ set_texture_coords(fbo_tex_coords, xamt, yamt);
+
+ fbo_info->tex = chain->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, fbo_tex_coords, sizeof(fbo_tex_coords));
+ fbo_tex_info_cnt++;
+
+ gl2_bind_fb(chain->fbo[i]);
+
+ shader_info.data = gl;
+ shader_info.idx = i + 1;
+ shader_info.set_active = true;
+
+ video_shader_driver_use(&shader_info);
+ glBindTexture(GL_TEXTURE_2D, chain->fbo_texture[i - 1]);
+
+ mip_level = i + 1;
+
+ if (video_shader_driver_mipmap_input(&mip_level)
+ && gl->have_mipmap)
+ glGenerateMipmap(GL_TEXTURE_2D);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* Render to FBO with certain size. */
+ gl_set_viewport(gl, video_info,
+ rect->img_width, rect->img_height, true, false);
+
+ params.data = gl;
+ params.width = prev_rect->img_width;
+ params.height = prev_rect->img_height;
+ params.tex_width = prev_rect->width;
+ params.tex_height = prev_rect->height;
+ params.out_width = gl->vp.width;
+ params.out_height = gl->vp.height;
+ params.frame_counter = (unsigned int)frame_count;
+ params.info = tex_info;
+ params.prev_info = gl->prev_info;
+ params.feedback_info = feedback_info;
+ params.fbo_info = fbo_tex_info;
+ params.fbo_info_cnt = fbo_tex_info_cnt;
+
+ video_shader_driver_set_parameters(¶ms);
+
+ gl->coords.vertices = 4;
+
+ coords.handle_data = NULL;
+ coords.data = &gl->coords;
+
+ video_driver_set_coords(&coords);
+
+ video_info->cb_set_mvp(gl,
+ video_info->shader_data, &gl->mvp);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ }
+
+#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
+ if (chain->has_srgb_fbo)
+ glDisable(GL_FRAMEBUFFER_SRGB);
+#endif
+
+ /* Render our last FBO texture directly to screen. */
+ prev_rect = &gl->fbo_rect[chain->fbo_pass - 1];
+ xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
+ yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
+
+ set_texture_coords(fbo_tex_coords, xamt, yamt);
+
+ /* Push final FBO to list. */
+ fbo_info = &fbo_tex_info[chain->fbo_pass - 1];
+
+ fbo_info->tex = chain->fbo_texture[chain->fbo_pass - 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, fbo_tex_coords, sizeof(fbo_tex_coords));
+ fbo_tex_info_cnt++;
+
+ /* Render our FBO texture to back buffer. */
+ gl2_renderchain_bind_backbuffer();
+
+ shader_info.data = gl;
+ shader_info.idx = chain->fbo_pass + 1;
+ shader_info.set_active = true;
+
+ video_shader_driver_use(&shader_info);
+
+ glBindTexture(GL_TEXTURE_2D, chain->fbo_texture[chain->fbo_pass - 1]);
+
+ mip_level = chain->fbo_pass + 1;
+
+ if (video_shader_driver_mipmap_input(&mip_level)
+ && gl->have_mipmap)
+ glGenerateMipmap(GL_TEXTURE_2D);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+ gl_set_viewport(gl, video_info,
+ width, height, false, true);
+
+ params.data = gl;
+ params.width = prev_rect->img_width;
+ params.height = prev_rect->img_height;
+ params.tex_width = prev_rect->width;
+ params.tex_height = prev_rect->height;
+ params.out_width = gl->vp.width;
+ params.out_height = gl->vp.height;
+ params.frame_counter = (unsigned int)frame_count;
+ params.info = tex_info;
+ params.prev_info = gl->prev_info;
+ params.feedback_info = feedback_info;
+ params.fbo_info = fbo_tex_info;
+ params.fbo_info_cnt = fbo_tex_info_cnt;
+
+ video_shader_driver_set_parameters(¶ms);
+
+ gl->coords.vertex = gl->vertex_ptr;
+
+ gl->coords.vertices = 4;
+
+ coords.handle_data = NULL;
+ coords.data = &gl->coords;
+
+ video_driver_set_coords(&coords);
+
+ video_info->cb_set_mvp(gl,
+ video_info->shader_data, &gl->mvp);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ gl->coords.tex_coord = gl->tex_info.coord;
+}
+
+static void gl2_renderchain_deinit_fbo(gl_t *gl,
+ gl2_renderchain_data_t *chain)
+{
+ if (gl)
+ {
+ if (gl->fbo_feedback)
+ gl2_delete_fb(1, &gl->fbo_feedback);
+ if (gl->fbo_feedback_texture)
+ glDeleteTextures(1, &gl->fbo_feedback_texture);
+
+ gl->fbo_inited = false;
+ gl->fbo_feedback_enable = false;
+ gl->fbo_feedback_pass = 0;
+ gl->fbo_feedback_texture = 0;
+ gl->fbo_feedback = 0;
+ }
+
+ if (chain)
+ {
+ gl2_delete_fb(chain->fbo_pass, chain->fbo);
+ glDeleteTextures(chain->fbo_pass, chain->fbo_texture);
+
+ memset(chain->fbo_texture, 0, sizeof(chain->fbo_texture));
+ memset(chain->fbo, 0, sizeof(chain->fbo));
+
+ chain->fbo_pass = 0;
+ }
+}
+
+static void gl2_renderchain_deinit_hw_render(
+ gl_t *gl,
+ gl2_renderchain_data_t *chain)
+{
+ if (!gl)
+ return;
+
+ gl_context_bind_hw_render(gl, true);
+
+ if (gl->hw_render_fbo_init)
+ gl2_delete_fb(gl->textures, gl->hw_render_fbo);
+ if (chain->hw_render_depth_init)
+ gl2_delete_rb(gl->textures, chain->hw_render_depth);
+ gl->hw_render_fbo_init = false;
+
+ gl_context_bind_hw_render(gl, false);
+}
+
+static void gl2_renderchain_free(gl_t *gl, void *chain_data)
+{
+ gl2_renderchain_deinit_fbo(gl, chain_data);
+ gl2_renderchain_deinit_hw_render(gl, chain_data);
+}
+
+static bool gl_create_fbo_targets(gl_t *gl, gl2_renderchain_data_t *chain)
+{
+ unsigned i;
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ gl2_gen_fb(chain->fbo_pass, chain->fbo);
+
+ for (i = 0; i < chain->fbo_pass; i++)
+ {
+ GLenum status;
+
+ gl2_bind_fb(chain->fbo[i]);
+ gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
+ RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, chain->fbo_texture[i], 0);
+
+ status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER);
+ if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
+ goto error;
+ }
+
+ if (gl->fbo_feedback_texture)
+ {
+ GLenum status;
+
+ gl2_gen_fb(1, &gl->fbo_feedback);
+ gl2_bind_fb(gl->fbo_feedback);
+ gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
+ RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ gl->fbo_feedback_texture, 0);
+
+ status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER);
+ if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
+ goto error;
+
+ /* Make sure the feedback textures are cleared
+ * so we don't feedback noise. */
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ }
+
+ return true;
+
+error:
+ gl2_delete_fb(chain->fbo_pass, chain->fbo);
+ if (gl->fbo_feedback)
+ gl2_delete_fb(1, &gl->fbo_feedback);
+ RARCH_ERR("[GL]: Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
+ return false;
+}
+
+static void gl_create_fbo_texture(gl_t *gl,
+ gl2_renderchain_data_t *chain,
+ unsigned i, GLuint texture)
+{
+ GLenum mag_filter, wrap_enum;
+ video_shader_ctx_filter_t filter_type;
+ video_shader_ctx_wrap_t wrap = {0};
+ bool fp_fbo = false;
+ bool smooth = false;
+ settings_t *settings = config_get_ptr();
+ GLuint base_filt = settings->bools.video_smooth ? GL_LINEAR : GL_NEAREST;
+ GLuint base_mip_filt = settings->bools.video_smooth ?
+ GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
+ unsigned mip_level = i + 2;
+ bool mipmapped = video_shader_driver_mipmap_input(&mip_level);
+ GLenum min_filter = mipmapped ? base_mip_filt : base_filt;
+
+ filter_type.index = i + 2;
+ filter_type.smooth = &smooth;
+
+ if (video_shader_driver_filter_type(&filter_type))
+ {
+ min_filter = mipmapped ? (smooth ?
+ GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
+ : (smooth ? GL_LINEAR : GL_NEAREST);
+ }
+
+ mag_filter = gl_min_filter_to_mag(min_filter);
+ wrap.idx = i + 2;
+
+ video_shader_driver_wrap_type(&wrap);
+
+ wrap_enum = gl_wrap_type_to_enum(wrap.type);
+
+ gl_bind_texture(texture, wrap_enum, mag_filter, min_filter);
+
+ fp_fbo = chain->fbo_scale[i].fp_fbo;
+
+ if (fp_fbo)
+ {
+ if (!chain->has_fp_fbo)
+ RARCH_ERR("[GL]: Floating-point FBO was requested, but is not supported. Falling back to UNORM. Result may band/clip/etc.!\n");
+ }
+
+#if !defined(HAVE_OPENGLES2)
+ if (fp_fbo && chain->has_fp_fbo)
+ {
+ RARCH_LOG("[GL]: FBO pass #%d is floating-point.\n", i);
+ gl_load_texture_image(GL_TEXTURE_2D, 0, GL_RGBA32F,
+ gl->fbo_rect[i].width, gl->fbo_rect[i].height,
+ 0, GL_RGBA, GL_FLOAT, NULL);
+ }
+ else
+#endif
+ {
+#ifndef HAVE_OPENGLES
+ bool srgb_fbo = chain->fbo_scale[i].srgb_fbo;
+
+ if (!fp_fbo && srgb_fbo)
+ {
+ if (!chain->has_srgb_fbo)
+ RARCH_ERR("[GL]: sRGB FBO was requested, but it is not supported. Falling back to UNORM. Result may have banding!\n");
+ }
+
+ if (settings->bools.video_force_srgb_disable)
+ srgb_fbo = false;
+
+ if (srgb_fbo && chain->has_srgb_fbo)
+ {
+ RARCH_LOG("[GL]: FBO pass #%d is sRGB.\n", i);
+#ifdef HAVE_OPENGLES2
+ /* EXT defines are same as core GLES3 defines,
+ * but GLES3 variant requires different arguments. */
+ glTexImage2D(GL_TEXTURE_2D,
+ 0, GL_SRGB_ALPHA_EXT,
+ gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
+ chain->has_srgb_fbo_gles3 ? GL_RGBA : GL_SRGB_ALPHA_EXT,
+ GL_UNSIGNED_BYTE, NULL);
+#else
+ gl_load_texture_image(GL_TEXTURE_2D,
+ 0, GL_SRGB8_ALPHA8,
+ gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+#endif
+ }
+ else
+#endif
+ {
+#if defined(HAVE_OPENGLES2) || defined(HAVE_PSGL)
+ glTexImage2D(GL_TEXTURE_2D,
+ 0, GL_RGBA,
+ gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+#else
+ /* Avoid potential performance
+ * reductions on particular platforms. */
+ gl_load_texture_image(GL_TEXTURE_2D,
+ 0, RARCH_GL_INTERNAL_FORMAT32,
+ gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
+ RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, NULL);
+#endif
+ }
+ }
+}
+
+static void gl_create_fbo_textures(gl_t *gl,
+ gl2_renderchain_data_t *chain)
+{
+ int i;
+
+ glGenTextures(chain->fbo_pass, chain->fbo_texture);
+
+ for (i = 0; i < chain->fbo_pass; i++)
+ gl_create_fbo_texture(gl, gl->renderchain_data,
+ i, chain->fbo_texture[i]);
+
+ if (gl->fbo_feedback_enable)
+ {
+ glGenTextures(1, &gl->fbo_feedback_texture);
+ gl_create_fbo_texture(gl,
+ gl->renderchain_data,
+ gl->fbo_feedback_pass, gl->fbo_feedback_texture);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+/* Compute FBO geometry.
+ * When width/height changes or window sizes change,
+ * we have to recalculate geometry of our FBO. */
+
+static void gl2_renderchain_recompute_pass_sizes(
+ gl_t *gl,
+ gl2_renderchain_data_t *chain,
+ unsigned width, unsigned height,
+ unsigned vp_width, unsigned vp_height)
+{
+ unsigned i;
+ bool size_modified = false;
+ GLint max_size = 0;
+ unsigned last_width = width;
+ unsigned last_height = height;
+ unsigned last_max_width = gl->tex_w;
+ unsigned last_max_height = gl->tex_h;
+
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size);
+
+ /* Calculate viewports for FBOs. */
+ for (i = 0; i < chain->fbo_pass; i++)
+ {
+ struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i];
+ struct gfx_fbo_scale *fbo_scale = &chain->fbo_scale[i];
+
+ gl2_renderchain_convert_geometry(
+ fbo_rect, fbo_scale,
+ last_width, last_max_width,
+ last_height, last_max_height,
+ vp_width, vp_height
+ );
+
+ if (fbo_rect->img_width > (unsigned)max_size)
+ {
+ size_modified = true;
+ fbo_rect->img_width = max_size;
+ }
+
+ if (fbo_rect->img_height > (unsigned)max_size)
+ {
+ size_modified = true;
+ fbo_rect->img_height = max_size;
+ }
+
+ if (fbo_rect->max_img_width > (unsigned)max_size)
+ {
+ size_modified = true;
+ fbo_rect->max_img_width = max_size;
+ }
+
+ if (fbo_rect->max_img_height > (unsigned)max_size)
+ {
+ size_modified = true;
+ fbo_rect->max_img_height = max_size;
+ }
+
+ if (size_modified)
+ RARCH_WARN("FBO textures exceeded maximum size of GPU (%dx%d). Resizing to fit.\n", max_size, max_size);
+
+ last_width = fbo_rect->img_width;
+ last_height = fbo_rect->img_height;
+ last_max_width = fbo_rect->max_img_width;
+ last_max_height = fbo_rect->max_img_height;
+ }
+}
+
+static void gl2_renderchain_start_render(
+ gl_t *gl,
+ gl2_renderchain_data_t *chain,
+ video_frame_info_t *video_info)
+{
+ /* Used when rendering to an FBO.
+ * Texture coords have to be aligned
+ * with vertex coordinates. */
+ static const GLfloat fbo_vertexes[] = {
+ 0, 0,
+ 1, 0,
+ 0, 1,
+ 1, 1
+ };
+ glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
+ gl2_bind_fb(chain->fbo[0]);
+
+ gl_set_viewport(gl,
+ video_info, gl->fbo_rect[0].img_width,
+ gl->fbo_rect[0].img_height, true, false);
+
+ /* Need to preserve the "flipped" state when in FBO
+ * as well to have consistent texture coordinates.
+ *
+ * We will "flip" it in place on last pass. */
+ gl->coords.vertex = fbo_vertexes;
+
+#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
+ if (chain->has_srgb_fbo)
+ glEnable(GL_FRAMEBUFFER_SRGB);
+#endif
+}
+
+/* Set up render to texture. */
+void gl2_renderchain_init(
+ gl_t *gl,
+ gl2_renderchain_data_t *chain,
+ unsigned fbo_width, unsigned fbo_height)
+{
+ int i;
+ unsigned width, height;
+ video_shader_ctx_scale_t scaler;
+ video_shader_ctx_info_t shader_info;
+ struct gfx_fbo_scale scale, scale_last;
+
+ if (!video_shader_driver_info(&shader_info))
+ return;
+
+ if (!gl || shader_info.num == 0)
+ return;
+
+ video_driver_get_size(&width, &height);
+
+ scaler.idx = 1;
+ scaler.scale = &scale;
+
+ video_shader_driver_scale(&scaler);
+
+ scaler.idx = shader_info.num;
+ scaler.scale = &scale_last;
+
+ video_shader_driver_scale(&scaler);
+
+ /* we always want FBO to be at least initialized on startup for consoles */
+ if (shader_info.num == 1 && !scale.valid)
+ return;
+
+ if (!gl->has_fbo)
+ {
+ RARCH_ERR("[GL]: Failed to locate FBO functions. Won't be able to use render-to-texture.\n");
+ return;
+ }
+
+ chain->fbo_pass = shader_info.num - 1;
+ if (scale_last.valid)
+ chain->fbo_pass++;
+
+ if (!scale.valid)
+ {
+ scale.scale_x = 1.0f;
+ scale.scale_y = 1.0f;
+ scale.type_x = scale.type_y = RARCH_SCALE_INPUT;
+ scale.valid = true;
+ }
+
+ chain->fbo_scale[0] = scale;
+
+ for (i = 1; i < chain->fbo_pass; i++)
+ {
+ scaler.idx = i + 1;
+ scaler.scale = &chain->fbo_scale[i];
+
+ video_shader_driver_scale(&scaler);
+
+ if (!chain->fbo_scale[i].valid)
+ {
+ chain->fbo_scale[i].scale_x = chain->fbo_scale[i].scale_y = 1.0f;
+ chain->fbo_scale[i].type_x = chain->fbo_scale[i].type_y =
+ RARCH_SCALE_INPUT;
+ chain->fbo_scale[i].valid = true;
+ }
+ }
+
+ gl2_renderchain_recompute_pass_sizes(gl,
+ chain, fbo_width, fbo_height, width, height);
+
+ for (i = 0; i < chain->fbo_pass; i++)
+ {
+ gl->fbo_rect[i].width = next_pow2(gl->fbo_rect[i].img_width);
+ gl->fbo_rect[i].height = next_pow2(gl->fbo_rect[i].img_height);
+ RARCH_LOG("[GL]: Creating FBO %d @ %ux%u\n", i,
+ gl->fbo_rect[i].width, gl->fbo_rect[i].height);
+ }
+
+ gl->fbo_feedback_enable = video_shader_driver_get_feedback_pass(
+ &gl->fbo_feedback_pass);
+
+ if (gl->fbo_feedback_enable && gl->fbo_feedback_pass
+ < (unsigned)chain->fbo_pass)
+ {
+ RARCH_LOG("[GL]: Creating feedback FBO %d @ %ux%u\n", i,
+ gl->fbo_rect[gl->fbo_feedback_pass].width,
+ gl->fbo_rect[gl->fbo_feedback_pass].height);
+ }
+ else if (gl->fbo_feedback_enable)
+ {
+ RARCH_WARN("[GL]: Tried to create feedback FBO of pass #%u, but there are only %d FBO passes. Will use input texture as feedback texture.\n",
+ gl->fbo_feedback_pass, chain->fbo_pass);
+ gl->fbo_feedback_enable = false;
+ }
+
+ gl_create_fbo_textures(gl, chain);
+ if (!gl || !gl_create_fbo_targets(gl, chain))
+ {
+ glDeleteTextures(chain->fbo_pass, chain->fbo_texture);
+ RARCH_ERR("[GL]: Failed to create FBO targets. Will continue without FBO.\n");
+ return;
+ }
+
+ gl->fbo_inited = true;
+}
+
+static bool gl2_renderchain_init_hw_render(
+ gl_t *gl,
+ gl2_renderchain_data_t *chain,
+ unsigned width, unsigned height)
+{
+ GLenum status;
+ unsigned i;
+ bool depth = false;
+ bool stencil = false;
+ GLint max_fbo_size = 0;
+ GLint max_renderbuffer_size = 0;
+ struct retro_hw_render_callback *hwr =
+ video_driver_get_hw_context();
+
+ /* We can only share texture objects through contexts.
+ * FBOs are "abstract" objects and are not shared. */
+ gl_context_bind_hw_render(gl, true);
+
+ RARCH_LOG("[GL]: Initializing HW render (%u x %u).\n", width, height);
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_fbo_size);
+ glGetIntegerv(RARCH_GL_MAX_RENDERBUFFER_SIZE, &max_renderbuffer_size);
+ RARCH_LOG("[GL]: Max texture size: %d px, renderbuffer size: %d px.\n",
+ max_fbo_size, max_renderbuffer_size);
+
+ if (!gl->has_fbo)
+ return false;
+
+ RARCH_LOG("[GL]: Supports FBO (render-to-texture).\n");
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ gl2_gen_fb(gl->textures, gl->hw_render_fbo);
+
+ depth = hwr->depth;
+ stencil = hwr->stencil;
+
+ if (depth)
+ {
+ gl2_gen_rb(gl->textures, chain->hw_render_depth);
+ chain->hw_render_depth_init = true;
+ }
+
+ for (i = 0; i < gl->textures; i++)
+ {
+ gl2_bind_fb(gl->hw_render_fbo[i]);
+ gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
+ RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->texture[i], 0);
+
+ if (depth)
+ {
+ gl2_bind_rb(RARCH_GL_RENDERBUFFER, chain->hw_render_depth[i]);
+ gl2_rb_storage(RARCH_GL_RENDERBUFFER,
+ stencil ? RARCH_GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT16,
+ width, height);
+ gl2_bind_rb(RARCH_GL_RENDERBUFFER, 0);
+
+ if (stencil)
+ {
+#if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGLES1) || ((defined(__MACH__) && (defined(__ppc__) || defined(__ppc64__))))
+ /* GLES2 is a bit weird, as always.
+ * There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL. */
+ gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
+ RARCH_GL_DEPTH_ATTACHMENT,
+ RARCH_GL_RENDERBUFFER,
+ chain->hw_render_depth[i]);
+ gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
+ RARCH_GL_STENCIL_ATTACHMENT,
+ RARCH_GL_RENDERBUFFER,
+ chain->hw_render_depth[i]);
+#else
+ /* We use ARB FBO extensions, no need to check. */
+ gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
+ GL_DEPTH_STENCIL_ATTACHMENT,
+ RARCH_GL_RENDERBUFFER,
+ chain->hw_render_depth[i]);
+#endif
+ }
+ else
+ {
+ gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
+ RARCH_GL_DEPTH_ATTACHMENT,
+ RARCH_GL_RENDERBUFFER,
+ chain->hw_render_depth[i]);
+ }
+ }
+
+ status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER);
+ if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
+ {
+ RARCH_ERR("[GL]: Failed to create HW render FBO #%u, error: 0x%04x.\n",
+ i, status);
+ return false;
+ }
+ }
+
+ gl2_renderchain_bind_backbuffer();
+ gl->hw_render_fbo_init = true;
+
+ gl_context_bind_hw_render(gl, false);
+ return true;
+}
+
+static void gl2_renderchain_bind_prev_texture(
+ gl_t *gl,
+ gl2_renderchain_data_t *chain,
+ const struct video_tex_info *tex_info)
+{
+ memmove(gl->prev_info + 1, gl->prev_info,
+ sizeof(*tex_info) * (gl->textures - 1));
+ memcpy(&gl->prev_info[0], tex_info,
+ sizeof(*tex_info));
+
+ /* Implement feedback by swapping out FBO/textures
+ * for FBO pass #N and feedbacks. */
+ if (gl->fbo_feedback_enable)
+ {
+ GLuint tmp_fbo = gl->fbo_feedback;
+ GLuint tmp_tex = gl->fbo_feedback_texture;
+ gl->fbo_feedback = chain->fbo[gl->fbo_feedback_pass];
+ gl->fbo_feedback_texture = chain->fbo_texture[gl->fbo_feedback_pass];
+ chain->fbo[gl->fbo_feedback_pass] = tmp_fbo;
+ chain->fbo_texture[gl->fbo_feedback_pass] = tmp_tex;
+ }
+}
+
+static bool gl2_renderchain_read_viewport(
+ gl_t *gl,
+ uint8_t *buffer, bool is_idle)
+{
+ unsigned num_pixels = 0;
+
+ gl_context_bind_hw_render(gl, false);
+
+ num_pixels = gl->vp.width * gl->vp.height;
+
+#ifdef HAVE_GL_ASYNC_READBACK
+ if (gl->pbo_readback_enable)
+ {
+ const uint8_t *ptr = NULL;
+
+ /* Don't readback if we're in menu mode.
+ * We haven't buffered up enough frames yet, come back later. */
+ if (!gl->pbo_readback_valid[gl->pbo_readback_index])
+ goto error;
+
+ gl->pbo_readback_valid[gl->pbo_readback_index] = false;
+ glBindBuffer(GL_PIXEL_PACK_BUFFER,
+ gl->pbo_readback[gl->pbo_readback_index]);
+
+#ifdef HAVE_OPENGLES3
+ /* Slower path, but should work on all implementations at least. */
+ ptr = (const uint8_t*)glMapBufferRange(GL_PIXEL_PACK_BUFFER,
+ 0, num_pixels * sizeof(uint32_t), GL_MAP_READ_BIT);
+
+ if (ptr)
+ {
+ unsigned y;
+ for (y = 0; y < gl->vp.height; y++)
+ {
+ video_frame_convert_rgba_to_bgr(
+ (const void*)ptr,
+ buffer,
+ gl->vp.width);
+ }
+ }
+#else
+ ptr = (const uint8_t*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
+ if (ptr)
+ {
+ struct scaler_ctx *ctx = &gl->pbo_readback_scaler;
+ scaler_ctx_scale_direct(ctx, buffer, ptr);
+ }
+#endif
+
+ if (!ptr)
+ {
+ RARCH_ERR("[GL]: Failed to map pixel unpack buffer.\n");
+ goto error;
+ }
+
+ glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+ }
+ else
+#endif
+ {
+ /* Use slow synchronous readbacks. Use this with plain screenshots
+ as we don't really care about performance in this case. */
+
+ /* GLES2 only guarantees GL_RGBA/GL_UNSIGNED_BYTE
+ * readbacks so do just that.
+ * GLES2 also doesn't support reading back data
+ * from front buffer, so render a cached frame
+ * and have gl_frame() do the readback while it's
+ * in the back buffer.
+ *
+ * Keep codepath similar for GLES and desktop GL.
+ */
+ gl->readback_buffer_screenshot = malloc(num_pixels * sizeof(uint32_t));
+
+ if (!gl->readback_buffer_screenshot)
+ goto error;
+
+ if (!is_idle)
+ video_driver_cached_frame();
+
+ video_frame_convert_rgba_to_bgr(
+ (const void*)gl->readback_buffer_screenshot,
+ buffer,
+ num_pixels);
+
+ free(gl->readback_buffer_screenshot);
+ gl->readback_buffer_screenshot = NULL;
+ }
+
+ gl_context_bind_hw_render(gl, true);
+ return true;
+
+error:
+ gl_context_bind_hw_render(gl, true);
+
+ return false;
+}
+
+static void gl2_renderchain_bind_vao(
+ gl2_renderchain_data_t *chain)
+{
+#ifndef HAVE_OPENGLES
+ if (!chain)
+ return;
+ glBindVertexArray(chain->vao);
+#endif
+}
+
+static void gl2_renderchain_unbind_vao(void)
+{
+#ifndef HAVE_OPENGLES
+ glBindVertexArray(0);
+#endif
+}
+
+static void gl2_renderchain_new_vao(gl2_renderchain_data_t *chain)
+{
+#ifndef HAVE_OPENGLES
+ if (!chain)
+ return;
+ glGenVertexArrays(1, &chain->vao);
+#endif
+}
+
+static void gl2_renderchain_free_vao(
+ gl2_renderchain_data_t *chain)
+{
+#ifndef HAVE_OPENGLES
+ if (!chain)
+ return;
+ glDeleteVertexArrays(1, &chain->vao);
+#endif
+}
+
+static void gl2_renderchain_restore_default_state(
+ gl_t *gl)
+{
+#ifndef HAVE_OPENGLES
+ if (!gl->core_context_in_use)
+ glEnable(GL_TEXTURE_2D);
+#endif
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DITHER);
+}
+
+static void gl2_renderchain_copy_frame(
+ gl_t *gl,
+ gl2_renderchain_data_t *chain,
+ video_frame_info_t *video_info,
+ const void *frame,
+ unsigned width, unsigned height, unsigned pitch)
+{
+#if defined(HAVE_PSGL)
+ {
+ unsigned h;
+ 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;
+ uint8_t *buffer = (uint8_t*)glMapBuffer(
+ GL_TEXTURE_REFERENCE_BUFFER_SCE, GL_READ_WRITE) + buffer_addr;
+ for (h = 0; h < height; h++, buffer += buffer_stride, frame_copy += pitch)
+ memcpy(buffer, frame_copy, frame_copy_size);
+
+ glUnmapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE);
+ }
+#elif defined(HAVE_OPENGLES)
+#if defined(HAVE_EGL)
+ if (chain->egl_images)
+ {
+ gfx_ctx_image_t img_info;
+ bool new_egl = false;
+ EGLImageKHR img = 0;
+
+ img_info.frame = frame;
+ img_info.width = width;
+ img_info.height = height;
+ img_info.pitch = pitch;
+ img_info.index = gl->tex_index;
+ img_info.rgb32 = (gl->base_size == 4);
+ img_info.handle = &img;
+
+ new_egl =
+ video_context_driver_write_to_image_buffer(&img_info);
+
+ if (img == EGL_NO_IMAGE_KHR)
+ {
+ RARCH_ERR("[GL]: Failed to create EGL image.\n");
+ return;
+ }
+
+ if (new_egl)
+ glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)img);
+ }
+ else
+#endif
+ {
+ glPixelStorei(GL_UNPACK_ALIGNMENT,
+ video_pixel_get_alignment(width * gl->base_size));
+
+ /* Fallback for GLES devices without GL_BGRA_EXT. */
+ if (gl->base_size == 4 && video_info->use_rgba)
+ {
+ video_frame_convert_argb8888_to_abgr8888(
+ &gl->scaler,
+ gl->conv_buffer,
+ frame, width, height, pitch);
+ glTexSubImage2D(GL_TEXTURE_2D,
+ 0, 0, 0, width, height, gl->texture_type,
+ gl->texture_fmt, gl->conv_buffer);
+ }
+ else if (gl->support_unpack_row_length)
+ {
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
+ glTexSubImage2D(GL_TEXTURE_2D,
+ 0, 0, 0, width, height, gl->texture_type,
+ gl->texture_fmt, frame);
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ }
+ else
+ {
+ /* No GL_UNPACK_ROW_LENGTH. */
+
+ const GLvoid *data_buf = frame;
+ unsigned pitch_width = pitch / gl->base_size;
+
+ if (width != pitch_width)
+ {
+ /* Slow path - conv_buffer is preallocated
+ * just in case we hit this path. */
+
+ unsigned h;
+ const unsigned line_bytes = width * gl->base_size;
+ uint8_t *dst = (uint8_t*)gl->conv_buffer;
+ const uint8_t *src = (const uint8_t*)frame;
+
+ for (h = 0; h < height; h++, src += pitch, dst += line_bytes)
+ memcpy(dst, src, line_bytes);
+
+ data_buf = gl->conv_buffer;
+ }
+
+ glTexSubImage2D(GL_TEXTURE_2D,
+ 0, 0, 0, width, height, gl->texture_type,
+ gl->texture_fmt, data_buf);
+ }
+ }
+#else
+ {
+ const GLvoid *data_buf = frame;
+ glPixelStorei(GL_UNPACK_ALIGNMENT, video_pixel_get_alignment(pitch));
+
+ if (gl->base_size == 2 && !gl->have_es2_compat)
+ {
+ /* Convert to 32-bit textures on desktop GL.
+ *
+ * It is *much* faster (order of magnitude on my setup)
+ * to use a custom SIMD-optimized conversion routine
+ * than letting GL do it. */
+ video_frame_convert_rgb16_to_rgb32(
+ &gl->scaler,
+ gl->conv_buffer,
+ frame,
+ width,
+ height,
+ pitch);
+ data_buf = gl->conv_buffer;
+ }
+ else
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
+
+ glTexSubImage2D(GL_TEXTURE_2D,
+ 0, 0, 0, width, height, gl->texture_type,
+ gl->texture_fmt, data_buf);
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ }
+#endif
+}
+
+static void gl2_renderchain_bind_pbo(unsigned idx)
+{
+#if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL)
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, (GLuint)idx);
+#endif
+}
+
+static void gl2_renderchain_unbind_pbo(void)
+{
+#if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL)
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+#endif
+}
+
+static void gl2_renderchain_init_pbo(unsigned size,
+ const void *data)
+{
+#if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL)
+ glBufferData(GL_PIXEL_PACK_BUFFER, size,
+ (const GLvoid*)data, GL_STREAM_READ);
+#endif
+}
+
+static void gl2_renderchain_readback(
+ gl_t *gl,
+ void *chain_data,
+ unsigned alignment,
+ unsigned fmt, unsigned type,
+ void *src)
+{
+ glPixelStorei(GL_PACK_ALIGNMENT, alignment);
+#ifndef HAVE_OPENGLES
+ glPixelStorei(GL_PACK_ROW_LENGTH, 0);
+ glReadBuffer(GL_BACK);
+#endif
+
+ glReadPixels(gl->vp.x, gl->vp.y,
+ gl->vp.width, gl->vp.height,
+ (GLenum)fmt, (GLenum)type, (GLvoid*)src);
+}
+
+static void gl2_renderchain_fence_iterate(
+ void *data,
+ gl2_renderchain_data_t *chain,
+ unsigned hard_sync_frames)
+{
+#ifndef HAVE_OPENGLES
+#ifdef HAVE_GL_SYNC
+ chain->fences[chain->fence_count++] =
+ glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
+
+ while (chain->fence_count > hard_sync_frames)
+ {
+ glClientWaitSync(chain->fences[0],
+ GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
+ glDeleteSync(chain->fences[0]);
+
+ chain->fence_count--;
+ memmove(chain->fences, chain->fences + 1,
+ chain->fence_count * sizeof(void*));
+ }
+#endif
+#endif
+}
+
+static void gl2_renderchain_fence_free(void *data,
+ gl2_renderchain_data_t *chain)
+{
+#ifndef HAVE_OPENGLES
+#ifdef HAVE_GL_SYNC
+ unsigned i;
+
+ for (i = 0; i < chain->fence_count; i++)
+ {
+ glClientWaitSync(chain->fences[i],
+ GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
+ glDeleteSync(chain->fences[i]);
+ }
+ chain->fence_count = 0;
+#endif
+#endif
+}
+
+static void gl2_renderchain_init_texture_reference(
+ gl_t *gl,
+ gl2_renderchain_data_t *chain,
+ unsigned i,
+ unsigned internal_fmt, unsigned texture_fmt,
+ unsigned texture_type)
+{
+#ifdef HAVE_PSGL
+ glTextureReferenceSCE(GL_TEXTURE_2D, 1,
+ gl->tex_w, gl->tex_h, 0,
+ (GLenum)internal_fmt,
+ gl->tex_w * gl->base_size,
+ gl->tex_w * gl->tex_h * i * gl->base_size);
+#else
+ if (chain->egl_images)
+ return;
+
+ gl_load_texture_image(GL_TEXTURE_2D,
+ 0,
+ (GLenum)internal_fmt,
+ gl->tex_w, gl->tex_h, 0,
+ (GLenum)texture_type,
+ (GLenum)texture_fmt,
+ gl->empty_buf ? gl->empty_buf : NULL);
+#endif
+}
+
+static void gl2_renderchain_resolve_extensions(gl_t *gl,
+ gl2_renderchain_data_t *chain,
+ const char *context_ident,
+ const video_info_t *video)
+{
+ settings_t *settings = config_get_ptr();
+
+ if (!chain)
+ return;
+
+ chain->has_srgb_fbo = false;
+ chain->has_fp_fbo = gl_check_capability(GL_CAPS_FP_FBO);
+ /* GLES3 has unpack_subimage and sRGB in core. */
+ chain->has_srgb_fbo_gles3 = gl_check_capability(GL_CAPS_SRGB_FBO_ES3);
+
+ if (!settings->bools.video_force_srgb_disable)
+ chain->has_srgb_fbo = gl_check_capability(GL_CAPS_SRGB_FBO);
+
+ /* Use regular textures if we use HW render. */
+ chain->egl_images = !gl->hw_render_use && gl_check_capability(GL_CAPS_EGLIMAGE) &&
+ video_context_driver_init_image_buffer(video);
}
static void gl_load_texture_data(
@@ -390,122 +1955,7 @@ static void gl_render_overlay(gl_t *gl, video_frame_info_t *video_info)
}
#endif
-static void gl_set_projection(gl_t *gl,
- struct video_ortho *ortho, bool allow_rotate)
-{
- math_matrix_4x4 rot;
- /* Calculate projection. */
- matrix_4x4_ortho(gl->mvp_no_rot, ortho->left, ortho->right,
- ortho->bottom, ortho->top, ortho->znear, ortho->zfar);
-
- if (!allow_rotate)
- {
- gl->mvp = gl->mvp_no_rot;
- return;
- }
-
- matrix_4x4_rotate_z(rot, M_PI * gl->rotation / 180.0f);
- matrix_4x4_multiply(gl->mvp, rot, gl->mvp_no_rot);
-}
-
-void gl_set_viewport(gl_t *gl,
- video_frame_info_t *video_info,
- unsigned viewport_width,
- unsigned viewport_height,
- bool force_full, bool allow_rotate)
-{
- gfx_ctx_aspect_t aspect_data;
- int x = 0;
- int y = 0;
- float device_aspect = (float)viewport_width / viewport_height;
- unsigned height = video_info->height;
-
- aspect_data.aspect = &device_aspect;
- aspect_data.width = viewport_width;
- aspect_data.height = viewport_height;
-
- video_context_driver_translate_aspect(&aspect_data);
-
- if (video_info->scale_integer && !force_full)
- {
- video_viewport_get_scaled_integer(&gl->vp,
- viewport_width, viewport_height,
- video_driver_get_aspect_ratio(), gl->keep_aspect);
- viewport_width = gl->vp.width;
- viewport_height = gl->vp.height;
- }
- else if (gl->keep_aspect && !force_full)
- {
- float desired_aspect = video_driver_get_aspect_ratio();
-
-#if defined(HAVE_MENU)
- if (video_info->aspect_ratio_idx == ASPECT_RATIO_CUSTOM)
- {
- /* GL has bottom-left origin viewport. */
- x = video_info->custom_vp_x;
- y = height - video_info->custom_vp_y - video_info->custom_vp_height;
- viewport_width = video_info->custom_vp_width;
- viewport_height = video_info->custom_vp_height;
- }
- else
-#endif
- {
- float delta;
-
- if (fabsf(device_aspect - desired_aspect) < 0.0001f)
- {
- /* If the aspect ratios of screen and desired aspect
- * ratio are sufficiently equal (floating point stuff),
- * assume they are actually equal.
- */
- }
- else if (device_aspect > desired_aspect)
- {
- delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f;
- x = (int)roundf(viewport_width * (0.5f - delta));
- viewport_width = (unsigned)roundf(2.0f * viewport_width * delta);
- }
- else
- {
- delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f;
- y = (int)roundf(viewport_height * (0.5f - delta));
- viewport_height = (unsigned)roundf(2.0f * viewport_height * delta);
- }
- }
-
- gl->vp.x = x;
- gl->vp.y = y;
- gl->vp.width = viewport_width;
- gl->vp.height = viewport_height;
- }
- else
- {
- gl->vp.x = gl->vp.y = 0;
- gl->vp.width = viewport_width;
- gl->vp.height = viewport_height;
- }
-
-#if defined(RARCH_MOBILE)
- /* In portrait mode, we want viewport to gravitate to top of screen. */
- if (device_aspect < 1.0f)
- gl->vp.y *= 2;
-#endif
-
- glViewport(gl->vp.x, gl->vp.y, gl->vp.width, gl->vp.height);
- gl_set_projection(gl, &default_ortho, allow_rotate);
-
- /* Set last backbuffer viewport. */
- if (!force_full)
- {
- gl->vp_out_width = viewport_width;
- gl->vp_out_height = viewport_height;
- }
-
-#if 0
- RARCH_LOG("Setting viewport @ %ux%u\n", viewport_width, viewport_height);
-#endif
-}
static void gl_set_viewport_wrapper(void *data, unsigned viewport_width,
unsigned viewport_height, bool force_full, bool allow_rotate)
@@ -716,10 +2166,9 @@ static void gl_init_textures(gl_t *gl, const video_info_t *video)
gl_bind_texture(gl->texture[i], gl->wrap_mode, gl->tex_mag_filter,
gl->tex_min_filter);
- if (gl->renderchain_driver->init_texture_reference)
- gl->renderchain_driver->init_texture_reference(
- gl, gl->renderchain_data, i, internal_fmt,
- texture_fmt, texture_type);
+ gl2_renderchain_init_texture_reference(
+ gl, gl->renderchain_data, i, internal_fmt,
+ texture_fmt, texture_type);
}
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
@@ -998,20 +2447,17 @@ static void gl_pbo_async_readback(gl_t *gl)
GLenum type = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
- if (gl->renderchain_driver->bind_pbo)
- gl->renderchain_driver->bind_pbo(
+ gl2_renderchain_bind_pbo(
gl->pbo_readback[gl->pbo_readback_index++]);
gl->pbo_readback_index &= 3;
/* 4 frames back, we can readback. */
gl->pbo_readback_valid[gl->pbo_readback_index] = true;
- if (gl->renderchain_driver->readback)
- gl->renderchain_driver->readback(gl, gl->renderchain_data,
- video_pixel_get_alignment(gl->vp.width * sizeof(uint32_t)),
- fmt, type, NULL);
- if (gl->renderchain_driver->unbind_pbo)
- gl->renderchain_driver->unbind_pbo(gl, gl->renderchain_data);
+ gl2_renderchain_readback(gl, gl->renderchain_data,
+ video_pixel_get_alignment(gl->vp.width * sizeof(uint32_t)),
+ fmt, type, NULL);
+ gl2_renderchain_unbind_pbo();
}
static bool gl_frame(void *data, const void *frame,
@@ -1032,8 +2478,8 @@ static bool gl_frame(void *data, const void *frame,
gl_context_bind_hw_render(gl, false);
- if (gl->core_context_in_use && gl->renderchain_driver->bind_vao)
- gl->renderchain_driver->bind_vao(gl, gl->renderchain_data);
+ if (gl->core_context_in_use)
+ gl2_renderchain_bind_vao(gl->renderchain_data);
if (video_info->shader_driver && video_info->shader_driver->use)
video_info->shader_driver->use(gl,
@@ -1047,14 +2493,12 @@ static bool gl_frame(void *data, const void *frame,
/* Render to texture in first pass. */
if (gl->fbo_inited)
{
- if (gl->renderchain_driver->recompute_pass_sizes)
- gl->renderchain_driver->recompute_pass_sizes(
- gl, gl->renderchain_data, frame_width, frame_height,
- gl->vp_out_width, gl->vp_out_height);
+ gl2_renderchain_recompute_pass_sizes(
+ gl, gl->renderchain_data, frame_width, frame_height,
+ gl->vp_out_width, gl->vp_out_height);
- if (gl->renderchain_driver->start_render)
- gl->renderchain_driver->start_render(gl, gl->renderchain_data,
- video_info);
+ gl2_renderchain_start_render(gl, gl->renderchain_data,
+ video_info);
}
if (gl->should_resize)
@@ -1071,15 +2515,13 @@ static bool gl_frame(void *data, const void *frame,
if (gl->fbo_inited)
{
- if (gl->renderchain_driver->check_fbo_dimensions)
- gl->renderchain_driver->check_fbo_dimensions(gl,
- gl->renderchain_data);
+ gl2_renderchain_check_fbo_dimensions(gl,
+ gl->renderchain_data);
/* Go back to what we're supposed to do,
* render to FBO #0. */
- if (gl->renderchain_driver->start_render)
- gl->renderchain_driver->start_render(gl, gl->renderchain_data,
- video_info);
+ gl2_renderchain_start_render(gl, gl->renderchain_data,
+ video_info);
}
else
gl_set_viewport(gl, video_info, width, height, false, true);
@@ -1097,9 +2539,8 @@ static bool gl_frame(void *data, const void *frame,
{
gl_update_input_size(gl, frame_width, frame_height, pitch, true);
- if (gl->renderchain_driver->copy_frame)
- gl->renderchain_driver->copy_frame(gl, gl->renderchain_data,
- video_info, frame, frame_width, frame_height, pitch);
+ gl2_renderchain_copy_frame(gl, gl->renderchain_data,
+ video_info, frame, frame_width, frame_height, pitch);
}
/* No point regenerating mipmaps
@@ -1115,13 +2556,11 @@ static bool gl_frame(void *data, const void *frame,
gl_update_input_size(gl, frame_width, frame_height, pitch, false);
if (!gl->fbo_inited)
{
- if (gl->renderchain_driver->bind_backbuffer)
- gl->renderchain_driver->bind_backbuffer(gl, gl->renderchain_data);
+ gl2_renderchain_bind_backbuffer();
gl_set_viewport(gl, video_info, width, height, false, true);
}
- if (gl->renderchain_driver->restore_default_state)
- gl->renderchain_driver->restore_default_state(gl, gl->renderchain_data);
+ gl2_renderchain_restore_default_state(gl);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
@@ -1182,15 +2621,14 @@ static bool gl_frame(void *data, const void *frame,
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- if (gl->fbo_inited && gl->renderchain_driver->renderchain_render)
- gl->renderchain_driver->renderchain_render(gl, gl->renderchain_data,
+ if (gl->fbo_inited)
+ gl2_renderchain_render(gl, gl->renderchain_data,
video_info,
frame_count, &gl->tex_info, &feedback_info);
/* Set prev textures. */
- if (gl->renderchain_driver->bind_prev_texture)
- gl->renderchain_driver->bind_prev_texture(gl, gl->renderchain_data,
- &gl->tex_info);
+ gl2_renderchain_bind_prev_texture(gl, gl->renderchain_data,
+ &gl->tex_info);
#if defined(HAVE_MENU)
if (gl->menu_texture_enable)
@@ -1243,20 +2681,14 @@ static bool gl_frame(void *data, const void *frame,
video_info->shader_data, 0, true);
glBindTexture(GL_TEXTURE_2D, 0);
- if (gl->renderchain_driver->disable_client_arrays)
- gl->renderchain_driver->disable_client_arrays(gl,
- gl->renderchain_data);
}
/* Screenshots. */
if (gl->readback_buffer_screenshot)
- {
- if (gl->renderchain_driver->readback)
- gl->renderchain_driver->readback(gl,
- gl->renderchain_data,
- 4, GL_RGBA, GL_UNSIGNED_BYTE,
- gl->readback_buffer_screenshot);
- }
+ gl2_renderchain_readback(gl,
+ gl->renderchain_data,
+ 4, GL_RGBA, GL_UNSIGNED_BYTE,
+ gl->readback_buffer_screenshot);
/* Don't readback if we're in menu mode. */
else if (gl->pbo_readback_enable)
@@ -1291,16 +2723,13 @@ static bool gl_frame(void *data, const void *frame,
{
glClear(GL_COLOR_BUFFER_BIT);
- if (gl->renderchain_driver->fence_iterate)
- gl->renderchain_driver->fence_iterate(gl,
- gl->renderchain_data,
- video_info->hard_sync_frames);
+ gl2_renderchain_fence_iterate(gl,
+ gl->renderchain_data,
+ video_info->hard_sync_frames);
}
- if (gl->core_context_in_use &&
- gl->renderchain_driver->unbind_vao)
- gl->renderchain_driver->unbind_vao(gl,
- gl->renderchain_data);
+ if (gl->core_context_in_use)
+ gl2_renderchain_unbind_vao();
gl_context_bind_hw_render(gl, true);
@@ -1325,13 +2754,11 @@ static void gl_destroy_resources(gl_t *gl)
static void gl_deinit_chain(gl_t *gl)
{
- if (!gl || !gl->renderchain_driver)
+ if (!gl)
return;
- if (gl->renderchain_driver->chain_free)
- gl->renderchain_driver->chain_free(gl, gl->renderchain_data);
-
- gl->renderchain_driver = NULL;
+ if (gl->renderchain_data)
+ free(gl->renderchain_data);
gl->renderchain_data = NULL;
}
@@ -1344,17 +2771,11 @@ static void gl_free(void *data)
gl_context_bind_hw_render(gl, false);
if (gl->have_sync)
- {
- if (gl->renderchain_driver->fence_free)
- gl->renderchain_driver->fence_free(gl, gl->renderchain_data);
- }
+ gl2_renderchain_fence_free(gl, gl->renderchain_data);
font_driver_free_osd();
video_shader_driver_deinit();
- if (gl->renderchain_driver->disable_client_arrays)
- gl->renderchain_driver->disable_client_arrays(gl, gl->renderchain_data);
-
glDeleteTextures(gl->textures, gl->texture);
#if defined(HAVE_MENU)
@@ -1381,14 +2802,11 @@ static void gl_free(void *data)
if (gl->core_context_in_use)
{
- if (gl->renderchain_driver->unbind_vao)
- gl->renderchain_driver->unbind_vao(gl, gl->renderchain_data);
- if (gl->renderchain_driver->free_vao)
- gl->renderchain_driver->free_vao(gl, gl->renderchain_data);
+ gl2_renderchain_unbind_vao();
+ gl2_renderchain_free_vao(gl->renderchain_data);
}
- if (gl->renderchain_driver->free)
- gl->renderchain_driver->free(gl, gl->renderchain_data);
+ gl2_renderchain_free(gl, gl->renderchain_data);
gl_deinit_chain(gl);
video_context_driver_free();
@@ -1440,8 +2858,8 @@ static bool resolve_extensions(gl_t *gl, const char *context_ident, const video_
video_driver_unset_rgba();
- if (gl->renderchain_driver->resolve_extensions)
- gl->renderchain_driver->resolve_extensions(gl, gl->renderchain_data, context_ident, video);
+ gl2_renderchain_resolve_extensions(gl,
+ gl->renderchain_data, context_ident, video);
#if defined(HAVE_OPENGLES) && !defined(HAVE_PSGL)
if (!gl_check_capability(GL_CAPS_BGRA8888))
@@ -1524,28 +2942,18 @@ static INLINE void gl_set_texture_fmts(gl_t *gl, bool rgb32)
static bool gl_init_pbo_readback(gl_t *gl)
{
+#if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL)
unsigned i;
- /* If none of these are bound, we have to assume
- * we are not going to use PBOs */
- if ( !gl->renderchain_driver->bind_pbo &&
- !gl->renderchain_driver->unbind_pbo &&
- !gl->renderchain_driver->init_pbo
- )
- return false;
-
glGenBuffers(4, gl->pbo_readback);
for (i = 0; i < 4; i++)
{
- if (gl->renderchain_driver->bind_pbo)
- gl->renderchain_driver->bind_pbo(gl->pbo_readback[i]);
- if (gl->renderchain_driver->init_pbo)
- gl->renderchain_driver->init_pbo(gl->vp.width *
- gl->vp.height * sizeof(uint32_t), NULL);
+ gl2_renderchain_bind_pbo(gl->pbo_readback[i]);
+ gl2_renderchain_init_pbo(gl->vp.width *
+ gl->vp.height * sizeof(uint32_t), NULL);
}
- if (gl->renderchain_driver->unbind_pbo)
- gl->renderchain_driver->unbind_pbo(gl, gl->renderchain_data);
+ gl2_renderchain_unbind_pbo();
#ifndef HAVE_OPENGLES3
{
@@ -1571,6 +2979,11 @@ static bool gl_init_pbo_readback(gl_t *gl)
#endif
return true;
+#else
+ /* If none of these are bound, we have to assume
+ * we are not going to use PBOs */
+ return false;
+#endif
}
static const gfx_ctx_driver_t *gl_get_context(gl_t *gl)
@@ -1750,32 +3163,15 @@ static void gl_begin_debug(gl_t *gl)
}
#endif
-extern gl_renderchain_driver_t gl2_renderchain;
-
-static const gl_renderchain_driver_t *renderchain_gl_drivers[] = {
- &gl2_renderchain,
- NULL
-};
-
-static bool renderchain_gl_init_first(
- const gl_renderchain_driver_t **renderchain_driver,
- void **renderchain_handle)
+static bool renderchain_gl_init_first(void **renderchain_handle)
{
- unsigned i;
+ gl2_renderchain_data_t *data = (gl2_renderchain_data_t *)calloc(1, sizeof(*data));
- for (i = 0; renderchain_gl_drivers[i]; i++)
- {
- void *data = renderchain_gl_drivers[i]->chain_new();
+ if (!data)
+ return false;
- if (!data)
- continue;
-
- *renderchain_driver = renderchain_gl_drivers[i];
- *renderchain_handle = data;
- return true;
- }
-
- return false;
+ *renderchain_handle = data;
+ return true;
}
static void *gl_init(const video_info_t *video,
@@ -1888,19 +3284,16 @@ static void *gl_init(const video_info_t *video,
}
}
- if (!renderchain_gl_init_first(&gl->renderchain_driver,
- &gl->renderchain_data))
+ if (!renderchain_gl_init_first(&gl->renderchain_data))
{
RARCH_ERR("[GL]: Renderchain could not be initialized.\n");
goto error;
}
- if (gl->renderchain_driver->restore_default_state)
- gl->renderchain_driver->restore_default_state(gl, gl->renderchain_data);
+ gl2_renderchain_restore_default_state(gl);
if (hwr->context_type == RETRO_HW_CONTEXT_OPENGL_CORE)
- if (gl->renderchain_driver->new_vao)
- gl->renderchain_driver->new_vao(gl, gl->renderchain_data);
+ gl2_renderchain_new_vao(gl->renderchain_data);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
@@ -2049,14 +3442,12 @@ static void *gl_init(const video_info_t *video,
gl_init_textures(gl, video);
gl_init_textures_data(gl);
- if (gl->renderchain_driver->init)
- gl->renderchain_driver->init(gl, gl->renderchain_data, gl->tex_w, gl->tex_h);
+ gl2_renderchain_init(gl, gl->renderchain_data, gl->tex_w, gl->tex_h);
if (gl->has_fbo)
{
if (gl->hw_render_use &&
- gl->renderchain_driver->init_hw_render &&
- !gl->renderchain_driver->init_hw_render(gl, gl->renderchain_data, gl->tex_w, gl->tex_h))
+ !gl2_renderchain_init_hw_render(gl, gl->renderchain_data, gl->tex_w, gl->tex_h))
{
RARCH_ERR("[GL]: Hardware rendering context initialization failed.\n");
goto error;
@@ -2228,8 +3619,7 @@ static bool gl_set_shader(void *data,
if (gl->fbo_inited)
{
- if (gl->renderchain_driver->deinit_fbo)
- gl->renderchain_driver->deinit_fbo(gl, gl->renderchain_data);
+ gl2_renderchain_deinit_fbo(gl, gl->renderchain_data);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
@@ -2259,9 +3649,8 @@ static bool gl_set_shader(void *data,
if (textures > gl->textures) /* Have to reinit a bit. */
{
- if (gl->hw_render_use && gl->fbo_inited &&
- gl->renderchain_driver->deinit_hw_render)
- gl->renderchain_driver->deinit_hw_render(gl, gl->renderchain_data);
+ if (gl->hw_render_use && gl->fbo_inited)
+ gl2_renderchain_deinit_hw_render(gl, gl->renderchain_data);
glDeleteTextures(gl->textures, gl->texture);
#if defined(HAVE_PSGL)
@@ -2274,14 +3663,13 @@ static bool gl_set_shader(void *data,
gl_init_textures(gl, &gl->video_info);
gl_init_textures_data(gl);
- if (gl->hw_render_use && gl->renderchain_driver->init_hw_render)
- gl->renderchain_driver->init_hw_render(gl, gl->renderchain_data,
+ if (gl->hw_render_use)
+ gl2_renderchain_init_hw_render(gl, gl->renderchain_data,
gl->tex_w, gl->tex_h);
}
- if (gl->renderchain_driver->init)
- gl->renderchain_driver->init(gl, gl->renderchain_data,
- gl->tex_w, gl->tex_h);
+ gl2_renderchain_init(gl, gl->renderchain_data,
+ gl->tex_w, gl->tex_h);
/* Apparently need to set viewport for passes when we aren't using FBOs. */
gl_set_shader_viewports(gl);
@@ -2316,9 +3704,9 @@ static void gl_viewport_info(void *data, struct video_viewport *vp)
static bool gl_read_viewport(void *data, uint8_t *buffer, bool is_idle)
{
gl_t *gl = (gl_t*)data;
- if (!gl->renderchain_driver || !gl->renderchain_driver->read_viewport)
+ if (!gl)
return false;
- return gl->renderchain_driver->read_viewport(gl, gl->renderchain_data,
+ return gl2_renderchain_read_viewport(gl,
buffer, is_idle);
}
@@ -2642,10 +4030,6 @@ static void gl_unload_texture(void *data, uintptr_t id)
static void gl_set_coords(void *handle_data, void *shader_data,
const struct video_coords *coords)
{
- gl_t *gl = (gl_t*)handle_data;
- if (gl && gl->renderchain_driver->set_coords)
- gl->renderchain_driver->set_coords(gl, gl->renderchain_data,
- shader_data, coords);
}
static float gl_get_refresh_rate(void *data)
@@ -2659,10 +4043,6 @@ static float gl_get_refresh_rate(void *data)
static void gl_set_mvp(void *data, void *shader_data,
const void *mat_data)
{
- gl_t *gl = (gl_t*)data;
- if (gl && gl->renderchain_driver->set_mvp)
- gl->renderchain_driver->set_mvp(gl, gl->renderchain_data,
- shader_data, mat_data);
}
static uint32_t gl_get_flags(void *data)
diff --git a/gfx/drivers_renderchain/gl1_renderchain.c b/gfx/drivers_renderchain/gl1_renderchain.c
deleted file mode 100644
index 17f9dfe054..0000000000
--- a/gfx/drivers_renderchain/gl1_renderchain.c
+++ /dev/null
@@ -1,302 +0,0 @@
-/* RetroArch - A frontend for libretro.
- * Copyright (C) 2010-2014 - Hans-Kristian Arntzen
- * Copyright (C) 2011-2017 - Daniel De Matteis
- * Copyright (C) 2012-2015 - Michael Lelli
- *
- * RetroArch is free software: you can redistribute it and/or modify it under the terms
- * of the GNU General Public License as published by the Free Software Found-
- * ation, either version 3 of the License, or (at your option) any later version.
- *
- * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
- * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
- * PURPOSE. See the GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License along with RetroArch.
- * If not, see .
- */
-
-#ifdef _MSC_VER
-#pragma comment(lib, "opengl32")
-#endif
-
-#include
-#include
-#include
-#include
-
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
-#include
-#include
-
-#include
-#include
-#include
-#include
-#include
-#include
-#include
-
-#include
-#include
-
-#include "../video_driver.h"
-#include "../video_shader_parse.h"
-#include "../common/gl_common.h"
-
-#include "../../driver.h"
-#include "../../configuration.h"
-#include "../../verbosity.h"
-
-typedef struct gl1_renderchain
-{
- void *empty;
-} gl1_renderchain_t;
-
-static bool gl1_renderchain_read_viewport(
- gl_t *gl, void *chain_data,
- uint8_t *buffer, bool is_idle)
-{
- unsigned num_pixels = gl->vp.width * gl->vp.height;
-
- /* Use slow synchronous readbacks. Use this with plain screenshots
- as we don't really care about performance in this case. */
-
- /* GL1 only guarantees GL_RGBA/GL_UNSIGNED_BYTE
- * readbacks so do just that.
- * GL1 also doesn't support reading back data
- * from front buffer, so render a cached frame
- * and have gl_frame() do the readback while it's
- * in the back buffer.
- */
- gl->readback_buffer_screenshot = malloc(num_pixels * sizeof(uint32_t));
-
- if (!gl->readback_buffer_screenshot)
- return false;
-
- if (!is_idle)
- video_driver_cached_frame();
-
- video_frame_convert_rgba_to_bgr(
- (const void*)gl->readback_buffer_screenshot,
- buffer,
- num_pixels);
-
- free(gl->readback_buffer_screenshot);
- gl->readback_buffer_screenshot = NULL;
-
- return true;
-}
-
-void gl1_renderchain_free_internal(void *data, void *chain_data)
-{
- gl1_renderchain_t *chain = (gl1_renderchain_t*)chain_data;
-
- if (!chain)
- return;
-
- free(chain);
-}
-
-static void *gl1_renderchain_new(void)
-{
- gl1_renderchain_t *renderchain = (gl1_renderchain_t*)
- calloc(1, sizeof(*renderchain));
- if (!renderchain)
- return NULL;
-
- return renderchain;
-}
-
-static void gl1_renderchain_ff_vertex(const void *data)
-{
- const struct video_coords *coords = (const struct video_coords*)data;
- /* Fall back to fixed function-style if needed and possible. */
- glClientActiveTexture(GL_TEXTURE1);
- glTexCoordPointer(2, GL_FLOAT, 0, coords->lut_tex_coord);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glClientActiveTexture(GL_TEXTURE0);
- glVertexPointer(2, GL_FLOAT, 0, coords->vertex);
- glEnableClientState(GL_VERTEX_ARRAY);
- glColorPointer(4, GL_FLOAT, 0, coords->color);
- glEnableClientState(GL_COLOR_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 0, coords->tex_coord);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-}
-
-static void gl1_renderchain_ff_matrix(const void *data)
-{
- math_matrix_4x4 ident;
- const math_matrix_4x4 *mat = (const math_matrix_4x4*)data;
-
- /* Fall back to fixed function-style if needed and possible. */
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(mat->data);
- glMatrixMode(GL_MODELVIEW);
- matrix_4x4_identity(ident);
- glLoadMatrixf(ident.data);
-}
-
-static void gl1_renderchain_disable_client_arrays(void *data,
- void *chain_data)
-{
- if (gl_query_core_context_in_use())
- return;
-
- glClientActiveTexture(GL_TEXTURE1);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glClientActiveTexture(GL_TEXTURE0);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-}
-
-static void gl1_renderchain_restore_default_state(gl_t *gl,
- void *chain_data)
-{
- if (!gl)
- return;
-
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DITHER);
-}
-
-static void gl1_renderchain_copy_frame(
- gl_t *gl,
- void *chain_data,
- video_frame_info_t *video_info,
- const void *frame,
- unsigned width, unsigned height, unsigned pitch)
-{
- const GLvoid *data_buf = frame;
- glPixelStorei(GL_UNPACK_ALIGNMENT, video_pixel_get_alignment(pitch));
-
- if (gl->base_size == 2 && !gl->have_es2_compat)
- {
- /* Convert to 32-bit textures on desktop GL.
- *
- * It is *much* faster (order of magnitude on my setup)
- * to use a custom SIMD-optimized conversion routine
- * than letting GL do it. */
- video_frame_convert_rgb16_to_rgb32(
- &gl->scaler,
- gl->conv_buffer,
- frame,
- width,
- height,
- pitch);
- data_buf = gl->conv_buffer;
- }
- else
- glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
-
- glTexSubImage2D(GL_TEXTURE_2D,
- 0, 0, 0, width, height, gl->texture_type,
- gl->texture_fmt, data_buf);
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-}
-
-static void gl1_renderchain_readback(
- gl_t *gl,
- void *chain_data,
- unsigned alignment,
- unsigned fmt, unsigned type,
- void *src)
-{
- glPixelStorei(GL_PACK_ALIGNMENT, alignment);
- glPixelStorei(GL_PACK_ROW_LENGTH, 0);
- glReadBuffer(GL_BACK);
-
- glReadPixels(gl->vp.x, gl->vp.y,
- gl->vp.width, gl->vp.height,
- (GLenum)fmt, (GLenum)type, (GLvoid*)src);
-}
-
-static void gl1_renderchain_set_mvp(void *data,
- void *chain_data,
- void *shader_data, const void *mat_data)
-{
- math_matrix_4x4 ident;
- const math_matrix_4x4 *mat = (const math_matrix_4x4*)mat_data;
-
- /* Fall back to fixed function-style if needed and possible. */
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(mat->data);
- glMatrixMode(GL_MODELVIEW);
- matrix_4x4_identity(ident);
- glLoadMatrixf(ident.data);
-}
-
-static void gl1_renderchain_set_coords(void *handle_data,
- void *chain_data,
- void *shader_data, const struct video_coords *coords)
-{
- /* Fall back to fixed function-style if needed and possible. */
- glClientActiveTexture(GL_TEXTURE1);
- glTexCoordPointer(2, GL_FLOAT, 0, coords->lut_tex_coord);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glClientActiveTexture(GL_TEXTURE0);
- glVertexPointer(2, GL_FLOAT, 0, coords->vertex);
- glEnableClientState(GL_VERTEX_ARRAY);
- glColorPointer(4, GL_FLOAT, 0, coords->color);
- glEnableClientState(GL_COLOR_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 0, coords->tex_coord);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-}
-
-static void gl1_renderchain_render(
- gl_t *gl,
- void *chain_data,
- video_frame_info_t *video_info,
- uint64_t frame_count,
- const struct video_tex_info *tex_info,
- const struct video_tex_info *feedback_info)
-{
- /* TODO/FIXME - implement
- * check this commit out to see how it looked like way back when -
- *
- * https://github.com/libretro/RetroArch/commit/af7819e5cc1f7e413ff100575ed01ce00dfa1509
- * */
-}
-
-gl_renderchain_driver_t gl1_renderchain = {
- gl1_renderchain_set_coords,
- gl1_renderchain_set_mvp,
- NULL, /* init_textures_reference */
- NULL, /* fence_iterate */
- NULL, /* fence_free */
- gl1_renderchain_readback,
- NULL, /* renderchain_init_pbo */
- NULL, /* renderchain_bind_pbo */
- NULL, /* renderchain_unbind_pbo */
- gl1_renderchain_copy_frame,
- gl1_renderchain_restore_default_state,
- NULL, /* new_vao */
- NULL, /* free_vao */
- NULL, /* bind_vao */
- NULL, /* unbind_vao */
- gl1_renderchain_disable_client_arrays, /* disable_client_arrays */
- gl1_renderchain_ff_vertex, /* ff_vertex */
- gl1_renderchain_ff_matrix,
- NULL, /* bind_backbuffer */
- NULL, /* deinit_fbo */
- gl1_renderchain_read_viewport,
- NULL, /* bind_prev_texture */
- gl1_renderchain_free_internal,
- gl1_renderchain_new,
- NULL, /* renderchain_init */
- NULL, /* init_hw_render */
- NULL, /* renderchain_free */
- NULL, /* deinit_hw_render */
- NULL, /* start_render */
- NULL, /* check_fbo_dimensions */
- NULL, /* recompute_pass_sizes */
- gl1_renderchain_render,
- NULL, /* resolve_extensions */
- "gl1",
-};
diff --git a/gfx/drivers_renderchain/gl2_renderchain.c b/gfx/drivers_renderchain/gl2_renderchain.c
deleted file mode 100644
index 90add25133..0000000000
--- a/gfx/drivers_renderchain/gl2_renderchain.c
+++ /dev/null
@@ -1,1613 +0,0 @@
-/* RetroArch - A frontend for libretro.
- * Copyright (C) 2010-2014 - Hans-Kristian Arntzen
- * Copyright (C) 2011-2017 - Daniel De Matteis
- * Copyright (C) 2012-2015 - Michael Lelli
- *
- * RetroArch is free software: you can redistribute it and/or modify it under the terms
- * of the GNU General Public License as published by the Free Software Found-
- * ation, either version 3 of the License, or (at your option) any later version.
- *
- * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
- * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
- * PURPOSE. See the GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License along with RetroArch.
- * If not, see .
- */
-
-#ifdef _MSC_VER
-#pragma comment(lib, "opengl32")
-#endif
-
-#include
-#include
-#include
-#include
-
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
-#include
-#include
-
-#include
-#include
-#include
-#include
-#include
-#include
-#include
-
-#include
-#include
-#include
-
-#include "../video_driver.h"
-#include "../video_shader_parse.h"
-#include "../common/gl_common.h"
-
-#include "../../driver.h"
-#include "../../configuration.h"
-#include "../../verbosity.h"
-
-#define MAX_FENCES 4
-
-#if !defined(HAVE_PSGL)
-
-#ifndef HAVE_GL_SYNC
-#define HAVE_GL_SYNC
-#endif
-
-#endif
-
-#ifdef HAVE_GL_SYNC
-#if defined(HAVE_OPENGLES2)
-typedef struct __GLsync *GLsync;
-#endif
-#endif
-
-typedef struct gl2_renderchain_data
-{
- bool egl_images;
- bool has_fp_fbo;
- bool has_srgb_fbo_gles3;
- bool has_srgb_fbo;
- bool hw_render_depth_init;
-
- int fbo_pass;
-
- GLuint vao;
- GLuint fbo[GFX_MAX_SHADERS];
- GLuint fbo_texture[GFX_MAX_SHADERS];
- GLuint hw_render_depth[GFX_MAX_TEXTURES];
-
- unsigned fence_count;
-
-#ifdef HAVE_GL_SYNC
- GLsync fences[MAX_FENCES];
-#endif
-
- struct gfx_fbo_scale fbo_scale[GFX_MAX_SHADERS];
-} gl2_renderchain_data_t;
-
-#if (!defined(HAVE_OPENGLES) || defined(HAVE_OPENGLES3))
-#ifdef GL_PIXEL_PACK_BUFFER
-#define HAVE_GL_ASYNC_READBACK
-#endif
-#endif
-
-#define set_texture_coords(coords, xamt, yamt) \
- coords[2] = xamt; \
- coords[6] = xamt; \
- coords[5] = yamt; \
- coords[7] = yamt
-
-#if defined(HAVE_PSGL)
-#define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2DOES(a, b, c, d, e)
-#define gl2_check_fb_status(target) glCheckFramebufferStatusOES(target)
-#define gl2_gen_fb(n, ids) glGenFramebuffersOES(n, ids)
-#define gl2_delete_fb(n, fb) glDeleteFramebuffersOES(n, fb)
-#define gl2_bind_fb(id) glBindFramebufferOES(RARCH_GL_FRAMEBUFFER, id)
-#define gl2_gen_rb glGenRenderbuffersOES
-#define gl2_bind_rb glBindRenderbufferOES
-#define gl2_fb_rb glFramebufferRenderbufferOES
-#define gl2_rb_storage glRenderbufferStorageOES
-#define gl2_delete_rb glDeleteRenderbuffersOES
-
-#elif (defined(__MACH__) && (defined(__ppc__) || defined(__ppc64__)))
-#define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2DEXT(a, b, c, d, e)
-#define gl2_check_fb_status(target) glCheckFramebufferStatusEXT(target)
-#define gl2_gen_fb(n, ids) glGenFramebuffersEXT(n, ids)
-#define gl2_delete_fb(n, fb) glDeleteFramebuffersEXT(n, fb)
-#define gl2_bind_fb(id) glBindFramebufferEXT(RARCH_GL_FRAMEBUFFER, id)
-#define gl2_gen_rb glGenRenderbuffersEXT
-#define gl2_bind_rb glBindRenderbufferEXT
-#define gl2_fb_rb glFramebufferRenderbufferEXT
-#define gl2_rb_storage glRenderbufferStorageEXT
-#define gl2_delete_rb glDeleteRenderbuffersEXT
-
-#else
-
-#define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2D(a, b, c, d, e)
-#define gl2_check_fb_status(target) glCheckFramebufferStatus(target)
-#define gl2_gen_fb(n, ids) glGenFramebuffers(n, ids)
-#define gl2_delete_fb(n, fb) glDeleteFramebuffers(n, fb)
-#define gl2_bind_fb(id) glBindFramebuffer(RARCH_GL_FRAMEBUFFER, id)
-#define gl2_gen_rb glGenRenderbuffers
-#define gl2_bind_rb glBindRenderbuffer
-#define gl2_fb_rb glFramebufferRenderbuffer
-#define gl2_rb_storage glRenderbufferStorage
-#define gl2_delete_rb glDeleteRenderbuffers
-
-#endif
-
-#ifndef GL_SYNC_GPU_COMMANDS_COMPLETE
-#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
-#endif
-
-#ifndef GL_SYNC_FLUSH_COMMANDS_BIT
-#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
-#endif
-
-/* Prototypes */
-static void gl2_renderchain_bind_backbuffer(void *data,
- void *chain_data)
-{
-#ifdef IOS
- /* There is no default frame buffer on iOS. */
- void cocoagl_bind_game_view_fbo(void);
- cocoagl_bind_game_view_fbo();
-#else
- gl2_bind_fb(0);
-#endif
-}
-
-void context_bind_hw_render(void *data, bool enable);
-
-void gl_set_viewport(
- gl_t *gl, video_frame_info_t *video_info,
- unsigned viewport_width,
- unsigned viewport_height,
- bool force_full, bool allow_rotate);
-
-static void gl2_renderchain_convert_geometry(
- struct video_fbo_rect *fbo_rect,
- struct gfx_fbo_scale *fbo_scale,
- unsigned last_width, unsigned last_max_width,
- unsigned last_height, unsigned last_max_height,
- unsigned vp_width, unsigned vp_height)
-{
- switch (fbo_scale->type_x)
- {
- case RARCH_SCALE_INPUT:
- fbo_rect->img_width = fbo_scale->scale_x * last_width;
- fbo_rect->max_img_width = last_max_width * fbo_scale->scale_x;
- break;
-
- case RARCH_SCALE_ABSOLUTE:
- fbo_rect->img_width = fbo_rect->max_img_width =
- fbo_scale->abs_x;
- break;
-
- case RARCH_SCALE_VIEWPORT:
- fbo_rect->img_width = fbo_rect->max_img_width =
- fbo_scale->scale_x * vp_width;
- break;
- }
-
- switch (fbo_scale->type_y)
- {
- case RARCH_SCALE_INPUT:
- fbo_rect->img_height = last_height * fbo_scale->scale_y;
- fbo_rect->max_img_height = last_max_height * fbo_scale->scale_y;
- break;
-
- case RARCH_SCALE_ABSOLUTE:
- fbo_rect->img_height = fbo_scale->abs_y;
- fbo_rect->max_img_height = fbo_scale->abs_y;
- break;
-
- case RARCH_SCALE_VIEWPORT:
- fbo_rect->img_height = fbo_rect->max_img_height =
- fbo_scale->scale_y * vp_height;
- break;
- }
-}
-
-static void gl_size_format(GLint* internalFormat)
-{
-#ifndef HAVE_PSGL
- switch (*internalFormat)
- {
- case GL_RGB:
- /* FIXME: PS3 does not support this, neither does it have GL_RGB565_OES. */
- *internalFormat = GL_RGB565;
- break;
- case GL_RGBA:
-#ifdef HAVE_OPENGLES2
- *internalFormat = GL_RGBA8_OES;
-#else
- *internalFormat = GL_RGBA8;
-#endif
- break;
- }
-#endif
-}
-
-/* This function should only be used without mipmaps
- and when data == NULL */
-static void gl_load_texture_image(GLenum target,
- GLint level,
- GLint internalFormat,
- GLsizei width,
- GLsizei height,
- GLint border,
- GLenum format,
- GLenum type,
- const GLvoid * data)
-{
-#if !defined(HAVE_PSGL) && !defined(ORBIS)
-#ifdef HAVE_OPENGLES2
- if (gl_check_capability(GL_CAPS_TEX_STORAGE_EXT) && internalFormat != GL_BGRA_EXT)
- {
- gl_size_format(&internalFormat);
- glTexStorage2DEXT(target, 1, internalFormat, width, height);
- }
-#else
- if (gl_check_capability(GL_CAPS_TEX_STORAGE) && internalFormat != GL_BGRA_EXT)
- {
- gl_size_format(&internalFormat);
- glTexStorage2D(target, 1, internalFormat, width, height);
- }
-#endif
- else
-#endif
- {
-#ifdef HAVE_OPENGLES
- if (gl_check_capability(GL_CAPS_GLES3_SUPPORTED))
-#endif
- gl_size_format(&internalFormat);
- glTexImage2D(target, level, internalFormat, width,
- height, border, format, type, data);
- }
-}
-
-static bool gl_recreate_fbo(
- struct video_fbo_rect *fbo_rect,
- GLuint fbo,
- GLuint* texture
- )
-{
- gl2_bind_fb(fbo);
- glDeleteTextures(1, texture);
- glGenTextures(1, texture);
- glBindTexture(GL_TEXTURE_2D, *texture);
- gl_load_texture_image(GL_TEXTURE_2D,
- 0, RARCH_GL_INTERNAL_FORMAT32,
- fbo_rect->width,
- fbo_rect->height,
- 0, RARCH_GL_TEXTURE_TYPE32,
- RARCH_GL_FORMAT32, NULL);
-
- gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
- RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
- *texture, 0);
-
- if (gl2_check_fb_status(RARCH_GL_FRAMEBUFFER)
- == RARCH_GL_FRAMEBUFFER_COMPLETE)
- return true;
-
- RARCH_WARN("Failed to reinitialize FBO texture.\n");
- return false;
-}
-
-static void gl_check_fbo_dimension(gl_t *gl,
- void *chain_data,
- unsigned i,
- bool update_feedback)
-{
- struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i];
- /* Check proactively since we might suddently
- * get sizes of tex_w width or tex_h height. */
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
- unsigned img_width = fbo_rect->max_img_width;
- unsigned img_height = fbo_rect->max_img_height;
- unsigned max = img_width > img_height ? img_width : img_height;
- unsigned pow2_size = next_pow2(max);
-
- fbo_rect->width = pow2_size;
- fbo_rect->height = pow2_size;
-
- gl_recreate_fbo(fbo_rect, chain->fbo[i], &chain->fbo_texture[i]);
-
- /* Update feedback texture in-place so we avoid having to
- * juggle two different fbo_rect structs since they get updated here. */
- if (update_feedback)
- {
- if (gl_recreate_fbo(fbo_rect, gl->fbo_feedback,
- &gl->fbo_feedback_texture))
- {
- /* Make sure the feedback textures are cleared
- * so we don't feedback noise. */
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- }
- }
-
- RARCH_LOG("[GL]: Recreating FBO texture #%d: %ux%u\n",
- i, fbo_rect->width, fbo_rect->height);
-}
-
-/* On resize, we might have to recreate our FBOs
- * due to "Viewport" scale, and set a new viewport. */
-
-static void gl2_renderchain_check_fbo_dimensions(
- gl_t *gl, void *chain_data)
-{
- int i;
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- /* Check if we have to recreate our FBO textures. */
- for (i = 0; i < chain->fbo_pass; i++)
- {
- struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i];
- if (fbo_rect)
- {
- bool update_feedback = gl->fbo_feedback_enable
- && (unsigned)i == gl->fbo_feedback_pass;
-
- if ((fbo_rect->max_img_width > fbo_rect->width) ||
- (fbo_rect->max_img_height > fbo_rect->height))
- gl_check_fbo_dimension(gl, chain_data, i, update_feedback);
- }
- }
-}
-
-static void gl2_renderchain_render(
- gl_t *gl,
- void *chain_data,
- video_frame_info_t *video_info,
- uint64_t frame_count,
- const struct video_tex_info *tex_info,
- const struct video_tex_info *feedback_info)
-{
- int i;
- video_shader_ctx_coords_t coords;
- video_shader_ctx_params_t params;
- video_shader_ctx_info_t shader_info;
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
- static GLfloat fbo_tex_coords[8] = {0.0f};
- struct video_tex_info fbo_tex_info[GFX_MAX_SHADERS];
- struct video_tex_info *fbo_info = NULL;
- const struct video_fbo_rect *prev_rect = NULL;
- GLfloat xamt = 0.0f;
- GLfloat yamt = 0.0f;
- unsigned mip_level = 0;
- unsigned fbo_tex_info_cnt = 0;
- unsigned width = video_info->width;
- unsigned height = video_info->height;
-
- /* Render the rest of our passes. */
- gl->coords.tex_coord = fbo_tex_coords;
-
- /* Calculate viewports, texture coordinates etc,
- * and render all passes from FBOs, to another FBO. */
- for (i = 1; i < chain->fbo_pass; i++)
- {
- const struct video_fbo_rect *rect = &gl->fbo_rect[i];
-
- prev_rect = &gl->fbo_rect[i - 1];
- fbo_info = &fbo_tex_info[i - 1];
-
- xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
- yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
-
- set_texture_coords(fbo_tex_coords, xamt, yamt);
-
- fbo_info->tex = chain->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, fbo_tex_coords, sizeof(fbo_tex_coords));
- fbo_tex_info_cnt++;
-
- gl2_bind_fb(chain->fbo[i]);
-
- shader_info.data = gl;
- shader_info.idx = i + 1;
- shader_info.set_active = true;
-
- video_shader_driver_use(&shader_info);
- glBindTexture(GL_TEXTURE_2D, chain->fbo_texture[i - 1]);
-
- mip_level = i + 1;
-
- if (video_shader_driver_mipmap_input(&mip_level)
- && gl->have_mipmap)
- glGenerateMipmap(GL_TEXTURE_2D);
-
- glClear(GL_COLOR_BUFFER_BIT);
-
- /* Render to FBO with certain size. */
- gl_set_viewport(gl, video_info,
- rect->img_width, rect->img_height, true, false);
-
- params.data = gl;
- params.width = prev_rect->img_width;
- params.height = prev_rect->img_height;
- params.tex_width = prev_rect->width;
- params.tex_height = prev_rect->height;
- params.out_width = gl->vp.width;
- params.out_height = gl->vp.height;
- params.frame_counter = (unsigned int)frame_count;
- params.info = tex_info;
- params.prev_info = gl->prev_info;
- params.feedback_info = feedback_info;
- params.fbo_info = fbo_tex_info;
- params.fbo_info_cnt = fbo_tex_info_cnt;
-
- video_shader_driver_set_parameters(¶ms);
-
- gl->coords.vertices = 4;
-
- coords.handle_data = NULL;
- coords.data = &gl->coords;
-
- video_driver_set_coords(&coords);
-
- video_info->cb_set_mvp(gl,
- video_info->shader_data, &gl->mvp);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- }
-
-#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
- if (chain->has_srgb_fbo)
- glDisable(GL_FRAMEBUFFER_SRGB);
-#endif
-
- /* Render our last FBO texture directly to screen. */
- prev_rect = &gl->fbo_rect[chain->fbo_pass - 1];
- xamt = (GLfloat)prev_rect->img_width / prev_rect->width;
- yamt = (GLfloat)prev_rect->img_height / prev_rect->height;
-
- set_texture_coords(fbo_tex_coords, xamt, yamt);
-
- /* Push final FBO to list. */
- fbo_info = &fbo_tex_info[chain->fbo_pass - 1];
-
- fbo_info->tex = chain->fbo_texture[chain->fbo_pass - 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, fbo_tex_coords, sizeof(fbo_tex_coords));
- fbo_tex_info_cnt++;
-
- /* Render our FBO texture to back buffer. */
- gl2_renderchain_bind_backbuffer(gl, chain_data);
-
- shader_info.data = gl;
- shader_info.idx = chain->fbo_pass + 1;
- shader_info.set_active = true;
-
- video_shader_driver_use(&shader_info);
-
- glBindTexture(GL_TEXTURE_2D, chain->fbo_texture[chain->fbo_pass - 1]);
-
- mip_level = chain->fbo_pass + 1;
-
- if (video_shader_driver_mipmap_input(&mip_level)
- && gl->have_mipmap)
- glGenerateMipmap(GL_TEXTURE_2D);
-
- glClear(GL_COLOR_BUFFER_BIT);
- gl_set_viewport(gl, video_info,
- width, height, false, true);
-
- params.data = gl;
- params.width = prev_rect->img_width;
- params.height = prev_rect->img_height;
- params.tex_width = prev_rect->width;
- params.tex_height = prev_rect->height;
- params.out_width = gl->vp.width;
- params.out_height = gl->vp.height;
- params.frame_counter = (unsigned int)frame_count;
- params.info = tex_info;
- params.prev_info = gl->prev_info;
- params.feedback_info = feedback_info;
- params.fbo_info = fbo_tex_info;
- params.fbo_info_cnt = fbo_tex_info_cnt;
-
- video_shader_driver_set_parameters(¶ms);
-
- gl->coords.vertex = gl->vertex_ptr;
-
- gl->coords.vertices = 4;
-
- coords.handle_data = NULL;
- coords.data = &gl->coords;
-
- video_driver_set_coords(&coords);
-
- video_info->cb_set_mvp(gl,
- video_info->shader_data, &gl->mvp);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- gl->coords.tex_coord = gl->tex_info.coord;
-}
-
-static void gl2_renderchain_deinit_fbo(gl_t *gl,
- void *chain_data)
-{
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- if (gl)
- {
- if (gl->fbo_feedback)
- gl2_delete_fb(1, &gl->fbo_feedback);
- if (gl->fbo_feedback_texture)
- glDeleteTextures(1, &gl->fbo_feedback_texture);
-
- gl->fbo_inited = false;
- gl->fbo_feedback_enable = false;
- gl->fbo_feedback_pass = 0;
- gl->fbo_feedback_texture = 0;
- gl->fbo_feedback = 0;
- }
-
- if (chain)
- {
- gl2_delete_fb(chain->fbo_pass, chain->fbo);
- glDeleteTextures(chain->fbo_pass, chain->fbo_texture);
-
- memset(chain->fbo_texture, 0, sizeof(chain->fbo_texture));
- memset(chain->fbo, 0, sizeof(chain->fbo));
-
- chain->fbo_pass = 0;
- }
-}
-
-static void gl2_renderchain_deinit_hw_render(
- gl_t *gl,
- void *chain_data)
-{
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
- if (!gl)
- return;
-
- context_bind_hw_render(gl, true);
-
- if (gl->hw_render_fbo_init)
- gl2_delete_fb(gl->textures, gl->hw_render_fbo);
- if (chain->hw_render_depth_init)
- gl2_delete_rb(gl->textures, chain->hw_render_depth);
- gl->hw_render_fbo_init = false;
-
- context_bind_hw_render(gl, false);
-}
-
-static void gl2_renderchain_free(gl_t *gl, void *chain_data)
-{
- gl2_renderchain_deinit_fbo(gl, chain_data);
- gl2_renderchain_deinit_hw_render(gl, chain_data);
-}
-
-static bool gl_create_fbo_targets(gl_t *gl, void *chain_data)
-{
- int i;
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- glBindTexture(GL_TEXTURE_2D, 0);
- gl2_gen_fb(chain->fbo_pass, chain->fbo);
-
- for (i = 0; i < chain->fbo_pass; i++)
- {
- GLenum status;
-
- gl2_bind_fb(chain->fbo[i]);
- gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
- RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, chain->fbo_texture[i], 0);
-
- status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER);
- if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
- goto error;
- }
-
- if (gl->fbo_feedback_texture)
- {
- GLenum status;
-
- gl2_gen_fb(1, &gl->fbo_feedback);
- gl2_bind_fb(gl->fbo_feedback);
- gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
- RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
- gl->fbo_feedback_texture, 0);
-
- status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER);
- if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
- goto error;
-
- /* Make sure the feedback textures are cleared
- * so we don't feedback noise. */
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- }
-
- return true;
-
-error:
- gl2_delete_fb(chain->fbo_pass, chain->fbo);
- if (gl->fbo_feedback)
- gl2_delete_fb(1, &gl->fbo_feedback);
- RARCH_ERR("[GL]: Failed to set up frame buffer objects. Multi-pass shading will not work.\n");
- return false;
-}
-
-static void gl_create_fbo_texture(gl_t *gl,
- void *chain_data, unsigned i, GLuint texture)
-{
- GLenum mag_filter, wrap_enum;
- video_shader_ctx_filter_t filter_type;
- video_shader_ctx_wrap_t wrap = {0};
- bool fp_fbo = false;
- bool smooth = false;
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
- settings_t *settings = config_get_ptr();
- GLuint base_filt = settings->bools.video_smooth ? GL_LINEAR : GL_NEAREST;
- GLuint base_mip_filt = settings->bools.video_smooth ?
- GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
- unsigned mip_level = i + 2;
- bool mipmapped = video_shader_driver_mipmap_input(&mip_level);
- GLenum min_filter = mipmapped ? base_mip_filt : base_filt;
-
- filter_type.index = i + 2;
- filter_type.smooth = &smooth;
-
- if (video_shader_driver_filter_type(&filter_type))
- {
- min_filter = mipmapped ? (smooth ?
- GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST)
- : (smooth ? GL_LINEAR : GL_NEAREST);
- }
-
- mag_filter = gl_min_filter_to_mag(min_filter);
- wrap.idx = i + 2;
-
- video_shader_driver_wrap_type(&wrap);
-
- wrap_enum = gl_wrap_type_to_enum(wrap.type);
-
- gl_bind_texture(texture, wrap_enum, mag_filter, min_filter);
-
- fp_fbo = chain->fbo_scale[i].fp_fbo;
-
- if (fp_fbo)
- {
- if (!chain->has_fp_fbo)
- RARCH_ERR("[GL]: Floating-point FBO was requested, but is not supported. Falling back to UNORM. Result may band/clip/etc.!\n");
- }
-
-#if !defined(HAVE_OPENGLES2)
- if (fp_fbo && chain->has_fp_fbo)
- {
- RARCH_LOG("[GL]: FBO pass #%d is floating-point.\n", i);
- gl_load_texture_image(GL_TEXTURE_2D, 0, GL_RGBA32F,
- gl->fbo_rect[i].width, gl->fbo_rect[i].height,
- 0, GL_RGBA, GL_FLOAT, NULL);
- }
- else
-#endif
- {
-#ifndef HAVE_OPENGLES
- bool srgb_fbo = chain->fbo_scale[i].srgb_fbo;
-
- if (!fp_fbo && srgb_fbo)
- {
- if (!chain->has_srgb_fbo)
- RARCH_ERR("[GL]: sRGB FBO was requested, but it is not supported. Falling back to UNORM. Result may have banding!\n");
- }
-
- if (settings->bools.video_force_srgb_disable)
- srgb_fbo = false;
-
- if (srgb_fbo && chain->has_srgb_fbo)
- {
- RARCH_LOG("[GL]: FBO pass #%d is sRGB.\n", i);
-#ifdef HAVE_OPENGLES2
- /* EXT defines are same as core GLES3 defines,
- * but GLES3 variant requires different arguments. */
- glTexImage2D(GL_TEXTURE_2D,
- 0, GL_SRGB_ALPHA_EXT,
- gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
- chain->has_srgb_fbo_gles3 ? GL_RGBA : GL_SRGB_ALPHA_EXT,
- GL_UNSIGNED_BYTE, NULL);
-#else
- gl_load_texture_image(GL_TEXTURE_2D,
- 0, GL_SRGB8_ALPHA8,
- gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-#endif
- }
- else
-#endif
- {
-#if defined(HAVE_OPENGLES2) || defined(HAVE_PSGL)
- glTexImage2D(GL_TEXTURE_2D,
- 0, GL_RGBA,
- gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-#else
- /* Avoid potential performance
- * reductions on particular platforms. */
- gl_load_texture_image(GL_TEXTURE_2D,
- 0, RARCH_GL_INTERNAL_FORMAT32,
- gl->fbo_rect[i].width, gl->fbo_rect[i].height, 0,
- RARCH_GL_TEXTURE_TYPE32, RARCH_GL_FORMAT32, NULL);
-#endif
- }
- }
-}
-
-static void gl_create_fbo_textures(gl_t *gl,
- gl2_renderchain_data_t *chain)
-{
- int i;
-
- glGenTextures(chain->fbo_pass, chain->fbo_texture);
-
- for (i = 0; i < chain->fbo_pass; i++)
- gl_create_fbo_texture(gl, gl->renderchain_data,
- i, chain->fbo_texture[i]);
-
- if (gl->fbo_feedback_enable)
- {
- glGenTextures(1, &gl->fbo_feedback_texture);
- gl_create_fbo_texture(gl,
- gl->renderchain_data,
- gl->fbo_feedback_pass, gl->fbo_feedback_texture);
- }
-
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-/* Compute FBO geometry.
- * When width/height changes or window sizes change,
- * we have to recalculate geometry of our FBO. */
-
-static void gl2_renderchain_recompute_pass_sizes(
- gl_t *gl,
- void *chain_data,
- unsigned width, unsigned height,
- unsigned vp_width, unsigned vp_height)
-{
- int i;
- gl2_renderchain_data_t
- *chain = (gl2_renderchain_data_t*)chain_data;
- bool size_modified = false;
- GLint max_size = 0;
- unsigned last_width = width;
- unsigned last_height = height;
- unsigned last_max_width = gl->tex_w;
- unsigned last_max_height = gl->tex_h;
-
- glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size);
-
- /* Calculate viewports for FBOs. */
- for (i = 0; i < chain->fbo_pass; i++)
- {
- struct video_fbo_rect *fbo_rect = &gl->fbo_rect[i];
- struct gfx_fbo_scale *fbo_scale = &chain->fbo_scale[i];
-
- gl2_renderchain_convert_geometry(
- fbo_rect, fbo_scale,
- last_width, last_max_width,
- last_height, last_max_height,
- vp_width, vp_height
- );
-
- if (fbo_rect->img_width > (unsigned)max_size)
- {
- size_modified = true;
- fbo_rect->img_width = max_size;
- }
-
- if (fbo_rect->img_height > (unsigned)max_size)
- {
- size_modified = true;
- fbo_rect->img_height = max_size;
- }
-
- if (fbo_rect->max_img_width > (unsigned)max_size)
- {
- size_modified = true;
- fbo_rect->max_img_width = max_size;
- }
-
- if (fbo_rect->max_img_height > (unsigned)max_size)
- {
- size_modified = true;
- fbo_rect->max_img_height = max_size;
- }
-
- if (size_modified)
- RARCH_WARN("FBO textures exceeded maximum size of GPU (%dx%d). Resizing to fit.\n", max_size, max_size);
-
- last_width = fbo_rect->img_width;
- last_height = fbo_rect->img_height;
- last_max_width = fbo_rect->max_img_width;
- last_max_height = fbo_rect->max_img_height;
- }
-}
-
-static void gl2_renderchain_start_render(
- gl_t *gl,
- void *chain_data,
- video_frame_info_t *video_info)
-{
- /* Used when rendering to an FBO.
- * Texture coords have to be aligned
- * with vertex coordinates. */
- static const GLfloat fbo_vertexes[] = {
- 0, 0,
- 1, 0,
- 0, 1,
- 1, 1
- };
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
- gl2_bind_fb(chain->fbo[0]);
-
- gl_set_viewport(gl,
- video_info, gl->fbo_rect[0].img_width,
- gl->fbo_rect[0].img_height, true, false);
-
- /* Need to preserve the "flipped" state when in FBO
- * as well to have consistent texture coordinates.
- *
- * We will "flip" it in place on last pass. */
- gl->coords.vertex = fbo_vertexes;
-
-#if defined(GL_FRAMEBUFFER_SRGB) && !defined(HAVE_OPENGLES)
- if (chain->has_srgb_fbo)
- glEnable(GL_FRAMEBUFFER_SRGB);
-#endif
-}
-
-/* Set up render to texture. */
-void gl2_renderchain_init(
- gl_t *gl, void *chain_data,
- unsigned fbo_width, unsigned fbo_height)
-{
- int i;
- unsigned width, height;
- video_shader_ctx_scale_t scaler;
- video_shader_ctx_info_t shader_info;
- struct gfx_fbo_scale scale, scale_last;
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- if (!video_shader_driver_info(&shader_info))
- return;
-
- if (!gl || shader_info.num == 0)
- return;
-
- video_driver_get_size(&width, &height);
-
- scaler.idx = 1;
- scaler.scale = &scale;
-
- video_shader_driver_scale(&scaler);
-
- scaler.idx = shader_info.num;
- scaler.scale = &scale_last;
-
- video_shader_driver_scale(&scaler);
-
- /* we always want FBO to be at least initialized on startup for consoles */
- if (shader_info.num == 1 && !scale.valid)
- return;
-
- if (!gl->has_fbo)
- {
- RARCH_ERR("[GL]: Failed to locate FBO functions. Won't be able to use render-to-texture.\n");
- return;
- }
-
- chain->fbo_pass = shader_info.num - 1;
- if (scale_last.valid)
- chain->fbo_pass++;
-
- if (!scale.valid)
- {
- scale.scale_x = 1.0f;
- scale.scale_y = 1.0f;
- scale.type_x = scale.type_y = RARCH_SCALE_INPUT;
- scale.valid = true;
- }
-
- chain->fbo_scale[0] = scale;
-
- for (i = 1; i < chain->fbo_pass; i++)
- {
- scaler.idx = i + 1;
- scaler.scale = &chain->fbo_scale[i];
-
- video_shader_driver_scale(&scaler);
-
- if (!chain->fbo_scale[i].valid)
- {
- chain->fbo_scale[i].scale_x = chain->fbo_scale[i].scale_y = 1.0f;
- chain->fbo_scale[i].type_x = chain->fbo_scale[i].type_y =
- RARCH_SCALE_INPUT;
- chain->fbo_scale[i].valid = true;
- }
- }
-
- gl2_renderchain_recompute_pass_sizes(gl,
- chain_data,
- fbo_width, fbo_height, width, height);
-
- for (i = 0; i < chain->fbo_pass; i++)
- {
- gl->fbo_rect[i].width = next_pow2(gl->fbo_rect[i].img_width);
- gl->fbo_rect[i].height = next_pow2(gl->fbo_rect[i].img_height);
- RARCH_LOG("[GL]: Creating FBO %d @ %ux%u\n", i,
- gl->fbo_rect[i].width, gl->fbo_rect[i].height);
- }
-
- gl->fbo_feedback_enable = video_shader_driver_get_feedback_pass(
- &gl->fbo_feedback_pass);
-
- if (gl->fbo_feedback_enable && gl->fbo_feedback_pass
- < (unsigned)chain->fbo_pass)
- {
- RARCH_LOG("[GL]: Creating feedback FBO %d @ %ux%u\n", i,
- gl->fbo_rect[gl->fbo_feedback_pass].width,
- gl->fbo_rect[gl->fbo_feedback_pass].height);
- }
- else if (gl->fbo_feedback_enable)
- {
- RARCH_WARN("[GL]: Tried to create feedback FBO of pass #%u, but there are only %d FBO passes. Will use input texture as feedback texture.\n",
- gl->fbo_feedback_pass, chain->fbo_pass);
- gl->fbo_feedback_enable = false;
- }
-
- gl_create_fbo_textures(gl, chain);
- if (!gl || !gl_create_fbo_targets(gl, chain))
- {
- glDeleteTextures(chain->fbo_pass, chain->fbo_texture);
- RARCH_ERR("[GL]: Failed to create FBO targets. Will continue without FBO.\n");
- return;
- }
-
- gl->fbo_inited = true;
-}
-
-static bool gl2_renderchain_init_hw_render(
- gl_t *gl,
- void *chain_data,
- unsigned width, unsigned height)
-{
- GLenum status;
- unsigned i;
- bool depth = false;
- bool stencil = false;
- GLint max_fbo_size = 0;
- GLint max_renderbuffer_size = 0;
- struct retro_hw_render_callback *hwr =
- video_driver_get_hw_context();
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- /* We can only share texture objects through contexts.
- * FBOs are "abstract" objects and are not shared. */
- context_bind_hw_render(gl, true);
-
- RARCH_LOG("[GL]: Initializing HW render (%u x %u).\n", width, height);
- glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_fbo_size);
- glGetIntegerv(RARCH_GL_MAX_RENDERBUFFER_SIZE, &max_renderbuffer_size);
- RARCH_LOG("[GL]: Max texture size: %d px, renderbuffer size: %d px.\n",
- max_fbo_size, max_renderbuffer_size);
-
- if (!gl->has_fbo)
- return false;
-
- RARCH_LOG("[GL]: Supports FBO (render-to-texture).\n");
-
- glBindTexture(GL_TEXTURE_2D, 0);
- gl2_gen_fb(gl->textures, gl->hw_render_fbo);
-
- depth = hwr->depth;
- stencil = hwr->stencil;
-
- if (depth)
- {
- gl2_gen_rb(gl->textures, chain->hw_render_depth);
- chain->hw_render_depth_init = true;
- }
-
- for (i = 0; i < gl->textures; i++)
- {
- gl2_bind_fb(gl->hw_render_fbo[i]);
- gl2_fb_texture_2d(RARCH_GL_FRAMEBUFFER,
- RARCH_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl->texture[i], 0);
-
- if (depth)
- {
- gl2_bind_rb(RARCH_GL_RENDERBUFFER, chain->hw_render_depth[i]);
- gl2_rb_storage(RARCH_GL_RENDERBUFFER,
- stencil ? RARCH_GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT16,
- width, height);
- gl2_bind_rb(RARCH_GL_RENDERBUFFER, 0);
-
- if (stencil)
- {
-#if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGLES1) || ((defined(__MACH__) && (defined(__ppc__) || defined(__ppc64__))))
- /* GLES2 is a bit weird, as always.
- * There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL. */
- gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
- RARCH_GL_DEPTH_ATTACHMENT,
- RARCH_GL_RENDERBUFFER,
- chain->hw_render_depth[i]);
- gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
- RARCH_GL_STENCIL_ATTACHMENT,
- RARCH_GL_RENDERBUFFER,
- chain->hw_render_depth[i]);
-#else
- /* We use ARB FBO extensions, no need to check. */
- gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
- GL_DEPTH_STENCIL_ATTACHMENT,
- RARCH_GL_RENDERBUFFER,
- chain->hw_render_depth[i]);
-#endif
- }
- else
- {
- gl2_fb_rb(RARCH_GL_FRAMEBUFFER,
- RARCH_GL_DEPTH_ATTACHMENT,
- RARCH_GL_RENDERBUFFER,
- chain->hw_render_depth[i]);
- }
- }
-
- status = gl2_check_fb_status(RARCH_GL_FRAMEBUFFER);
- if (status != RARCH_GL_FRAMEBUFFER_COMPLETE)
- {
- RARCH_ERR("[GL]: Failed to create HW render FBO #%u, error: 0x%04x.\n",
- i, status);
- return false;
- }
- }
-
- gl2_renderchain_bind_backbuffer(gl, chain_data);
- gl->hw_render_fbo_init = true;
-
- context_bind_hw_render(gl, false);
- return true;
-}
-
-static void gl2_renderchain_bind_prev_texture(
- gl_t *gl,
- void *chain_data,
- const struct video_tex_info *tex_info)
-{
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- memmove(gl->prev_info + 1, gl->prev_info,
- sizeof(*tex_info) * (gl->textures - 1));
- memcpy(&gl->prev_info[0], tex_info,
- sizeof(*tex_info));
-
- /* Implement feedback by swapping out FBO/textures
- * for FBO pass #N and feedbacks. */
- if (gl->fbo_feedback_enable)
- {
- GLuint tmp_fbo = gl->fbo_feedback;
- GLuint tmp_tex = gl->fbo_feedback_texture;
- gl->fbo_feedback = chain->fbo[gl->fbo_feedback_pass];
- gl->fbo_feedback_texture = chain->fbo_texture[gl->fbo_feedback_pass];
- chain->fbo[gl->fbo_feedback_pass] = tmp_fbo;
- chain->fbo_texture[gl->fbo_feedback_pass] = tmp_tex;
- }
-}
-
-static bool gl2_renderchain_read_viewport(
- gl_t *gl,
- void *chain_data,
- uint8_t *buffer, bool is_idle)
-{
- unsigned num_pixels = 0;
-
- if (!gl)
- return false;
-
- context_bind_hw_render(gl, false);
-
- num_pixels = gl->vp.width * gl->vp.height;
-
-#ifdef HAVE_GL_ASYNC_READBACK
- if (gl->pbo_readback_enable)
- {
- const uint8_t *ptr = NULL;
-
- /* Don't readback if we're in menu mode.
- * We haven't buffered up enough frames yet, come back later. */
- if (!gl->pbo_readback_valid[gl->pbo_readback_index])
- goto error;
-
- gl->pbo_readback_valid[gl->pbo_readback_index] = false;
- glBindBuffer(GL_PIXEL_PACK_BUFFER,
- gl->pbo_readback[gl->pbo_readback_index]);
-
-#ifdef HAVE_OPENGLES3
- /* Slower path, but should work on all implementations at least. */
- ptr = (const uint8_t*)glMapBufferRange(GL_PIXEL_PACK_BUFFER,
- 0, num_pixels * sizeof(uint32_t), GL_MAP_READ_BIT);
-
- if (ptr)
- {
- unsigned y;
- for (y = 0; y < gl->vp.height; y++)
- {
- video_frame_convert_rgba_to_bgr(
- (const void*)ptr,
- buffer,
- gl->vp.width);
- }
- }
-#else
- ptr = (const uint8_t*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
- if (ptr)
- {
- struct scaler_ctx *ctx = &gl->pbo_readback_scaler;
- scaler_ctx_scale_direct(ctx, buffer, ptr);
- }
-#endif
-
- if (!ptr)
- {
- RARCH_ERR("[GL]: Failed to map pixel unpack buffer.\n");
- goto error;
- }
-
- glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
- glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
- }
- else
-#endif
- {
- /* Use slow synchronous readbacks. Use this with plain screenshots
- as we don't really care about performance in this case. */
-
- /* GLES2 only guarantees GL_RGBA/GL_UNSIGNED_BYTE
- * readbacks so do just that.
- * GLES2 also doesn't support reading back data
- * from front buffer, so render a cached frame
- * and have gl_frame() do the readback while it's
- * in the back buffer.
- *
- * Keep codepath similar for GLES and desktop GL.
- */
- gl->readback_buffer_screenshot = malloc(num_pixels * sizeof(uint32_t));
-
- if (!gl->readback_buffer_screenshot)
- goto error;
-
- if (!is_idle)
- video_driver_cached_frame();
-
- video_frame_convert_rgba_to_bgr(
- (const void*)gl->readback_buffer_screenshot,
- buffer,
- num_pixels);
-
- free(gl->readback_buffer_screenshot);
- gl->readback_buffer_screenshot = NULL;
- }
-
- context_bind_hw_render(gl, true);
- return true;
-
-error:
- context_bind_hw_render(gl, true);
-
- return false;
-}
-
-void gl2_renderchain_chain_free(void *data, void *chain_data)
-{
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- if (!chain)
- return;
-
- free(chain);
-}
-
-static void *gl2_renderchain_chain_new(void)
-{
- gl2_renderchain_data_t *renderchain =
- (gl2_renderchain_data_t*)calloc(1, sizeof(*renderchain));
- if (!renderchain)
- return NULL;
-
- return renderchain;
-}
-
-static void gl2_renderchain_bind_vao(void *data,
- void *chain_data)
-{
-#ifndef HAVE_OPENGLES
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
- if (!chain)
- return;
- glBindVertexArray(chain->vao);
-#endif
-}
-
-static void gl2_renderchain_unbind_vao(void *data,
- void *chain_data)
-{
-#ifndef HAVE_OPENGLES
- glBindVertexArray(0);
-#endif
-}
-
-static void gl2_renderchain_new_vao(void *data,
- void *chain_data)
-{
-#ifndef HAVE_OPENGLES
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
- if (!chain)
- return;
- glGenVertexArrays(1, &chain->vao);
-#endif
-}
-
-static void gl2_renderchain_free_vao(void *data,
- void *chain_data)
-{
-#ifndef HAVE_OPENGLES
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
- if (!chain)
- return;
- glDeleteVertexArrays(1, &chain->vao);
-#endif
-}
-
-static void gl2_renderchain_restore_default_state(
- gl_t *gl,
- void *chain_data)
-{
- if (!gl)
- return;
-#ifndef HAVE_OPENGLES
- if (!gl->core_context_in_use)
- glEnable(GL_TEXTURE_2D);
-#endif
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DITHER);
-}
-
-static void gl2_renderchain_copy_frame(
- gl_t *gl,
- void *chain_data,
- video_frame_info_t *video_info,
- const void *frame,
- unsigned width, unsigned height, unsigned pitch)
-{
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- (void)chain;
-
-#if defined(HAVE_PSGL)
- {
- unsigned h;
- 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;
-
- uint8_t *buffer = (uint8_t*)glMapBuffer(
- GL_TEXTURE_REFERENCE_BUFFER_SCE, GL_READ_WRITE) + buffer_addr;
- for (h = 0; h < height; h++, buffer += buffer_stride, frame_copy += pitch)
- memcpy(buffer, frame_copy, frame_copy_size);
-
- glUnmapBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE);
- }
-#elif defined(HAVE_OPENGLES)
-#if defined(HAVE_EGL)
- if (chain->egl_images)
- {
- gfx_ctx_image_t img_info;
- bool new_egl = false;
- EGLImageKHR img = 0;
-
- img_info.frame = frame;
- img_info.width = width;
- img_info.height = height;
- img_info.pitch = pitch;
- img_info.index = gl->tex_index;
- img_info.rgb32 = (gl->base_size == 4);
- img_info.handle = &img;
-
- new_egl =
- video_context_driver_write_to_image_buffer(&img_info);
-
- if (img == EGL_NO_IMAGE_KHR)
- {
- RARCH_ERR("[GL]: Failed to create EGL image.\n");
- return;
- }
-
- if (new_egl)
- glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)img);
- }
- else
-#endif
- {
- glPixelStorei(GL_UNPACK_ALIGNMENT,
- video_pixel_get_alignment(width * gl->base_size));
-
- /* Fallback for GLES devices without GL_BGRA_EXT. */
- if (gl->base_size == 4 && video_info->use_rgba)
- {
- video_frame_convert_argb8888_to_abgr8888(
- &gl->scaler,
- gl->conv_buffer,
- frame, width, height, pitch);
- glTexSubImage2D(GL_TEXTURE_2D,
- 0, 0, 0, width, height, gl->texture_type,
- gl->texture_fmt, gl->conv_buffer);
- }
- else if (gl->support_unpack_row_length)
- {
- glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
- glTexSubImage2D(GL_TEXTURE_2D,
- 0, 0, 0, width, height, gl->texture_type,
- gl->texture_fmt, frame);
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- }
- else
- {
- /* No GL_UNPACK_ROW_LENGTH. */
-
- const GLvoid *data_buf = frame;
- unsigned pitch_width = pitch / gl->base_size;
-
- if (width != pitch_width)
- {
- /* Slow path - conv_buffer is preallocated
- * just in case we hit this path. */
-
- unsigned h;
- const unsigned line_bytes = width * gl->base_size;
- uint8_t *dst = (uint8_t*)gl->conv_buffer;
- const uint8_t *src = (const uint8_t*)frame;
-
- for (h = 0; h < height; h++, src += pitch, dst += line_bytes)
- memcpy(dst, src, line_bytes);
-
- data_buf = gl->conv_buffer;
- }
-
- glTexSubImage2D(GL_TEXTURE_2D,
- 0, 0, 0, width, height, gl->texture_type,
- gl->texture_fmt, data_buf);
- }
- }
-#else
- {
- const GLvoid *data_buf = frame;
- glPixelStorei(GL_UNPACK_ALIGNMENT, video_pixel_get_alignment(pitch));
-
- if (gl->base_size == 2 && !gl->have_es2_compat)
- {
- /* Convert to 32-bit textures on desktop GL.
- *
- * It is *much* faster (order of magnitude on my setup)
- * to use a custom SIMD-optimized conversion routine
- * than letting GL do it. */
- video_frame_convert_rgb16_to_rgb32(
- &gl->scaler,
- gl->conv_buffer,
- frame,
- width,
- height,
- pitch);
- data_buf = gl->conv_buffer;
- }
- else
- glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / gl->base_size);
-
- glTexSubImage2D(GL_TEXTURE_2D,
- 0, 0, 0, width, height, gl->texture_type,
- gl->texture_fmt, data_buf);
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- }
-#endif
-}
-
-static void gl2_renderchain_bind_pbo(unsigned idx)
-{
-#if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL)
- glBindBuffer(GL_PIXEL_PACK_BUFFER, (GLuint)idx);
-#endif
-}
-
-static void gl2_renderchain_unbind_pbo(void *data,
- void *chain_data)
-{
-#if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL)
- glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
-#endif
-}
-
-static void gl2_renderchain_init_pbo(unsigned size,
- const void *data)
-{
-#if !defined(HAVE_OPENGLES2) && !defined(HAVE_PSGL)
- glBufferData(GL_PIXEL_PACK_BUFFER, size,
- (const GLvoid*)data, GL_STREAM_READ);
-#endif
-}
-
-static void gl2_renderchain_readback(
- gl_t *gl,
- void *chain_data,
- unsigned alignment,
- unsigned fmt, unsigned type,
- void *src)
-{
- glPixelStorei(GL_PACK_ALIGNMENT, alignment);
-#ifndef HAVE_OPENGLES
- glPixelStorei(GL_PACK_ROW_LENGTH, 0);
- glReadBuffer(GL_BACK);
-#endif
-
- glReadPixels(gl->vp.x, gl->vp.y,
- gl->vp.width, gl->vp.height,
- (GLenum)fmt, (GLenum)type, (GLvoid*)src);
-}
-
-static void gl2_renderchain_fence_iterate(
- void *data,
- void *chain_data,
- unsigned hard_sync_frames)
-{
-#ifndef HAVE_OPENGLES
-#ifdef HAVE_GL_SYNC
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- chain->fences[chain->fence_count++] =
- glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
-
- while (chain->fence_count > hard_sync_frames)
- {
- glClientWaitSync(chain->fences[0],
- GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
- glDeleteSync(chain->fences[0]);
-
- chain->fence_count--;
- memmove(chain->fences, chain->fences + 1,
- chain->fence_count * sizeof(void*));
- }
-#endif
-#endif
-}
-
-static void gl2_renderchain_fence_free(void *data,
- void *chain_data)
-{
-#ifndef HAVE_OPENGLES
-#ifdef HAVE_GL_SYNC
- unsigned i;
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- for (i = 0; i < chain->fence_count; i++)
- {
- glClientWaitSync(chain->fences[i],
- GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000);
- glDeleteSync(chain->fences[i]);
- }
- chain->fence_count = 0;
-#endif
-#endif
-}
-
-static void gl2_renderchain_init_texture_reference(
- gl_t *gl, void *chain_data, unsigned i,
- unsigned internal_fmt, unsigned texture_fmt,
- unsigned texture_type)
-{
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
-
- (void)chain;
-
-#ifdef HAVE_PSGL
- glTextureReferenceSCE(GL_TEXTURE_2D, 1,
- gl->tex_w, gl->tex_h, 0,
- (GLenum)internal_fmt,
- gl->tex_w * gl->base_size,
- gl->tex_w * gl->tex_h * i * gl->base_size);
-#else
- if (chain->egl_images)
- return;
-
- gl_load_texture_image(GL_TEXTURE_2D,
- 0,
- (GLenum)internal_fmt,
- gl->tex_w, gl->tex_h, 0,
- (GLenum)texture_type,
- (GLenum)texture_fmt,
- gl->empty_buf ? gl->empty_buf : NULL);
-#endif
-}
-
-static void gl2_renderchain_resolve_extensions(gl_t *gl,
- void *chain_data, const char *context_ident,
- const video_info_t *video)
-{
- gl2_renderchain_data_t *chain = (gl2_renderchain_data_t*)chain_data;
- settings_t *settings = config_get_ptr();
-
- if (!chain)
- return;
-
- chain->has_srgb_fbo = false;
- chain->has_fp_fbo = gl_check_capability(GL_CAPS_FP_FBO);
- /* GLES3 has unpack_subimage and sRGB in core. */
- chain->has_srgb_fbo_gles3 = gl_check_capability(GL_CAPS_SRGB_FBO_ES3);
-
- if (!settings->bools.video_force_srgb_disable)
- chain->has_srgb_fbo = gl_check_capability(GL_CAPS_SRGB_FBO);
-
- /* Use regular textures if we use HW render. */
- chain->egl_images = !gl->hw_render_use && gl_check_capability(GL_CAPS_EGLIMAGE) &&
- video_context_driver_init_image_buffer(video);
-}
-
-gl_renderchain_driver_t gl2_renderchain = {
- NULL, /* set_coords */
- NULL, /* set_mvp */
- gl2_renderchain_init_texture_reference,
- gl2_renderchain_fence_iterate,
- gl2_renderchain_fence_free,
- gl2_renderchain_readback,
- gl2_renderchain_init_pbo,
- gl2_renderchain_bind_pbo,
- gl2_renderchain_unbind_pbo,
- gl2_renderchain_copy_frame,
- gl2_renderchain_restore_default_state,
- gl2_renderchain_new_vao,
- gl2_renderchain_free_vao,
- gl2_renderchain_bind_vao,
- gl2_renderchain_unbind_vao,
- NULL, /* disable_client_arrays */
- NULL, /* ff_vertex */
- NULL, /* ff_matrix */
- gl2_renderchain_bind_backbuffer,
- gl2_renderchain_deinit_fbo,
- gl2_renderchain_read_viewport,
- gl2_renderchain_bind_prev_texture,
- gl2_renderchain_chain_free,
- gl2_renderchain_chain_new,
- gl2_renderchain_init,
- gl2_renderchain_init_hw_render,
- gl2_renderchain_free,
- gl2_renderchain_deinit_hw_render,
- gl2_renderchain_start_render,
- gl2_renderchain_check_fbo_dimensions,
- gl2_renderchain_recompute_pass_sizes,
- gl2_renderchain_render,
- gl2_renderchain_resolve_extensions,
- "gl2",
-};
diff --git a/griffin/griffin.c b/griffin/griffin.c
index 8224ce1fc2..99eab1cb33 100644
--- a/griffin/griffin.c
+++ b/griffin/griffin.c
@@ -413,7 +413,6 @@ VIDEO DRIVER
#ifdef HAVE_OPENGL
#include "../gfx/drivers/gl.c"
#include "../libretro-common/gfx/gl_capabilities.c"
-#include "../gfx/drivers_renderchain/gl2_renderchain.c"
#ifndef HAVE_PSGL
#include "../libretro-common/glsym/rglgen.c"