/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * copyright (c) 2011-2017 - Daniel De Matteis * copyright (c) 2016-2019 - Brad Parker * * 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 . */ #ifndef __GL1_COMMON_H #define __GL1_COMMON_H #include #include #include #if defined(__APPLE__) #include #include #else #if defined(_WIN32) && !defined(_XBOX) #define WIN32_LEAN_AND_MEAN #include #endif #include #include #endif #include "../../retroarch.h" #define RARCH_GL1_INTERNAL_FORMAT32 GL_RGBA8 #define RARCH_GL1_TEXTURE_TYPE32 GL_BGRA_EXT #define RARCH_GL1_FORMAT32 GL_UNSIGNED_BYTE struct string_list; typedef struct gl1 { unsigned video_width; unsigned video_height; unsigned screen_width; unsigned screen_height; int version_major; int version_minor; void *ctx_data; const gfx_ctx_driver_t *ctx_driver; GLuint tex; GLuint menu_tex; struct string_list *extensions; bool supports_bgra; struct video_viewport vp; bool keep_aspect; unsigned vp_out_width; unsigned vp_out_height; bool should_resize; struct video_coords coords; GLuint texture[GFX_MAX_TEXTURES]; unsigned tex_index; /* For use with PREV. */ unsigned textures; math_matrix_4x4 mvp, mvp_no_rot; struct video_tex_info tex_info; const float *vertex_ptr; const float *white_color_ptr; unsigned rotation; bool menu_texture_enable; bool menu_texture_full_screen; bool have_sync; bool smooth; bool menu_smooth; void *readback_buffer_screenshot; bool overlay_enable; bool overlay_full_screen; GLuint *overlay_tex; unsigned overlays; float *overlay_vertex_coord; float *overlay_tex_coord; float *overlay_color_coord; bool fullscreen; } gl1_t; static INLINE void gl1_bind_texture(GLuint id, GLint wrap_mode, GLint mag_filter, GLint min_filter) { glBindTexture(GL_TEXTURE_2D, id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter); } #endif